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Mandriva Linux One is a complete Mandriva Linux system, which you can use directly from the CD.
It includes Openoffice.org, kde, mozilla-firefox, gimp, amarok...
You are welcome to test, especially the installation wizard.
Please report the problems on bugzilla for the distribution.
You only need one CD, just pick the one depending of you language.
It includes Openoffice.org, kde, mozilla-firefox, gimp, amarok...
You are welcome to test, especially the installation wizard.
Please report the problems on bugzilla for the distribution.
You only need one CD, just pick the one depending of you language.
FC-One LiveCD is a GNU/Linux operating system.
Whats New in This Release:
· Update kernel 2.6.19-1.2895.fc6
· Add Viet-Phap & Phap-Viet data for stardict
· Add eject & some system-config-* packages
· Fixed error releated to icons ...
Whats New in This Release:
· Update kernel 2.6.19-1.2895.fc6
· Add Viet-Phap & Phap-Viet data for stardict
· Add eject & some system-config-* packages
· Fixed error releated to icons ...
FXP.One is a whole new system to FTP and FXP. It is not just another client. This engine does all the hard work with dealing with FTP sites.
Built into that is a very simple but powerful API protocol. The idea is then, if someone wants to do an FTP, or FXP, client they can then make one without the FTP hassles. Currently there already are multiple clients. They all talk to the FXP.One engine, and you can interchance the clients.
That is, use one client to create and queue up some items and start the queue process. At a later time, a different client, from a different location can connect and check on the progress of that queue, change it, add to it and so on.
Here are some key features of "FXP One":
· Full FTP and FXP capabilities.
· SSL/TLS support, auto-sensing and forced.
· SSL/TLS data support, auto-sensing and forced.
· SSCN seceure data FXP support.
· CCSN seceure data FXP support.
· XDUPE aware for faster queue processing.
· Auto resume, or overwrite options
· Resume last (re-queue all resume items last for faster queue processing)
· FXP direction control (if one site is firewalled)
· PRET Pre-transfer support for ring-sites.
· Skip lists for both files and directories
· Pass lists for both files and directories (opposite to skip list)
· Move-first for both files and directories
· Automatic skip of empty files and directories.
· Encodes all file and directory names as to handle any locale.
Whats New in This Release:
· Local SSL transfers would fail without an SSL certificate.
· Local transfers would incorrectly negotiate CCSN.
· Both of those problems have been fixed.
· STOP methods were implemented.
· The FXP.One home is automatically created based on platform.
· Minor autoconf fixes were made.
Built into that is a very simple but powerful API protocol. The idea is then, if someone wants to do an FTP, or FXP, client they can then make one without the FTP hassles. Currently there already are multiple clients. They all talk to the FXP.One engine, and you can interchance the clients.
That is, use one client to create and queue up some items and start the queue process. At a later time, a different client, from a different location can connect and check on the progress of that queue, change it, add to it and so on.
Here are some key features of "FXP One":
· Full FTP and FXP capabilities.
· SSL/TLS support, auto-sensing and forced.
· SSL/TLS data support, auto-sensing and forced.
· SSCN seceure data FXP support.
· CCSN seceure data FXP support.
· XDUPE aware for faster queue processing.
· Auto resume, or overwrite options
· Resume last (re-queue all resume items last for faster queue processing)
· FXP direction control (if one site is firewalled)
· PRET Pre-transfer support for ring-sites.
· Skip lists for both files and directories
· Pass lists for both files and directories (opposite to skip list)
· Move-first for both files and directories
· Automatic skip of empty files and directories.
· Encodes all file and directory names as to handle any locale.
Whats New in This Release:
· Local SSL transfers would fail without an SSL certificate.
· Local transfers would incorrectly negotiate CCSN.
· Both of those problems have been fixed.
· STOP methods were implemented.
· The FXP.One home is automatically created based on platform.
· Minor autoconf fixes were made.
4
System -> Linux-Distributions
GPL GNU General Public License
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Mandriva One 2007 "Metisse" is a LiveCD based on the popular Mandriva Linux distribution which includes the Metisse 3D desktop.
Metisse is a window manager developed by the In Situ project. Available under the General Public Licence exclusively for Linux, Metisse differs from a classic 3D desktop (the cube) in the way that it offers innovative windows interactions, thus enforcing work efficiency.
The two-fold desktop
Metisse is a window manager developped by the In Situ project. Available under the GPL Licence and in exclusivity for Mandriva Linux, Metisse differs from a classic 3D desktop ("the cube") in the way that it offers innovative windows interactions, thus enforcing work efficiency. The copy-paste feature is the most easy and amazing example of Metisse full power.
Increase Depth Perception
Metisse is not only visually impressive. It also allows us to imagine news ways of interaction with machines. "Metisse allows anyone to discover, right now, what will be the next steps in Linux Desktop evolution. And thats exciting!" says Frédéric Crozat, Senior GNOME Developer at Mandriva. Mouse-clicking has never been that interesting.
Metisse is a window manager developed by the In Situ project. Available under the General Public Licence exclusively for Linux, Metisse differs from a classic 3D desktop (the cube) in the way that it offers innovative windows interactions, thus enforcing work efficiency.
The two-fold desktop
Metisse is a window manager developped by the In Situ project. Available under the GPL Licence and in exclusivity for Mandriva Linux, Metisse differs from a classic 3D desktop ("the cube") in the way that it offers innovative windows interactions, thus enforcing work efficiency. The copy-paste feature is the most easy and amazing example of Metisse full power.
Increase Depth Perception
Metisse is not only visually impressive. It also allows us to imagine news ways of interaction with machines. "Metisse allows anyone to discover, right now, what will be the next steps in Linux Desktop evolution. And thats exciting!" says Frédéric Crozat, Senior GNOME Developer at Mandriva. Mouse-clicking has never been that interesting.
Aleph One is an Open Source 3D first-person shooter game, based on the game Marathon 2 by Bungie Software.
Aleph One was originally a Mac-only game, but there is now a cross-platform version based on the Simple DirectMedia Layer (SDL) library, that should in theory run on all systems supported by SDL (Linux, BeOS, Windows, Mac OS, Solaris, IRIX, *BSD, and others). Except for a few minor things, the port is complete and playable.
Installation
From a binary package
* Unix: If you are running Linux/i386 with XFree86 4.0 and OpenGL you can download and install the binary RPM (you will also need to install at least one of the AlephOne-M1A1, AlephOne-Marathon2 or AlephOne-Infinity RPMs). Otherwise, you have to compile Aleph One/SDL from the source (see the next section). In both cases, you have to have SDL >= 1.2.0 installed.
Note: If you are getting a message like
error: Failed dependencies:
libGL.so.1(LIBGL) is needed by AlephOne-20040417-1
while installing the RPM, try installing again with the --nodeps option. If this is the only failed dependency and you have OpenGL installed, the program should work.
Compiling from source
1. You will need to have the SDL library installed. Aleph One requires at least SDL 1.2.0. Note that if you didnt install SDL from source, you will also have to install the SDL-devel package.
2. Download the Aleph One/SDL source tarball, or get the source via CVS.
3. Under Unix, install Aleph One as follows:
$ ./configure
$ make
[become root]
# make install
Under BeOS, do this instead:
$ make -f Makefile.BeOS install
This will compile the source and create a directory AlephOne in your home directory that contains the AlephOne application and some data files.
2. Installing the data files
To play Aleph One, you will also need Marathon scenario (graphics, sound and map) data files. For your convenience, Ive created archives containing the data files from the now freely available Marathon (M1A1), Marathon 2 and Marathon Infinity scenarios, converted to the formats needed by the SDL version of Aleph One.
* Unix: Either download and install at least one of the AlephOne-M1A1, AlephOne-Marathon2 or AlephOne-Infinity RPM packages, or download one of the AlephOne-M1A1-1.0.tar.gz, AlephOne-Marathon2-1.0.tar.gz or AlephOne-Infinity-1.0.tar.gz tarballs and unexpand it to /usr/local/share/AlephOne/.
* BeOS: Download one of the AlephOne-M1A1-1.0.tar.gz, AlephOne-Marathon2-1.0.tar.gz or AlephOne-Infinity-1.0.tar.gz tarballs and unexpand it to the same directory as the AlephOne application.
The packages contain the files Images, Map, Map.resources, Music, Shapes, Sounds, some scripts, and the respective instruction manual in PDF format (from the original Mac version).
Playing Aleph One
First, be sure to read the README file that comes with Aleph One/SDL.
* Unix: If you have installed the Marathon, Marathon 2, or Marathon Infinity scenario, type
$ alephone-m1a1
for M1A1, or
$ alephone-marathon2
for Marathon 2, or
$ alephone-infinity
for Marathon Infinity, to start the game. If you dont have hardware-accelerated OpenGL, you will get better performance by specifying the -g option. If this causes corrupted graphics (red screen), you should also specify the -m option.
BeOS: Double-click the AlephOne application.
Whats New in This Release:
· This version is based on a new upstream release with improved Internet gaming, Lua scripting support, and lots of bugfixes.
Aleph One was originally a Mac-only game, but there is now a cross-platform version based on the Simple DirectMedia Layer (SDL) library, that should in theory run on all systems supported by SDL (Linux, BeOS, Windows, Mac OS, Solaris, IRIX, *BSD, and others). Except for a few minor things, the port is complete and playable.
Installation
From a binary package
* Unix: If you are running Linux/i386 with XFree86 4.0 and OpenGL you can download and install the binary RPM (you will also need to install at least one of the AlephOne-M1A1, AlephOne-Marathon2 or AlephOne-Infinity RPMs). Otherwise, you have to compile Aleph One/SDL from the source (see the next section). In both cases, you have to have SDL >= 1.2.0 installed.
Note: If you are getting a message like
error: Failed dependencies:
libGL.so.1(LIBGL) is needed by AlephOne-20040417-1
while installing the RPM, try installing again with the --nodeps option. If this is the only failed dependency and you have OpenGL installed, the program should work.
Compiling from source
1. You will need to have the SDL library installed. Aleph One requires at least SDL 1.2.0. Note that if you didnt install SDL from source, you will also have to install the SDL-devel package.
2. Download the Aleph One/SDL source tarball, or get the source via CVS.
3. Under Unix, install Aleph One as follows:
$ ./configure
$ make
[become root]
# make install
Under BeOS, do this instead:
$ make -f Makefile.BeOS install
This will compile the source and create a directory AlephOne in your home directory that contains the AlephOne application and some data files.
2. Installing the data files
To play Aleph One, you will also need Marathon scenario (graphics, sound and map) data files. For your convenience, Ive created archives containing the data files from the now freely available Marathon (M1A1), Marathon 2 and Marathon Infinity scenarios, converted to the formats needed by the SDL version of Aleph One.
* Unix: Either download and install at least one of the AlephOne-M1A1, AlephOne-Marathon2 or AlephOne-Infinity RPM packages, or download one of the AlephOne-M1A1-1.0.tar.gz, AlephOne-Marathon2-1.0.tar.gz or AlephOne-Infinity-1.0.tar.gz tarballs and unexpand it to /usr/local/share/AlephOne/.
* BeOS: Download one of the AlephOne-M1A1-1.0.tar.gz, AlephOne-Marathon2-1.0.tar.gz or AlephOne-Infinity-1.0.tar.gz tarballs and unexpand it to the same directory as the AlephOne application.
The packages contain the files Images, Map, Map.resources, Music, Shapes, Sounds, some scripts, and the respective instruction manual in PDF format (from the original Mac version).
Playing Aleph One
First, be sure to read the README file that comes with Aleph One/SDL.
* Unix: If you have installed the Marathon, Marathon 2, or Marathon Infinity scenario, type
$ alephone-m1a1
for M1A1, or
$ alephone-marathon2
for Marathon 2, or
$ alephone-infinity
for Marathon Infinity, to start the game. If you dont have hardware-accelerated OpenGL, you will get better performance by specifying the -g option. If this causes corrupted graphics (red screen), you should also specify the -m option.
BeOS: Double-click the AlephOne application.
Whats New in This Release:
· This version is based on a new upstream release with improved Internet gaming, Lua scripting support, and lots of bugfixes.
One-JAR is a simple solution to the problem of distributing an application as a single jar file, when it depends on multiple other jar files.
It uses a custom classloader to discover library jar files inside the main jar.
It uses a custom classloader to discover library jar files inside the main jar.
7
Science-and-Engineering -> Artificial-Intelligence
LGPL GNU Lesser General Public License
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Joone project is a FREE Neural Network framework to create, train and test artificial neural networks. The aim is to create a powerful environment both for enthusiastic and professional users, based on the newest Java technologies.
Joone is composed by a central engine that is the fulcrum of all applications that are developed with Joone. Joones neural networks can be built on a local machine, be trained on a distributed environment and run on whatever device.
Everyone can write new modules to implement new algorithms or new architectures starting from the simple components distributed with the core engine. The main idea is to create the basis to promote a zillion of AI applications that revolve around the core framework.
Here are some key features of "Joone":
Architecture
· The Joones framework is built with a modular architecture: the core engine is separated from the visual interface and permits easily to implement any new application based on it.
· Joone is portable, being written in 100% pure Java. It can run in any environment, from big multiprocessor machines to small palmtop devices.
Neural Networks usability and transportation
· The neural networks based on Joone are usable stand-alone (separated from the framework that has created or trained them).
· The Joones based neural networks can be transported using common protocols (like http or ftp) to run on remote machines
Framework expandability
· The framework is expandable with more components to implement new learning algorithms or new architectures.
· With Joone its possible to implement any kind of optimization; there are two main methods to find the best solution to a given problem (i.e. to find the best neural network): local optimization and global optimization techniques. The local optimization is obtained applying some internal mechanism (the most famous is the momentum), the global optimization, instead, try to find the best solution applying some external technique to select the best performing NN among a predefined group of NNs (like genetic algorithms). Both are implemented with Joone, and many new optimization techniques can be experimented thanks to its expansibility.
Multithreading and scalability
· Joones core engine is based on a multithreaded engine, capable to scale using all the computing resources available.
· Joone provides the professional users with a distributed environment to train many neural networks in parallel on several machines.
Licensing
· Joone is freely usable. Its license is the Lesser General Public License (LGPL).
· Youre encouraged to try it and use it for whatever (both commercial and academic) application.
Whats New in 1.2.1 Stable Release:
· This release adds support for the Groovy scripting language.
· LogarithmicPlugin has been added, to apply a logarithmic transformation (base e) to input data. "Save as XML" has been added to the GUI Editor, in order to permit saving a neural network in XML format.
· A number of bugs have been fixed, including a problem that prevented SangerSynapse from learning when in training mode.
· The inspection panel no longer shows the biases for Layers for which this doesnt make sense.
· This release fixes the lack of the first column when the inspected values were copied in the clipboard.
Whats New in 2.0.0RC1 Development Release:
· Performance was improved by 50%, thanks to heavy refactoring of the core engine, by adding the single-thread mode.
· A set of tools was added in order to hide the complexity of the API.
· A new Image I/O component has been added in order read and write directly from/to image files.
· A new SoftMax Layer has been added to build neural networks able to resolve 1 of C classification problems.
· The usability of the property panels has been improved by adopting a new file chooser panel and a visual calendar panel.
· Several bugs were fixed and the documentation has been updated with the new features.
Joone is composed by a central engine that is the fulcrum of all applications that are developed with Joone. Joones neural networks can be built on a local machine, be trained on a distributed environment and run on whatever device.
Everyone can write new modules to implement new algorithms or new architectures starting from the simple components distributed with the core engine. The main idea is to create the basis to promote a zillion of AI applications that revolve around the core framework.
Here are some key features of "Joone":
Architecture
· The Joones framework is built with a modular architecture: the core engine is separated from the visual interface and permits easily to implement any new application based on it.
· Joone is portable, being written in 100% pure Java. It can run in any environment, from big multiprocessor machines to small palmtop devices.
Neural Networks usability and transportation
· The neural networks based on Joone are usable stand-alone (separated from the framework that has created or trained them).
· The Joones based neural networks can be transported using common protocols (like http or ftp) to run on remote machines
Framework expandability
· The framework is expandable with more components to implement new learning algorithms or new architectures.
· With Joone its possible to implement any kind of optimization; there are two main methods to find the best solution to a given problem (i.e. to find the best neural network): local optimization and global optimization techniques. The local optimization is obtained applying some internal mechanism (the most famous is the momentum), the global optimization, instead, try to find the best solution applying some external technique to select the best performing NN among a predefined group of NNs (like genetic algorithms). Both are implemented with Joone, and many new optimization techniques can be experimented thanks to its expansibility.
Multithreading and scalability
· Joones core engine is based on a multithreaded engine, capable to scale using all the computing resources available.
· Joone provides the professional users with a distributed environment to train many neural networks in parallel on several machines.
Licensing
· Joone is freely usable. Its license is the Lesser General Public License (LGPL).
· Youre encouraged to try it and use it for whatever (both commercial and academic) application.
Whats New in 1.2.1 Stable Release:
· This release adds support for the Groovy scripting language.
· LogarithmicPlugin has been added, to apply a logarithmic transformation (base e) to input data. "Save as XML" has been added to the GUI Editor, in order to permit saving a neural network in XML format.
· A number of bugs have been fixed, including a problem that prevented SangerSynapse from learning when in training mode.
· The inspection panel no longer shows the biases for Layers for which this doesnt make sense.
· This release fixes the lack of the first column when the inspected values were copied in the clipboard.
Whats New in 2.0.0RC1 Development Release:
· Performance was improved by 50%, thanks to heavy refactoring of the core engine, by adding the single-thread mode.
· A set of tools was added in order to hide the complexity of the API.
· A new Image I/O component has been added in order read and write directly from/to image files.
· A new SoftMax Layer has been added to build neural networks able to resolve 1 of C classification problems.
· The usability of the property panels has been improved by adopting a new file chooser panel and a visual calendar panel.
· Several bugs were fixed and the documentation has been updated with the new features.
KLone-DevKit is a full-featured development kit for developing custom applications based on KLone. KLone-DevKit was thought and designed with a learn-by-example paradigm in mind.
The developer is guided through the creation and release of his/her own KLone application via a range of real use case examples.
The package is also a good starting point for those who want to create an easy and complete KLone development framework from scratch or simply those who want to start hacking on a .kl1 file without the hassle of creating a custom build environment.
Whats New in This Release:
· A new demo application (pxaregs-gui) has been added to control, via a Web-based AJAX interface, PXA255/PXA270 CPU registers.
The developer is guided through the creation and release of his/her own KLone application via a range of real use case examples.
The package is also a good starting point for those who want to create an easy and complete KLone development framework from scratch or simply those who want to start hacking on a .kl1 file without the hassle of creating a custom build environment.
Whats New in This Release:
· A new demo application (pxaregs-gui) has been added to control, via a Web-based AJAX interface, PXA255/PXA270 CPU registers.
Kphone is a Session Initiation Protocol (SIP) user agent for Linux, which allows Voice over IP (VoIP) connections over the Internet.
Kphone project supports Presence and Instant Messaging, and to some extent video calls between two hosts.
The KphoneSI is based on the KPhone.
The original KPhone was written by Billy Biggs, current version by Pekka Raisio, Jouni Vuorela and Juha Heinanen at Wirlab with suggestions and fixes from the KPhone community around the world.
The KphoneSI was written by Klaus Fleischmann based on the kphone with various contributions from others and is still in devellopment.
This software package is testet on Suse Linux V 9.0, 9.1, 9.2, 9.3.
This software package comes with NO warranty. You should note that by downloading, compling and installing it you agree to full self responsibility.
Read INSTALL for installation instructions, and CHANGES for the latest additions in functionality and COPYING for the General Public License (GPL).
Note: "This program is released under the GPL with the additional exemption that compiling, linking, and/or using OpenSSL is allowed."
Whats New in This Release:
· I polished up the installation routines (Bug no. 1547721 plus other
· (undocumented) errors)
· new ring app: kphoneringsh, is allows you to use an app of your
· choice for ringing, see the user manual for more.
· The STUN timer now accepts other values than the default value; the
· default is increased to 1200 sec.
· The well known memory leaks are closed now (Bug no. 1532451)
· partners codecs, if supported by KPhone, are now recognized even if
· the matching a=rtpmap line is missing in the SDP-description. (X-Lite
· sends such nasty things).
· Authentication got more protection from proxies running havoc.
· signalling and media transport for UDP are always set to symmetric mode
· bug #1564126,Call Hold is saved
· ALSA will not block any longer, if more than one application tries to
· access it. This is usefull for tests, but do not expect sound!
· Project 64Bit: KPhone SI except SPEEX is made compilable on 64-bit
· compilers (be carefully, there still are runtime errors).
Kphone project supports Presence and Instant Messaging, and to some extent video calls between two hosts.
The KphoneSI is based on the KPhone.
The original KPhone was written by Billy Biggs, current version by Pekka Raisio, Jouni Vuorela and Juha Heinanen at Wirlab with suggestions and fixes from the KPhone community around the world.
The KphoneSI was written by Klaus Fleischmann based on the kphone with various contributions from others and is still in devellopment.
This software package is testet on Suse Linux V 9.0, 9.1, 9.2, 9.3.
This software package comes with NO warranty. You should note that by downloading, compling and installing it you agree to full self responsibility.
Read INSTALL for installation instructions, and CHANGES for the latest additions in functionality and COPYING for the General Public License (GPL).
Note: "This program is released under the GPL with the additional exemption that compiling, linking, and/or using OpenSSL is allowed."
Whats New in This Release:
· I polished up the installation routines (Bug no. 1547721 plus other
· (undocumented) errors)
· new ring app: kphoneringsh, is allows you to use an app of your
· choice for ringing, see the user manual for more.
· The STUN timer now accepts other values than the default value; the
· default is increased to 1200 sec.
· The well known memory leaks are closed now (Bug no. 1532451)
· partners codecs, if supported by KPhone, are now recognized even if
· the matching a=rtpmap line is missing in the SDP-description. (X-Lite
· sends such nasty things).
· Authentication got more protection from proxies running havoc.
· signalling and media transport for UDP are always set to symmetric mode
· bug #1564126,Call Hold is saved
· ALSA will not block any longer, if more than one application tries to
· access it. This is usefull for tests, but do not expect sound!
· Project 64Bit: KPhone SI except SPEEX is made compilable on 64-bit
· compilers (be carefully, there still are runtime errors).
One-Wire Weather is a client program for Dallas Semiconductor / AAG 1-wire weather station kits, providing a graphical (animated) display to monitor outside temperature, wind speed and direction, rainfall, and humidity.
Extra temperature sensors may be added. A 1-wire "hub" may be used for improved reliability and range. Weather data may be logged to CSV files, parsed to command line programs, sent to the Henriksen Windows client, or uploaded to Web servers at Dallas, The Weather Underground, and HAMweather.
Whats New in This Release:
· Changes to libusb calls, to operate correctly with recent Linux kernels.
· Added facility for waveform slew/timing adjustment for DS2490.
· Locale now set to POSIX when creating output for wunderground, &c - so you can log e.g. with comma as decimal separator, but wunderground gets a full stop.
· Rain from a remote source is integrated for upload (but please could people check if this works for you).
· Initial support for DS2760 - e.g. AAG TAI8560 thermocouple adapter (but the thermocouple Voltage isnt interpreted yet).
· Added facility for placing control characters in parser strings, as C-style escape sequences.
· Added dailyrain statistic for wunderground uploads, &c.
· Implemented rapid update for wunderground.
Extra temperature sensors may be added. A 1-wire "hub" may be used for improved reliability and range. Weather data may be logged to CSV files, parsed to command line programs, sent to the Henriksen Windows client, or uploaded to Web servers at Dallas, The Weather Underground, and HAMweather.
Whats New in This Release:
· Changes to libusb calls, to operate correctly with recent Linux kernels.
· Added facility for waveform slew/timing adjustment for DS2490.
· Locale now set to POSIX when creating output for wunderground, &c - so you can log e.g. with comma as decimal separator, but wunderground gets a full stop.
· Rain from a remote source is integrated for upload (but please could people check if this works for you).
· Initial support for DS2760 - e.g. AAG TAI8560 thermocouple adapter (but the thermocouple Voltage isnt interpreted yet).
· Added facility for placing control characters in parser strings, as C-style escape sequences.
· Added dailyrain statistic for wunderground uploads, &c.
· Implemented rapid update for wunderground.
11
Office -> Groupware
GPL GNU General Public License
Hide show
ADDRESS LIST print web.de dict one slide allows users of web.de can print up to 85 addresses on one sheet of paper!
If you use the printing function of web.de, you get a lot of pages to print but never all informations stored before. It is much more convenient to have all informations on one sheet of paper!
How to install:
1 download adl.tar.bz2
2 unpack adl.tar.bz2 to a directory adl
3 cd (place of the directory of adl)
4 ./configure
5 make
6 make install (as root)
How to use:
1. Search in-/export of adresses
2. press export
3. choose "open" (only first time)
4. choose "open with" (only first time)
5. open with "adl", mark every time
6 print page 3-4
How to uninstall
- make uninstall (as root)
Whats New in This Release:
New:
· i18n (translations now possible, if you like to translate, please mail!)
· Lines filled with dots now => easier to find entries which belong together
· mapping of text/x-csv to Address List => open Adress List with right click is possible
· you can change in code if you prefere text alignment center (default) or left
Much better (V 0.2):
· code cleanup
· again: improved Handbook - read it!!!
If you use the printing function of web.de, you get a lot of pages to print but never all informations stored before. It is much more convenient to have all informations on one sheet of paper!
How to install:
1 download adl.tar.bz2
2 unpack adl.tar.bz2 to a directory adl
3 cd (place of the directory of adl)
4 ./configure
5 make
6 make install (as root)
How to use:
1. Search in-/export of adresses
2. press export
3. choose "open" (only first time)
4. choose "open with" (only first time)
5. open with "adl", mark every time
6 print page 3-4
How to uninstall
- make uninstall (as root)
Whats New in This Release:
New:
· i18n (translations now possible, if you like to translate, please mail!)
· Lines filled with dots now => easier to find entries which belong together
· mapping of text/x-csv to Address List => open Adress List with right click is possible
· you can change in code if you prefere text alignment center (default) or left
Much better (V 0.2):
· code cleanup
· again: improved Handbook - read it!!!
O.H.R.RPG.C.E is an engine for making 2D console-style Role Playing Games.
A Linux port of the DOS-based "Official Hamster Republic RPG Construction Engine". Used for making games similar in style to the NES and Super Nintendo Final Fantasy games. A large assortment of RPG games are already available.
A Linux port of the DOS-based "Official Hamster Republic RPG Construction Engine". Used for making games similar in style to the NES and Super Nintendo Final Fantasy games. A large assortment of RPG games are already available.
rndCiv (Random Civ) are randomized rulesets for Freeciv.
If you play freeciv a lot, youll probably start to find that the games start to become the same, they blur into each other and after a while even though you love the game it starts to become boring and too easy.
Well i did, each game becomes a rush to The Republic, Gunpowder and Steam Engine. And one reason for that is that the techtree becomes totally sussed out. But techtrees are arbitrary anyway, and in another slightly different world they would be different. Sure you can download mod packs, but the problem reappears, after a while you learn their techtree, and youre back to square one.
rndCiv, is a solution to this problem. What rndCiv does is blend different genres together to produce unique (but still playable) techtrees. Its not random like Monarchy and Radio lead to Genetic Engineering, that would be silly. Its random like, Sailing could come from Boating, Map Making, Seafaring, Astronomy, or Craftsmanship. So pick two and get on with it.
Because the Techs, Units, Buildings and Governments are bundled into different generas, then you can get rndCiv to build a techtree (with related Units, Buildings & Governments) for whatever set of generas youd like to play with. Its a Meta-Modpack.
This code is beta, it works, it occasionally crashes the server (so save often), it also crashes the client (when you look up the help system for some units - weird), and its rules need to be fine-tuned.
Quick Start:
For a quick intro, try this command
./rndCiv.pl random4
then read the rulesets in the ./ouput dir
what i do, is symlink the output dir to freeciv/data/rnd and set rulesetdir to rnd
The ruleset.summary file gives a qick overview of the ruleset.
The techtree.dot file can be fed into the dot graph generator....
dot -Tps -o techtree.ps techtree.dot
gv techtree.ps
Then start civ..
./civ --tiles=rnd
and when in the civ server control mode, set the rule dir
/rulesetdir rnd
add other game options to suit, and start
If you play freeciv a lot, youll probably start to find that the games start to become the same, they blur into each other and after a while even though you love the game it starts to become boring and too easy.
Well i did, each game becomes a rush to The Republic, Gunpowder and Steam Engine. And one reason for that is that the techtree becomes totally sussed out. But techtrees are arbitrary anyway, and in another slightly different world they would be different. Sure you can download mod packs, but the problem reappears, after a while you learn their techtree, and youre back to square one.
rndCiv, is a solution to this problem. What rndCiv does is blend different genres together to produce unique (but still playable) techtrees. Its not random like Monarchy and Radio lead to Genetic Engineering, that would be silly. Its random like, Sailing could come from Boating, Map Making, Seafaring, Astronomy, or Craftsmanship. So pick two and get on with it.
Because the Techs, Units, Buildings and Governments are bundled into different generas, then you can get rndCiv to build a techtree (with related Units, Buildings & Governments) for whatever set of generas youd like to play with. Its a Meta-Modpack.
This code is beta, it works, it occasionally crashes the server (so save often), it also crashes the client (when you look up the help system for some units - weird), and its rules need to be fine-tuned.
Quick Start:
For a quick intro, try this command
./rndCiv.pl random4
then read the rulesets in the ./ouput dir
what i do, is symlink the output dir to freeciv/data/rnd and set rulesetdir to rnd
The ruleset.summary file gives a qick overview of the ruleset.
The techtree.dot file can be fed into the dot graph generator....
dot -Tps -o techtree.ps techtree.dot
gv techtree.ps
Then start civ..
./civ --tiles=rnd
and when in the civ server control mode, set the rule dir
/rulesetdir rnd
add other game options to suit, and start
Valgrind is an award-winning suite of tools for debugging and profiling Linux programs. With the tools that come with Valgrind, you can automatically detect many memory management and threading bugs, avoiding hours of frustrating bug-hunting, making your programs more stable. You can also perform detailed profiling, to speed up and reduce memory use of your programs.
Valgrind distribution currently includes three tools: a memory error detectors, a cache (time) profiler and a heap (space) profiler.
Valgrind is Open Source / Free Software, and is freely available under the GNU General Public License.
Here are some key features of "Valgrind":
· Valgrind will save you hours of debugging time. With Valgrind tools you can automatically detect many memory management and threading bugs. This gives you confidence that your programs are free of many common bugs, some of which would take hours to find manually, or never be found at all. You can find and eliminate bugs before they become a problem.
· Valgrind can help you speed up your programs. With Valgrind tools you can also perform very detailed profiling to help speed up your programs.
· Valgrind is free. Free-as-in-speech: you can download it, read the source code, make modifications, and pass them on, all within the limits of the GNU GPL. And free-as-in-beer: we arent charging for it.
· Valgrind runs on x86/Linux, AMD64/Linux and PPC32/Linux, several of the most popular platforms in use. Valgrind works with all the major Linux distributions, including Red Hat, SuSE, Debian, Gentoo, Slackware, Mandrake, etc.
· Valgrind is easy to use. Valgrind uses dynamic binary translation, so you dont need to modify, recompile or relink your applications. Just prefix your command line with valgrind and everything works.
· Valgrind is not a toy. Valgrind is first and foremost a debugging and profiling system for large, complex programs. We have had feedback from users working on projects with up to 25 million lines of code. It has been used on projects of all sizes, from single-user personal projects, to projects with hundreds of programmers.
· Valgrind is suitable for any type of software. Valgrind has been used on almost every kind of software imaginable: desktop applications, libraries, databases, games, web browsers, network servers, distributed control systems, virtual reality frameworks, transaction servers, compilers, interpreters, virtual machines, telecom applications, embedded software, medical imaging, scientific programming, signal processing, video/audio programs, NASA Mars lander vision and rover navigation systems, business intelligence software, financial/banking software, operating system daemons, etc, etc. See a list of projects using Valgrind.
· Valgrind is widely used. Valgrind has been used by thousands of programmers across the world. We have received feedback from users in over 25 countries, including: Belgium, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Italy, The Netherlands, Norway, Poland, Portugal, Russia, Sweden, Switzerland, UK, Argentina, Brazil, Canada, USA, Australia, India, Japan, New Zealand, Singapore, South Africa and Israel.
· Valgrind works with programs written in any language. Because Valgrind works directly with program binaries, it works with programs written in any programming language, be they compiled, just-in-time compiled, or interpreted. The Valgrind tools are largely aimed at programs written in C and C++, because programs written in these languages tend to have the most bugs! But it can, for example, be used to debug and profile systems written in a mixture of languages. Valgrind has been used on programs written partly or entirely in C, C++, Java, Perl, Python, assembly code, Fortran, Ada, and many others.
· Valgrind debugs and profiles your entire program. Unlike tools that require a recompilation step, Valgrind gives you total debugging and profiling coverage of every instruction executed by your program, even within system libraries. You can even use Valgrind on programs for which you dont have the source code.
· Valgrind can be used with other tools. Valgrind can start GDB and attach it to your program at the point(s) where errors are detected, so that you can poke around and figure out what was going on at the time.
· Valgrind is extensible. Valgrind consists of the Valgrind core, which provides a synthetic software CPU, and Valgrind tools, which plug into the core, and instrument and analyse the running program. Anyone can write powerful new tools that add arbitrary instrumentation to programs. This is much easier than writing such tools from scratch. This makes Valgrind ideal for experimenting with new kinds of debuggers, profilers, and similar tools.
· Valgrind is actively maintained. The Valgrind developers are constantly working to fix bugs, improve Valgrind, and ensure it works as new Linux distributions and libraries come out. There are also mailing lists you can subscribe to, and contact if youre having problems.
· So whats the catch? The main one is that programs run significantly more slowly under Valgrind. Depending on which tool you use, the slowdown factor can range from 5--100. This slowdown is similar to that of similar debugging and profiling tools. But since you dont have to use Valgrind all the time, this usually isnt too much of a problem. The hours youll save debugging will more than make up for it.
Whats New in This Release:
· 3.2.3 is almost identical to 3.2.2, but fixes a regression that unfortunately crept into 3.2.2. The regression causes an assertion failure in Valgrind when running certain obscure SSE code fragments on x86-linux and amd64-linux. Please do not use (or package) 3.2.2; instead use 3.2.3.
Valgrind distribution currently includes three tools: a memory error detectors, a cache (time) profiler and a heap (space) profiler.
Valgrind is Open Source / Free Software, and is freely available under the GNU General Public License.
Here are some key features of "Valgrind":
· Valgrind will save you hours of debugging time. With Valgrind tools you can automatically detect many memory management and threading bugs. This gives you confidence that your programs are free of many common bugs, some of which would take hours to find manually, or never be found at all. You can find and eliminate bugs before they become a problem.
· Valgrind can help you speed up your programs. With Valgrind tools you can also perform very detailed profiling to help speed up your programs.
· Valgrind is free. Free-as-in-speech: you can download it, read the source code, make modifications, and pass them on, all within the limits of the GNU GPL. And free-as-in-beer: we arent charging for it.
· Valgrind runs on x86/Linux, AMD64/Linux and PPC32/Linux, several of the most popular platforms in use. Valgrind works with all the major Linux distributions, including Red Hat, SuSE, Debian, Gentoo, Slackware, Mandrake, etc.
· Valgrind is easy to use. Valgrind uses dynamic binary translation, so you dont need to modify, recompile or relink your applications. Just prefix your command line with valgrind and everything works.
· Valgrind is not a toy. Valgrind is first and foremost a debugging and profiling system for large, complex programs. We have had feedback from users working on projects with up to 25 million lines of code. It has been used on projects of all sizes, from single-user personal projects, to projects with hundreds of programmers.
· Valgrind is suitable for any type of software. Valgrind has been used on almost every kind of software imaginable: desktop applications, libraries, databases, games, web browsers, network servers, distributed control systems, virtual reality frameworks, transaction servers, compilers, interpreters, virtual machines, telecom applications, embedded software, medical imaging, scientific programming, signal processing, video/audio programs, NASA Mars lander vision and rover navigation systems, business intelligence software, financial/banking software, operating system daemons, etc, etc. See a list of projects using Valgrind.
· Valgrind is widely used. Valgrind has been used by thousands of programmers across the world. We have received feedback from users in over 25 countries, including: Belgium, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Italy, The Netherlands, Norway, Poland, Portugal, Russia, Sweden, Switzerland, UK, Argentina, Brazil, Canada, USA, Australia, India, Japan, New Zealand, Singapore, South Africa and Israel.
· Valgrind works with programs written in any language. Because Valgrind works directly with program binaries, it works with programs written in any programming language, be they compiled, just-in-time compiled, or interpreted. The Valgrind tools are largely aimed at programs written in C and C++, because programs written in these languages tend to have the most bugs! But it can, for example, be used to debug and profile systems written in a mixture of languages. Valgrind has been used on programs written partly or entirely in C, C++, Java, Perl, Python, assembly code, Fortran, Ada, and many others.
· Valgrind debugs and profiles your entire program. Unlike tools that require a recompilation step, Valgrind gives you total debugging and profiling coverage of every instruction executed by your program, even within system libraries. You can even use Valgrind on programs for which you dont have the source code.
· Valgrind can be used with other tools. Valgrind can start GDB and attach it to your program at the point(s) where errors are detected, so that you can poke around and figure out what was going on at the time.
· Valgrind is extensible. Valgrind consists of the Valgrind core, which provides a synthetic software CPU, and Valgrind tools, which plug into the core, and instrument and analyse the running program. Anyone can write powerful new tools that add arbitrary instrumentation to programs. This is much easier than writing such tools from scratch. This makes Valgrind ideal for experimenting with new kinds of debuggers, profilers, and similar tools.
· Valgrind is actively maintained. The Valgrind developers are constantly working to fix bugs, improve Valgrind, and ensure it works as new Linux distributions and libraries come out. There are also mailing lists you can subscribe to, and contact if youre having problems.
· So whats the catch? The main one is that programs run significantly more slowly under Valgrind. Depending on which tool you use, the slowdown factor can range from 5--100. This slowdown is similar to that of similar debugging and profiling tools. But since you dont have to use Valgrind all the time, this usually isnt too much of a problem. The hours youll save debugging will more than make up for it.
Whats New in This Release:
· 3.2.3 is almost identical to 3.2.2, but fixes a regression that unfortunately crept into 3.2.2. The regression causes an assertion failure in Valgrind when running certain obscure SSE code fragments on x86-linux and amd64-linux. Please do not use (or package) 3.2.2; instead use 3.2.3.
Freeciv is a free turn-based multiplayer strategy game, in which each player becomes the leader of a civilization, fighting to obtain the ultimate goal:
To become the greatest civilization.
Players of the Civilization® series by Microprose® should feel at home, since one aim of Freeciv is to have modes with compatible rules.
Freeciv is maintained by an international team of coders and enthusiasts, and is easily one of the most fun and addictive network games out there!
It also means it has very extensive multilanguage support, something rare in games.
To start a multi-player game, type "civclient" in a shell. Recommended: "civclient -tiles trident" to get a 2-dimensional map. Then click the "Metaserver" tab and the "Update" button there. Look for game in "Pregame" state, possibly with nonzero players, connect and wait there for more players. Type "/create name" to get a computer enemy and "/start" to begin.
The goal of Freeciv is to build cities, which in turn can build armies to attack the other players. You start with 2 settlers and 1 explorer. Using the numeric keypad, move the settlers to a good location (see below) and build a city by pressing b (for build). You can move diagonally, by the way. Freeciv is turn based; every unit can move once per turn. The turn ends when everyone clicks "Turn done" or when a timeout is over.
In these cities, you can also build city improvements. These can help the city it is built in. Some improvements let a city get bigger. You should also build wonders, as they can do very important things, for instance the Apollo Program lets you see the entire map.
Cities also produce units, which can be used for various purposes, from fighting wars to enhancing infrastructure. Different strategies depend on different focuses between things external and internal to a city.
The eventual goal of the game is to win either by using military units to conquer all opposing civilizations, or by using massive scientific knowledge and production to build a spaceship to send to Alpha Centauri before your rivals can do so.
Cities extract resources from the square theyre built on plus one nearby square for each inhabitant; you start with 1 inhabitant. The resources are: Food (to grow cities), Production (to build settlers/armies) and Trade (for research and money). Click a city to bring it up for management. Click on a used square on the small map to remove your worker (and turn him into an entertainer, see below), then click on an unused square to place your worker. However the default placement is usually good.
* Food: All food from the used squares is added to the granary. Every inhabitant uses two food per turn though, and settlers built by this city require one or two also. When the granary reaches 20 food, the city grows to size 2 and can use an additional nearby square. Settlers can irrigate (press i) nearby squares if there is water adjacent, which increases food by one for some square types, see table below. The square under the city gets a free irrigation.
* Production: The production you get from a square can be used to produce military units or settlers. Producing a settler reduces the city size by 1 and can only be done in cities of size 2 and larger. Some units require one production every turn (upkeep) for as long as theyre alive. You can change the unit or building to be produced in the city report, or buy unfinished units. Settlers can mine (press m) some square types, which increases their production; see table below. The square the city is on gets one production if otherwise zero.
* Trade: Trade can be turned into tax, luxury or science. Science lets you research new military unit types. Tax yields money, which you can use to prematurely complete a cities production. Luxury creates happy inhabitants. You can select the distribution of your trade by pressing shift-R). Corruption reduces the amount of trade that a city delivers; the further away from the capital, the more corruption. Settlers can build roads (press r) which add 1 trade to some square types, see table below, and allow for faster movement. The square the city is on gets a free road.
Inhabitants can be happy, content or unhappy (shown by different icons in the city window). If there are more unhappy than happy inhabitants, the city falls into disorder and stops producing anything. The first four inhabitants of a city are content. Additional ones are unhappy and must be made content either with temples in their cities, with wonders (see below), with luxuries or with entertainers.
In the Reports menu you find the Science report. There you can decide what to research. You can select an immediate thing to research and a long term goal that the next immediate will be selected from. Most research items require others to be discovered already. After discovery of knowledge, you can build new types of military units, new wonders or use new governments. This window pops up whenever research on one item finishes.
The type of government you have affects how many resources your cities can extract from the land. You can change government by researching the new government type and then starting a revolution (in Government menu, will take a few turns). The most important ones:
* Despotism: This is your initial government type. Each square that yields more than 2 of anything (food, production or trade) has that yield reduced by one. Settlers use one food per turn for upkeep, military units are free unless there are more built by a city than the city has inhabitants. Science rate can only be set to 60%. High corruption.
* Monarchy: No more resource reduction. Settlers use one food. The first 3 military units per city are free of upkeep. Maximum science rate is 70%. Corruption is small.
* Republic: Each square with trade gets another trade unit. Settlers use two food, and one production. All military units use one production. Only one military unit is tolerated abroad (not in city), additional units create one unhappy inhabitant. Corruption is small.
Each wonder of the world can only be built by one player and only in one city. Other cities can build and send caravans (after you research Trade) to help in building wonders. The most important wonders are:
· Magellans Expedition: Sea units can move 2 squares further per turn. Requires Navigation
· Leonardos Workshop: 1 obsolete military unit upgraded per turn. Requires Invention
· Michelangelos Chapel: 3 unhappy inhabitants become content in every city. Requires Monotheism
· J.S.Bachs Cathedral: Creates 2 happy inhabitants in every city. Requires Theology.
Here are some key features of "Freeciv":
General futures:
· Generally comparable with Civilization I & II.
· Up to 30 players!
· Artificial Intelligence (AI) computer-controlled players.
· Internet & LAN multiplayer (TCP/IP).
· Support for a great number of platforms see Requirements.
· Premade maps & scenarios!
· 47 units and 61 nations.
· Modpack support!
· Internationalization (i18n).
· In game help system.
Gameplay specific:
· Full Fog of War.
· Diplomacy.
Graphics:
There are different graphics for different needs.
· 30x30 & 45x45 sized tiles, or most any size you feel like drawing.
· 64, 256 and more colors!
User Interfaces:
· GTK+
· GTK+ 2.2
· Win32
· Amiga
· Xaw
Languages:
· Catalan
· Chinese
· Czech
· Danish
· Dutch
· English (British)
· Finnish
· French
· German
· Hungarian
· Italian
· Japanese
· Norwegian
· Polish
· Portuguese
· Portuguese (Brazilian)
· Romanian
· Russian
· Spanish
· Swedish
Free software:
Freeciv is Free software (http://www.gnu.org/philosophy/free-sw.html) and that means a lot! It gives you as a user a great deal of liberty, which proprietary software just doesnt.
A little list of some of the advantages Freeciv has:
· Its Gratis!
· The source code is available.
· You are allowed to copy, redistribute, charge money for & modify Freeciv. For more info on this subject refer to the license.
· A new release every now and then with new and exciting features!
· Almost no bugs.
· You can influence the development of the game dramatically!
· It uses the very (free software developers) friendly GNU General Public License.
To become the greatest civilization.
Players of the Civilization® series by Microprose® should feel at home, since one aim of Freeciv is to have modes with compatible rules.
Freeciv is maintained by an international team of coders and enthusiasts, and is easily one of the most fun and addictive network games out there!
It also means it has very extensive multilanguage support, something rare in games.
To start a multi-player game, type "civclient" in a shell. Recommended: "civclient -tiles trident" to get a 2-dimensional map. Then click the "Metaserver" tab and the "Update" button there. Look for game in "Pregame" state, possibly with nonzero players, connect and wait there for more players. Type "/create name" to get a computer enemy and "/start" to begin.
The goal of Freeciv is to build cities, which in turn can build armies to attack the other players. You start with 2 settlers and 1 explorer. Using the numeric keypad, move the settlers to a good location (see below) and build a city by pressing b (for build). You can move diagonally, by the way. Freeciv is turn based; every unit can move once per turn. The turn ends when everyone clicks "Turn done" or when a timeout is over.
In these cities, you can also build city improvements. These can help the city it is built in. Some improvements let a city get bigger. You should also build wonders, as they can do very important things, for instance the Apollo Program lets you see the entire map.
Cities also produce units, which can be used for various purposes, from fighting wars to enhancing infrastructure. Different strategies depend on different focuses between things external and internal to a city.
The eventual goal of the game is to win either by using military units to conquer all opposing civilizations, or by using massive scientific knowledge and production to build a spaceship to send to Alpha Centauri before your rivals can do so.
Cities extract resources from the square theyre built on plus one nearby square for each inhabitant; you start with 1 inhabitant. The resources are: Food (to grow cities), Production (to build settlers/armies) and Trade (for research and money). Click a city to bring it up for management. Click on a used square on the small map to remove your worker (and turn him into an entertainer, see below), then click on an unused square to place your worker. However the default placement is usually good.
* Food: All food from the used squares is added to the granary. Every inhabitant uses two food per turn though, and settlers built by this city require one or two also. When the granary reaches 20 food, the city grows to size 2 and can use an additional nearby square. Settlers can irrigate (press i) nearby squares if there is water adjacent, which increases food by one for some square types, see table below. The square under the city gets a free irrigation.
* Production: The production you get from a square can be used to produce military units or settlers. Producing a settler reduces the city size by 1 and can only be done in cities of size 2 and larger. Some units require one production every turn (upkeep) for as long as theyre alive. You can change the unit or building to be produced in the city report, or buy unfinished units. Settlers can mine (press m) some square types, which increases their production; see table below. The square the city is on gets one production if otherwise zero.
* Trade: Trade can be turned into tax, luxury or science. Science lets you research new military unit types. Tax yields money, which you can use to prematurely complete a cities production. Luxury creates happy inhabitants. You can select the distribution of your trade by pressing shift-R). Corruption reduces the amount of trade that a city delivers; the further away from the capital, the more corruption. Settlers can build roads (press r) which add 1 trade to some square types, see table below, and allow for faster movement. The square the city is on gets a free road.
Inhabitants can be happy, content or unhappy (shown by different icons in the city window). If there are more unhappy than happy inhabitants, the city falls into disorder and stops producing anything. The first four inhabitants of a city are content. Additional ones are unhappy and must be made content either with temples in their cities, with wonders (see below), with luxuries or with entertainers.
In the Reports menu you find the Science report. There you can decide what to research. You can select an immediate thing to research and a long term goal that the next immediate will be selected from. Most research items require others to be discovered already. After discovery of knowledge, you can build new types of military units, new wonders or use new governments. This window pops up whenever research on one item finishes.
The type of government you have affects how many resources your cities can extract from the land. You can change government by researching the new government type and then starting a revolution (in Government menu, will take a few turns). The most important ones:
* Despotism: This is your initial government type. Each square that yields more than 2 of anything (food, production or trade) has that yield reduced by one. Settlers use one food per turn for upkeep, military units are free unless there are more built by a city than the city has inhabitants. Science rate can only be set to 60%. High corruption.
* Monarchy: No more resource reduction. Settlers use one food. The first 3 military units per city are free of upkeep. Maximum science rate is 70%. Corruption is small.
* Republic: Each square with trade gets another trade unit. Settlers use two food, and one production. All military units use one production. Only one military unit is tolerated abroad (not in city), additional units create one unhappy inhabitant. Corruption is small.
Each wonder of the world can only be built by one player and only in one city. Other cities can build and send caravans (after you research Trade) to help in building wonders. The most important wonders are:
· Magellans Expedition: Sea units can move 2 squares further per turn. Requires Navigation
· Leonardos Workshop: 1 obsolete military unit upgraded per turn. Requires Invention
· Michelangelos Chapel: 3 unhappy inhabitants become content in every city. Requires Monotheism
· J.S.Bachs Cathedral: Creates 2 happy inhabitants in every city. Requires Theology.
Here are some key features of "Freeciv":
General futures:
· Generally comparable with Civilization I & II.
· Up to 30 players!
· Artificial Intelligence (AI) computer-controlled players.
· Internet & LAN multiplayer (TCP/IP).
· Support for a great number of platforms see Requirements.
· Premade maps & scenarios!
· 47 units and 61 nations.
· Modpack support!
· Internationalization (i18n).
· In game help system.
Gameplay specific:
· Full Fog of War.
· Diplomacy.
Graphics:
There are different graphics for different needs.
· 30x30 & 45x45 sized tiles, or most any size you feel like drawing.
· 64, 256 and more colors!
User Interfaces:
· GTK+
· GTK+ 2.2
· Win32
· Amiga
· Xaw
Languages:
· Catalan
· Chinese
· Czech
· Danish
· Dutch
· English (British)
· Finnish
· French
· German
· Hungarian
· Italian
· Japanese
· Norwegian
· Polish
· Portuguese
· Portuguese (Brazilian)
· Romanian
· Russian
· Spanish
· Swedish
Free software:
Freeciv is Free software (http://www.gnu.org/philosophy/free-sw.html) and that means a lot! It gives you as a user a great deal of liberty, which proprietary software just doesnt.
A little list of some of the advantages Freeciv has:
· Its Gratis!
· The source code is available.
· You are allowed to copy, redistribute, charge money for & modify Freeciv. For more info on this subject refer to the license.
· A new release every now and then with new and exciting features!
· Almost no bugs.
· You can influence the development of the game dramatically!
· It uses the very (free software developers) friendly GNU General Public License.
Copyright Notice:
Software piracy is theft, Using crack, password, serial numbers, registration codes, key generators is illegal and prevent future software development. The above one republic search only lists software in full, demo and trial versions for free download. Download links are directly from our mirror sites or publisher sites, torrent files or links from rapidshare.com, yousendit.com or megaupload.com are not allowed
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