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AP Radar 0.52
AP Radar is a Linux/GTK+ based graphical netstumbler and wireless profile manager. more>>
AP Radar is a Linux/GTK+ based graphical netstumbler and wireless profile manager.
This project makes use of the version 14 wireless extensions in linux 2.4.20 and 2.6 to provide access point scanning capabilities for most models of wireless cards.
It is meant to replace the manual process of running iwconfig and dhclient. It makes reconfiguring for different APs quick and easy.
<<lessThis project makes use of the version 14 wireless extensions in linux 2.4.20 and 2.6 to provide access point scanning capabilities for most models of wireless cards.
It is meant to replace the manual process of running iwconfig and dhclient. It makes reconfiguring for different APs quick and easy.
Download (0.083MB)
Added: 2005-09-21 License: GPL (GNU General Public License) Price:
1530 downloads
WiFi Radar 1.9.8
WiFi Radar is a utility for managing, scanning, and auto-connecting to WiFi profiles. more>>
WiFi Radar is a utility for managing, scanning, and auto-connecting to WiFi profiles.
WiFi Radar enables you to scan for available networks and create profiles for your preferred networks. At boot time, running WiFi Radar will automatically scan for an available preferred network and connect to it.
You can drag and drop your preferred networks to arrange the profile priority.
<<lessWiFi Radar enables you to scan for available networks and create profiles for your preferred networks. At boot time, running WiFi Radar will automatically scan for an available preferred network and connect to it.
You can drag and drop your preferred networks to arrange the profile priority.
Download (0.048MB)
Added: 2007-02-08 License: GPL (GNU General Public License) Price:
622 downloads
Radar Tools 0.18
Radar Tools is an advanced SAR remote sensing image processing software. more>>
Radar Tools in short RAT is a small collection of tools for processing SAR (synthetic aperture radar) remote sensing data, packed together in a nice graphical user interface.
Our motivation to start the development of RAT is that modern remote sensing software like Erdas Image or ENVI include only some basic SAR functionality. Advanced algorithms have to be implemented by oneself.
So we descided to start the development of RAT. RAT should bring modern SAR algorithms to a wider user-base by simplifying in particular the data handling and processing of complex SAR data.
RAT is planned as an ongoing community effort, i.e. there will be no final version with a certain functionality. It is our idea to include more and more SAR tools in future and to make them freely available to the scientific community.
We of course also hope for external contributions. Because of this, the programming interface of RAT is kept quite simple and adding own functions is quite easy. Function templates are included in the distribution and a step-by-step description of how to program a RAT module will appear soon in the documentation.
Main features:
General features
- Cross-platform (Unix, Windows, Linux & Mac OSX)
- Free software, no commercial software license needed (when using the IDL-VM version)
- Availability of the complete source code
- Modular design, easy to extend by own functions
- Small memory footprint even when processing large images (vertical tiling)
- No limitation on the image size
- Keep track of data representation changes during image processing
- Optimised preview on screen while calculations are done in full resolution
- Native import routines for E-SAR (DLR) and ENVISAT-IMS (ESA) data
- Export possibility to generic graphic formats (png, jpg & tiff)
- Undo function for the last processing step
Generic image manipulation
- Resize, presumming & cut region
- Zooming of an area of interest
- Mirror vertical and horizontal
- Binary transforms
Single channel SAR
- SAR speckle filtering (Boxcar, Median, Gauss, Kuan, Frost, MAP Lee, refined Lee, Lee-Sigma)
- Edge detection (RoA, MSP-RoA, Sobel, Roberts)
- Co-occurance texture features, variation coefficient
- Point and distributed target analysis
- Generic slant-to-ground range projection
SAR polarimetry
- Polarimetric point target analysis
- Polarimetric speckle filtering (Boxcar, Lee, refined Lee)
- Polarimetric CFSAR edge detection
- Calculation of interchannel ratios, correlation & phase differences
- Formation of covariance and coherency matrix, span calculation
- Polarimetric basis transforms (linear -> circular ....)
- Decompositions (Pauli, Freman-Durdan, Moriyama, Entropy/Alpha, Eigenvalue, Sphere-Diplane-Helix....)
- Polarimetric classification (Entropy/Alpha/Anisotropy, Wishart, No. of scatterers, physical, Lee category preserving...)
- Polarimetric calibration: imbalance, symmetrisation & crosstalk (Quegan method)
SAR interferometry
- Image pair coregistration (coarse, subpixel & spatially varying)
- Interferogram formation
- Flat-earth removal
- Phase-unwrapping (least-squares only)
- Phase noise filter (Boxcar, Goldstein & GLSME)
- Coherence estimation (Boxcar, Gauss, Region Growing)
- Shaded relief calculation
Polarimetric SAR interferometry
- Formation of POLINSAR covariance and coherency matrices
- Coherence estimation & optimisation
- Extraction of optimised ESPRIT phases
- POLINSAR speckle filtering (Boxcar, Gauss & Lee)
- Coherence analysis in the complex unitary plane
<<lessOur motivation to start the development of RAT is that modern remote sensing software like Erdas Image or ENVI include only some basic SAR functionality. Advanced algorithms have to be implemented by oneself.
So we descided to start the development of RAT. RAT should bring modern SAR algorithms to a wider user-base by simplifying in particular the data handling and processing of complex SAR data.
RAT is planned as an ongoing community effort, i.e. there will be no final version with a certain functionality. It is our idea to include more and more SAR tools in future and to make them freely available to the scientific community.
We of course also hope for external contributions. Because of this, the programming interface of RAT is kept quite simple and adding own functions is quite easy. Function templates are included in the distribution and a step-by-step description of how to program a RAT module will appear soon in the documentation.
Main features:
General features
- Cross-platform (Unix, Windows, Linux & Mac OSX)
- Free software, no commercial software license needed (when using the IDL-VM version)
- Availability of the complete source code
- Modular design, easy to extend by own functions
- Small memory footprint even when processing large images (vertical tiling)
- No limitation on the image size
- Keep track of data representation changes during image processing
- Optimised preview on screen while calculations are done in full resolution
- Native import routines for E-SAR (DLR) and ENVISAT-IMS (ESA) data
- Export possibility to generic graphic formats (png, jpg & tiff)
- Undo function for the last processing step
Generic image manipulation
- Resize, presumming & cut region
- Zooming of an area of interest
- Mirror vertical and horizontal
- Binary transforms
Single channel SAR
- SAR speckle filtering (Boxcar, Median, Gauss, Kuan, Frost, MAP Lee, refined Lee, Lee-Sigma)
- Edge detection (RoA, MSP-RoA, Sobel, Roberts)
- Co-occurance texture features, variation coefficient
- Point and distributed target analysis
- Generic slant-to-ground range projection
SAR polarimetry
- Polarimetric point target analysis
- Polarimetric speckle filtering (Boxcar, Lee, refined Lee)
- Polarimetric CFSAR edge detection
- Calculation of interchannel ratios, correlation & phase differences
- Formation of covariance and coherency matrix, span calculation
- Polarimetric basis transforms (linear -> circular ....)
- Decompositions (Pauli, Freman-Durdan, Moriyama, Entropy/Alpha, Eigenvalue, Sphere-Diplane-Helix....)
- Polarimetric classification (Entropy/Alpha/Anisotropy, Wishart, No. of scatterers, physical, Lee category preserving...)
- Polarimetric calibration: imbalance, symmetrisation & crosstalk (Quegan method)
SAR interferometry
- Image pair coregistration (coarse, subpixel & spatially varying)
- Interferogram formation
- Flat-earth removal
- Phase-unwrapping (least-squares only)
- Phase noise filter (Boxcar, Goldstein & GLSME)
- Coherence estimation (Boxcar, Gauss, Region Growing)
- Shaded relief calculation
Polarimetric SAR interferometry
- Formation of POLINSAR covariance and coherency matrices
- Coherence estimation & optimisation
- Extraction of optimised ESPRIT phases
- POLINSAR speckle filtering (Boxcar, Gauss & Lee)
- Coherence analysis in the complex unitary plane
Download (2.5MB)
Added: 2007-04-02 License: Freeware Price:
952 downloads
WiFi Radar 2.0.s04
An utility for managing, scanning, and auto-connecting to WiFi profiles more>>
WiFi Radar 2.0.s04 is created to be a utility for managing, scanning, and auto-connecting to WiFi profiles. WiFi Radar enables you to scan for available networks and create profiles for your preferred networks. At boot time, running WiFi Radar will automatically scan for an available preferred network and connect to it.
You can drag and drop your preferred networks to arrange the profile priority.
Requirements:
- Wireless Tools for Linux (iwconfig)
- PyGTK
Added: 2009-07-07 License: GPL Price: FREE
19 downloads
Free Simulated Radar Client 0.1.1
Free Simulated Radar Client project is a framework for radar clients for virtual air traffic control networks. more>>
Free Simulated Radar Client project is a framework for radar clients for virtual air traffic control networks.
Free Simulated Radar Client is a framework for radar clients for virtual air traffic control networks (e.g., VATSIM and IVAO). Currently work is occuring on a radar client (an ASRC clone), a flight strip display, and a 3D tower view.
The framework analyses the data provided by servers of these networks and provides interfaces for radar clients (or other applications) to access this data.
<<lessFree Simulated Radar Client is a framework for radar clients for virtual air traffic control networks (e.g., VATSIM and IVAO). Currently work is occuring on a radar client (an ASRC clone), a flight strip display, and a 3D tower view.
The framework analyses the data provided by servers of these networks and provides interfaces for radar clients (or other applications) to access this data.
Download (MB)
Added: 2007-01-09 License: GPL (GNU General Public License) Price:
1057 downloads
Ukrainian Rumble 2
Ukrainian Rumble is a mechanical FPS with destructible physics. more>>
GPRS Easy Connect program is a free GUI for GPRS connecting for Linux distributions.
Main features:
- Mechanical structure of the robot is to be linked to its functionality.
- Each part of a robot: arm, leg, wheel, head, tower, radar, etc. can be independently damaged and plays its role among various abilities of a robot, thus each ability can be shutdown by damaging a certain part.
- The environment of the simulation should be as destructible as the robots themselves. Thus it is possible to use environment as either weapon or a defensive tool. For example, it should be possible to bring down a building on top of your enemy, or in-between you and your enemy so as to give yourself cover.
<<lessMain features:
- Mechanical structure of the robot is to be linked to its functionality.
- Each part of a robot: arm, leg, wheel, head, tower, radar, etc. can be independently damaged and plays its role among various abilities of a robot, thus each ability can be shutdown by damaging a certain part.
- The environment of the simulation should be as destructible as the robots themselves. Thus it is possible to use environment as either weapon or a defensive tool. For example, it should be possible to bring down a building on top of your enemy, or in-between you and your enemy so as to give yourself cover.
Download (3MB)
Added: 2005-11-21 License: GPL (GNU General Public License) Price:
1434 downloads
Hydranode Project 0.3.0
Hydranode Core is a modular, plugin-driven peer-to-peer client framework. more>>
Hydranode Core is a modular, plugin-driven peer-to-peer client framework which is designed with true multi-network downloads in mind.
Hydranode Project can be used directly via the built-in shell functionality, or via external user interfaces.
To achieve the large number of features described in the previous section, HydraNode core needs to be extendible without causing feature bloat and increase in system requirements resulting from that. The only way to accomplish that is make the application completely modular - only a minimum set of features are provided by the core application; the rest of the features are implemented by optional loadable modules. Each file-sharing network should be in a separate module, as should be other additional features like e-mail notifications. With this design, the features are de-coupled from each other, thus greatly simplifying the debugging process, and allowing end user to select only the features he or she needs instead of what a programmer thought was best for him or her.
Second most important pre-requisite for a modern peer-to-peer application is platform-independence. The biggest differences in platforms are the graphical user interfaces, while the underlying structure of operating systems is rather similar. To achieve maximum portability, the core application should be decoupled from graphical user interfaces, which then could be written platform-dependently for each target platform; native user interfaces always perform better than interfaces designed for running on large number of platforms. To achieve this, the core application should not have any interactive graphical user interface of its own at all - it should only provide a protocol through which native graphical user interfaces and other application could communicate with it and control it. The protocol itself should be in human-readable format, but also be easily parse-able for client software; the reason for this would be to allow the possibility of interacting with the protocol directly through simple software like telnet, which would greatly simplify debugging process, but could also be useful even for end users as a crude remote control mechanism.
Related to the above comes the question of programming language to use for writing the core application. At this, C++ would be the most sensible choice, because it is widely used across all platforms and provides fastest code (which is required to achieve low system requirements); it allows (and even enforces) object-oriented design, and is easier to understand than C code. Additionally, since HydraNode strongly relies on module-writers, C++ coders are far easier to find than, say, Java coders.
As mentioned in previous section, quickest way to rapid development process is to give the users free access to the source code of the application; it increases possible developer/debugger-base significantly. Out of the myriad of open source licenses out there, GNU General Public License is most respected among users and developers, so HydraNode source code should follow the trend and be licensed under GNU GPL. Having the source code licensed under GNU GPL also allows us to use the almost infinite amount of existing code freely available through the internet, which could prove as a very useful option.
With the fore-seeable future of large number of co-developer base, it is necessary to clearly define the coding standards for the core application. Coding style is very personal; having large number of developers modifying the code will quickly lead to a mix of different styles and personalities, which in turn makes the code less readable, and thus less maintainable. There are several widely accepted coding standards floating around, and for this project we have chosen to use Linux Kernel coding standard; while originally written for C, the concepts still mostly hold for C++. Source code, however, is worth nothing without correct documentation which would give the future co-developers hints on what the original developers had in mind while writing/designing the application. Again, there several widely accepted documentation standards, out of which perhaps the most common is Doxygen-style. The reason behind this is that Doxygen is capable of extracting documentation from source files and generating web pages out of it, which can give a very quick and extensive overview of the entire application at a glance - something future developers will greatly appreciate.
The privacy of the user should be a serious concern for any modern peer-to-peer application developer; there are several institutions which tend to have a habit of spying upon the users and invading their privacy. The simplest solution would be to block the IP addresses of those groups; even better solution would be to simply stay off their radar. The first part can be implemented within the core application since it controls the low-level networking functionality; second part can be implemented by networking plugins depending on the specific networks.
Since the core application will eventually have a large number of very different networking plugins, we have the problem of bandwidth management. The end user shouldnt be bothered with each specific plugins bandwidth limiting settings, so the bandwidth limits should be managed by the main application, which in turn could either allow or deny requests for bandwidth to modules. This setting should be fully configurable, allowing end user to either have the bandwidth shared equally among the plugins, or in favor of one or several specific plugins.
Various file-sharing networks use very different files identifying methods - most often this is a checksum of the file, sometimes accompanied by file size; additionally, there is files meta-data, which can help the end-user identify the file. Since this feature is common to all file-sharing networks, while only differing in the actual checksum used, it should also be handled by the core application. Several points must be considered here - the core application should be able to generate a large number of checksums and store them. It should also be capable of extracting meta-data of files, as well as do cross-references with checksums - given a checksum from one network, it should be able to find the same file on second network (provided the file is known). However, no single client can know the checksums of all files of all networks, which means that the cross-referencing functionality will be of little use locally - this needs a central database which could store the checksums of all files from all networks, and provide cross-referencing functionality. Heres where Myradin comes in - it does exactly that. While support for Myradin shouldnt be completely integrated since it isnt really a part of the application, it could be an optional plugin that retrieves and submits checksums to the central database.
The last feature is far more important than is obvious on first impression; this is the feature that will eventually allow real multi-network simultaneous downloads of same file. The problem is - since each network uses different checksums for files, it is impossible to identify the same file on two separate networks - you dont know the file is the same until you have downloaded the entire file and generated a checksum out of it. However, with a central database which stores checksums of different files from multiple networks, it would be possible to retrieve the checksums of a file on all other networks provided you have the checksum of a file from one network, thus allowing downloading the same file from two or more networks simultaneously. Upon completition, files actual checksum could again be tested against all known checksums to provide even higher corruption protection than single-network downloads. The central database would also contain files meta-data, which would allow end-users to more clearly identify fake files, thus improving the overall quality of files on all file-sharing networks.
Enhancements:
Graphical User Interface (NEW) (madcat)
- Supports search, download and shared files lists
- Lists loaded modules
- Shows networking statistics
- Lists eDonkey2000 server list
Core/GUI communication (NEW) (madcat)
- Supports networking, files, modules and custom data syncronization with user interface(s).
Hydranode Base (madcat)
- No longer writes ANSI color codes to logfile
- Portability to platforms without stdint.h header
- Portability to unix variants without execinfo.h header
- Full support windows XP Service Pack 2 (half-open connections limiting)
- Using hand-crafted event multiplexing system in sockets to bypass the slow Boost.Signals
- Fixed issues with >2GB files on Windows
- Fixed issues with UDP packets handling when multiple packets arrive with short interval (previously this caused the socket to become dead)
- Support for more than 64 concurrent open connections on Windows
- Handles some race conditions in networking, where events come from backend when frontend has been destroyed more gracefully
- Now remembering total downloaded/uploaded/uptime across sessions (global)
Hydranode Core (madcat)
- No longer allocates disk space when shutting down
- Cleans up filename of invalid characters when starting downloads
- Fixed uploading issues while moving completed download to incoming
- Uploaded amount (for shared files) is now properly stored across sessions
- Avoids duplicate scanning of already-scanned directories
- Fixed crash when download is canceled while chunk hash job is in progress
- Added dynamic module-based upload-speed scaling based on modules overall upload/download data ratio, thus upload-capable modules that have downloaded 70% of data get 70% of upload slots. Note that these are not hard limits, so actual results may vary depending on various conditions.
- Faster and non-blocking disk space allocation for downloads
- Fixes crashes when search result handlers get destroyed
- Properly updates file modification date after movework finishes
- --disable-colors and --transform-colors command-line options
- --module-dir command-line option
- Now correctly handles temp/shared dirs with .. in path names
- No longer shares desktop.ini, thumbs.db and similar files
- No longer loses custom metadata after file rehash
Bittorrent Module (madcat)
- Fixed links command for single-file torrents after restart
- Reduced outgoing client connection timeout from 30s to 5s
- Fixed an issue with URI delimineters not being encoded in tracker GET request (ticket #225).
- Handles tracker responses sent with
newline instead of
- Properly seeds downloaded torrents after completition
- Cleans up cache folder on download completition or canceling
- Properly urlencodes HEAD / GET request arguments (ticket #235)
- Listening ports are now restarted instantly after runtime configuration changes
- Fixed some crashes during torrent completition
- Multi-tracker support
- Fixed uploaded/downloaded ratio calculation
eDonkey2000 Module (madcat)
- Reduced outgoing client connection timeout from 30s to 5s
- Fixed parsing QueueRanking packets from MLDonkey clients
- Fixed a bug where client would be dropped after download session end, when the remote client contacted us and sent AcceptUploadReq, and we didnt send ReqFile.
- Now properly destroys remote LowID clients if we are also LowID.
- More default (hardcoded) servers
- Support for global searching
- Miscellaneous protocol performance improvements and fine-tuning
- Properly switches sources to other files on download completition now
- GlobGetSources v2 packet is sent with different opcode. This raises UDP source queries effectiveness by ~5 times (from 4% to 20+%)
- Better A4AF handling
- Listening ports are now restarted instantly after runtime configuration changes
- Setting ed2k/FindServers can be set to 0 now to disable receiving servers from clients and servers
Email notifications (madcat)
- Fixes unhandled exceptions from connect() call (ticket #217)
HLink application (madcat)
- Its now possible to pass full paths (to .torrent files etc)
<<lessHydranode Project can be used directly via the built-in shell functionality, or via external user interfaces.
To achieve the large number of features described in the previous section, HydraNode core needs to be extendible without causing feature bloat and increase in system requirements resulting from that. The only way to accomplish that is make the application completely modular - only a minimum set of features are provided by the core application; the rest of the features are implemented by optional loadable modules. Each file-sharing network should be in a separate module, as should be other additional features like e-mail notifications. With this design, the features are de-coupled from each other, thus greatly simplifying the debugging process, and allowing end user to select only the features he or she needs instead of what a programmer thought was best for him or her.
Second most important pre-requisite for a modern peer-to-peer application is platform-independence. The biggest differences in platforms are the graphical user interfaces, while the underlying structure of operating systems is rather similar. To achieve maximum portability, the core application should be decoupled from graphical user interfaces, which then could be written platform-dependently for each target platform; native user interfaces always perform better than interfaces designed for running on large number of platforms. To achieve this, the core application should not have any interactive graphical user interface of its own at all - it should only provide a protocol through which native graphical user interfaces and other application could communicate with it and control it. The protocol itself should be in human-readable format, but also be easily parse-able for client software; the reason for this would be to allow the possibility of interacting with the protocol directly through simple software like telnet, which would greatly simplify debugging process, but could also be useful even for end users as a crude remote control mechanism.
Related to the above comes the question of programming language to use for writing the core application. At this, C++ would be the most sensible choice, because it is widely used across all platforms and provides fastest code (which is required to achieve low system requirements); it allows (and even enforces) object-oriented design, and is easier to understand than C code. Additionally, since HydraNode strongly relies on module-writers, C++ coders are far easier to find than, say, Java coders.
As mentioned in previous section, quickest way to rapid development process is to give the users free access to the source code of the application; it increases possible developer/debugger-base significantly. Out of the myriad of open source licenses out there, GNU General Public License is most respected among users and developers, so HydraNode source code should follow the trend and be licensed under GNU GPL. Having the source code licensed under GNU GPL also allows us to use the almost infinite amount of existing code freely available through the internet, which could prove as a very useful option.
With the fore-seeable future of large number of co-developer base, it is necessary to clearly define the coding standards for the core application. Coding style is very personal; having large number of developers modifying the code will quickly lead to a mix of different styles and personalities, which in turn makes the code less readable, and thus less maintainable. There are several widely accepted coding standards floating around, and for this project we have chosen to use Linux Kernel coding standard; while originally written for C, the concepts still mostly hold for C++. Source code, however, is worth nothing without correct documentation which would give the future co-developers hints on what the original developers had in mind while writing/designing the application. Again, there several widely accepted documentation standards, out of which perhaps the most common is Doxygen-style. The reason behind this is that Doxygen is capable of extracting documentation from source files and generating web pages out of it, which can give a very quick and extensive overview of the entire application at a glance - something future developers will greatly appreciate.
The privacy of the user should be a serious concern for any modern peer-to-peer application developer; there are several institutions which tend to have a habit of spying upon the users and invading their privacy. The simplest solution would be to block the IP addresses of those groups; even better solution would be to simply stay off their radar. The first part can be implemented within the core application since it controls the low-level networking functionality; second part can be implemented by networking plugins depending on the specific networks.
Since the core application will eventually have a large number of very different networking plugins, we have the problem of bandwidth management. The end user shouldnt be bothered with each specific plugins bandwidth limiting settings, so the bandwidth limits should be managed by the main application, which in turn could either allow or deny requests for bandwidth to modules. This setting should be fully configurable, allowing end user to either have the bandwidth shared equally among the plugins, or in favor of one or several specific plugins.
Various file-sharing networks use very different files identifying methods - most often this is a checksum of the file, sometimes accompanied by file size; additionally, there is files meta-data, which can help the end-user identify the file. Since this feature is common to all file-sharing networks, while only differing in the actual checksum used, it should also be handled by the core application. Several points must be considered here - the core application should be able to generate a large number of checksums and store them. It should also be capable of extracting meta-data of files, as well as do cross-references with checksums - given a checksum from one network, it should be able to find the same file on second network (provided the file is known). However, no single client can know the checksums of all files of all networks, which means that the cross-referencing functionality will be of little use locally - this needs a central database which could store the checksums of all files from all networks, and provide cross-referencing functionality. Heres where Myradin comes in - it does exactly that. While support for Myradin shouldnt be completely integrated since it isnt really a part of the application, it could be an optional plugin that retrieves and submits checksums to the central database.
The last feature is far more important than is obvious on first impression; this is the feature that will eventually allow real multi-network simultaneous downloads of same file. The problem is - since each network uses different checksums for files, it is impossible to identify the same file on two separate networks - you dont know the file is the same until you have downloaded the entire file and generated a checksum out of it. However, with a central database which stores checksums of different files from multiple networks, it would be possible to retrieve the checksums of a file on all other networks provided you have the checksum of a file from one network, thus allowing downloading the same file from two or more networks simultaneously. Upon completition, files actual checksum could again be tested against all known checksums to provide even higher corruption protection than single-network downloads. The central database would also contain files meta-data, which would allow end-users to more clearly identify fake files, thus improving the overall quality of files on all file-sharing networks.
Enhancements:
Graphical User Interface (NEW) (madcat)
- Supports search, download and shared files lists
- Lists loaded modules
- Shows networking statistics
- Lists eDonkey2000 server list
Core/GUI communication (NEW) (madcat)
- Supports networking, files, modules and custom data syncronization with user interface(s).
Hydranode Base (madcat)
- No longer writes ANSI color codes to logfile
- Portability to platforms without stdint.h header
- Portability to unix variants without execinfo.h header
- Full support windows XP Service Pack 2 (half-open connections limiting)
- Using hand-crafted event multiplexing system in sockets to bypass the slow Boost.Signals
- Fixed issues with >2GB files on Windows
- Fixed issues with UDP packets handling when multiple packets arrive with short interval (previously this caused the socket to become dead)
- Support for more than 64 concurrent open connections on Windows
- Handles some race conditions in networking, where events come from backend when frontend has been destroyed more gracefully
- Now remembering total downloaded/uploaded/uptime across sessions (global)
Hydranode Core (madcat)
- No longer allocates disk space when shutting down
- Cleans up filename of invalid characters when starting downloads
- Fixed uploading issues while moving completed download to incoming
- Uploaded amount (for shared files) is now properly stored across sessions
- Avoids duplicate scanning of already-scanned directories
- Fixed crash when download is canceled while chunk hash job is in progress
- Added dynamic module-based upload-speed scaling based on modules overall upload/download data ratio, thus upload-capable modules that have downloaded 70% of data get 70% of upload slots. Note that these are not hard limits, so actual results may vary depending on various conditions.
- Faster and non-blocking disk space allocation for downloads
- Fixes crashes when search result handlers get destroyed
- Properly updates file modification date after movework finishes
- --disable-colors and --transform-colors command-line options
- --module-dir command-line option
- Now correctly handles temp/shared dirs with .. in path names
- No longer shares desktop.ini, thumbs.db and similar files
- No longer loses custom metadata after file rehash
Bittorrent Module (madcat)
- Fixed links command for single-file torrents after restart
- Reduced outgoing client connection timeout from 30s to 5s
- Fixed an issue with URI delimineters not being encoded in tracker GET request (ticket #225).
- Handles tracker responses sent with
newline instead of
- Properly seeds downloaded torrents after completition
- Cleans up cache folder on download completition or canceling
- Properly urlencodes HEAD / GET request arguments (ticket #235)
- Listening ports are now restarted instantly after runtime configuration changes
- Fixed some crashes during torrent completition
- Multi-tracker support
- Fixed uploaded/downloaded ratio calculation
eDonkey2000 Module (madcat)
- Reduced outgoing client connection timeout from 30s to 5s
- Fixed parsing QueueRanking packets from MLDonkey clients
- Fixed a bug where client would be dropped after download session end, when the remote client contacted us and sent AcceptUploadReq, and we didnt send ReqFile.
- Now properly destroys remote LowID clients if we are also LowID.
- More default (hardcoded) servers
- Support for global searching
- Miscellaneous protocol performance improvements and fine-tuning
- Properly switches sources to other files on download completition now
- GlobGetSources v2 packet is sent with different opcode. This raises UDP source queries effectiveness by ~5 times (from 4% to 20+%)
- Better A4AF handling
- Listening ports are now restarted instantly after runtime configuration changes
- Setting ed2k/FindServers can be set to 0 now to disable receiving servers from clients and servers
Email notifications (madcat)
- Fixes unhandled exceptions from connect() call (ticket #217)
HLink application (madcat)
- Its now possible to pass full paths (to .torrent files etc)
Download (6.8MB)
Added: 2006-04-29 License: GPL (GNU General Public License) Price:
1278 downloads
mugshot-amarok 1.2
mugshot-amarok is a script for Amarok to enable support for the Mugshot Music Radar. more>>
mugshot-amarok is a script for Amarok to enable support for the Mugshot Music Radar.
Actually, it’s just a small Python script which implements a subset of the DBus interface exported by Rhythmbox. Mugshot can’t tell the difference between this script and Rhythmbox.
<<lessActually, it’s just a small Python script which implements a subset of the DBus interface exported by Rhythmbox. Mugshot can’t tell the difference between this script and Rhythmbox.
Download (0.26MB)
Added: 2006-08-31 License: GPL (GNU General Public License) Price:
1151 downloads
XRally 1.1
XRally project is a X11 clone of the Rally X arcade game. more>>
XRally project is a X11 clone of the Rally X arcade game.
In Rally X, you control a blue car which has to run through a maze-like level collecting flags and avoiding colliding with enemy (red) cars. In order to protect itself, the blue car can discharge clouds of smoke which stun the enemy cars for a while.
The enemy cars can also crash into each other, what gives you some extra time. One of the main features of XRally is that it is fully customizable.
You can create custom tilesets and levels and load them at run time, changing the entire look of the game. (You could, for instance, create a water tileset, using boats instead of cars.)
Enhancements:
- Added the Easy Level, that should be suitable for begginners
- Fixed bug in the radar display (was displaying some weird green lines)
- Fixed some segfaults, added others
- Updated xpm2xrally a bit more forgiving about the xpm file syntax
- And now it outputs the maps on the new map format
- Changed the maps a bit (some of them were way _too_ hard)
- Removed some unecessary stuff
- Added a xm2mod utility, to convert xm music to mod (XRally format)
- Added a Intro tune
- Added a new level option, "resol", the sets how many tiles are painted on the screen at a time (see a example on the Leo Level)
- Added html documentation, written by Josh Franklin
- sound now works on PowerPC
- Debian files added to the main repository to make debian package maintenance easier.
- Loads of sounds enhancements
- Fixed bug when the player wasnt receiving his extra lives (some changes of
- score.value didnt check for it)
- Changed the layout of the info bar, now contains the level name, the number of the current map, the total number of maps and the hiscore for this level
- Some code cleanup
- Added ANSI color codes to debug messages
- Changed the intro menu
- Added a big nice background image
- Added blending effect to the menu.
- Added shading/unshading effect to the meu.
- Changed the position of all the item/texts
- Indentation fixes (using tabs instead of spaces)
- Added blended windows to splash screen messages, hiscores messages and in-game windows
- Changed the default border color from a window from red to gray (is that border necessary?)
- Changed the layout of the splash screen (to take advantage of all the new screen space)
- Added a more informative level description (w/ the speed of the cars on the first map)
- Slowed down the default speed (from 12 to 9)
- Displays menu help on the main menu screen
- Displays game help on the splash screen
- Changed the graphics API
- Changed some of the FPS counting routines (now it should be better to benchmark the game)
- Displays Expected frame len and Real frame len on end of map (good to see if your computer is fast enough to play the game)
<<lessIn Rally X, you control a blue car which has to run through a maze-like level collecting flags and avoiding colliding with enemy (red) cars. In order to protect itself, the blue car can discharge clouds of smoke which stun the enemy cars for a while.
The enemy cars can also crash into each other, what gives you some extra time. One of the main features of XRally is that it is fully customizable.
You can create custom tilesets and levels and load them at run time, changing the entire look of the game. (You could, for instance, create a water tileset, using boats instead of cars.)
Enhancements:
- Added the Easy Level, that should be suitable for begginners
- Fixed bug in the radar display (was displaying some weird green lines)
- Fixed some segfaults, added others
- Updated xpm2xrally a bit more forgiving about the xpm file syntax
- And now it outputs the maps on the new map format
- Changed the maps a bit (some of them were way _too_ hard)
- Removed some unecessary stuff
- Added a xm2mod utility, to convert xm music to mod (XRally format)
- Added a Intro tune
- Added a new level option, "resol", the sets how many tiles are painted on the screen at a time (see a example on the Leo Level)
- Added html documentation, written by Josh Franklin
- sound now works on PowerPC
- Debian files added to the main repository to make debian package maintenance easier.
- Loads of sounds enhancements
- Fixed bug when the player wasnt receiving his extra lives (some changes of
- score.value didnt check for it)
- Changed the layout of the info bar, now contains the level name, the number of the current map, the total number of maps and the hiscore for this level
- Some code cleanup
- Added ANSI color codes to debug messages
- Changed the intro menu
- Added a big nice background image
- Added blending effect to the menu.
- Added shading/unshading effect to the meu.
- Changed the position of all the item/texts
- Indentation fixes (using tabs instead of spaces)
- Added blended windows to splash screen messages, hiscores messages and in-game windows
- Changed the default border color from a window from red to gray (is that border necessary?)
- Changed the layout of the splash screen (to take advantage of all the new screen space)
- Added a more informative level description (w/ the speed of the cars on the first map)
- Slowed down the default speed (from 12 to 9)
- Displays menu help on the main menu screen
- Displays game help on the splash screen
- Changed the graphics API
- Changed some of the FPS counting routines (now it should be better to benchmark the game)
- Displays Expected frame len and Real frame len on end of map (good to see if your computer is fast enough to play the game)
Download (MB)
Added: 2006-11-16 License: GPL (GNU General Public License) Price:
635 downloads
BuddySpace PRO 2.6
BuddySpace is an enhanced Jabber client providing secure presence management, web services and instant messaging. more>>
BuddySpace is an instant messenger with four novel twists: (1) it allows optional maps for geographical & office-plan visualizations in addition to standard buddy lists; (2) it is built on open source Jabber, which makes it interoperable with ICQ, MSN, Yahoo and others; (3) it is implemented in Java, so it is cross-platform; (4) it is built by a UK research lab, so it is 100% free with full sources readiily available. But BuddySpace is about more than just messaging, as we explain below.
One of the key factors that led to the widespread popularity of Instant Messaging applications from 1997 onwards (including ICQ, AOL, Yahoo!, MSN, Odigo, and Jabber messengers) was the concept of pushed presence: the automatic notification of the appearance of friends and colleagues online.
However, Instant Messaging (IM) is just one of many possible presence-related and presence-dependent applications. For example, presence-enabled applications can facilitate safety-tracking of children by mobile phone, support for emergency services, blind-date radar, group teleconference management, multiplayer games, and anything involving the collaboration of individuals separated in space and time.
Why phone a contact only to receive an engaged tone or pre-recorded message, when the telephone network already knows what state your contact is in, and could indicate this directly on your contact list? All of these concepts embody varying degrees of what we refer to as enhanced presence management.
The concept of presence has matured in recent years to move away from the simple notion of online/offline/away, towards a rich blend of attributes that can be used to characterise an individuals physical and/or spatial location, work trajectory, time frame of reference, mental mood, goals, and even intentions! Our challenge is how best to characterise presence, how to make it easy to manage and easy to visualise, and how to remain consistent with the users own expectations, work habits, and existing patterns of Instant Messaging and other communication tool usage.
BuddySpace generalizes the concept of Buddy List (popularised by Instant Messaging tools such as AOL Instant Messenger, ICQ, MSN Messenger, and Yahoo Messenger) to provide multiple views of collaborative workgroups according to users needs and tastes. Our aim has been to provide a personal dashboard or radar screen so that one can observe the availability and interaction state of colleagues worldwide in a manner that exhibits the following desirable properties:
* immediate: real-time updates need to be pushed instantly to users rather than pulled in by request -- the push approach helps keep updates more palpable and informative
* peripheral and therefore non-intrusive: users lead busy lives, and dislike being bombarded with yet more information, so we aim to keep awareness of colleagues available in a compact manner that can be noticed peripherally
* customisable: some people prefer simple or hierarchical lists, some prefer visual maps, some prefer status lights, and so on; some prefer a Windows look-and-feel, some a Mac-- we need to cater for diverse user preferences and capabilities
* scaleable: we have to provide ways to indicate the presence of potentially enormous numbers of people, even given that these numbers will be filtered down for personal use -- researchers inhabit workspaces with many hundreds of colleagues around the globe; the Open University has well over 150,000 students online; large peer-spaces like music swapping communities have many millions of users connected simultaneously
* interoperable: with several hundred million users of the Big Four (AIM/ICQ/MSN/Yahoo!), it is crucial that any approach allow interopebility with systems to which our users already subscribe; this is one of the many reasons we built BuddySpace entirely on top of Jabber (www.jabber.org), which provides gateways to the Big Four products.
* cross-platform: we need to service a community not only on Windows, Unix/Linux, and Mac desktop and notebook configurations, but also on PDAs and mobile phones -- we therefore develop entirely in Java
* XML-literate: for future intelligent applications, communication transport needs to be about more than just string-transmission; another we adopted Jabber is that it is based entirely on a generic XML transport architecture, ideally suited for this purpose.
* open source: for the research community to join us and to gain leverage via our research output, we have ensured that BuddySpace is open source, available on SourceForge.
* clean: BuddySpace adheres rigorously to the Jabber specification, which means that it interoperates with other Jabber clients and servers without danger of the rogue behaviour that non-standard implementations inadvertently allow (e.g. the semantics of users inhabiting multiple groups is undefined in some clients, and can cause crashes).
* extendable: BuddySpace deploys a plug-in architecture which means that additions, such as new visualizations, and new concepts such as gaming interfaces, are readily achievable
BuddySpace fulfills all the above criteria, and provides a compelling user interface that can be highly compact, yet provide users with an important feel-good factor, akin to seeing nearby office lights turned on when entering ones office building at night. By studying the semantics of presence, we can also augment the existing impoverished presence states in a principles manner, providing capabilities that are more representative of the way real users work. Forthcoming capabilities will include automatic location updates via mobile devices, and the use of semantic matchmaking via intelligent profile handling, in order to help users quickly find and filter colleagues of particular interest.
<<lessOne of the key factors that led to the widespread popularity of Instant Messaging applications from 1997 onwards (including ICQ, AOL, Yahoo!, MSN, Odigo, and Jabber messengers) was the concept of pushed presence: the automatic notification of the appearance of friends and colleagues online.
However, Instant Messaging (IM) is just one of many possible presence-related and presence-dependent applications. For example, presence-enabled applications can facilitate safety-tracking of children by mobile phone, support for emergency services, blind-date radar, group teleconference management, multiplayer games, and anything involving the collaboration of individuals separated in space and time.
Why phone a contact only to receive an engaged tone or pre-recorded message, when the telephone network already knows what state your contact is in, and could indicate this directly on your contact list? All of these concepts embody varying degrees of what we refer to as enhanced presence management.
The concept of presence has matured in recent years to move away from the simple notion of online/offline/away, towards a rich blend of attributes that can be used to characterise an individuals physical and/or spatial location, work trajectory, time frame of reference, mental mood, goals, and even intentions! Our challenge is how best to characterise presence, how to make it easy to manage and easy to visualise, and how to remain consistent with the users own expectations, work habits, and existing patterns of Instant Messaging and other communication tool usage.
BuddySpace generalizes the concept of Buddy List (popularised by Instant Messaging tools such as AOL Instant Messenger, ICQ, MSN Messenger, and Yahoo Messenger) to provide multiple views of collaborative workgroups according to users needs and tastes. Our aim has been to provide a personal dashboard or radar screen so that one can observe the availability and interaction state of colleagues worldwide in a manner that exhibits the following desirable properties:
* immediate: real-time updates need to be pushed instantly to users rather than pulled in by request -- the push approach helps keep updates more palpable and informative
* peripheral and therefore non-intrusive: users lead busy lives, and dislike being bombarded with yet more information, so we aim to keep awareness of colleagues available in a compact manner that can be noticed peripherally
* customisable: some people prefer simple or hierarchical lists, some prefer visual maps, some prefer status lights, and so on; some prefer a Windows look-and-feel, some a Mac-- we need to cater for diverse user preferences and capabilities
* scaleable: we have to provide ways to indicate the presence of potentially enormous numbers of people, even given that these numbers will be filtered down for personal use -- researchers inhabit workspaces with many hundreds of colleagues around the globe; the Open University has well over 150,000 students online; large peer-spaces like music swapping communities have many millions of users connected simultaneously
* interoperable: with several hundred million users of the Big Four (AIM/ICQ/MSN/Yahoo!), it is crucial that any approach allow interopebility with systems to which our users already subscribe; this is one of the many reasons we built BuddySpace entirely on top of Jabber (www.jabber.org), which provides gateways to the Big Four products.
* cross-platform: we need to service a community not only on Windows, Unix/Linux, and Mac desktop and notebook configurations, but also on PDAs and mobile phones -- we therefore develop entirely in Java
* XML-literate: for future intelligent applications, communication transport needs to be about more than just string-transmission; another we adopted Jabber is that it is based entirely on a generic XML transport architecture, ideally suited for this purpose.
* open source: for the research community to join us and to gain leverage via our research output, we have ensured that BuddySpace is open source, available on SourceForge.
* clean: BuddySpace adheres rigorously to the Jabber specification, which means that it interoperates with other Jabber clients and servers without danger of the rogue behaviour that non-standard implementations inadvertently allow (e.g. the semantics of users inhabiting multiple groups is undefined in some clients, and can cause crashes).
* extendable: BuddySpace deploys a plug-in architecture which means that additions, such as new visualizations, and new concepts such as gaming interfaces, are readily achievable
BuddySpace fulfills all the above criteria, and provides a compelling user interface that can be highly compact, yet provide users with an important feel-good factor, akin to seeing nearby office lights turned on when entering ones office building at night. By studying the semantics of presence, we can also augment the existing impoverished presence states in a principles manner, providing capabilities that are more representative of the way real users work. Forthcoming capabilities will include automatic location updates via mobile devices, and the use of semantic matchmaking via intelligent profile handling, in order to help users quickly find and filter colleagues of particular interest.
Download (1.5MB)
Added: 2006-10-18 License: The Apache License 2.0 Price:
1405 downloads
Privateer Remake 1.2
Privateer gives you the freedom to carve your own path in the Wing Commander universe. more>>
Privateer gives you the freedom to carve your own path in the Wing Commander universe. Opportunity abounds in the Gemini Sector.
Wedged between the unknown frontier and the Kilrathi Empire, Gemini is home to various competing factions with which you can choose to align yourself.
Upgrade your ship or trade it in to deal with the demands of a Privateer. Find your fortune by logging into the mission computer, or take your chances with seedy characters in bars.
Meet up with Sandoval in New Detroit, tilt back a glass with Demetria in a Munchen bar in the Tingerhoff System. Make your way as a trader, traitor, bounty hunter, or pirate. Only you can imagine what you might encounter beyond the frontier.
Enhancements:
- New Refinery, Mining Base, Kamekh, Drayman, and Orion art was added.
- The targetting system was redone and is now more like the original.
- Radar range was reduced and all ships now have 2D wireframe HUD images and damage is shown by quadrant.
- The ship dealer now also functions as he did in the original.
- The auto-light now turns off when you are close to your destination.
- When a ship that is communicating with you is destroyed, its message now gets cut off. Asteroids can now be destroyed and mined.
- The repair bot was fixed.
- Unknown ships are there for the Righteous Fire campaign.
<<lessWedged between the unknown frontier and the Kilrathi Empire, Gemini is home to various competing factions with which you can choose to align yourself.
Upgrade your ship or trade it in to deal with the demands of a Privateer. Find your fortune by logging into the mission computer, or take your chances with seedy characters in bars.
Meet up with Sandoval in New Detroit, tilt back a glass with Demetria in a Munchen bar in the Tingerhoff System. Make your way as a trader, traitor, bounty hunter, or pirate. Only you can imagine what you might encounter beyond the frontier.
Enhancements:
- New Refinery, Mining Base, Kamekh, Drayman, and Orion art was added.
- The targetting system was redone and is now more like the original.
- Radar range was reduced and all ships now have 2D wireframe HUD images and damage is shown by quadrant.
- The ship dealer now also functions as he did in the original.
- The auto-light now turns off when you are close to your destination.
- When a ship that is communicating with you is destroyed, its message now gets cut off. Asteroids can now be destroyed and mined.
- The repair bot was fixed.
- Unknown ships are there for the Righteous Fire campaign.
Download (190MB)
Added: 2005-07-18 License: GPL (GNU General Public License) Price:
1565 downloads
RealTimeBattle 1.0.8
RealTimeBattle project is a a robot programming game for Unix. more>>
RealTimeBattle project is a a robot programming game for Unix.
RealTimeBattle is a programming game, in which robots controlled by programs are fighting each other.
The goal is to destroy the enemies, using the radar to examine the environment and the cannon to shoot.
Main features:
- Game progresses in real time, with the robot programs running as child processes to RealTimeBattle.
- The robots communicate with the main program using the standard input and output.
- Robots can be constructed in almost any programming language.
- Any number of robots can compete simultaneously if allowed by your operating system.
- A simple messaging language is used for communication, which makes it easy to start constructing robots.
- Robots behave like real physical object.
- You can create your own arenas.
- Highly configurable.
Enhancements:
- Added BroadCast class for new logging system
- Added ClientInterface class for experimental network support
- Changed ArenaRealTime to use BroadCast singleton for logfiles
- Created working autoconf / automake / autoheader structure
- Imported some configuration data out of older versions and modified them so thatyou can install RealTime Battle on a modern system
<<lessRealTimeBattle is a programming game, in which robots controlled by programs are fighting each other.
The goal is to destroy the enemies, using the radar to examine the environment and the cannon to shoot.
Main features:
- Game progresses in real time, with the robot programs running as child processes to RealTimeBattle.
- The robots communicate with the main program using the standard input and output.
- Robots can be constructed in almost any programming language.
- Any number of robots can compete simultaneously if allowed by your operating system.
- A simple messaging language is used for communication, which makes it easy to start constructing robots.
- Robots behave like real physical object.
- You can create your own arenas.
- Highly configurable.
Enhancements:
- Added BroadCast class for new logging system
- Added ClientInterface class for experimental network support
- Changed ArenaRealTime to use BroadCast singleton for logfiles
- Created working autoconf / automake / autoheader structure
- Imported some configuration data out of older versions and modified them so thatyou can install RealTime Battle on a modern system
Download (1.2MB)
Added: 2006-11-07 License: GPL (GNU General Public License) Price:
1082 downloads
Marauder-ah 4
Marauder-ah is a 2d space fighting game. more>>
Marauder-ah project is a 2d space fighting game.
Marauder-ah is a set of improvements over "marauder", originally written by Shawn Hargreaves in 1994.
You control a spaceship with a basic weapon, and your purpose is to kill as many people as you can.
Earning money (using piracy or trade) enables you to upgrade your ship and buy deadly weapons.
Game Rules:
Many years from now, in a distant corner of the galaxy, blah blah.
Ok. The rules are simple. Earn as much money as you can, and dont get shot.
When you start the game, you will see a little spaceship in the middle of the screen. That is you. Use the left and right arrow keys to turn, and the up arrow to fire your thrusters. Once you start moving it is not easy to stop. You will eventually coast to a halt, but if you are in a hurry you will have to turn round and fire your thrusters in the opposite direction.
If you fly around a bit, you will probably come across a planet or another hip (HINT: you can see all the planets and ships on the radar display at the top right of the screen).
There are two things to remember about planets. One is that if you fly into
them you get hurt. The other is that if you fly up close to one and then
press ENTER, you go to the shipyard.
Enhancements:
- Corrected code to compile with allegro 4.1.15 and gcc 3
- Added rest(0) to game loops to drop CPU
- Added some information to the top left of the screen
- Can repair if less than 10% damage
- Removed most of joystick support-related calls
- Removed play midi calls (BUGFIX !)
- Changed keybindings, defined in keybinds.h
- Increased bullet life (48 > 75)
- Increased treasure life (100->5000)
- Speed variation
- Laser, proton and matter can be used together
- Config file for keybindings using Zlog code
- Removed VC++-related stuff in the makefile, added mingw32
- Added commandline options parsing using Zlog code
- Added quiet option, hardconfig option, gfxmode and askgfx options
- Added mouse support (more comfortable for askgfx)
- Removed midi files from marauder.dat as theyre not used anymore
- Changed proton and matter cannon sprites so that theyre visible when used together
- Added configure script from Zlog (detects, downloads builds and installs allegro 4.1.15)
- Enemies now upgrade their weapons when possible
- Player can sell his stuff (weapons and so)
- Ships are drawn randomly at each different execution of the program (just added a rand() call)
- Changed weapon price
<<lessMarauder-ah is a set of improvements over "marauder", originally written by Shawn Hargreaves in 1994.
You control a spaceship with a basic weapon, and your purpose is to kill as many people as you can.
Earning money (using piracy or trade) enables you to upgrade your ship and buy deadly weapons.
Game Rules:
Many years from now, in a distant corner of the galaxy, blah blah.
Ok. The rules are simple. Earn as much money as you can, and dont get shot.
When you start the game, you will see a little spaceship in the middle of the screen. That is you. Use the left and right arrow keys to turn, and the up arrow to fire your thrusters. Once you start moving it is not easy to stop. You will eventually coast to a halt, but if you are in a hurry you will have to turn round and fire your thrusters in the opposite direction.
If you fly around a bit, you will probably come across a planet or another hip (HINT: you can see all the planets and ships on the radar display at the top right of the screen).
There are two things to remember about planets. One is that if you fly into
them you get hurt. The other is that if you fly up close to one and then
press ENTER, you go to the shipyard.
Enhancements:
- Corrected code to compile with allegro 4.1.15 and gcc 3
- Added rest(0) to game loops to drop CPU
- Added some information to the top left of the screen
- Can repair if less than 10% damage
- Removed most of joystick support-related calls
- Removed play midi calls (BUGFIX !)
- Changed keybindings, defined in keybinds.h
- Increased bullet life (48 > 75)
- Increased treasure life (100->5000)
- Speed variation
- Laser, proton and matter can be used together
- Config file for keybindings using Zlog code
- Removed VC++-related stuff in the makefile, added mingw32
- Added commandline options parsing using Zlog code
- Added quiet option, hardconfig option, gfxmode and askgfx options
- Added mouse support (more comfortable for askgfx)
- Removed midi files from marauder.dat as theyre not used anymore
- Changed proton and matter cannon sprites so that theyre visible when used together
- Added configure script from Zlog (detects, downloads builds and installs allegro 4.1.15)
- Enemies now upgrade their weapons when possible
- Player can sell his stuff (weapons and so)
- Ships are drawn randomly at each different execution of the program (just added a rand() call)
- Changed weapon price
Download (0.24MB)
Added: 2006-12-10 License: MIT/X Consortium License Price:
1049 downloads
Artichow 1.1.0
Artichow is a complete framework to create statistical graphs such as line, bar, or radar plots, pies charts, and so on. more>>
Artichow is a complete framework to create statistical graphs such as line, bar, or radar plots, pies charts, and so on.
Artichow can also produce antispam images for applications such as user account creation.
Enhancements:
- This version comes with a mostly rewritten new driver model: all the code needed to draw the graphs (usually function calls to some PHP extension) are now separated from the data.
- This is meant to allow easy driver development in the future, as anyone will be able to add a new one without caring about the rest of the code.
- This version also corrects some bugs and adds a few new features like new marks.
<<lessArtichow can also produce antispam images for applications such as user account creation.
Enhancements:
- This version comes with a mostly rewritten new driver model: all the code needed to draw the graphs (usually function calls to some PHP extension) are now separated from the data.
- This is meant to allow easy driver development in the future, as anyone will be able to add a new one without caring about the rest of the code.
- This version also corrects some bugs and adds a few new features like new marks.
Download (0.18MB)
Added: 2006-12-18 License: GPL (GNU General Public License) Price:
614 downloads
Max Fighter 1.0
Max Fighter is a vertical-scrolling asteroids shootemup. more>>
Max Fighter is a vertical-scrolling asteroids shootemup game.
You have a bad feeling about this: For only one brief moment you let your attention slip, and suddenly, you find your spaceship heading right into a vast asteroid field. Though it does not seem very dense at the outskirts, your board computer readouts make you doubt you will ever see the other side of it - and did your radar just pick up traces of pirate activity!?
Keep control of your spaceship as you go ever deeper into the asteroid field and the gameplay reaches breakneck speed. Shoot asteroids and containers and collect power-ups, shield energy and special weapons. And last but not least - beware of the pirates!
<<lessYou have a bad feeling about this: For only one brief moment you let your attention slip, and suddenly, you find your spaceship heading right into a vast asteroid field. Though it does not seem very dense at the outskirts, your board computer readouts make you doubt you will ever see the other side of it - and did your radar just pick up traces of pirate activity!?
Keep control of your spaceship as you go ever deeper into the asteroid field and the gameplay reaches breakneck speed. Shoot asteroids and containers and collect power-ups, shield energy and special weapons. And last but not least - beware of the pirates!
Download (16.9MB)
Added: 2006-09-11 License: GPL (GNU General Public License) Price:
1141 downloads
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