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squidview 0.69
squidview is an interactive program which monitors squid logs and displays them in a nice fashion. more>>
Squidview is a program that displays the squid proxy server log file in a nice fashion, providing the log file is in squids native reporting fashion. It has features such as search, report generation, monitor mode and supports three log files.
Thus, the program can be used to monitor Internet usage on a networked site. But please note squid has to be running first and this program is not a proactive resource controller. What it can do is tell you who and which sites are consuming the most bandwidth.
Installation:
If "configure" and "make" are successful:
make install-strip
"make install-strip" will provide a smaller executable than "make install" because the latter has quite a bit of debugging information with it.
Or if you arent the superuser the program will still run if you have read access to the squid log file.
This program assumes the main squid log file is here:
/usr/local/squid/var/logs/access.log
If it isnt just symlink it appropriately from the following default. This directory and links are made in the users home space when squidview is first run by the user.
graeme@localhost:~/.squidview$ ls -l
HOWTO -> /usr/local/share/squidview/HOWTO
log1 -> /usr/local/squid/var/logs/access.log
log2 -> log1
log3 -> log1
users
words
In this case squidview expects the primary log to be "log1", and the symlink redirects it to where the file actually is. Three log locations are supported which gives you a bit of room for accomodating rotating logs.
<<lessThus, the program can be used to monitor Internet usage on a networked site. But please note squid has to be running first and this program is not a proactive resource controller. What it can do is tell you who and which sites are consuming the most bandwidth.
Installation:
If "configure" and "make" are successful:
make install-strip
"make install-strip" will provide a smaller executable than "make install" because the latter has quite a bit of debugging information with it.
Or if you arent the superuser the program will still run if you have read access to the squid log file.
This program assumes the main squid log file is here:
/usr/local/squid/var/logs/access.log
If it isnt just symlink it appropriately from the following default. This directory and links are made in the users home space when squidview is first run by the user.
graeme@localhost:~/.squidview$ ls -l
HOWTO -> /usr/local/share/squidview/HOWTO
log1 -> /usr/local/squid/var/logs/access.log
log2 -> log1
log3 -> log1
users
words
In this case squidview expects the primary log to be "log1", and the symlink redirects it to where the file actually is. Three log locations are supported which gives you a bit of room for accomodating rotating logs.
Download (0.075MB)
Added: 2005-10-05 License: GPL (GNU General Public License) Price:
1485 downloads
Memories of Mordor 0.6.1
Memories of Mordor is a light multi-level game with its own OO gaming library. more>>
Memories of Mordor project is a light multi-level game with its own OO gaming library.
Memories of Mordor is a light, 2D multi-level game that contains its own easy-to-use and extend OO Java game programming library. It has no dependencies on other libraries.
You are entering Mordor, a land filled with horridish Orcs and other evilly creatures and characters, hungry for human blood. A land whose dark memories will haunt you for many lives to come.
The long journey from the Shire has exhausted you. The ring weighs you down.
You must find the way through, if you wish to succeed in saving Middle Earth. You must battle the creatures using whatever weapons you find around you.
Enhancements:
- Blood on tiles and dead bodies were blocking gun fire.
<<lessMemories of Mordor is a light, 2D multi-level game that contains its own easy-to-use and extend OO Java game programming library. It has no dependencies on other libraries.
You are entering Mordor, a land filled with horridish Orcs and other evilly creatures and characters, hungry for human blood. A land whose dark memories will haunt you for many lives to come.
The long journey from the Shire has exhausted you. The ring weighs you down.
You must find the way through, if you wish to succeed in saving Middle Earth. You must battle the creatures using whatever weapons you find around you.
Enhancements:
- Blood on tiles and dead bodies were blocking gun fire.
Download (MB)
Added: 2006-12-12 License: GPL (GNU General Public License) Price:
1050 downloads
Secret of Eternia 0.3
Secret of Eternia project is a 2D RPG using ClanLib. more>>
Secret of Eternia project is a 2D RPG using ClanLib.
The eaisest way to get started is to use an example map from the game itself. Open up (File-Open) the first map in the maps/ folder (maps/1.fmp). You will notice that the map looks exactly like the first screen of the game demo!
You will notice the screen is divided into 2 main sections. The larger section is the preview of the map you are working on. The left side menu is a listing of all avaliable blocks that you currently have in the map. You can click on a block to set it as your current brush. This is similar to choosing a paint color in a paint program. Once you select a block, you can then edit the map by clicking in the map area. This is the generic way to edit the map.
Play around with this map to create some different landscapes and such using many blocks. You can even save the map and start up SoE to see your changes! (Make sure you have a backup of the original map, or you will have to download the game again).
Enhancements:
- Bug fixes! See the forum for detailed information.
- Lua support is added in. (see docs/ for how to use this)
- Lighting effects are here!
- Fully Working Windows Support
<<lessThe eaisest way to get started is to use an example map from the game itself. Open up (File-Open) the first map in the maps/ folder (maps/1.fmp). You will notice that the map looks exactly like the first screen of the game demo!
You will notice the screen is divided into 2 main sections. The larger section is the preview of the map you are working on. The left side menu is a listing of all avaliable blocks that you currently have in the map. You can click on a block to set it as your current brush. This is similar to choosing a paint color in a paint program. Once you select a block, you can then edit the map by clicking in the map area. This is the generic way to edit the map.
Play around with this map to create some different landscapes and such using many blocks. You can even save the map and start up SoE to see your changes! (Make sure you have a backup of the original map, or you will have to download the game again).
Enhancements:
- Bug fixes! See the forum for detailed information.
- Lua support is added in. (see docs/ for how to use this)
- Lighting effects are here!
- Fully Working Windows Support
Download (4.8MB)
Added: 2007-01-08 License: GPL (GNU General Public License) Price:
1024 downloads
Hammer of Thyrion 1.4.2 RC1
Hammer of Thyrion is a port of Ravens Hexen2 source code and is based on the original Linux Hexen II project, Anvil of Thyrion. more>>
Hammer of Thyrion is a port of Ravens Hexen2 source code and is based on the original Linux Hexen II project, Anvil of Thyrion.
HoT includes many bugfixes, improved sound and video modes, opengl improvements and documentation among many others.
Whats New in This Release:
General:
--------
- The engine version is now at 1.19 for Hexen II and 0.19 for HexenWorld.
- Added support for 64 bit architectures: The crashes on amd64 are fixed.
- Added support for protocol 18: Hammer of Thyrion is now fully network-
compatible with Ravens 1.11 windows version, as it has been with other
Hexen II ports.
- The net compatibility works both ways: When H.o.T is run as a client,
it can connect to Raven-1.11 servers and can play just fine. On the
other hand, if a 1.11 client wants to connect to a H.o.T. server, the
server must be started with "-protocol 18" command line argument.
- You can also load and play games saved with the 1.11 windows version and
can playback the demos recorded with the 1.11 version.
- Fixed and improved parsing of puzzles.txt: This fixes the bug where the
names used to be listed as Unknown in the puzzle pieces inventory display
(you can access the puzzle pieces inventory display using a key bound to
the +showdm command, the default is q).
- Updated the loading of strings.txt, infolist.txt and puzzles.txt.
- Updates to SDL input code. Added the Shift-Escape key combination as a
new means for opening the in-game console.
- Fixed many printf format string errors.
- Revised pak data checking.
- Added experimental support for using unpatched, off-the-cdrom 1.03 version
pak files as a compile time option. Disabled by default.
- Several cvar tweaks.
- Made the load and connect commands to get rid of the menu or the console.
- Fixed multiplayer episode selection in the menu system.
- Updates to zone memory usage: a 256 KB secondary zone for static textures
(sec_zone) is now initialized, which is especially useful for the software
renderer and have its merits for the opengl version, too.
- Revised several unsafe LoadStackFile and LoadBufFile usage.
- Removed the useless net_vcr facility.
- Tweaked the init sequence.
- Changed the remnants of malloc usage into hunk or zone allocations.
- Mac OS X: Ensured that the basedir always stays the same (fix was added
in 1.4.1-rev1).
Gameplay:
---------
- The gamecode is now at version 1.19.
- Origin fixes for tomed fires of vorpal sword and purifier: paladin used
to fire them always from the non-crouched eye position, and it was even
the worst when he was looking up (and down). You wont be shooting your
back again when standing just in front of a wall and fire your tomed
purifier to the sky, from now on ;)
- Fixed an obscure bug where the assasin with her 4th weapon uses the tome
of power and cant fire it (gamecode version 1.16a, the fix was added in
1.4.1-rev1).
Console:
--------
- Added prefix matching support to the maplist command.
- A duplicate name detection bug in the maplist command was fixed.
- Updated and sanitized the command lister procedures.
- Added a -developer command line argument which sets the developer cvar to
1 during the init phase (ie. before the config is read).
- Consolidated all Con_Printf and Sys_Printf family of procedures into a
single flag based procedure. Added macros for compatibility with the old
api.
- Revised the logging system, made all Con_Printf and Sys_Printf output to
be written into the logs from the start. Added a -devlog command line
switch to enable logging of developer message even when the developer cvar
isnt set.
Server:
-------
- Fixed the mission packs doWhiteFlash server message: it used to affect the
local client only. Naturally, the recorded demos didnt carry the message
and the flash didnt appear, either. It works properly now.
- Made the Hexen II dedicated server to exec not hexen.rc or config.cfg, but
server.cfg if available. As an alternative, any config file can be execed
when starting the server, such as: "h2ded +exec myconfig.cfg"
- Hexen II dedicated server now starts the demo1 map, if the server is still
not active when initialization is complete.
- Fixed net driver checks in Hexen II dedicated server: It was broken in the
1.4.1 release and works properly now.
Video:
------
- Added apply changes and reset changes items to the video options menu.
Software Renderer:
------------------
- Added ability to load external wal texture files instead of internal pixel
data of the brush model (depends on the new r_texture_external cvar).
OpenGL Renderer:
----------------
- Some speed-ups in the alias model drawing.
- Fixed RGBA lighting.
- Fixed bug that the array size for playertextures must be MAX_CLIENTS, but
was hardcoded as 16.
- Added ability to load external wal texture files instead of internal pixel
data of the brush model (depends on the new r_texture_external cvar).
Sound:
------
- Added external music file support via SDL_mixer as an extra patch.
CDAudio:
--------
- Updated the volume setting procedures.
HexenWorld:
-----------
- OpenGL: Fixed bug that netgraphtexture was not reset during reinitializa-
tion of the draw subsystem (used to affect the packet loss status graph by
r_netgraph).
- OpenGL: Fixed bug that dynamic lights had a problem with RGBA lightmaps
(such as torches didnt illuminate) but luminance mode was fine. Lightmaps
in RGBA mode are working now.
- OpenGL: Added colored dynamic lights and extra dynamic lights (stuff copied
over from hexen2). The gl_colored_dynamic_lights and gl_extra_dynamic_lights
cvars and their menu entries are functional now.
Launcher:
----------
- Added integrated ability to patch the pak files.
- The launcher now scans the installation directory against known game versions
for pak file health, and pops up the patch window with a short report if it
finds something bad. It now disables the mission pack or hexenworld options
according to the results it took from the installation scanning.
- Many clean-ups. Incremented the version number to 1.0.0.
Utilities:
----------
- Added the bsp2wal tool which extracts all texture data into hwal files.
- Added the lmp2pcx tool which converts hexen2 texture data into pcx and tga.
- Fixed the broken project path decision in qbsp. it doesnt scan for a maps
directory anymore.
- Added a findfirst/findnext implementation to the common library.
- Several fixes in dcc.
Other:
----------------------
- Imported the latest xdelta-1.1 sources into the tree.
- Started a large scale attempt at improving const-correctness.
- Updated inline commentaries.
- A lot of code clean-up all over the tree.
<<lessHoT includes many bugfixes, improved sound and video modes, opengl improvements and documentation among many others.
Whats New in This Release:
General:
--------
- The engine version is now at 1.19 for Hexen II and 0.19 for HexenWorld.
- Added support for 64 bit architectures: The crashes on amd64 are fixed.
- Added support for protocol 18: Hammer of Thyrion is now fully network-
compatible with Ravens 1.11 windows version, as it has been with other
Hexen II ports.
- The net compatibility works both ways: When H.o.T is run as a client,
it can connect to Raven-1.11 servers and can play just fine. On the
other hand, if a 1.11 client wants to connect to a H.o.T. server, the
server must be started with "-protocol 18" command line argument.
- You can also load and play games saved with the 1.11 windows version and
can playback the demos recorded with the 1.11 version.
- Fixed and improved parsing of puzzles.txt: This fixes the bug where the
names used to be listed as Unknown in the puzzle pieces inventory display
(you can access the puzzle pieces inventory display using a key bound to
the +showdm command, the default is q).
- Updated the loading of strings.txt, infolist.txt and puzzles.txt.
- Updates to SDL input code. Added the Shift-Escape key combination as a
new means for opening the in-game console.
- Fixed many printf format string errors.
- Revised pak data checking.
- Added experimental support for using unpatched, off-the-cdrom 1.03 version
pak files as a compile time option. Disabled by default.
- Several cvar tweaks.
- Made the load and connect commands to get rid of the menu or the console.
- Fixed multiplayer episode selection in the menu system.
- Updates to zone memory usage: a 256 KB secondary zone for static textures
(sec_zone) is now initialized, which is especially useful for the software
renderer and have its merits for the opengl version, too.
- Revised several unsafe LoadStackFile and LoadBufFile usage.
- Removed the useless net_vcr facility.
- Tweaked the init sequence.
- Changed the remnants of malloc usage into hunk or zone allocations.
- Mac OS X: Ensured that the basedir always stays the same (fix was added
in 1.4.1-rev1).
Gameplay:
---------
- The gamecode is now at version 1.19.
- Origin fixes for tomed fires of vorpal sword and purifier: paladin used
to fire them always from the non-crouched eye position, and it was even
the worst when he was looking up (and down). You wont be shooting your
back again when standing just in front of a wall and fire your tomed
purifier to the sky, from now on ;)
- Fixed an obscure bug where the assasin with her 4th weapon uses the tome
of power and cant fire it (gamecode version 1.16a, the fix was added in
1.4.1-rev1).
Console:
--------
- Added prefix matching support to the maplist command.
- A duplicate name detection bug in the maplist command was fixed.
- Updated and sanitized the command lister procedures.
- Added a -developer command line argument which sets the developer cvar to
1 during the init phase (ie. before the config is read).
- Consolidated all Con_Printf and Sys_Printf family of procedures into a
single flag based procedure. Added macros for compatibility with the old
api.
- Revised the logging system, made all Con_Printf and Sys_Printf output to
be written into the logs from the start. Added a -devlog command line
switch to enable logging of developer message even when the developer cvar
isnt set.
Server:
-------
- Fixed the mission packs doWhiteFlash server message: it used to affect the
local client only. Naturally, the recorded demos didnt carry the message
and the flash didnt appear, either. It works properly now.
- Made the Hexen II dedicated server to exec not hexen.rc or config.cfg, but
server.cfg if available. As an alternative, any config file can be execed
when starting the server, such as: "h2ded +exec myconfig.cfg"
- Hexen II dedicated server now starts the demo1 map, if the server is still
not active when initialization is complete.
- Fixed net driver checks in Hexen II dedicated server: It was broken in the
1.4.1 release and works properly now.
Video:
------
- Added apply changes and reset changes items to the video options menu.
Software Renderer:
------------------
- Added ability to load external wal texture files instead of internal pixel
data of the brush model (depends on the new r_texture_external cvar).
OpenGL Renderer:
----------------
- Some speed-ups in the alias model drawing.
- Fixed RGBA lighting.
- Fixed bug that the array size for playertextures must be MAX_CLIENTS, but
was hardcoded as 16.
- Added ability to load external wal texture files instead of internal pixel
data of the brush model (depends on the new r_texture_external cvar).
Sound:
------
- Added external music file support via SDL_mixer as an extra patch.
CDAudio:
--------
- Updated the volume setting procedures.
HexenWorld:
-----------
- OpenGL: Fixed bug that netgraphtexture was not reset during reinitializa-
tion of the draw subsystem (used to affect the packet loss status graph by
r_netgraph).
- OpenGL: Fixed bug that dynamic lights had a problem with RGBA lightmaps
(such as torches didnt illuminate) but luminance mode was fine. Lightmaps
in RGBA mode are working now.
- OpenGL: Added colored dynamic lights and extra dynamic lights (stuff copied
over from hexen2). The gl_colored_dynamic_lights and gl_extra_dynamic_lights
cvars and their menu entries are functional now.
Launcher:
----------
- Added integrated ability to patch the pak files.
- The launcher now scans the installation directory against known game versions
for pak file health, and pops up the patch window with a short report if it
finds something bad. It now disables the mission pack or hexenworld options
according to the results it took from the installation scanning.
- Many clean-ups. Incremented the version number to 1.0.0.
Utilities:
----------
- Added the bsp2wal tool which extracts all texture data into hwal files.
- Added the lmp2pcx tool which converts hexen2 texture data into pcx and tga.
- Fixed the broken project path decision in qbsp. it doesnt scan for a maps
directory anymore.
- Added a findfirst/findnext implementation to the common library.
- Several fixes in dcc.
Other:
----------------------
- Imported the latest xdelta-1.1 sources into the tree.
- Started a large scale attempt at improving const-correctness.
- Updated inline commentaries.
- A lot of code clean-up all over the tree.
Download (12MB)
Added: 2007-05-20 License: GPL (GNU General Public License) Price:
888 downloads
Scum of the Universe 1.0
Scum of the Universe is a space trading game that combines two genres: arcade and strategy. more>>
Scum of the Universe is a space trading game that combines two genres: arcade and strategy. On one side, its a classic vertical-scrolling space shooter game. On the other side, it is an adventure and strategy. You should choose whether youll be an independent space trader, firearms smuggler, fierce freedom-fighter or something in between.
Following the main storyline, you go through the galaxy from one planet to another. Space travel requires fuel, so you need to keep earning money to buy it. You can also buy various upgrades for your spaceship and weapons that affect the arcade part of the game. The storyline itself is not linear. There are also some points where youll need to make decisions that will determine your destiny.
For thousands of years, people of planet Xen have colonized the planets in their galaxy. As time went by, many colonies grew unhappy about their status, as everything was controlled by Xen. Some of them organized military units and declared independence. You can see the status of each planet by "Rebel Sentiment" indicator. Planets with RS higher than 50% are ruled by the Rebel government, and Rebel laws apply.
Trading firearms is legal on planets ruled by Rebels, as they need as much firepower as they can get. On the other hand, Empire forbid all the trading with firearms and other ground weaponry as they wish to maintain their military advantage. One of the ways to make a lot of money is to buy cheap guns at Empire planets and sell them for a lot of money on Rebel planets where demand is extremely high. But be careful as youll need to fight Empire fleet once they find out youre a smuggler.
Beside the raging war between Xen Empire and the rebels there is increased activity of alien species, who destroy human ships. The stronger alien activity, the more waves of alien ships youll need to defeat in each planets outer orbit. Some of the aliens you destroy may drop artifacts (big blue ones) which you can sell at any space station for 20credits a piece.
<<lessFollowing the main storyline, you go through the galaxy from one planet to another. Space travel requires fuel, so you need to keep earning money to buy it. You can also buy various upgrades for your spaceship and weapons that affect the arcade part of the game. The storyline itself is not linear. There are also some points where youll need to make decisions that will determine your destiny.
For thousands of years, people of planet Xen have colonized the planets in their galaxy. As time went by, many colonies grew unhappy about their status, as everything was controlled by Xen. Some of them organized military units and declared independence. You can see the status of each planet by "Rebel Sentiment" indicator. Planets with RS higher than 50% are ruled by the Rebel government, and Rebel laws apply.
Trading firearms is legal on planets ruled by Rebels, as they need as much firepower as they can get. On the other hand, Empire forbid all the trading with firearms and other ground weaponry as they wish to maintain their military advantage. One of the ways to make a lot of money is to buy cheap guns at Empire planets and sell them for a lot of money on Rebel planets where demand is extremely high. But be careful as youll need to fight Empire fleet once they find out youre a smuggler.
Beside the raging war between Xen Empire and the rebels there is increased activity of alien species, who destroy human ships. The stronger alien activity, the more waves of alien ships youll need to defeat in each planets outer orbit. Some of the aliens you destroy may drop artifacts (big blue ones) which you can sell at any space station for 20credits a piece.
Download (3.6MB)
Added: 2007-06-01 License: Freeware Price:
877 downloads
Beats of Rage 1.0029
Beats of Rage is a tribute to Streets of Rage. more>>
Beats of Rage is a tribute to Streets of Rage.
Originally intended as nothing more than a fun little private project, Beats of Rage soon became a very popular game which was ported to many platforms (Linux, Playstaion2, DreamCast, XBox and will go to run at others).
Senile Team strive to be your source for high-quality old-school games, graphics with character, well-chosen soundtracks and, most importantly, the solid gameplay we feel one can only find in the classic genres.
Attention: This is the executable file only. You still need to download the original DOS version for the data files.
<<lessOriginally intended as nothing more than a fun little private project, Beats of Rage soon became a very popular game which was ported to many platforms (Linux, Playstaion2, DreamCast, XBox and will go to run at others).
Senile Team strive to be your source for high-quality old-school games, graphics with character, well-chosen soundtracks and, most importantly, the solid gameplay we feel one can only find in the classic genres.
Attention: This is the executable file only. You still need to download the original DOS version for the data files.
Download (0.040MB)
Added: 2006-06-12 License: Freeware Price:
891 downloads
SomaWrapper 0.1
Somawrapper provides access to various somad servers. more>>
Somawrapper is based on rows of configuration in which all are defined the modalities of access to the various ones somad with relative password, logon SSL or in luminosity,
Soma project started in summer 2003 to manage the digital version of an acitvists radio old spools.
The first release just gave just the chance to play random some audio files in a directory using an external program (at that time mpg123). In despite of that this software was never used, i kept on thinking about soma project for some weeks, until i started directly to work with a group called Reload, which was experimenting at the time a project called "eterete" and creating a place for a web radio at Pergola Tribe (a selfmanaged house in Milan).
We used, of course, a release, which was a little bit better to manage the radio-playlist and of course we implemented the software itself. From september till december soma became a software suite, configurable through file and (remote administration...). Thats thanks to the relationships and the inputs that such a community like Reload can create.
A group of passionate activists was able to make broadcastings and broadcast schedules, to find out new problems and to give implementation advices. They also suggest me the idea that soma (originally a simple play-list manager) could become a programs suite, which has a player, a software for deferred broadcasting, a more user friendly admininstration, documentation and distribution.
Some time after came soma player and soma admin. The player was still very behind compared to my implementation ideas. Somadmin was straight away on line and advertised on radio.inventati.org/somadmin/
In January 2004 we showed Soma at the first italian (web and air-waves) radio meeting in Naples.The meeting was technologically and politically profitable and it was an attempt to build up a real radio-network. Radio.inventati.org was actually the only example od direct cooperation among even very different people: individuals, improvised groups, very old and movement radios and experiences from overseas countries.
On the web site there are occasional streamings, weekly streamings, and 24hrs music flows.
The object of the technical research was a digital environment, which could let individuals or whole communities gain access to a common schedule with resum?s,
repetitions, deferred programs, live broadcastings, regular broadcastings as one national and international network. Soma could satisfy this need and could be easly managed through the web thanks to somadmin, which could update the soma admin in real time.
The developments went on. Somaplayer is now reality. The only music player which can stream directly an mp3, an ogg vorbis, a wav, a track from an audio cd or a streaming directly on an icecast server (icecast 2 or shoutcast) or just play it on a computer using sound drivers or sound daemons.
At the moment more other people work at this project, who debug the software, write docs, work at the website and make installation packages (for debian).
<<lessSoma project started in summer 2003 to manage the digital version of an acitvists radio old spools.
The first release just gave just the chance to play random some audio files in a directory using an external program (at that time mpg123). In despite of that this software was never used, i kept on thinking about soma project for some weeks, until i started directly to work with a group called Reload, which was experimenting at the time a project called "eterete" and creating a place for a web radio at Pergola Tribe (a selfmanaged house in Milan).
We used, of course, a release, which was a little bit better to manage the radio-playlist and of course we implemented the software itself. From september till december soma became a software suite, configurable through file and (remote administration...). Thats thanks to the relationships and the inputs that such a community like Reload can create.
A group of passionate activists was able to make broadcastings and broadcast schedules, to find out new problems and to give implementation advices. They also suggest me the idea that soma (originally a simple play-list manager) could become a programs suite, which has a player, a software for deferred broadcasting, a more user friendly admininstration, documentation and distribution.
Some time after came soma player and soma admin. The player was still very behind compared to my implementation ideas. Somadmin was straight away on line and advertised on radio.inventati.org/somadmin/
In January 2004 we showed Soma at the first italian (web and air-waves) radio meeting in Naples.The meeting was technologically and politically profitable and it was an attempt to build up a real radio-network. Radio.inventati.org was actually the only example od direct cooperation among even very different people: individuals, improvised groups, very old and movement radios and experiences from overseas countries.
On the web site there are occasional streamings, weekly streamings, and 24hrs music flows.
The object of the technical research was a digital environment, which could let individuals or whole communities gain access to a common schedule with resum?s,
repetitions, deferred programs, live broadcastings, regular broadcastings as one national and international network. Soma could satisfy this need and could be easly managed through the web thanks to somadmin, which could update the soma admin in real time.
The developments went on. Somaplayer is now reality. The only music player which can stream directly an mp3, an ogg vorbis, a wav, a track from an audio cd or a streaming directly on an icecast server (icecast 2 or shoutcast) or just play it on a computer using sound drivers or sound daemons.
At the moment more other people work at this project, who debug the software, write docs, work at the website and make installation packages (for debian).
Download (0.31MB)
Added: 2005-12-16 License: GPL (GNU General Public License) Price:
1407 downloads
SOAP::Lite 0.69
SOAP::Lite is a client and server side SOAP implementation. more>>
SOAP::Lite is a client and server side SOAP implementation.
SOAP::Lite is a collection of Perl modules which provides a simple and lightweight interface to the Simple Object Access Protocol (SOAP) both on client and server side.
Main features:
- Supports SOAP 1.1 spec.
- Interoperability tests with different implementations: Apache SOAP, Apache Axis, Frontier, Microsoft SOAP, Microsoft .NET, DevelopMentor, XMethods, 4s4c, Phalanx, PocketSOAP, Kafka, SQLData, Lucin (in Java, Perl, C++, Python, VB, COM, XSLT).
- Provides COM interface. Single dll (standalone [2.5MB] or minimal [32kB]). Works on Windows 9x/Me/NT/2K. Doesnt require ROPE or MSXML. Examples in VB, Excel/VBA, C#, ASP, JavaScript, PerlScript and Perl.
- Provides transparent compression support for HTTP transport.
- Provides mod_soap module. Make SOAP server with a few lines in .htaccess or .conf file.
- Includes XML::Parser::Lite (regexp-based XML parser) which runs instead of XML::Parser where Perl 5.6 runs (even on WinCE) with some limitations.
- Includes XMLRPC::Lite, implementation of XML-RPC protocol on client and server side. All transports and features of SOAP::Lite are available.
- Supports multipart/form-data MIME attachments.
- Supports circular linked lists and multiple references.
- Supports Map datatype (encoding of maps/hashes with arbitrary keys).
- Supports HTTPS protocol.
- Provides proxy support.
- Provides CGI/daemon/mod_perl/Apache::Registry server implementations.
- Provides TCP server implementation.
- Provides IO (STDIN/STDOUT/File) server implementation.
- Provides FTP client implementation.
- Supports single/multipart MIME attachment (parsing side only).
- Supports SMTP protocol.
- Provides POP3 server implementation.
- Supports M-POST and redirects in HTTP transport.
- Supports Basic/Digest server authentication.
- Works with CGI accelerators, like VelociGen and PerlEx.
- Supports UDDI interface on client side. See UDDI::Lite for details.
- Supports UDDI publishing API. Examples and documentation provided.
- Supports WSDL schema with stub and run-time access.
- Supports blessed object references.
- Supports arrays (both serialization and deserialization with autotyping).
- Supports custom serialization.
- Provides exception transport with custom exceptions
- Supports Base64 encoding.
- Supports XML entity encoding.
- Supports header attributes.
- Supports dynamic and static class/method binding.
- Supports objects-by-reference with simple garbage collection and activation.
- Provides shell for interactive SOAP sessions.
- Supports out parameters binding.
- Supports transparent SOAP calls with autodispatch feature.
- Provides easy services deployment. Put module in specified directory and itll be accessible.
- Has tests, examples and documentation to let you be up and running in no time.
<<lessSOAP::Lite is a collection of Perl modules which provides a simple and lightweight interface to the Simple Object Access Protocol (SOAP) both on client and server side.
Main features:
- Supports SOAP 1.1 spec.
- Interoperability tests with different implementations: Apache SOAP, Apache Axis, Frontier, Microsoft SOAP, Microsoft .NET, DevelopMentor, XMethods, 4s4c, Phalanx, PocketSOAP, Kafka, SQLData, Lucin (in Java, Perl, C++, Python, VB, COM, XSLT).
- Provides COM interface. Single dll (standalone [2.5MB] or minimal [32kB]). Works on Windows 9x/Me/NT/2K. Doesnt require ROPE or MSXML. Examples in VB, Excel/VBA, C#, ASP, JavaScript, PerlScript and Perl.
- Provides transparent compression support for HTTP transport.
- Provides mod_soap module. Make SOAP server with a few lines in .htaccess or .conf file.
- Includes XML::Parser::Lite (regexp-based XML parser) which runs instead of XML::Parser where Perl 5.6 runs (even on WinCE) with some limitations.
- Includes XMLRPC::Lite, implementation of XML-RPC protocol on client and server side. All transports and features of SOAP::Lite are available.
- Supports multipart/form-data MIME attachments.
- Supports circular linked lists and multiple references.
- Supports Map datatype (encoding of maps/hashes with arbitrary keys).
- Supports HTTPS protocol.
- Provides proxy support.
- Provides CGI/daemon/mod_perl/Apache::Registry server implementations.
- Provides TCP server implementation.
- Provides IO (STDIN/STDOUT/File) server implementation.
- Provides FTP client implementation.
- Supports single/multipart MIME attachment (parsing side only).
- Supports SMTP protocol.
- Provides POP3 server implementation.
- Supports M-POST and redirects in HTTP transport.
- Supports Basic/Digest server authentication.
- Works with CGI accelerators, like VelociGen and PerlEx.
- Supports UDDI interface on client side. See UDDI::Lite for details.
- Supports UDDI publishing API. Examples and documentation provided.
- Supports WSDL schema with stub and run-time access.
- Supports blessed object references.
- Supports arrays (both serialization and deserialization with autotyping).
- Supports custom serialization.
- Provides exception transport with custom exceptions
- Supports Base64 encoding.
- Supports XML entity encoding.
- Supports header attributes.
- Supports dynamic and static class/method binding.
- Supports objects-by-reference with simple garbage collection and activation.
- Provides shell for interactive SOAP sessions.
- Supports out parameters binding.
- Supports transparent SOAP calls with autodispatch feature.
- Provides easy services deployment. Put module in specified directory and itll be accessible.
- Has tests, examples and documentation to let you be up and running in no time.
Download (0.23MB)
Added: 2006-09-09 License: Perl Artistic License Price:
1146 downloads
SOAP::Data 0.69
SOAP::Data is a Perl class that provides the means by which to explicitly manipulate and control all aspects of the way. more>>
SOAP::Data is a Perl class that provides the means by which to explicitly manipulate and control all aspects of the way in which Perl data gets expressed as SOAP data entities.
The SOAP::Data class provides the means by which to explicitly manipulate and control all aspects of the way in which Perl data gets expressed as SOAP data entities. Most of the methods are accessors, which like those in SOAP::Lite are designed to return the current value if no new one is passed, while returning the object reference otherwise (allowing for chained method calls). Note that most accessors (except value) accept a new value for the data object as a second argument.
METHODS
new(optional key/value pairs)
$obj = SOAP::Data->new(name => idx, value => 5);
This is the class constructor. Almost all of the attributes related to the class may be passed to the constructor as key/value pairs. This method isnt often used directly because SOAP::Data objects are generally created for temporary use. It is available for those situations that require it.
name(new name, optional value)
$obj->name(index);
Gets or sets the current value of the name, as the object regards it. The name is what the serializer will use for the tag when generating the XML for this object. It is what will become the accessor for the data element. Optionally, the objects value may be updated if passed as a second argument.
type(new type, optional value)
$obj->type(int);
Gets or sets the type associated with the current value in the object. This is useful for those cases where the SOAP::Data object is used to explicitly specify the type of data that would otherwise be interpreted as a different type completely (such as perceiving the string 123 as an integer, instead). Allows the setting of the objects value, if passed as a second argument to the method.
uri(new uri, optional value)
$obj->uri(http://www.perl.com/SOAP);
Gets or sets the URI that will be used as the namespace for the resulting XML entity, if one is desired. This doesnt set the label for the namespace. If one isnt provided by means of the prefix method, one is generated automatically when needed. Also allows the setting of the objects value, if passed as a second argument to the method.
prefix(new prefix, optional value)
$obj->prefix(perl);
Provides the prefix, or label, for use when associating the data object with a specific namespace. Also allows the setting of the objects value, if passed as a second argument to the method.
attr(hash reference of attributes, optional value)
$obj->attr({ attr1 => value });
Allows for the setting of arbitrary attributes on the data object. Keep in mind the requirement that any attributes not natively known to SOAP must be namespace-qualified. Also allows the setting of the objects value, if passed as a second argument to the method.
value(new value)
$obj->value(10);
Fetches the current value encapsulated by the object, or explicitly sets it.
The last four methods are convenience shortcuts for the attributes that SOAP itself supports. Each also permits inclusion of a new value, as an optional second argument.
actor(new actor, optional value)
$obj->actor($new_actor_name);
Gets or sets the value of the actor attribute; useful only when the object generates an entity for the message header.
mustUnderstand(boolean, optional value)
$obj->mustUnderstand(0);
Manipulates the mustUnderstand attribute, which tells the SOAP processor whether it is required to understand the entity in question.
encodingStyle(new encoding URN, optional value)
$obj->encodingStyle($soap_11_encoding);
This method is most likely to be used in places outside the header creation. Sets encodingStyle, which specifies an encoding that differs from the one that would otherwise be defaulted to.
root(boolean, optional value)
$obj->root(1);
When the application must explicitly specify which data element is to be regarded as the root element for the sake of generating the object model, this method provides the access to the root attribute.
<<lessThe SOAP::Data class provides the means by which to explicitly manipulate and control all aspects of the way in which Perl data gets expressed as SOAP data entities. Most of the methods are accessors, which like those in SOAP::Lite are designed to return the current value if no new one is passed, while returning the object reference otherwise (allowing for chained method calls). Note that most accessors (except value) accept a new value for the data object as a second argument.
METHODS
new(optional key/value pairs)
$obj = SOAP::Data->new(name => idx, value => 5);
This is the class constructor. Almost all of the attributes related to the class may be passed to the constructor as key/value pairs. This method isnt often used directly because SOAP::Data objects are generally created for temporary use. It is available for those situations that require it.
name(new name, optional value)
$obj->name(index);
Gets or sets the current value of the name, as the object regards it. The name is what the serializer will use for the tag when generating the XML for this object. It is what will become the accessor for the data element. Optionally, the objects value may be updated if passed as a second argument.
type(new type, optional value)
$obj->type(int);
Gets or sets the type associated with the current value in the object. This is useful for those cases where the SOAP::Data object is used to explicitly specify the type of data that would otherwise be interpreted as a different type completely (such as perceiving the string 123 as an integer, instead). Allows the setting of the objects value, if passed as a second argument to the method.
uri(new uri, optional value)
$obj->uri(http://www.perl.com/SOAP);
Gets or sets the URI that will be used as the namespace for the resulting XML entity, if one is desired. This doesnt set the label for the namespace. If one isnt provided by means of the prefix method, one is generated automatically when needed. Also allows the setting of the objects value, if passed as a second argument to the method.
prefix(new prefix, optional value)
$obj->prefix(perl);
Provides the prefix, or label, for use when associating the data object with a specific namespace. Also allows the setting of the objects value, if passed as a second argument to the method.
attr(hash reference of attributes, optional value)
$obj->attr({ attr1 => value });
Allows for the setting of arbitrary attributes on the data object. Keep in mind the requirement that any attributes not natively known to SOAP must be namespace-qualified. Also allows the setting of the objects value, if passed as a second argument to the method.
value(new value)
$obj->value(10);
Fetches the current value encapsulated by the object, or explicitly sets it.
The last four methods are convenience shortcuts for the attributes that SOAP itself supports. Each also permits inclusion of a new value, as an optional second argument.
actor(new actor, optional value)
$obj->actor($new_actor_name);
Gets or sets the value of the actor attribute; useful only when the object generates an entity for the message header.
mustUnderstand(boolean, optional value)
$obj->mustUnderstand(0);
Manipulates the mustUnderstand attribute, which tells the SOAP processor whether it is required to understand the entity in question.
encodingStyle(new encoding URN, optional value)
$obj->encodingStyle($soap_11_encoding);
This method is most likely to be used in places outside the header creation. Sets encodingStyle, which specifies an encoding that differs from the one that would otherwise be defaulted to.
root(boolean, optional value)
$obj->root(1);
When the application must explicitly specify which data element is to be regarded as the root element for the sake of generating the object model, this method provides the access to the root attribute.
Download (0.23MB)
Added: 2006-09-16 License: Perl Artistic License Price:
1133 downloads
PyRPM 0.69
PyRPM is an experimental project to look at rpm package management. more>>
PyRPM is an experimental project to look at rpm package management. It is a python module and a collection of scripts that provide similar functionality as rpm, yum and co. It is written from ground up and is implemented only in python. PyRPM project mainly deals with rpm packages, the rpm database rpmdb in /var/lib/rpm, comps.xml files and yum repositories (called repo data).
The reason for this project was to have a codebase with which we can test and verify rpm, rpmdb and yum itself and experiment with new features and implementations very quickly. Python is Red Hats in-house defacto standard, so using python to do rapid prototyping was only logical.
The code itself is still very small and modular. Were constantly looking to improve the code, make it more production ready and remove duplicate functionality. Results from this project back to rpm and co are very important for us to improve the current available Linux tools and not rush with only adding another project for this. Next to working on good algorithms and sane implementations, most code is backed up with verify and testing scripts.
Warning
The PyRPM project is by no means meant to be a full replacement of rpm or yum. In its current state we feel confident that in general it wont break anything, but the code isnt production quality yet.
The check scripts can be safely used as they wont modify anything on your system, so feel free to use them at your convenience.
We personally have been using the yum replacement very extensively and even used it to update our own systems, but thats not even remotely a guarantee that it will work on your machine. It has only been run by a few people until now.
Using it to set up buildroots on the other hand should be very safe as this all happens in a very contained environment (sandbox principle).
Please let us know of any problems you encounter, if possible with some reproducible test cases so we can figure out what might have happened.
Main features:
- Stable and reliable dependency resolver with efficient algorithms:
- Due to the easy nature of python being a rapid prototyping language and the modular design of pyrpm we were able to test and write several generations of dependency resolvers and over time optimize and improve the reliability of it to a point where we are very confident that the results are what a user would expect.
- Handling of multilib systems:
- This is connected to the previous feature. Multilib systems are generally a lot trickier to handle than single arch systems. The algorithms used in pyrpm try to make intelligent choices as to which packages should be installed resp. how packages should be updated.
- Ordering of all packages in a transaction:
- In order for a whole transaction to work reliable it is not enough to just order the installs and updates but also the erase operations properly. In pyrpm we are handling all operations and order them in a way that honors all requirements correctly, even for erases.
- Smart like package selection:
- In pyrpm we are able to make package selections similar to the SMART package manager by trying to downgrade packages or even remove them if dependencies cant be resolved at all. The semi automatic removal is of course optional and not enabled by default.
- Very easy to use scripts to setup changeroots:
- Using pyrpmkickstart you can easily use a typical anaconda kickstart file to do an automated install either on a disk, partition, diskimage or even simple changeroots.
<<lessThe reason for this project was to have a codebase with which we can test and verify rpm, rpmdb and yum itself and experiment with new features and implementations very quickly. Python is Red Hats in-house defacto standard, so using python to do rapid prototyping was only logical.
The code itself is still very small and modular. Were constantly looking to improve the code, make it more production ready and remove duplicate functionality. Results from this project back to rpm and co are very important for us to improve the current available Linux tools and not rush with only adding another project for this. Next to working on good algorithms and sane implementations, most code is backed up with verify and testing scripts.
Warning
The PyRPM project is by no means meant to be a full replacement of rpm or yum. In its current state we feel confident that in general it wont break anything, but the code isnt production quality yet.
The check scripts can be safely used as they wont modify anything on your system, so feel free to use them at your convenience.
We personally have been using the yum replacement very extensively and even used it to update our own systems, but thats not even remotely a guarantee that it will work on your machine. It has only been run by a few people until now.
Using it to set up buildroots on the other hand should be very safe as this all happens in a very contained environment (sandbox principle).
Please let us know of any problems you encounter, if possible with some reproducible test cases so we can figure out what might have happened.
Main features:
- Stable and reliable dependency resolver with efficient algorithms:
- Due to the easy nature of python being a rapid prototyping language and the modular design of pyrpm we were able to test and write several generations of dependency resolvers and over time optimize and improve the reliability of it to a point where we are very confident that the results are what a user would expect.
- Handling of multilib systems:
- This is connected to the previous feature. Multilib systems are generally a lot trickier to handle than single arch systems. The algorithms used in pyrpm try to make intelligent choices as to which packages should be installed resp. how packages should be updated.
- Ordering of all packages in a transaction:
- In order for a whole transaction to work reliable it is not enough to just order the installs and updates but also the erase operations properly. In pyrpm we are handling all operations and order them in a way that honors all requirements correctly, even for erases.
- Smart like package selection:
- In pyrpm we are able to make package selections similar to the SMART package manager by trying to downgrade packages or even remove them if dependencies cant be resolved at all. The semi automatic removal is of course optional and not enabled by default.
- Very easy to use scripts to setup changeroots:
- Using pyrpmkickstart you can easily use a typical anaconda kickstart file to do an automated install either on a disk, partition, diskimage or even simple changeroots.
Download (0.35MB)
Added: 2007-05-08 License: GPL (GNU General Public License) Price:
900 downloads
Alien 8.69
Converts between the rpm, dpkg, stampede slp, and slackware tgz file formats. more>> Alien is a program that converts between the rpm, dpkg, stampede slp, and slackware tgz file formats. If you want to use a package from another distribution than the one you have installed on your system, you can use alien to convert it to your preferred package format and install it.
Despite the large version number, alien is still (and will probably always be) rather experimental software. It has been used by many people for many years, but there are still many bugs and limitations.
Alien should not be used to replace important system packages, like sysvinit, shared libraries, or other things that are essential for the functioning of your system. Many of these packages are set up differently by Debian and Red Hat, and packages from the different distributions cannot be used interchangably. In general, if you cant uninstall the package without breaking your system, dont try to replace it with an alien version.
Alien is available as the alien package in Debian. To use alien, you will need several other programs. Alien is a perl program, and requires perl version 5.004 or greater. To convert packages to or from rpms, you need the Red Hat Package Manager; get it from its website.<<less
Download (73KB)
Added: 2009-04-18 License: Freeware Price: Free
264 downloads
Merchant of Venice 0.7 beta
Venice is a stock market trading programme that supports portfolio management. more>> <<less
Download (2.7MB)
Added: 2006-04-17 License: GPL (GNU General Public License) Price:
736 downloads
Web Of Web 6 b07282211
Web Of Web (WoW) is a new, Structural, Secure, Collaborative and Realtime Interactive media platform for the Web. more>>
Web Of Web (WoW) is a new, Structural, Secure, Collaborative and Realtime Interactive media platform for the Web.
Structural
WoW presents a Mind Mapping alike interface, which best reflects human ideas and thinking pathes, it shall greatly help people express themselves and understand others thought.
Even further, WoW brings intellectuals of single brains into collective collaboration. It persists and funds mind sparks over time scale, and when deployed over the Internet (The default and native mode of WoW), it scales all over the world.
WoW also extends MindMapping to support physical links of ideas, thus Mind Maps are never limited to a tree structure, but possibly a interconnected information web. (This is how WoW had been named, it is the [Information Web] of the [Computer Web]).
Secure
WoW strictly enforces permission authorization by design, as well as implemented flexible identity organization and ACL mechanism. Security management interface is integrated with WoW, and is as easy to use as other daily operations. The flexibility of WoW Security also enables it simulate Wiki, BBS, BLOG, IRC and other classic web community applications easily.
WoW leverages certificates to let user decide whether to trust a WoW site, and private and sensitive data such as login id and password are always sent after strong encryption, the security is created by AES session key exchanged after RSA encryption at both side.
Collaborative
There is no obvious ownership by default, the achievement belongs to everyone ever contributed with given permissions. Information History is natively kept and available to every participants having view permissions. Even the instant talking history is kept and available for time back tracing.
Plus the realtime feature of WoW, peoples all over the world could be in close interactive collaboration at anytime, from any place.
Realtime Interactive
Creation, modification and removal of idea nodes are seen by all viewers, in realtime! The delay could be no longer than a few seconds.
Every node can be an independent talking topic, peoples could be in instant talking just inplace the focus.
Enhancements:
- The bundled TOB was upgraded to 6.0b0728.
- An interactive Java shell for dynamic management and development is available now.
<<lessStructural
WoW presents a Mind Mapping alike interface, which best reflects human ideas and thinking pathes, it shall greatly help people express themselves and understand others thought.
Even further, WoW brings intellectuals of single brains into collective collaboration. It persists and funds mind sparks over time scale, and when deployed over the Internet (The default and native mode of WoW), it scales all over the world.
WoW also extends MindMapping to support physical links of ideas, thus Mind Maps are never limited to a tree structure, but possibly a interconnected information web. (This is how WoW had been named, it is the [Information Web] of the [Computer Web]).
Secure
WoW strictly enforces permission authorization by design, as well as implemented flexible identity organization and ACL mechanism. Security management interface is integrated with WoW, and is as easy to use as other daily operations. The flexibility of WoW Security also enables it simulate Wiki, BBS, BLOG, IRC and other classic web community applications easily.
WoW leverages certificates to let user decide whether to trust a WoW site, and private and sensitive data such as login id and password are always sent after strong encryption, the security is created by AES session key exchanged after RSA encryption at both side.
Collaborative
There is no obvious ownership by default, the achievement belongs to everyone ever contributed with given permissions. Information History is natively kept and available to every participants having view permissions. Even the instant talking history is kept and available for time back tracing.
Plus the realtime feature of WoW, peoples all over the world could be in close interactive collaboration at anytime, from any place.
Realtime Interactive
Creation, modification and removal of idea nodes are seen by all viewers, in realtime! The delay could be no longer than a few seconds.
Every node can be an independent talking topic, peoples could be in instant talking just inplace the focus.
Enhancements:
- The bundled TOB was upgraded to 6.0b0728.
- An interactive Java shell for dynamic management and development is available now.
Download (MB)
Added: 2007-07-30 License: GPL (GNU General Public License) Price:
816 downloads
Quarters Board Game 4.0
Quarters Board Game is a strategy game for two players. more>>
Quarters Board Game project is a strategy game for two players.
Although its rules are relatively simple, it still offers some of the same opportunities for skill as in chess.
This program was originally conceived in the summer of 1986 during a study of the mini-max algorithm for chess playing computers, and was thus designed to offer some of the same type of strategies.
The game was originally written in BASIC, then ported to Turbo Pascal, then to C, and finally to Java.
The Java version is not necessarily object oriented, since it is a crude port from the C version.
<<lessAlthough its rules are relatively simple, it still offers some of the same opportunities for skill as in chess.
This program was originally conceived in the summer of 1986 during a study of the mini-max algorithm for chess playing computers, and was thus designed to offer some of the same type of strategies.
The game was originally written in BASIC, then ported to Turbo Pascal, then to C, and finally to Java.
The Java version is not necessarily object oriented, since it is a crude port from the C version.
Download (0.16MB)
Added: 2007-01-15 License: GPL (GNU General Public License) Price:
1013 downloads
Realms of Rivalry
Realms of Rivalry is an online tactical rpg. more>>
Realms of Rivalry is an online tactical rpg. Play short skirmishes in random-generated game worlds.
The game can be summarized as an online graphical turn-based strategy/rpg game where you can play short tactical skirmishes with 2-4 players in small random-generated game worlds. The game is free and can be played either as an applet or downloadable client.
The time-limited turns (30-90 secs) give the game a semi-realtime feel, and the game has sometimes been characterized as "chess on steroids".
Main features:
- Community friendly game lobby where you can chat with others and join realms.
- Up to 4 players simultaneously battling on the same realm.
- Players control teams of 3 characters: Warrior, Archer and Mage.
- Time-limited turn-based gameplay.
- Random-generated game worlds (realms).
- CPU controlled monsters.
- Several weapons, armor, traps and other items.
- Occlusion calculation used in combat situations.
- Interrupts.
- Different types of terrain.
- Buy & sell items at vendors.
- Monster respawning.
- Ingame chat.
- Detailed end-of-game summary panel.
Explore the map and kill creatures to obtain weapons, potions, runes, traps and more to aid you in your quest for domination!
The game development has been very "test-driven" in the sense that the game quickly was made playable and that features and changes were added and removed continuously during development. This hopefully improves gameplay, but of course at the expense of dramatically increased development time.
Realms of rivalry was never intended to "soothe the masses", but were made entirely to match the game that we ourselves would like to play - something we have done for many, many hours :-) But of course, some of you might enjoy this game aswell, and that is why we decided to share it with you!.
<<lessThe game can be summarized as an online graphical turn-based strategy/rpg game where you can play short tactical skirmishes with 2-4 players in small random-generated game worlds. The game is free and can be played either as an applet or downloadable client.
The time-limited turns (30-90 secs) give the game a semi-realtime feel, and the game has sometimes been characterized as "chess on steroids".
Main features:
- Community friendly game lobby where you can chat with others and join realms.
- Up to 4 players simultaneously battling on the same realm.
- Players control teams of 3 characters: Warrior, Archer and Mage.
- Time-limited turn-based gameplay.
- Random-generated game worlds (realms).
- CPU controlled monsters.
- Several weapons, armor, traps and other items.
- Occlusion calculation used in combat situations.
- Interrupts.
- Different types of terrain.
- Buy & sell items at vendors.
- Monster respawning.
- Ingame chat.
- Detailed end-of-game summary panel.
Explore the map and kill creatures to obtain weapons, potions, runes, traps and more to aid you in your quest for domination!
The game development has been very "test-driven" in the sense that the game quickly was made playable and that features and changes were added and removed continuously during development. This hopefully improves gameplay, but of course at the expense of dramatically increased development time.
Realms of rivalry was never intended to "soothe the masses", but were made entirely to match the game that we ourselves would like to play - something we have done for many, many hours :-) But of course, some of you might enjoy this game aswell, and that is why we decided to share it with you!.
Download (MB)
Added: 2007-01-29 License: Freeware Price:
999 downloads
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