PTools version 1.1.
This is a collection of utility programs for the game of Core War. The
programs in this archive work well with the pMARS system, but most programs
will also work with other simulators. Below is an overview of what we have:
* mts - Short for "MARS Tournament Scheduler".
* mopt - The "multiple optimizer" calculates optimal sets of constants for
warriors.
* pname - pname renames warrior files based on the ;name line.
These additional tools have been included in the port but are not part of the
original ptools package:
* p3-2 - For generating p^3 redcode snippets.
* corestep - For finding optimal step constants (similar to mopt).
Note that the port prefixes all of these programs with "ptools-" to avoid
conflicts and/or confusions with other ports.
This is the second official Quake II expansion: Ground Zero (also known as
Rogue, as developed by Rogue Entertainment).
Take out the Big Gun sounded simple enough, except the Strogg were waiting.
You, and a few marines like you, are the lucky ones. You've made it down in
one piece and are still able to contact the fleet. The Gravity Well, the
Strogg's newest weapon in its arsenal against mankind, is operational. With
the fleet around Stroggos, 5% of ground forces surviving, and that number
dwindling by the second, your orders have change: free your comrades.
Destroy the Gravity Well.
- New enemies -- The Stalker, Turrets, Daedalus, Medic Commander, Carrier,
and the Black Widow.
- 14 entirely new levels and 10 new deathmatch levels
- New power-ups -- deathmatch specific power-ups: Vengeance Sphere, Hunter
Sphere, and Anti-matter bomb
- New weapons -- The Chainsaw, ETF Rifle, and Plasma Beam
This port installs the game.so file, but you still need the original data.
TrenchBroom is a modern, cross platform level editor for Quake-engine based
games. It currently supports Quake, Quake 2, and Hexen 2, is easy to use,
and provides many simple and advanced tools to make complex and interesting
levels with ease. Some of its features:
- True 3D editing, no 2D views required
- High performance renderer with support for huge maps
- Vertex editing with edge and face splitting that will not create
invalid brushes
- Manipulation of multiple vertices at once (great for trisoup editing)
- Move, rotate, and flip brushes and entities
- Precise texture lock for all operations
- Smart entity property editors
- Graphical entity browser with drag and drop support
- Comprehensive texture application and manipulation tools
- Search and filter functions
- Unlimited undo and redo
- Point file support
- Support for FGD and DEF entity definition files, mods, and multiple
WAD files
The goal of the game is to reach the highest possible score. You get a limited
number of pipes on each level and need to combine them to lead the water from
the house at the top of the screen to the storage tank at the bottom. For each
pipe water goes through, you get 20 points and if you fill the cross-pipe both
ways, you get 60 points. At end of each level, you are awarded depending on the
skill level:
* Beginner: 100 points
* Toolman: 100 points + number of pipes remaining
* Master plumber: 100 points + 2 x number of pipes remaining
Some of the levels also have obstacles where you cannot place pipes. The game
is playable with joystick/joypad: just move it and press buttons when you go to
Options -> Configure controls
Xjewel is a dropping block game akin to tetris.
It is played by controlling the motion of blocks which continue to fall from
the top of the screen. One can move them left and right, as well as
rotate the jewel segments. The object is to get the most points before
the grim reaper ends the fun.
Death happens when the screen is no longer capable of holding any more
blocks. To make high scores more interesting, you are given but three
attempts to get points -- use them wisely.
As the game progresses, and more jewels are removed, the speed of the game
will increase. This is measured in seconds of delay between steps of
block motion.
Control backlight on various modern Intel(R) GPUs.
See here for a list of supported chipsets:
https://github.com/grembo/intel_backlight_fbsd/blob/master/intel_chipset.h
See here for the original project this has been taken from:
http://cgit.freedesktop.org/xorg/app/intel-gpu-tools/
Usage:
$ sudo intel_backlight
current backlight value: 30% (281/937)
$ sudo intel_backlight 50
current backlight value: 15% (141/937)
set backlight to 50% (469/937)
$ sudo intel_backlight incr
current backlight value: 50% (469/937)
set backlight to 51% (478/937)
$ sudo intel_backlight incr
current backlight value: 51% (478/937)
set backlight to 60% (562/937)
$ sudo intel_backlight incr
current backlight value: 60% (562/937)
set backlight to 70% (656/937)
$ sudo intel_backlight decr
current backlight value: 70% (656/937)
set backlight to 60% (562/937)
$ sudo intel_backlight decr
current backlight value: 60% (562/937)
set backlight to 51% (478/937)
The main purpose of LibMorph is loading (and saving) 3d models (3d modeller
object files). Given loader is dynamically linked when format of requested file
is recognized.
The library is very young piece of software, so chances are high that some
things don't work yet as they should or at all. If you have need for some
particular feature, drop me a mail, I'll try to reprioritize my TODO list.
LibMorph currently supports following formats (only loading at the moment):
LWOB -- LightWave[TM],
3DS -- 3D Studio[TM],
In future hopefully it'll support:
? -- Alias Wavefront[TM]
MAX -- 3D Studio Max[TM]
DXF -- CAD?
? -- Maya[TM]
? -- Soft Image[TM]
SVG -- XML, 2d Vector files converted to 3d (via libart?)
and more
Libvisual is an abstraction library that comes between applications and audio
visualisation plugins.
Often when it comes to audio visualisation plugins or programs that create
visuals, they depend on a player or something else; basically, there is no
general framework that enabled application developers to easily access cool
audio visualisation plugins. Libvisual wants to change this by providing an
interface towards plugins and applications; through this easy to use interface
applications can easily access plugins and, since the drawing is done by the
application, it also enables the developer to draw the visual anywhere he
wants.
The framework also allows you to morph to different plugins and mix two at
once; all kinds of neat tricks are possible using this method.
Libvisual is an abstraction library that comes between applications and audio
visualisation plugins.
Often when it comes to audio visualisation plugins or programs that create
visuals, they depend on a player or something else; basically, there is no
general framework that enabled application developers to easily access cool
audio visualisation plugins. Libvisual wants to change this by providing an
interface towards plugins and applications; through this easy to use interface
applications can easily access plugins and, since the drawing is done by the
application, it also enables the developer to draw the visual anywhere he
wants.
The framework also allows you to morph to different plugins and mix two at
once; all kinds of neat tricks are possible using this method.
Libvisual is an abstraction library that comes between applications and audio
visualisation plugins.
Often when it comes to audio visualisation plugins or programs that create
visuals, they depend on a player or something else; basically, there is no
general framework that enabled application developers to easily access cool
audio visualisation plugins. Libvisual wants to change this by providing an
interface towards plugins and applications; through this easy to use interface
applications can easily access plugins and, since the drawing is done by the
application, it also enables the developer to draw the visual anywhere he
wants.
The framework also allows you to morph to different plugins and mix two at
once; all kinds of neat tricks are possible using this method.