powwow is a client program, which replaces telnet for the lazy
mudder who wants some (only some?) extra features.
It is primarily designed for DikuMUDs, but nothing prevents its use
for other types of muds. powwow is based on another client, cancan,
and cancan was originally inspired by tintin (yet another client)
by Peter Unold (pjunold@daimi.aau.dk), but is entirely re-written.
powwow also implements the MUME remote editing protocol, which
enables you to edit texts on the mud using your own favourite
editor, several texts at once if you have a windowing terminal.
Shotgun Debugger is a 2D, top-down action game. It is The Future, and your
habit of computer network exploration has finally done you in. You are
captured and taken to a strange underground complex populated by robot
soldiers. Your task is to escape the facility--but the hordes of walking
death machines aren't just gonna let you.
Shotgun Debugger is pseudo-3D -- while gameplay is strictly two-dimensional,
the world is rendered in three dimensions. Worlds are not tile-based, but
polygon-based -- rooms and hallways can be made to any shape imaginable,
allowing for some rather impressive architecture.
Quake III Arena, developed by the gaming wizards at id Software,
is the third installment of one of the most popular computer game
franchises of all time. Organic caverns, gothic cathedrals and
futuristic spacescapes play host to Quake III Arena's unrivaled
blend of action, strategy and jaw-dropping technology as Linux
gamers are invited to square off against 32 of history's greatest
warriors. Built around a revolutionary new graphics engine capable
of delivering mind blowing 3D special effects including curved
surfaces and volumetric fog, Quake III Arena is the final word in
deathmatching mayhem.
This is a native build for FreeBSD. Sorry, no joystick support
is available at this time.
Imagine you are skiing down an infinite slope, facing such hazards as
trees, ice, bare ground, and the man-eating Yeti! Unfortunately, you have
put your jet-powered skis on backwards, so you can't see ahead where you
are going; only behind where you have been. However, you can turn to
either side, jump or hop through the air, teleport through hyperspace,
launch nuclear ICBMs, and cast spells to call the Fire Demon. And since
the hazards occur in patches, you can skillfully outmaneuver them. A fun
and very silly game that proves you don't need fancy graphical user
interfaces to have a good time.
timeseal is a program that has been developed to improve chess on internet.
Netlag often causes players to lose valuable seconds or even minutes on their
chess clocks. Transmission time is counted against you, unless the chess
server can tell exactly when information is transmitted. The timeseal program
acts as a relay station and keeps track of transmission times. What timeseal
does is record your thinking time, so that transmission time is not counted
against you. Timeseal will not prevent netlag but it makes the games fairer
when lag occurs.
X Labyrinth is a labyrinth game under X11 that is played
directly with the mouse pointer: the walls block the pointer's
movement on the screen.
The goal of the game is to retrieve the four colored squares:
to retrieve a square, it is sufficient to move the pointer over
it, and it will disappear. However, to make things more
infuriating, the squares have to be taken in the following
order: red, yellow, green and blue. When the blue square is
obtained, the game is won.
To run:
Simply type xscrabble. This will bring up the setup box which will allow
you to enter the names and displays and other info for the game to wish
to play. Then click on the Start Game button, (or Load Previous if you're
restarting a game). The main program, xscrab, will then be automatically
called with the appropriate options.
The game is saved after every turn (in "~/.xscrabble.save" of the
person running it) and can be restarted by running xscrabble, entering
exactly the same info, and hitting the Load Previous button.
This was a student project, and there are not likely to be any future
releases.
Have fun,
Matt Chapman.
XSpringies is a mass and spring simulation system. It's intended use is more
like that of a game, than some design package.
It's written using Xlib only. No Motif or any other widgets sets are used.
The animation in XSpringies is done using an off-screen Pixmap. The next
frame is drawn on this pixmap, then is blitted onto the screen. Since the
frame rate is about 30 frames per second, slower machines (or machines which
have poorly written bit-blitting code) will be deathly slow and blinky.
The bulk of the game play involves finding power-ups and hidden areas and
avoiding or squashing strange alien monsters bent on your destruction.
There are a few hidden areas, and in several locations, the player will
experience different levels based upon which path is chosen.
There are no lives or continues in the game. If the player dies, he/she simply
restarts at the beginning of the level. All creatures and power-ups are
persistent in each level, in other words, if all but one enemy has been killed
on a level when the player dies, there will only be that remaining creature as
the player restarts.
Xskewb is a puzzle similar in nature to the famous Rubik's Cube.
Its variations on the inspiration include using 5 blocks per side,
including a large distinct diamond block, and optionally requiring
correct block "orientation". This is similar to other puzzles
such as the "Creative Puzzle Ball", "Meffert's Challenge", and Disney's
"Mickey's Challenge". The original design was by Uwe Meffert
("Pyraminx Cube") and coined Skewb by Douglas Hofstadter.
By building from the source and editing its Imakefile before the
``build'' phase, you may be able to use Motif or LessTif with this port.