The Doomsday Engine is an enhanced DOOM source port for Windows, Mac OS
X, and various Unix platforms. It is based on the source code of id
Software's DOOM and Raven Software's Heretic and Hexen.
* Hardware-accelerated OpenGL graphics engine
* 3D positional audio for sound effects (not supported by all audio plugins)
* 16-player client/server networking via TCP/IP
* Graphical Control Panel for configuration, accessed quickly with Shift-Escape
* 3D models: Quake's MD2 format and Doomsday's DMD format with LOD support
* High-resolution textures (PNG, TGA, PCX) and detail textures
* Map lighting emulates the effects of radiosity for a more natual appearance
(FakeRadio: shadows in corners)
* Smooth movement of objects, world structures and the camera.
* Colored, dynamic lighting for world surfaces, 3D models, sprites and particles
* Object shadowing effects
* Particle generators for special effects
* Decoration effects on world surfaces: light sources and particle generators
* Lens flares and glowing objects
* Support for skyboxes and 3D sky models
* EAX and A3D environmental sound processing effects
* Upsampling of sound effects
GtkRadiant is a level design program developed by id Software and Loki
Software. It is used to create maps for a number of computer games.
GtkRadiant originated as Q3Radiant, the Quake III Arena level design tool,
which was a Windows-only application. Two major things are different in
GtkRadiant: it is based on the GTK+ toolkit, so it also works in Linux and Mac
OS X, and it's also game engine-independent, with functionality for new games
added as game packs.
GtkRadiant is an Open Source application. Source code is publicly available
from id Software's Subversion repository and new additions to the code are
covered under open source licenses. The core Q3Radiant code, however, was
originally under id Software's proprietary license. The license for both the
editor and toolset (notably Q3Map2, the BSP compiler) was changed in February
2006, and publicly released under the GPL on February 17.
More up-to-date fork, NetRadiant, is available as `games/netradiant' port.
Games::Dice simulates die rolls. It uses a function-oriented (not
object-oriented) interface. No functions are exported by default.
The number and type of dice to roll is given in a style which should be
familiar to players of popular role-playing games: adb[+-*/b]c. a is optional
and defaults to 1; it gives the number of dice to roll. b indicates the number
of sides to each die. % can be used instead of 100 for b; hence, rolling 2d%
and 2d100 is equivalent. roll simulates a rolls of b-sided dice and adds
together the results. The optional end, consisting of one of +-*/b and a
number c, can modify the sum of the individual dice. +-*/ are similar in that
they take the sum of the rolls and add or subtract c, or multiply or divide
the sum by c. (x can also be used instead of *.) Using b in this slot is a
little different: it's short for "best" and indicates "roll a number of dice,
but add together only the best few". For example, 5d6b3 rolls five six- sided
dice and adds together the three best rolls.
This is XBattle by Greg Lesher, based on the original by Steve Lehar released
in 1991, and including certain enhancements, modifications, and bug fixes
suggested by a number of contributors from all over the world.
XBattle is a concurrent multi-player game which combines elements of strategy
with arcade-like action to capture a wide range of military scenarios.
The game is based on X Windows, which you must have installed to run xbattle.
Opponents play from separate displays, with commands being executed concurrently
-- the players do not take "turns", but rather they all issue their commands
simultaneously. There can be any number of players, with each player assigned
to a specific team, indicated by marker colors. The game board is a matrix
of cells (square, hexes, etc.) that can be occupied by colored troops,
with the goal of the game being to eliminate the enemy from the board by
attacking cells occupied by enemy troops. A wide variety of command line options
(and previously configured game files) provide an abundance of different
scenarios and gaming environments.
If you have never used xbattle before, read the introduction on the xbattle Web
site. To get the feel of the game, you can run the "tutorial1" and "tutorial2"
scripts supplied with the game. These start a series of small example games that
you can play around with to learn the various options available with the game.
This is the Image Compiler, which generates images from textual description.
Most important features include:
- Does not need display to run
- Can be run from the command line or as CGI script. In the latter case,
the image is output to the browser (in PNG or JPEG format)
- The size of the output image is automatically determined, no size has to
be specified (although you can give a fixed size
- Coordinates are in pixels, only positive coordinates are visible. Angles
are in integer degrees, no limitations (except the maximum integer limit).
Colors can be specified in one of three formats, including X11 color
(rgb) strings
- A pre-processor can be applied on the input file first; simple
arithmetic can be performed
- Supports commands for drawing lines, circles (filled or not), rectangles
(filled or not), ellipses (filled or not), arcs, and text. Images can
also be imported. For text and images an alignment parameter is
available, and text and images can be rotated over any angle and can
also be mirrored
Image::Size is a library based on the image-sizing code in the wwwimagesize
script, a tool that analyzes HTML files and adds HEIGHT and WIDTH tags to
IMG directives. Image::Size has generalized that code to return a raw (X, Y)
pair, and included wrappers to pre-format that output into either HTML or a
set of attribute pairs suitable for the CGI.pm library by Lincoln Stein.
Currently, Image::Size can size images in XPM, XBM, GIF, JPEG and PNG
formats.
I did this because my WWW server generates a lot of documents on demand
rather than keeping them in static files. These documents not only use
directional icons and buttons, but other graphics to annotate and highlight
sections of the text. Without size attributes, browsers cannot render the
text of a page until the image data is loaded and the size known for layout.
This library enables scripts to size their images at run-time and include
that as part of the generated HTML. Or for any other utility that uses and
manipulates graphics. The idea of the basic interface + wrappers is to not
limit the programmer to a certain data format.
This is a port of the ircd-ratbox IRC daemon.
This version is the 'testing' branch; it usually contains more features,
but may contain as of yet unidentified bugs. Admins wishing to try out new
features or test the development release may prefer to use it over the
standard production release.
ircd-ratbox is the primary ircd used on EFnet; it combines the stability
of an ircd required for a large production network together with a rich
set of features, making it also suitable for use on smaller networks.
Changes Include:
o Optional SSL support to enable encrypted connections between clients
and servers, as well as server to server links.
o Add support for SSL only channels, channel mode +S.
o sqlite3 for handling and storing k/x/d lines.
o Support for global CIDR limits.
o Added adminwall allowing admins to broadcast messages to each other.
o Creation of new library archive 'libratbox'.
o Support for forced nick changes (instead of collision kills).
o New ssld and bandb processes for SSL connections and ban checking;
these allow ratbox-3 to make better use of multi-processor systems.
srd.el is a supplement file to use "Random House" on lookup. "Random
House" is produced by Shogakukan Inc. You can get more detail
information (written in Japanese) from
[TO USE]
(1) Get "Random House" from somewhere.
(2) Install it by using /usr/ports/japanese/srd-fpw
The port converts it into a files formatted "JIS X 4081" by FreePWING.
Then install MID, WAV, AVI files from CD-ROM by hand.
(3) Add the following lines into your ~/.emacs
(require 'lookup-package)
(setq lookup-search-agents '((ndeb "/usr/local/share/dict/srd-fpw")))
(setq lookup-package-directory "/usr/local/share/dict/package")
(lookup-use-package "ndeb+/usr/local/share/dict/srd-fpw" "srd-fpw")
(setq srd-fpw-image-directory "/usr/local/share/dict/srd-fpw")
;; a directory having img.dat installed by the package ja-srd-fpw
(setq srd-fpw-sound-directory "/cdrom/srd/DATA")
;; a directory having srdra.bnd in CD-ROM
(setq srd-fpw-play-realaudio-process "realplay")
(setq srd-fpw-display-image-process "display")
(if (featurep 'xemacs)
(progn
(setq srd-fpw-image-inline t)
))
[from README.decode]:
This package contains extra decoding functions.
SquirrelMail decoding functions are used to display and convert messages
encoded in different character sets. Extra decoding library provides support
of some complex Eastern character sets and some rarely used Apple character
sets. Current release supports Big5, Windows-874 (cp874, Thai), Windows-949
(UHC, Korean), EUC-CN, EUC-JP, EUC-KR, EUC-TW, GB18030, GB2312, ISO-2022-CN,
ISO-2022-JP, ISO-2022-JP-2, ISO-2022-KR, Shift_JIS and various x-mac-*
character sets.
Extra decoding library can be used in SquirrelMail 1.4.4 or newer. It depends
on sq_is8bit() function. In order to optimize decoding of Eastern character
sets, PHP installation needs recode (http://www.php.net/recode) or iconv
(http://www.php.net/iconv) support. Some decoding functions can use mbstring
functions present in php 4.3.0. Mbstring decoding needs sq_mb_list_encodings()
function from SquirrelMail 1.5.1 or 1.4.6.
Some decoding code that be activated only when $aggressive_decoding variable
is set to true. This variable should be enabled only on smaller systems, that
don't call aggressive decoding functions very often. Turning on
$aggressive_decoding variable by default in packaged SquirrelMail versions is
not recommended.
Prom-Wl is a procmail reader for Wanderlust on GNU Emacs.
If you want to install quickly, you shoud do following steps:
(1) add dot.emacs to your ~/.emacs file and change it suitable for your site
% cat /usr/local/share/examples/prom-wl/dot.emacs >> ~/.emacs
% vi ~/.emacs
(2) copy dot.procmailrc to ~/.procmailrc and change it suitable for your site
% cp /usr/local/share/examples/prom-wl/dot.promailrc ~/.promailrc
% vi ~/.promailrc
(3) byte-compile with "byte-comile" script if you want with xemacs-mule code
# cd /usr/local/share/emacs/site-lisp
# /usr/local/share/doc/prom-wl/byte-compile -l wl xemacs-mule prom-wl
Where detail specification for .emacs and .procmailrc may be shown in
/usr/local/share/doc/prom-wl/prom-usage.jis or procmail(1). And for
usage of byte_compile scripts, run byte-compile with -h option.
Run with "M-x prom-wl" in your emacs editors, Wanderlust will be invoked and
then search unread mails from procmail log to show unread message from top of
entries that you specfied in ~/.pronmailrc.
-KIRIYAMA Kazuhiko
<kiri@pis.toba-cmt.ac.jp>