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Monday, June 29, 2009

Wolfenstein: Enemy Territory (also referred to as simply Enemy Territory, ET or WET) is a free multiplayer first-person shooter video game set during

This is a multi-player online first-person shooter linux game. It's a team game; you will win or fall along with your comrades. The only way to complete the objectives that lead to victory is by cooperation.

Featuring multi-player support for as many as 64 players, the game challenges gamers to the ultimate test of teamwork and strategy. Each of the five character classes is critical to a team's ultimate victory or defeat on the battlefield. The Covert Operative class allows players to steal uniforms, perform reconnaissance and gain access to enemy positions. While, the Engineer allows the Axis and Allied teams to lay and diffuse mines as well as build battlefield bridges, towers, forward command bases and other improvements in the midst of combat to gain advantages for their team.

The game further offers online players the option to slug it out in the intense Team Last-Man-Standing game mode, where squad-mates cooperate to ensure their team has the last surviving man on the battlefield. With new game modes, character classes, weaponry, and added tactical skills, the game can keep gamers in the trenches for hours.

Note: System Requirements:

  • Linux x86 - kernel >= 2.2 - 2.4 recommended
  • glibc >= 2.1 - 2.2 recommended
  • A recent and mainstream distribution is recommended
  • 600MHz CPU
  • 128MB RAM
  • OpenGL-compliant 3D video card and Linux driver

Download DEMO

http://games.activision.com/games/wolfenstein/

Tips and walktroughs

http://www.mac-archive.com/wolfenstein/index.html


Single Player Overview

The year is 1943, and the Nazi War machine threatens to not crush Europe, but the rest of the world as well. Unknown to the general public, the fate of the free world often lies in the hands of a select few heroes, members of the Office of Secret Action.

You are one of these legendary protectors of freedom, B.J. Blazkowicz. Highly trained in reconnaisance, infiltration, combat, and military tactics, it is your job to uncover the reason behind the Nazi's activity around Castle Wolfenstein. The leader of the Nazi Paranormal Division, a General by the name of Himmler, has increased his activity in this area, and reports have come in that his group is experimenting in occult magic and horrific scientific experiments involving cybernetics and genetic manipulation.

Return to Castle Wolfenstein is a first person shooter game, powered by the (heavily tweaked) Quake 3 engine. The single player game spans seven missions, each of which has several different levels. The game challenges you to not only survive, but to recover the many treasures and artifacts that the Nazi regime has stolen.

The image below is a typical screenshot of your Heads Up Display, or HUD. An explanation of each of the elements follows.

Stamina
Perhaps one of the most overlooked abilities in RTCW is the sprint. By holding down the Sprint key (Caps Lock by default) you can achieve quick bursts of speed. Your Sprint Bar will drop quickly, though, and you can only sprint as long as it remains green. Note that jumping also drains your Sprint Bar, so no bunny-hopping!

Health
It's how much health you have, duh. Don't let it reach 0. Replenish your health by picking up Medkits dropped by Medics.

Armor
Shows how much protection you have in the form of armor. You can pick up more by grabbing flak jackets or helmets.

Hint Icon
If the object you're standing in front of can be used, broken, climbed, or stabbed, you will see an icon appear in this area. Look in particular for things that can be used, as they often lead to secrets.

Use
Player can use this weapon or item. MG42 machine guns can be used if they're not broken. Just walk up to the object and hit the "use" key. Try taking one or two steps back if it doesn't work. A few seconds later, BOOM!

Climb
Players can climb this ladder or surface. Just look up the ladder and walk forward. Normally be careful not to fall off ladders, though you can jump off if you need to.

Break
You can break the object by shooting it or stabbing it. Just for fun or to get things like chairs out of the way so you can be ready to move around more easily.

Stab
You can stab this enemy with your knife and score an instant (and silent) kill. You can only do this if enemies are not aware of your presence, so be sneaky.

Notebook
If you have a new passage in your notebook to read, an icon will appear here. Press the "N" key to read your notebook.

Ammo in Clip
Tells you how much ammo is left in your current clip. You'll reload automatically if it reaches 0, but you can reload prematurely by hitting the Reload key (R by default). This is good to keep yourself from becoming vulnerable during a firefight.

Ammo in Reserve
Shows how much ammunition you have in reserve. Increase this number by picking up ammo or weapons.

Inventory
If you have an item in your inventory, its icon will appear here.

Wolfenstein History & Technology

The original Wolfenstein linux game was an old game released for many different systems in 1983 as Castle Wolfenstein. A sequel, Beyond Castle Wolfenstein, followed in 1984. Both games consisted of a board on which you moved a little stick figure around trying to avoid guards. Its game play and graphics are nothing like those of Wolfenstein 3D, but the games share a similar story/plot/goal. The first-person shooter titled Wolfenstein 3D was originally released for DOS in 1992 by ID Software. It was later released in 1994 for the Macintosh. There was also a version released for the Super Nintendo and later for the Atari Jaguar. In 2002, it was even released for the Game Boy Advance.


The game features the first-person perspective with which we are now so familiar. The items and enemies are sprites. Sprites are a collection of static images that are moved around, resized, and even animated. For example, an enemy's feet moving would be an animation only a few images in length, the enemy's traveling left and right would be movement of the sprite, and the enemy coming closer would be an enlarging of the sprite. The levels are single-layered; this means that even though the game is a "3D first-person shooter," you can only move in 2 dimensions: left/right and forward/back. In Wolfenstein 3D, you can not jump, crouch, climb stairs, etc. Since Wolfenstein 3D, games have steadily improved. Doom added the ability to walk up stairs creating differing heights. Descent and Duke Nukem 3D made the levels even more 3D by allowing rooms to actually be on top of each other; there is also jumping/crouching in Duke Nukem 3D. Quake added high-quality 3D items and enemies by using polgon models rather than sprites. Since then, game makers have been constantly improving on graphics and gameplay.

The first sequel to Wolfenstein 3D was released only for the PC in 1992. This 20-level game is called Spear of Destiny. Since then, there has been only one sequel to Wolfenstein 3D. In Fall 2001, Return to Castle Wolfenstein was released for both the PC and Mac.

Weapons

B.J. has access to a variety of weapons to wage his war against his enemies. Different situations call for different weapons, so it's important to know the ins and outs of your arsenal.

Knife
It's... a knife. You stab things with it. If you can sneak up on a victim and get them in the back before they're aware of you, you get an instant (and silent) kill.

Pistols: Colt Model 1911 and Luger 9mm Parabellum
Allied and Axis pistols. Both work pretty much the same --point and fire. You don't want to be stuck using either one, though, so go for something more powerful. Once you find a second, the Colts can be dual wielded to double the firepower, while you can find and attach a silencer to the Luger.

Grenades
Grenades that can be thrown over obstacles or bounced around corners. Both types of grenades function the same. Hold fire to delay throwing so that they explode sooner after release. Dynamite can be put down to prepare traps --hold down the fire button to set longer fuses.

Dynamite
Dynamite can be put down to prepare traps --hold down the fire button to set longer fuses, then get the heck outa town. Dynamite traps are effective against enemies that will always chase you, like zombies or Super Soldiers.

MP40
Standard issue sub-machine gun. Has a moderate rate of fire and won't overheat. A good fallback weapon for use against weaker enemies.

Thompson
Light sub-machine gun, comprable to the MP40 in some ways, but does more damage and has a smaller magazine capacity. Good fallback weapon, though ammo may be scarce.

Sten
A more powerful gun that fires much more quietly, but you can't even get a whole clip off before it overheats (as indicated by a red bar in your HUD) and you must let it cool down. Excellent for stealth missions.

Mauser Rifle
Sniper rifle long distance shots. The zoomed view sways badly unless you're crouching, and it gives a heck of a kickback. The Mauser can take most opponents down in one headshot, though.

Snooper Rifle
This stealthy rifle fires an extremely powerful shot without making even a whisper. It's extremely valuable to have on stealth missions, particularly those in large open areas where you can wipe out the enemy from great distances. Unfortunately, its ammunition is very limited.

FG42 Paratrooper Rifle
These are the weapons most commonly carried by Black Guards. It's a semiautomatic rifle that does good damage and has a large clip capacity. Its rate of fire isn't as fast as some of the submachine guns, but it packs more of a punch. It also has a small scope that can zoom in and out (though not as much as the Snooper Rifle or Mauser).

Panzerfaust
Fires a huge missile that blooms into a cloud of destruction. You can only carry a few missiles at a time, though, so don't waste them.

Venom Gun
Portable destruction. This weapon takes a second to spin up, but once it's going it really mows everything down. Very powerful, but goes through ammo quickly. It can also overheat like the Sten.

Flamethrower
The flamethrower spews great clouds of beautiful flame that will catch enemies on fire and cook them to a crisp. The range on the flamethrower is pretty good and it's just immensely satisfying to use. Flamethrowers are very effective against zombies.

Tesla Gun
The Tesla Gun is one of the weapons to come out of Himmler's top secret laboratories. It fires sizzling bolts of electricity at everything in the immediate area. The weapon can push foes back slightly, so it's useful against creatures like zombie knights.


Walktroughs


Mission 1, Level 1: Escape

You and Agent One are captured and locked deep within a dank German castle. You must escape from your cell, fight or sneak your way through the prison's lower regions, and make your way to the surface. Any information or Nazi treasure that you can find along the way will be most useful.

Mission 1, Level 2: Castle Wolfenstein

Continue your flight from the castle, fighting your way through entire platoons of Nazi soldiers. It is imperative that you make good with your escape so that you can meet Kessler, your contact in the German Resistance circle known as Kreisau Circle. The information he has on the SS Paranormal division is of great interest to the Allied forces, and it's up to you to collect it.


Mission 1, Level 3: Tram Ride

Ride the tram to freedom, finally escaping the German prison where you and Agent 0 were captured. The scenery is beautiful, but you'll meet heavy opposition so don't spend too much time admiring nature's handiwork. At the end of the ride you will enter the village where you meet Kessler. This member of the German resistance group will aid you in your quest for information, so you must find him.

Mission 2, Level 1: Village

Helga Von Bulow, the head of Himmler's SS Paranormal division, is overseeing some kind of mysterious excavation near Castle Wolfenstein. You must uncover what she is up to, relying on help from another member of the Kreusau Circle, Karl Villigut. This operative is waiting for you in the village and has an item critical to your mission.


Mission 2, Level 2: Catacombs

Your pursuit of Helga Von Bulow has led you to the catacombs that snake beneath the village. At the other end of these dark passageways is the entrance to an old abandoned church where Von Bulow and her cabal of Elite Guards are excavating. Rumors of terrible creatures prowling the catacombs fill the beer houses in the village, but you must delve into them if you want to stop whatever Von Bulow has planned.

Mission 2, Level 3: Crypt

Your macabre adventure into the catacombs beneath the village has taken you deep within the earth where supernatural terrors make their lair. The catacombs are also full of traps to make short work of foolish visitors, but that's the least of your worries.

Mission 2, Level 4: Defiled Church

Surfacing from the catacombs you find yourself in the middle of a 1,000 year old church that has long been defiled and made the home of many dark rituals. Helga Von Bulow is here now, along with her personal guards. These Elite Guards are highly trained and bound together by a witch's coven, so they are the most dangerous enemy you've faced yet. Be careful.




Mission 2, Level 5: Tomb

Von Bulow's prize is finally within her reach. The Dagger of Warding is an artifact of immense supernatural power, and this woman will possess it at any costs. But what might be guarding the dagger? You're going to find out.


Mission 3, Level 1: Forest Compound

Deathshead aims to release a chemical ordinance on the Allied forces via a long-range rocket. He must, obviously, be stopped. You'll have to infiltrate his rocket base armed only with a knife and Sten. This mission requires to you to collect the experimental Snooper Rifle and stow away in a supply truck.

Mission 3, Level 2: Rocket Base

Deathshead's rocket is primed for launch, pending a few final tests. You must make your way to the rocket control room to activate the self-destruct mechanism before the deadly payload take flight and heads straight to London. The base will, of course, be heavily guarded.

Mission 3, Level 3: Radar installation

Tha Axis are experimenting with a new kind of aircraft code named "Kobra". Your mission is to steal one of these crafts from right under the noses of Himmler's own "Black Guards" and bring it back to Malta for examination. While you're at it, you will need to locate and destroy the MVX-mk1 Radar to cripple the Axis intelligence in the area.

Mission 3, Level 4: Air Base Assault

The Kobra is almost within your reach. You only have to eliminate the last few lines of reistance and prep the ship for launch. But beware: The Black Guard are likely to become aware of your presence in the airbase and move to stop you.

Mission 4, Level 1: Kuglestadt

The Axis plots are beginning to become more and more nefarious. You are now reasonably sure that they are involved in some kind of research involving advanced robotics and the occult, but it remains unknown what their exact goals are. As the first step in undoing their work, you must infiltrate their secret labs. One of Himmler's top scientists wants to defect to your side, but remains captive in a bombed out city under siege. You must accompany a Panzer tank through the war-torn town and help the scientist escape.

Mission 4, Level 2: The Bombed Factory

This new area is thoroughly ravaged by Allied bombing raids, but still contains many dangers. You will have to pass through this tattered industrial complex on your way towards Himmler's X-Labs. While you are at it, you will need to secure another critical intelligence item: The technical notes for a new type of machine gun called the "Venom Gun".

Mission 4, Level 3: The Train Yards

The last area between you and the X-Labs is an old train yard concealing many dangers. This area is relatively untouched by the bombs of your allies, so it is still well guarded. Somewhere in this area lies the hidden entrance to Deathshead's laboratories.

Mission 4, Level 4: Secret Weapons Facility

You've finally made it inside of Deathshead's Secret Weapons Factory. Now you must pursue Deathshead to his secret submarine pen and find out what you can about the location of his mysterious X-Labs.

Mission 5, Level 1: Ice Station Norway

Your interrogation of the Axis captive has revealed the X-Labs' position: Norway. Lightly armed but ready for anything, you must fight your way through the icy terrain and punch through the compound's outer defenses.

Mission 5, Level 2: X-Labs

You have located the entrance to the X-Labs, but what you find within may make you wish you hadn't. Your goal here is Deathshead's personal project book, which should help you unravel the dark mysteries surrounding this place. Be prepared for anything, though, as the madman's most dangerous creations are sure to be found here.

Mission 5, Level 3: Super Soldier Chamber

You have cornered Deathshead in his Super Soldier lab, but he's not alone...

Mission 6, Level 1: Bramburg Dam

Deathshead has fled and his location remains unknown, but that's the least of your problems. His project book tells you that he and a witch priestess known as Marianna Bavatsky were planning on using the last of his cybernetic terrors to resurrect Heinrich I from his grave near Castle Wolfenstein. They must be stopped. You are to be airdropped a few miles outside of the ceremony's intended location, and must make your way there. The first obstacle in your path is the heavily guarded Bramburg Dam.

Mission 6, Level 2: Paderborn Village

Your journey to the ceremony site takes you through the village of Baderborn, where several of Himmler's paranormal experts are gathered. Not one to let such a golden opportunity pass by, you must assassinate all of these generals before finding your way to the chateau.

Mission 6, Level 3: Chateau Schufstaffel

This large mansion must be breached in order for you to gain access to the ceremony site. Fight your way through and find the back door leading to the woods behind the building.

Mission 6, Level 4: Unhallowed Ground

You're drawing closer and closer, but first you must cross the dangerous forests between you and the ceremony where Bavatsky is planning on resurrecting Heinrich. It's not going to be easy, as more of the Elite Guards will be on hand to stop you.

Mission 7, Level 1: The Dig

Delve deep into the ceremony's excavation site on your way towards the ultimate confrontation. Once you find the site, you must destroy all of the Super Soldiers that are guarding it.

Mission 7, Level 2: Return to Castle Wolfenstein

Fight further through the dig site, drawing ever closer to your goal. Here you must battle more undead and locate an alternative entrance to Castle Wolfenstein if you are to stop the ceremony.

Mission 7, Level 3: Heinrich

Finally, the end is near. But will it be your end as well? Bavatsky has succeeded in bringing her master back from the grave, and you're in for one hell of a fight. The future of the world lies in your hands.

Enemies

You'll encounter a wide variety of foes in Return to Castle Wolfenstein, and it pays to do a little research before taking them on. We won't spoil all the surprises for you, but below is a brief description of the major enemies in the game.

Soldier

The grunts of the Nazi army aren't exactly in short supply, so you'll be seeing a lot of them. Their appearance may vary depending on the environment, wearing camoflague or different uniforms. Soldiers are fairly weak and go down with a couple of shots or one well placed headshot. They usually come armed with simple submachineguns or the Mauser rifle. Feel free to mow them down in droves, but don't let them distract you from more dangerous foes.
Elite Guard

These leather clad vixins are much more dangerous than they look, so don't stand there oggling while they pump you full of lead. Elite Guards are highly trained and highly capable. They always carry Sten submachine guns and often work in groups to considerably shorten your life. Elite Guards can be quite nimble, dodging and tumbling their way out of harm's way if you manage to get the upper hand. Best to mow them down quickly or toss a grenade or two their way.
Nazi Officer

These lieutenants from the SS army don't pack much in the way of firepower, so they don't often give you much trouble. They can be a mean shot with their Luger pistols. Don't get too cocky or they'll put a bullet between your eyes in no time flat. Best to take them out quickly and get on with your mission. Also watch out for supporting German troops when you see an officer; they aren't often found alone. You may alwo be called upon to assassinate these leaders in some missions.
Black Guard

These Nazi soldiers occupy the upper echelon of Himmler's personal guard. They're tough, smart, and dangerous. One single Black Guard can use his assault rifle to put you six feet under, so best to get in, hit hard, and hit fast. More than one can require the use of heavy weaponry like the panzerfaust, grenades, or the minigun. Black Guards sometimes parachute in as reinforcements --shoot down their parachutes before they can land to score easy kills.
Scientist

The Scientists of Himmler's paranormal organization spend most of their time in their laboratories, tinkering with things that mankind was never meant to meddle with (or even know about, for that matter). They lack training in combat and aren't armed with anything more than pistols, but they'll fight for their safety with the same tenacity that drives their research into the macabre. Just gun them down before they whittle down too much more of their health.
Worker / Engineer

You may on occasion encounter workers, engineers, and pilots that are in the employment of the Nazi army. These workers are not without guilt, as their every moment is spent supporting the German war machine and working towards the subjecation of the free world. Many of them will, in fact, not hesitate to draw their sidearms and start firing on you. Just be careful and make sure that they don't have any important information to impart before you blow them away.>
Zombie

The Nazis' interference with the world of the undead and their black magic rituals have disturbed the dead. Zombies are as likely to attack Nazi soldiers as they are to come after you, so if the opportunity presents itself, let them duke it out first. Zombies will continue to rise up after being shot down, so make sure to take an extra second to blow apart their prone forms. Also be wary of the seeking phantom skulls that the zombies can emit. They will follow you around corners. Fire is very effective against Zombies.
Zombie Knight

Zombie Knights are similar to their other Zombies you encounter, but they come equipped with shields and melee weapons --swords or axes. Be careful when spraying them with gunfire. They also don't get back up when shot down. Zombie Knights can crouch behind their shields and actually reflect your gunfire back at you. You can either fire at their unprotected feet or lure them into taking a swing at you and dropping their guard. Strike hard when you have the chance.
Fire Zombie

Swimming in enchanted flames and capable of spewing a great fountains of flame, the Fire Zombie is a very dangerous foe. You will encounter one as a boss at the end of the first crypt level, then once again in the next level. Keep your distance and pound away on it with grenades or gunfire until they go down. Whatever you do, don't get backed into a corner or you'll be one toasty soldier. Grenades and dynamite traps are quite effective against Fire Zombies.
Loper

These lumbering monstrosities are horrors to behold, and one of the most dangerous foes you'll face. They can move very quickly and leap considerable distances to slam into you and subject you to their fearsome lightning attack. Fortunately, Lopers attack everything in sight, so they'll also go after Nazi forces that are nearby. Note that Lopers' attacks can hit you even if you're standing on a grateway above them, so practice extreme caution.
Super Soldier Prototype

Super Soldiers are perhaps the most dangerous foe you will encounter outside of the "boss" enemies. These hulking cybernetic monstrosities will attempt to either ventillate you with a Minigun or blow you to nite-size bits with a panzerfaust attached to their right arm. The only way to effectively deal with them is to keep your distance and pull out your biggest guns --the Panzerfaust works best, since "dodge" isn't a word in this creature's vocabulary.
Super Soldier

The pinnacle of Deathshead's twisted experiments, the Super Soldier are very bad news. They're protected by thick plates of armor that must be blasted off to expose the vulnerable flesh beneath. While you're trying to peel them like a fruit, though, they'll be blasting away at you with rockets, a minigun, and a built-in Tesla cannon. Stay away and use the environment for cover if you want to survive an encouner with one of these nightmares.

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Quake linux game was the first in id Software's successful series, following up on the success of Doom and Dooms.

Quake linux game was the first in id Software's successful series, following up on the success of Doom and Dooms. Played from a first-person perspective, the game's 3D engine was revolutionary and licensed for countless other games. The game was written in a code that allowed users to make extensive modifications, and basically ignited the creation of an entire online community.

The first version of Quake was released publicly on February 24, 1996, in the form of a program called "qtest". It was described as a technology demo, limited in maps, monsters, and other gameplay elements, but the game's multiplayer support caused Quake servers to spring up everywhere overnight.

The first official shareware version of Quake was released on June 24, 1996. The shareware contained the first of Quake's four "episodes", containing eight levels. The full version was released in August 1996, and the rest, as they say, is history.

From the orginal Quake manual:

You get the phone call at 4 a.m. By 5:30 you're in the secret installation. The commander explains tersely, "It's about the Slipgate device. Once we perfect these, we'll be able to use them to transport people and cargo from one place to another instantly.

"An enemy codenamed Quake, is using his own slipgates to insert death squads inside our bases to kill, steal, and kidnap...

"The hell of it is we have no idea where he's from. Our top scientists think Quake's not from Earth, but another dimension. They say Quake's preparing to unleash his real army, whatever that is.

"You're our best man. This is Operation Counterstrike and you're in charge. Find Quake, and stop him ... or it ... You have full authority to requisition anything you need. If the eggheads are right, all our lives are expendable.."

While scouting the neighborhood, you hear shots back at the base Damn, that Quake bastard works fast! He heard about Operation Counterstrike, and hit first. Racing back, you see the place is overrun. You are almost certainly the only survivor. Operation Counterstrike is over. Except for you.

You know that the heart of the installation holds a slipgate. Since Quake's killers came through, it is still set to his dimension. You can use it to get loose in his hometown. Maybe you can get to the asshole personally. You pump a round into your shotgun, and get moving.


Quake System Requirements

- IBM PC and Compatibles
- Pentium processor or better
- VGA Compatible Display or better
- 8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
- CD-ROM drive Required

FilePlanet FilePlanet has an entire section devoted to Quake files , so if you don't find what you're looking for here, be sure and check it out!

Links

http://www.idsoftware.com/games/quake/quake/

http://www.planetquake.com/quake1/

Quake II Linux game was the highly anticipated sequel to id Software's revolutionary Quake. As with the first game, a technology demo was released prior to the commercial release, on October 19, 1997, at an unannounced online IRC party. The demo contained the first set of levels from the single-player game, and contained no multiplayer support.

Quake II's game engine was once again far ahead of anything else commercially available, and the full version of the game was released to the public on December 9, 1997.

While a sequel in name, Quake II's story had little to do with the first game in the series. You play a space marine stranded on "Stroggos", an alien planet in the midst of attacking Earth.

From the Quake II manual:

Long shadows claw desperately away from your dusty combat boots, fueled by the relentless sun of a late Texas afternoon. Shading your eyes against the glare, you squint for the thousandth time at the line of soldiers ahead of you. It stretches on endlessly across the rubble, disappearing at last into the cool shadows of a troop carrier. Soon you'll walk up the ramp into the ship, climb into your one-man cocoon, tear through the interplanetary gateway, and smash down light-years away from the blowing sand and blasted ruins that surround the Dallas-Metro crater.

"What the hell is taking so long?!" you snarl, slamming the battered barrel of your side arm, the blaster, against your scarred palm. "I've waited long enough. Time to kick some Strogg ass."

Slightly rocking back and forth under the sweltering August sun, you spit out of the side of your mouth, rub your eyes, and think back to the day when the wretched creatures first attaced. Like flaming meteors, their crafts pounded into the Earth and unbelievably, these bio-mechanical aliens... these hideous cyborgs... swarmed out while their ships still sizzled with reentry heat. They killed or captured anything that lived. We figured that the Strogg were after our planet's resources: minerals, metals, and water: things like that. But their onboard storage facilities did little to disguise what they considered to be resources: fleshy limbs and organs for new cyborgs, and of course, food. The line moves. And moves again. Into the cool shadows at last. The assembled armies branch off into new lines divided by corps and unit.

"I can't deal with this shit - what's the friggin' hold-up?"

"Cool your jets, marine." Tokay mutters and smiles over his shoulder. "We'll all get a few Strogg heads to take home as souvenirs. I promise you that."

"Yo, soldier, 3585." The medtech's voice startles you. "You in or out?"

Competent hands guide you into the coffin-like opening of your Mark 9A drop pod: sleek, dark, and invisible to the Stroggos defense systems. One of the techs begins to drop the reinforced pod door. "Sleep tight, soldier. You'll see sunlight in less than six and a half hours. Not our sun, mind you." (SLAM)

Pitch black except for the mild glow of your video readout system in front of you. You've done this a dozen times in the sim classes. No sweat. Just a few short hours to sleep, recharge, and then the moment of glory. But this time it's for real.

It's also time to think. You recall your first official day of training, your unit commander discussing how these damn parasites made it to Earth and other nearby colonies in the first place. By employing our best satellites and long-range scanners, we learned how they traveled light years so quickly - the Strogg used these black hole-like gateways as their highway to heaven. We still don't know if they created these rips in the fabric of space and time, or if they simply discovered them by accident. Either way... it's just like opening the door to an all-you-can-eat restaurant for these bastards. In about two hours, we'll be entering the same interstellar portals, to hit 'em where it hurts... on their own turf. You close your eyes and relish this thought. Eventually, you nod off to the low hypnotic hum of the troop carrier.

*Crackle* ... *fzzzz* ... "Greetings to the people of the Coalition. This is Flag Admiral Crockett, speaking to you from the bridge deck of Phobos. We are entering the outer orbits of Stroggos, the alien's home system. As we had postulated, Stroggos' atmosphere is harsh but breathable. We expect to make planetfall soon. Now is the time to switch on your debriefing panel if ya need it."

"Boomer?" the voice crackles through every soldier's headset. "Drop X-ray squad in 30 on my mark. You copy?"

"Roger that!" In another pod, your sergeant snaps back. "OK boys and girls, you see the clock on your heads-up. Two demerits for anyone who up-chucks during bounce and roll!"

*Shthunk!!* Your drop pod is shot from the side of the carrier and hurtles downward. *Wheee-oooooo!* Incendiary atmosphere howls past the pod's rapidly heating shell. *Ka-WHUMP! * The pod wall suddenly buckles to your right, but stays intact. Another pod must have clipped yours on its way in. ECM didn't indicate enemy fire. Shit. Thrusters and stabilizing gyros are fading. Based on the pings, the other pods are pulling away. Below you, the large alien city roars into focus on the screen. But where are the other pods? They were there a minute ago.

Suddenly, distorted radio chatter lights up, "Mayday! Mayday! Lost all power... shielding failed... missed dz... some kind of EMP is... kzzzt... us out. We're dropping like fli... zzzzkkkzzzt". Silence.damn! If the Strogg have electromagnetic pulse defenses and we failed to detect them... all of us are in the shitter. That HUGE blip has to be the Big Gun. You do a slow dogleg left as your navcomp finds a place to land when all of a sudden retros kick in and propel you south.

"What the...?" Before you know it you skip across the lip of a crater and slam into a structure, a good distance away from your target. Dazed and bleeding from a head cut you toggle open the labeled arsenal bins and reach for where your gear ought to be stowed. Damn. Nothing but your sidearm.

Damn again.

You leap out the crushed pod door, alone, with blaster in hand, and tear off into the room with the bittersweet stench of vengeance coursing through your veins...

Links

http://www.idsoftware.com/games/quake/quake2/

http://www.planetquake.com/quake2/

FilePlanet

FilePlanet has an extensive Quake 2 linux game section -- if you don't find what you're looking for here, give it a try.

Quake II System Requirements

- Windows® 95 or NT 4.0 with 100% compatible computer system
- Pentium® 90 MHz Processor (133 MHz recommended)

Memory:
- Win 95 - 16 MB RAM Required (24 MB recommended)
- Win NT 4.0 - 24 MB RAM Required

- 100% Sound Blaster-compatible sound card
- Joystick and mouse-supported (3-button mouse recommended)
- Supports network and internet play via TCP/IP
- Minimum Install Additional Requirements (Play from CD-ROM)
- Quad-Speed CD-ROM drive (600k/sec. sustained transfer rate)
- Hard Disk drive with at least 25 MB of uncompressed space available
- Normal Install Additional Requirements (Play from Hard Disk)

The Q3A linux game Guide - Game Info

Quake III Arena is the latest linux game in id Software's successful Quake series. The game's primary focus is on deathmatching, whether against artificial deathmatch opponents -- "bots" -- or against live opponents.

As with the previous linux games in the series, a technology demo of the game was released to the public long before its commercial release. In this case, q3test was released for the Macintosh on April 24, 1999, and the Win32 version was release on May 10, 1999. The commercial version was released on December 3, 1999, contained 25 deathmatch maps, 4 CTF maps, and 30 bots to play against.

From the Quake III manual:

"Untold centuries ago the Vadrigar, the mysterious Arena Masters, constructed the Arena Eternal for their own infernal amusement. Virtually nothing is known of these beings except that they savor the carnage and clamor of battle. As such, they have stocked the arena with the greatest warriors of all time. And you have just joined their ranks."

"As a gladiator in the Arena Eternal, you must not only survive, but also win each and every battle against ever more powerful opponents. Don't worry overly much about getting "fragged." The Vadrigar won't be cheated of their favorite sport by a little thing like death. Those who fall are instantly restored to life and immediately thrust back into the battle, perhaps a little wiser for their misfortunes."

"When the dust, blood, and gibs settle, all warriors will have earned the right to battle again, providing further entertainment for the Vadrigar. But only the warrior who has fragged the most foes will be lauded as the winner. The victorious gladiator advances to a more challenging array of arenas, until, at last, he or she faces Xaero, Lord of the Final Arena."

In single-player mode, Quake III Arena is split into six tiers of four arenas each. In order to progress to the next tier, a gladiator has to beat all four arenas. Finishing second or third won't do-you must emerge as the clear winner.

While the rules are a little different in multiplayer (network or online) games, there is one important rule that sums up your life as a gladiator in the Arena Eternal:

FRAG EVERYTHING THAT ISN'T YOU.


Quake III Arena System Requirements

- 3D hardware accelerator with full Open GL support
- Pentium 233Mhz MMX processor with 8MB video card
or
- Pentium II 266 Mhz with 4MB video card
or
- AMD 350 Mhz K6-2 with 4MB video card
- 64MB RAM
- Windows 95/98/NT 4.0 operating system
- 25MB uncompressed hard drive space for game files; additional 45MB for Windows swap file
- Quad Speed CD-ROM
- Direct X 3.0 (or higher) compatible sound card
- Microsoft compatible mouse and driver

LINKS

http://www.planetquake.com/quake3/

http://www.idsoftware.com/games/quake/quake3-arena

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Friday, June 26, 2009

DIA 0.97, A diagram creation tool that supports UML modeling and runs primarily on Linux, finally released

Dia is a gtk+ based diagram creation program released under the GPL license.

Dia is inspired by the commercial Windows program 'Visio', though more geared towards informal diagrams for casual use. It can be used to draw many different kinds of diagrams. It currently has special objects to help draw entity relationship diagrams, UML diagrams, flowcharts, network diagrams, and many other diagrams. It is also possible to add support for new shapes by writing simple XML files, using a subset of SVG to draw the shape.

It can load and save diagrams to a custom XML format (gzipped by default, to save space), can export diagrams to a number of formats, including EPS, SVG, XFIG, WMF and PNG, and can print diagrams (including ones that span multiple pages).

I feel Dia is in a state where it can be actively used. Many features are implemented and the code is quite solid and mature. Please try it out and tell me what you think of it. If you find any bugs, please report them with Gnome Bugzilla. Check out the code too, you might even want to contribute...
Included Samples
The following images are generated from diagrams included with the Dia distribution.

The main window The uml class dialog box Workspace

Click on the eye icon to see larger versions of the different windows. Here is a full screen screenshot of Dia in action too.

Download


Sources

SVN Source The latest bleeding edge version can be found in the Gnome SVN tree.
Download version 0.96.1 version 0.96.1 (29/3 2007)
Download version 0.95.1 version 0.95.1 (26/5 2006)
Download version 0.94 version 0.94 (19/8 2004)
Download version 0.93 version 0.93 (1/5 2004)
Download version 0.92.2 version 0.92.2 (1/11 2003)
Download version 0.91 version 0.91 (14/3 2003)
Download version 0.90 version 0.90 (1/6 2002)
Download version 0.88.1 version 0.88.1 (12/5 2001)
Download version 0.86 version 0.86 (6/8 2000)
Download version 0.85 version 0.85
Download version 0.84 version 0.84
Download version 0.83 version 0.83
Download version 0.82 version 0.82
Download version 0.81 version 0.81
Download version 0.80 version 0.80
Download version 0.41 version 0.41
Download version 0.40 version 0.40
Download version 0.30 version 0.30
Download version 0.20 version 0.20
Download version 0.12 Version 0.12
Download version 0.11 Version 0.11
Download version 0.1 Version 0.

Binaries

Debian package Debian packages of Dia (latest version)
i386 RPM Up to date RPMs for various distributions can be found at Ximian.
Up to date packages can also be generated from the source by running "rpmbuild -ta dia-*.tar.gz".
dia-installer The dia installer for Win32. A dia version for Windows.
irix bin Irix 6.5 binaries of Dia 0.80

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Thursday, June 25, 2009

Tango Icon Theme Guidelines

Introduction

The Tango icon theme's goal is to make applications not seem alien on any desktop. A user running a multiplatform application should not have the impression that the look is unpolished and inconsistent with what he or she is used to. While this isn't about merging styles of all desktop systems, we do aim to not be drastically different on each platform.

Along with a generic type fallback, having a similar style will help in the transition phase with some legacy icons which may still remain on a user's particular desktop.

Color Palette

Tango-Palette.png

Having a common color palette is required to have a consistent look across all icons. Visual style is heavily influenced by the colors used.

The Tango color palette consists of 27 RGB colors, as shown on the image below. Most desktops allow for 24-bit RGB icons (+8-bit Alpha channel).

The common practice when drawing icons is to use the palette as a base, applying it on large areas. Shading with gradients, creating highlight and shadows by changing value, and minor changes of saturation are also allowed and endorsed. Colors do not have to come exclusively from this set, as additional colors may be used. Starting from the base color and changing value, saturation or even hue slightly gives more consistant results than starting from arbitrary colors.

For your convenience, we prepared the palette for use in the following formats:

Note the latest development version of GIMP and Inkscape 0.44 ship the Tango palette by default.

Defining Tango Style Elements

There are many attributes of an icon that define it as part of Tango, including ones such as perspective and lighting (which are outlined below).

Let's examine at the key visual aspects that define the style:

Visual Style Elements of Tango
Visual Style Elements of Tango
  1. Object Outline : All Tango icons are stroked with a thin outline. At the large resolution the stroke size is to be 1 pixel. As the vector icon is scalable, the stroke scales along with the icon -- however, for the small and extra-small sizes, use 1 pixel outline again (see the sizes section for more information).

    The color of the outline is a dark variant of the key color of the icon. This is done by retaining the hue and saturation of the dominant fill color and lowering the value to approximately 20%). In the example above, the trashcan is green, so the stroke will be green as well. While this is very close to black at the target resolution, it becomes less dramatic as you scale it up.

  2. Highlights : The edges of objects tend to reflect light more due to the fact the position of the observer relative to the light source is almost always ideal for the reflection. In terms of highlights, the theme inherits the style of Firefox/Thunderbird Pinstripe/Winstripe designed by Kevin Gerich & Stephen Horlander (Pinstripe, Winstripe) which shift away from reality by creating a second inner outline of the object. This stroke is very subtle and may not be aparent on some matte objects.
  3. Glossy reflections : Use glossy reflection only on objects that have a reflective surface in real life (plastic, glass, some metal, et cetera). A sheet of paper certainly doesn't have such attribute.

Various elements have been picked from existing icon styles: Similar perspective as GNOME icons, a colored object stroke from KDE, an Aqua-like highlight influenced by Mac OS X, and edge highlights and overall lightness from the Firefox Pinstripe theme.

Style Attributes

To better understand the style of Tango, consider the following adjectives:

  • Light
  • Crisp
  • Straight
  • Simplified
  • Modern
  • Well-balanced

Perspective

There are three types of perspective defined for Tango.

Flat/On The Shelf Perspective

This style resembles looking at an object on a shelf at eye level, looking at an object from above, or laying on surface. This is the most common perspective for toolbar icons and document mime type icons.


On The Table

This type of perspective is the most common for application icons. Action/Toolbar icons also utilize this perspective from time to time.


Tilted Table

In cases where the object's appearance is more evident from an angle, you are free to use the tilted table perspective—but this is the least common perspective of the three and should be used only in cases where the other two do not provide a clearly distinctive silhouette of the object.

Lighting

Having homogenous lighting across all icons also is important for visual consistency. Tango icons are lit from above, with the light source slightly to the left. Icons with on the table perspective may cast a fuzzy shadow on the surface as if the light source came from the position of the observer.


Sizes

There are three major icon sizes an icon theme must address: Large, Small, and Extra Small.

Since Tango uses vectors for the large size, all other sizes—excluding small and extra small—are handled by scaling this vector icon to the target resolution. The reason to explicitly define small and extra small sizes (and not just use a scaled version of the large size) is because using such a small size requires object simplification, which often includes a change in perspective.

Some desktops do not make the extra effort to create pixel-perfect small sized renderings and simply render the large size onto the tiny canvas. While this may appear to save a lot of work, we believe the extra effort is only marginal and the resulting extra definition ("crispness") is worth it. While display resolutions increase over the years, there is also a fairly large market of small devices such as PDAs that will benefit greatly from the attention to the smaller-sized icons. Below, we include suggested workflows to help the icon designer to be as efficient as possible when creating all sizes.

Large

x-directory-normal-drag-accept.png

This size is mainly used for desktop icons and in the file manager views.

The bitmap size is 48×48 pixels. We strongly suggest creating a SVG version for this size since it can be easily scaled for other resolutions as well. Vector icons will be required for pixel resolution-independent interfaces as well, which define size by absolute units such as millimeters or inches.

(Optional) Medium

This size is not required to be created. If missing, the Large SVG can be rendered into this 32x32 canvas. As 32x32 is a common size on platforms such as Windows XP or KDE, providing a pixel-perfect rendering of 32x32 pixels is suggested. It can be created out of the Large SVG fairly easily.

Small

x-directory-normal-drag-accept.png

"Small" is the common size for application toolbar icons.

Its bitmap size is 22×22 pixels. This size is common for toolbars in KDE and the GIMP.

Historically Gnome uses 24×24 size (which is ¼ of 48×48); just adding a 1 pixel empty space on all sides can make Tango icons useful on the Gnome desktop in the transition phase. One can easily do this with imagemagick:

   convert -bordercolor Transparent -border 1x1 tango_size.png gnome_size.png 

Extra Small

x-directory-normal-drag-accept.png

At 16×16 pixels, the "Extra Small" size is used in places such as lists (file dialog, message list in an e-mail client, etc.) and menus.

Note, however: The Tango Project recommends keeping the number of menu items with an icon to a minimum. Only the most frequently used menu items should feature an icon. Otherwise the purpose of visual anchor is nullified by introducing visual noise in the menu.

Common Filenaming

Until now, there has not been a standard for naming conventions. This resulted in themes which have not worked globally, as individual projects have used different names for the same icon.

Tango solves this issue with a Standard Icon Naming Specification

In the short term, existing KDE and GNOME icons names will be addressed using symlinks. We have prepared a script which automatically generates appropriate symlinks for existing naming schemes in GNOME and KDE so that compatibility with current desktop applications will be preserved.

Metainformation

To make it easier for developers to search for icons in the Tango set, please provide keywords in the icon file. For example, appropriate keywords for a joystick icon are: controller, joystick, game, gaming, HID.

For SVG icons, the metainformation is written using the Dublin Core namespace.

Inkscape users can conveniently enter the data in the document properties (Ctrl+Shift+D).

FIXME: PNG icons?

Suggested Workflow & Support Files

While each artist prefers his or her own way of working, here's a suggestion how to create all the needed icon versions with as little effort as possible.

  1. Start with the vector icon, having an extra 1:1 view to precisely positioned orthogonals.
  2. Once finished with the SVG icon, render the icon at 22×22 pixels (either as an export from your vector software or as an import in your bitmap editor) and use the results as a starting point. Most of the time, all you need to do is to recreate the outline stroke and the inner tango highlight with a 1×1 pixel brush.
  3. The 16×16 pixel version may start from the SVG as well, but usually the shapes need to be simplified significantly. Having the 22×22 pixel version open just for precise color picking is enough. Sometimes it's also good to start with a detail of the 22×22 pixel version.

Here's a few sample videos of a Tango icon creation workflow in Inkscape and GIMP.

Alternatively, you can create the low resolution version in the vector editor as well:

  1. Create a duplicate of the vector icon (in your vector editor).
  2. Reduce the graphic to the target size.
  3. Tweak the shapes, aligning the vectors (or groups of vectors) to the pixel grid.
  4. Export and tweak if necessary.

Things to Keep in Mind…

Here are a few things we suggest you take in consideration when transition from existing icon style…

A KDE Artist

  • The stroke (object outline) is 1 pixel for the 48×48 pixel target resolution. KDE icons tend to have a thicker outline.
  • Only add glossiness for objects which have a shiny property in real life.

A GNOME Artist

  • The toolbar size of 24×24 pixels is not used in Tango themes; it's 22×22 pixels instead.
  • The color palette is more vibrant, saturated.
  • Every icon requires all the sizes provided.

Frequent Mistakes

This icon does not have an easily distinguishable silhouette.
This icon does not have an easily distinguishable silhouette.
The overdone shiny, reflective highlight obscures the actual content.
The overdone shiny, reflective highlight obscures the actual content.


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Creating Icon themes for GNOME

GNOME2 keeps icons for system-wide and user themes in separate directories. For system-wide themes the icons are stored in either /usr/share/icons or /usr/local/share/icons and icons for user themes are stored in /.icons. These all contain a sub-directory for each theme installed on your computer. Inside each themes' directory is a description file named index.theme which contains the theme name, icon types, default sizes and so forth. The icons themselves and .icon files are also contained in the theme directory, categorized into sub-folders by size and type [, such as emblems & filesystems.]

Maybe need another paragraph here, or better flow from the first paragraph to this one..

GNOME2 icons should be created using one of the following formats:

  • PNG
  • SVG
  • XPM

PNG is recommended for bitmap icons and SVG is recommended for vector icons. The XPM format is provided for legacy support, including themes supported by older GNOME1/Nautilus1 systems. There is no need to provide multiple sized versions of icons in the SVG format because they can be scaled to any size neccesary with no loss of quality. However, scaling and displaying SVG icons is more CPU intensive so older or slower machines might have problems running GNOME2 using themes that provide only SVG icons. For this reason, it is good practice to provide PNG versions of your icons as well as SVG.

Need another paragraph here, perhaps describing general things to do to prepare to make a new theme.. I suggest starting with another theme when creating a new theme and then replace the icons one by one. Creating a directory with the same name as your planned theme and creating the index.theme inside it is all that is needed to make the theme available in the Gnome theme manager.

Step 1. Creating an index.theme configuration file

To begin making your theme, create a folder of the same name as you wish to call your theme, or by copying another theme as suggested above, and then you will be ready to start setting up the theme.

The most important aspect of the icon theme is index.theme, an ini style configuration file which describes the theme in various sections. The main and most important section is broken down as follows:

This whole bit needs to be put into a user friendly, easily readable layout... ideas anyone? I accept/prefer actual code as a valid suggestion.

[IconTheme]
This section describes the layout of the theme in a very simple fairly intuitive way

Name = ThemeName
this field represents the name of the theme as should be displayed in the icons section of the Gnome Theme Manager, it is very important that the themes folder name matches this field

Comment = This is the theme comment
this field represents the comment of the theme as is sometimes displayed in Gnome Theme Manager

Directories = iconsize/iconcategory1, iconsize/iconcategory1, iconsize2/iconcategory1
this field represents the directories which contain the actual icons

Inherits = RootTheme
this field represents the root theme from which this theme inherits. If the theme does not supply a particular icon, GNOME will look in this root theme for icons before falling back on the system defaults.

Each directory as listed in the IconTheme section will also need its own section to describe icon size and type :

[Directory]
this section describes the characteristics of the icons located in this directory

Size = IconSize
this field represents the size of the icons located in this directory if they are bitmap icons (PNG or XPM), or the default scale if they are scalable icons (aka SVG)

MinSize = IconSize
this field represents the mimimum size that scalable icons (SVG) located in this directory can be scaled to.

MaxSize = IconSize
this field represents the maximum size that scalable icons (SVG) located in this directory can be scaled to.

Threshold = SizeThreshold==
this field represents the maximum size threshold that bitmap icons (PNG/XPM) located in this directory be used for if the icon type is Threshold.

Context = IconCategory
this field represents the category or context in which these icons are used. This value can be FileSystems (for Folder orHardDrives), Emblems, Applications, Devices, or MimeTypes

Type = IconType
this field represents the type of icons located in this directory, it can be Scalable for Scalable Icons (SVG), Threshold or Fixed(I have seen Scaled used as well, is this valid?!) for Bitmap Icons(PNG or XPM)

See the HighContrastTheme index.theme file as an example.

Step 2. General Directory and Icon Layout

Once you have a basic index.theme, the next step is to make the actual icon directories, and place the right icons in the right directories. First off, it should made apparent that the Directory entries you put in Index.theme are the actual names of the directories, so if you have a 48x48/filesystems section in the index.theme, you should have a corresponding folder 48x48/filesystems, and so forth. So, for the above example your should have a directory layout something like this:

HighContrastLargePrint/         48x48/                 actions/                 apps/                 devices/                 mimetypes/         scalable/                 actions/                 apps/                 devices/                 mimetypes/         index.theme

As you can see the actual directory layout is the same layout as is described in the index.theme, making both updating the directory to match the index, or the index to match the layout very very easy.

Once you have created the directories you need, you need to organize the icons first by size and then by context, again exactly as is laid out in the index. So any 48x48 icons will go somewhere into the 48x48/ subdirectory tree by context.

Step 3. Icon naming & organization

In general icons are simply and intuitively named, and in fact the general name format is quite similar to that of the original Nautilus icon names - each icon has a root name representing the specific use it is intended for, 'directory' for directories, 'ftp' for ftp folders, 'blockdev' for block devices etc, and a prefix representing the desktop it is intended for, such as 'gnome-' for GNOME. Depending on the icon and the context within which it is used, the actual icon name may also have a prefix representing that context, and possibly multiple other prefixes representing more specific sub-contexts. For each root name, there may also be multiple icons, where each will also include a suffix representing the additional states a particular icon is intended for.

To summarize, in general an icon will be of the format :

desktop-[context-][subcontext1-,...] specific use [-icon state]

A simple example of this format would be 'gnome-fs-directory', where 'gnome-' represents the target desktop, 'fs-'represents the general context, FileSystem; and 'directory' is the specific use, aka directories. Another example of an icon name is 'gnome-mime-application-pdf', where again 'gnome-' represents the target desktop, 'mime-' represents the general context MimeTypes, 'application-' represents a subcontext, aka what "kind" of MimeType; and 'pdf' represents the specific use, in this case pdf documents.

the specific breakdown of the icons by context is as follows :

Filesystem

The FileSystem context is for icons intended to be used by a FileManager, such as Nautilus, to represent the core parts of a directory tree, essentially such icons as would be used to represent Folders, Network Servers, Network workstations, Fifo's, Character Devices, Executables and so forth.

For this context, every theme should probably have an icon representing



Name

File Name

Description

Block Devices

gnome-fs-blockdev

list common block devices, and have an example block device icon, perhaps from the gnome or HighContrast themes.

Bookmarks

gnome-fs-bookmark

list common uses for bookmarks, and have an example of both icons

gnome-fs-bookmark-missing

if a boomark is missing/removed etc the missing icon will be displayed instead.

Character Devices

gnome-fs-chardev

list common character devices, and have an example character device icon, perhaps from the gnome or HighContrast themes.

Directories

gnome-fs-directory

the accept icon is for when dragging items over/into the folder etc..

gnome-fs-directory-accept

Executables

gnome-fs-executable

fifos

gnome-fs-fifo

ftp directories

gnome-fs-ftp

home directories

gnome-fs-home

network neighborhood

gnome-fs-network

network workstations

network shares

gnome-fs-share

network servers

gnome-fs-server

mounted nfs shares

gnome-fs-nfs

mounted smb shares

gnome-fs-smb

sockets

gnome-fs-socket

empty trash can

gnome-fs-trash-empty

full trash can

gnome-fs-trash-full

gnome-fs-loading-icon

gnome-fs-regular

gnome-fs-ssh

gnome-fs-web

Put more descriptive breakdown here about the icon names, describing what each icon is used for. It shouldn't need much as the names are farely self-explanatory...

Devices

The Device context is for icons intended to be used to represent commonly used devices, such as CDROM, DVD, Floppy etc, from within a Desktop Manager, and/or a FileManager to diplay mounted hardware devices. These icons will usually have a context prefix of 'dev-'(i.e. cdrom = gnome-dev-cdrom).

For this context, every theme should probably have an icon representing

Name

File Name

Description

cdrom-audio

gnome-dev-cdrom-audio

cdrom

gnome-dev-cdrom

dvd

gnome-dev-dvd

floppy

gnome-dev-floppy

harddisk

gnome-dev-harddisk

jazdisk

gnome-dev-jazdisk

memory

gnome-dev-memory

zipdisk

gnome-dev-zipdisk

Put more descriptive breakdown here about the icon names, describing what each icon is used for. It shouldn't need much as the names are farely self-explanatory...

MimeTypes

Icons for MimeTypes such as msword, html or pdf will go into the mimetypes folder, the folder in the index matching the Size = 48, and Context = MimeTypes. In the case of this example the mimetypes folder is "mimetypes".

Clean this sentance up, the whole gnome- vs gnome-mime- is a bit confusing..

Icons in this folder are all named essentially like the FileSystem icons, except that mimetypes use mime- instead of fs-, except on system types such as package or library, where niether is needed, in other words each icon is expected to be prefixed with gnome-, and mimetypes with gnome-mime-. More specifically here are a handefull of the 120 standard icons such as are set by the default Gnome icon theme :

Name

File Name

Description

gnome-compressed

gnome-library

gnome-mime-application-msword

gnome-mime-application-pdf

gnome-mime-application-pgp-encrypted

gnome-mime-application-pgp-keys

gnome-mime-application-pgp

gnome-mime-application-postscript

gnome-mime-application-qif

gnome-mime-application-rtf

gnome-package

Put more descriptive breakdown here about the icon names, describing what each icon is used for. It shouldn't need much as the names are farely self-explanatory...

Applications

Application icons, usually for GNOME specific applications such as gnome-starthere, will go into the applications folder, the folder in the index matching the Size = 48, and Context = Applications. In the case of this example the applications folder is "apps".

Icons in this folder are all named essentially like the FileSystem icons, except that the fs- is not needed, so each icon is expected to be prefixed with gnome-. More specifically here are those standard icons such as are set by the default Gnome icon theme :

Name

File Name

Description

gnome-desktop-config

gnome-server-config

gnome-starthere

gnome-system-config

Put more descriptive breakdown here about the icon names, describing what each icon is used for. It shouldn't need much as the names are farely self-explanatory...

Emblems

Emblems

Put more descriptions about the icon names expected here, including a list of the most common emblems.

What about ACTIONS, what is the proper layout?

Stock Icons

As of GTK2.4, stock icons (the icons used in toolbar buttons, menu items, and other widgets) can be defined in the icon theme.

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Atomix project is a very nice mind game

Atomix project is a very nice mind game. You have to build molecules out of single atoms laying around. Of course there is a time limit and the handling is not as easy as you might expect.

This game is inspiried by the original Amiga game Atomix. It uses the GNOME libraries.

Here are some key features of "Atomix":

· easy gameplay (keyboard or mouse handling)
· nice graphics
· different levels (currently 22)
· themes, which can be shared between different levels
· level editor (Atomixed)

Requirements:

· You must have a recent GNOME environment installed.

Please note: Make sure you have a "games" group on your system, otherwise the scores will not work.

What's New in This Release:

· Fixed list of categories (bug #329319)
· Update and cleanup of the build system (bug #327130)

New and updated translations:

· Albanian [Laurent Dhima]
· Belarusian [Ales Nyakhaychyk]
· Bulgarian [Alexander Shopov]
· Canadian English [Adam Weinberger]
· Chinese (Hong Kong) [Abel Cheung]
· Chinese (Taiwan) [Abel Cheung]
· Czech [Lukas Novotny]
· Dutch [Tino Meinen]
· Estonian [Ivar Smolin]
· Finnish [Ilkka Tuohela]
· Galician [Ignacio Casal Quinteiro]
· Georgian [Gia Shervashidze]
· German [Hendrik Brandt]
· Gujarati [Ankit Patel]
· Hungarian [Gabor Kelemen]
· Japanese [Takeshi AIHANA]
· Norwegian [Kjartan Maraas]
· Norwegian (bokm l) [Kjartan Maraas]
· Russian [Valek Filippov]
· Serbian [Slobodan D. Sredojevic]
· Spanish [Francisco Javier F. Serrador]
· Vietnamese [Clytie Siddall]



Screenshots




Download

Other Packages Related to Atomix
  • atomix-data (>= 2.14.0-1ubuntu1)
    File non dipendenti dall'architettura per atomix
  • dep: libart-2.0-2 (>= 2.3.18)
    libreria di funzioni grafiche 2D - file eseguibili
  • dep: libatk1.0-0 (>= 1.20.0)
    Toolkit ATK per l'accessibilità
  • dep: libbonobo2-0 (>= 2.15.0)
    Bonobo CORBA interfaces library
  • dep: libbonoboui2-0 (>= 2.15.1)
    Libreria UI Bonobo.
  • dep: libc6 (>= 2.4)
    Libreria C GNU: librerie condivise
    also a virtual package provided by libc6-udeb
  • dep: libcairo2 (>= 1.2.4)
    The Cairo 2D vector graphics library
  • dep: libfontconfig1 (>= 2.4.0)
    libreria generica per configurare i font - runtime
  • dep: libfreetype6 (>= 2.3.5)
    Motore per font FreeType 2, file di libreria condivisi
  • dep: libgconf2-4 (>= 2.13.5)
    GNOME configuration database system (shared libraries)
  • dep: libglib2.0-0 (>= 2.16.0)
    Libreria di funzioni C GLib
  • dep: libgnome2-0 (>= 2.17.3)
    libreria GNOME 2 - file eseguibili
  • dep: libgnomecanvas2-0 (>= 2.11.1)
    A powerful object-oriented display - runtime files
  • dep: libgnomeui-0 (>= 2.22.0)
    librerie GNOME 2 (interfaccia utente) - file eseguibili
  • dep: libgnomevfs2-0 (>= 1:2.17.90)
    Virtual File System di GNOME (librerie eseguibili)
  • dep: libgtk2.0-0 (>= 2.13.6)
    The GTK+ graphical user interface library
  • dep: libice6 (>= 1:1.0.0)
    X11 Inter-Client Exchange library
  • dep: liborbit2 (>= 1:2.14.10)
    librerie per ORBit2 - un ORB CORBA
  • dep: libpango1.0-0 (>= 1.21.3)
    Layout and rendering of internationalized text
  • dep: libpopt0 (>= 1.14)
    Libreria per l'analisi dei parametri della riga di comando
  • dep: libsm6
    X11 Session Management library
  • dep: libxml2 (>= 2.6.27)
    GNOME XML library
  • dep: zlib1g (>= 1:1.1.4)
    libreria per la compressione - eseguibili

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Wednesday, June 24, 2009

The Moblin steering committee is happy to release the Moblin v2.1 beta for netbooks and nettops

Moblin 2.0 beta for Netbooks and Nettops

The Moblin steering committee is happy to release the Moblin v2.0 beta for netbooks and nettops for developer testing. With this release, developers can begin to experience and work with the source code of the visually rich, interactive user interface designed for Intel Atom based netbooks.

The Moblin v2.0 user experience has been designed from the ground up to provide unique ways to engage with the internet, aggregate your social networking activity, and enjoy your media content. The new user experience and core applications were developed using the Clutter animation framework, leveraging heavily from GL and the physics engine.

Moblin v2.0 Netbook Beta

Experience it for yourself. Download the Moblin v2.0 Netbook beta images and take it for a test drive. View the user experience video, take a look at the screen shots, or view the preliminary user guide. For a streamlined directory of where to get started with Moblin beta, check out the quick start guide.

We would like to invite and encourage everyone to test the beta. We feel the code has reached a level where both developers and enthusiasts can play with it. While fine tuning, bug fixing, and polishing is ongoing, so is performance improvement, all of which you should start seeing rolled into the weekly builds. We encourage anyone to test it and provide feedback to us through bugzilla or on the developer mailing list. Only with your feedback can we further enhance the user experience.
Moblin v2.0 Beta Feature Summary

* New, visually rich user experience, optimized for netbook and nettops, building on the latest open source graphics technology, such as Clutter, DRI2, and KMS. The user experience is provided mainly through the toolbar and panels, available at the top of the screen.
* The myzone, acting as the 'home screen' panel. It provides instant access to your synchronized calendar, tasks, appointments, recently used files, and real-time updates from your friends on social networking sites.
* Aggregation of your social networking content. This provides you with the ability to see your social networking activities on one screen, easily interact with your friends, and update your status and site information. Twitter and Last.fm are the currently supported social networking sites, with more to come.
* A web browser optimized for the Moblin 2.0 netbook user interface. Based on the latest Mozilla browser technology revised into a Clutter shell, the browser gives you access to the whole internet, as well as advanced features, such as video embedding and the latest Flash plug-in, while integrating seamlessly into the user interface.
* A 'Zoomable' media player. This player brings your media collection to life as you zoom from viewing all media down to focusing on an individual picture, movie, or audio track. The media player can detect and index media on external USB devices, as well as UPnP devices on your network.
* A user interface for connection management and an updated connection manager (ConnMan).
* And, of course, support for Linux desktop applications. Moblin is built using GNOME Mobile Technologies and supports existing Linux desktop applications.

From here on out, we will focus on performance, bug fixing, fine tuning, and polishing. We post beta builds weekly in the download area.

Moblin images should work on Intel based netbooks and nettops, we've been testing with the following platforms: Acer Aspire*One, Asus eeePC* 901, 1000H, Dell Mini 9, MSI Wind, Lenovo S10, Samsung NC10, HP Mini 1010 and 1120NR (wired networking only for now).



Project Downloads

Project Version File Date Posted Release Notes
Resource Management Demo and Tool 1.10 29 Oct 2009 Release Notes
CE Device Manager 0.3 29 Oct 2009 Release Notes
IVI Audio Management 0.0.6 29 Oct 2009 Release Notes
Mojito 0.21.1 15 Sep 2009 Release Notes
Clutter Gesture
15 Sep 2009 Release Notes
Mojito 0.21 14 Sep 2009 Release Notes
Mojito 0.20.1 9 Sep 2009 Release Notes
Mojito 0.20 9 Sep 2009 Release Notes
librest 0.6 11 Aug 2009 Release Notes
Carrick 1.0 27 Jul 2009 Release Notes
Carrick 0.5 27 Jul 2009 Release Notes
librest 0.4 9 Jul 2009 Release Notes
Mojito 0.18 9 Jul 2009 Release Notes
SyncEvolution
8 Jul 2009 Release Notes
Clutter Gesture
7 Jul 2009 Release Notes
Sensor Framework 0.1.0 30 Jun 2009 Release Notes
Sensor Framework 0.1.0 30 Jun 2009 Release Notes
Application Sandboxing 0.9RC10 3 Jun 2009 Release Notes
librest 0.3 11 May 2009 Release Notes
Mojito 0.10.3 27 Mar 2009 Release Notes
Mojito 0.10.1 20 Mar 2009 Release Notes
Mojito 0.10 19 Mar 2009 Release Notes
Mojito 0.9.1 16 Mar 2009 Release Notes
Mojito 0.9 13 Mar 2009 Release Notes
Mojito 0.6 25 Feb 2009 Release Notes
Mojito 0.5 25 Feb 2009 Release Notes
Mojito 0.4 19 Feb 2009 Release Notes
Bickley 0.2.0 19 Feb 2009 Release Notes
Mojito 0.3 12 Feb 2009 Release Notes
librest 0.2 11 Feb 2009 Release Notes
Mojito 0.2 5 Feb 2009 Release Notes
librest 0.1 29 Jan 2009 Release Notes
Mojito 0.1 28 Jan 2009 Release Notes
Moblin Image Creator 0.49 17 Jan 2009 Release Notes
Moblin Image Creator 0.48 10 Nov 2008 Release Notes
Moblin Browser Alpha 1 21 Oct 2008 Release Notes
Moblin Image Creator 0.47 14 Oct 2008 Release Notes
Moblin Browser 0.9pre-alpha 1 13 Oct 2008 Release Notes
Moblin Image Creator 0.46 29 Sep 2008 Release Notes
Moblin Browser M7 9 Sep 2008 Release Notes

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Tuesday, June 23, 2009

ARAnyM (Atari Running on Any Machine) is a virtual machine software for running the Atari ST/TT/Falcon operating systems

ARAnyM (Atari Running on Any Machine) is a virtual machine software for running the Atari ST/TT/Falcon operating systems (TOS, FreeMiNT, MagiC and others) and TOS/GEM applications on any kind of hardware - be it an IBM clone (read it as "PC" :-), an Apple, an Unix server, a graphics workstation or even a portable computer.

ARAnyM is a software virtual machine (similar to VirtualBox or Bochs) designed and developed for running 32-bit Atari ST/TT/Falcon operating systems (TOS, FreeMiNT, MagiC and Linux-m68k) and TOS/GEM applications on any kind of hardware - be it an IBM clone (read it as "PC" :-), an Apple, an Unix server, a graphics workstation or even a portable computer.

ARAnyM is not meant as an emulator of Atari Falcon (even though it has a rather high Falcon software compatibility and includes most of Falcon custom chips including VIDEL and DSP). ARAnyM is better in the sense that it's not tied to specification of an existing Atari machine so we were free to select the most complete CPU (68040 with MMU) and FPU (68882), add loads of RAM (up to 4 GB), host accelerated graphics (even with OpenGL) and direct access to various host resources including sound, disk drives, optical storage devices (CD/DVD-ROMs), parallel port and more.

Some of us like to think that ARAnyM is yet another TOS clone similar to Medusa, Hades or Milan, but actually much cheaper (because it's free software) and way more powerful (because the host hardware gets faster every day). One of our goals - to create a distribution installable from a CD that would turn any PC machine into full featured Atari power machine - can be tested with the ARAnyM/AFROS Live CD. Maybe some hardware vendor could even sell preconfigured computers that would boot directly to TOS desktop... That could help some of the remaining Atari users that wish to upgrade their Atari machines.

Features:

Although ARAnyM is still unfinished, a work-in-progress and the current status is about beta it offers an interesting list of features:

  • MC68040 compatible CPU (including optional MMU!)
  • MC68881 compatible FPU
  • JIT Compiler for CPU and FPU (speeds up CPU+FPU up to 10x!)
  • ST-RAM 14 MB
  • Fast-RAM configurable 0-3824 MB
  • Host accelerated fVDI graphics (large highcolor/truecolor resolutions)
  • Access to Host OS filesystems using BetaDOS or MiNT native XFS driver
  • Ethernet networking via host using MiNT-Net XIF driver
  • TOS 4.x XBIOS and also DMA compatible sound (16-bit 48 kHz stereo sound)
  • Parallel port (bidirectional)
  • MFP, IKBD, ACIA, VIDEL, BLITTER, FDC, IDE, DSP MC56001
    Please note that most hardware emulation is there just to make TOS booting possible. It is not our goal to create an emulator of existing Atari machine. Don't expect that ill-designed applications will work as they would on original Atari machine. Still, our compatibility ratio is much much higher than any of the TOS clones achieved so far.

ARAnyM has been intended to run primarily on Linux/x86 but thanks to libSDL and effort of some ARAnyM team members it currently runs on the following platforms and operating systems:

  • All 11 Debian GNU/Linux platforms
  • MS Windows/x86 (Cygwin)
  • NetBSD/x86
  • OpenBSD/x86
  • MacOS X/PPC
  • Irix/SGI
  • Solaris/Sun Sparc
  • FreeMiNT/m68k (in progress)
  • FreeBSD/x86 (in progress)
Please note that ARAnyM is tested and fully working on the Linux-ia32 only. Some of the other platforms/systems might not have all features enabled or might suffer from some bugs that are caused by limitations of the particular host operating system.

Download:
ARAnyM Official Releases

Latest release is v0.9.8beta, available here.

All released files (ARAnyM source code, binary packages, disk images and utilities) are found in our SourceForge.net download area.

ARAnyM is also part of Debian project now you can install ARAnyM from Debian archive directly (note that for latest version you usually need to install from 'sid'). ARAnyM is also in Ubuntu repositories.

AFROS = ARAnyM/Atari FRee Operating System

If you want to test a ready-to-roll operating system running in ARAnyM then get the AFROS 8.12: download here.

AFROS contains preconfigured EmuTOS, FreeMiNT, fVDI and XaAES based operating system with TeraDesk as desktop plus up-to-date ARAnyM drivers for video, sound and hostfs access. AFROS boots up thanks to EmuTOS so you don't need any commercial software (TOS or disk driver) to start using it.

ARAnyM/AFROS Live CD

If you got a PC compatible machine able to boot system from a CD and are curious how the ARAnyM + AFROS work simply download the Live CD ISO image, burn it on a CD and boot from the CD. Get the ISO here.

Utilities

TOS images and utilities here.

Screenshots:

Patrice's desktop

  • Running MiNT as kernel
  • Running MyAES as AES
  • Running Direct as Desktop
  • Running 3 SDL programs using OpenGL (host MesaGL rendering): testgl and sdlgears

I have removed the boring screenshots that were trying to show how fast ARAnyM is. It is real fast and nobody discredits that anymore so now I am focusing more on the compatibility question. Some guys think that ARAnyM does not run more than 30% of available software so let's have a look at some examples.

Please note that these are not typical examples of applications you would want to run on ARAnyM. For more application oriented screenshots please see Standa's page documenting the progress.




Isn't this Falcon only?

This looks like a ... game?


Doesn't run on AB40 but does on ARAnyM?

Heard that this is cool program


ESCPaint on VIDEL TrueColor

Leftover from previous screenshots

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Saturday, June 20, 2009

Conkeror is a keyboard-oriented, highly-customizable, highly-extensible web browser based on Mozilla XULRunner

Conkeror is a Web browser with an Emacs-style look, feel and configuration. It uses Firefox's HTML rendering engine and works with most Firefox extensions, but it provides a keyboard-driven interface and makes excellent use of screen space. It's a fitting Web browser for Netbooks with their imprecise touchpads and small screens. Conkeror uses the same free software license as Firefox.

Figure 1. Conkeror Web Browser

Installing Conkeror

Users of Debian Lenny, Debian Sid and Ubuntu Jaunty should install the conkeror and conkeror-spawn-process-helper packages. Users of other distributions should install the XULRunner package (xulruner-1.9 or xulrunner). If you installed the Firefox package, that package installed XULRunner for you. After you install XULRunner, download a Conkeror snapshot and unpack it into your usual software directory—you don't need to compile anything. See Resources for a link to the Conkeror snapshot download.

To put the Conkeror launcher in one of your regular executable directories so that you can start Conkeror from a command prompt or application launcher, create a symbolic link from the conkeror/contrib/run-conkeror file to one of your usual executable directories. For example:

$ ln -s /usr/local/share/lib/conkeror/contrib/run-conkeror \
/usr/local/bin/conkeror.

If your distribution doesn't include Firefox, download XULRunner from Mozilla and unpack it into your usual software directory. Then, download a Conkeror snapshot and unpack it also into your usual software directory. See Resources for links to the downloads.

You must perform an extra step to make the Conkeror launcher work. First, copy the xulrunner-stub file from the XULRunner directory into the Conkeror directory. Then, create a symbolic link from that file to one of your usual executable directories. For example:

$ cp /usr/local/share/lib/xulrunner-1.9/xulrunner-stub \
/usr/local/share/lib/conkeror/xulrunner-stub
$ ln -s /usr/local/share/lib/conkeror/xulrunner-stub \
/usr/local/bin/conkeror.
Browsing the Web with Conkeror

You don't need to configure Conkeror to get started; simply start the conkeror executable you installed. Conkeror's start page lists which keys perform which actions (keybindings). The first keybinding listed, g, goes to the URL you specify. For example, load the Linux Journal home page by pressing g and typing linuxjournal.com. Follow links by clicking them, as you would do in Firefox, and press B to return to previous pages or F to advance to later pages.

Return to the basic list of keybindings on the start page by pressing, C-h i. In Conkeror and Emacs, C- stands for, “hold Ctrl and press the next key”. For example, C-h i stands for “hold Ctrl, press h, release Ctrl and h, and press i”. Conkeror uses other Emacs keybinding abbreviations also: M- means hold the Meta key (the Alt key on PC keyboards and the Option key on Macintosh keyboards); S- means hold the Shift key. For a complete list of Conkeror keybindings, press C-h b.

Although you can follow links by clicking them, you should learn to follow them using the keyboard to get the most out of Conkeror. To follow a link with the keyboard, press f. Conkeror places a small number next to each link (Figure 2), including link images. Enter a number to follow its link or type letters from the name of the link you want. As you type letters, Conkeror removes the numbers from links that don't match those letters and renumbers the remaining links. Even on a slow computer, this happens instantly. If only one link matches the letters you entered, Conkeror automatically follows it.

Figure 2. Following Links in Conkeror

For example, let's assume the three link names: foo, bar and baz. Typing f and 3 follows the third link, baz. Typing f and baz also follows the baz link. Typing f and b removes the number next to foo, so that you can press 1 to select bar or 2 to select baz.

As in Firefox, you can start a search within Conkeror. Press g, type “google”, type your search term, and press Return to go to the Google result for your search term. Replace “google” with “lucky” to go straight to the first Google result, or replace it with any of the following words to use another search engine: “wikipedia” “sourceforge” or “dictionary”. When you search Google, Conkeror asks Google to guess what you're searching for and displays the best matching results in a list. Press Tab to select the top result, use the keyboard arrow keys to select an alternative result, or simply finish typing your search terms and press Enter. This also works for Wikipedia searches.

Using Conkeror's Buffers

Firefox uses tabs to keep separate Web pages in the same browser; Conkeror uses buffers to do the same thing. To open a link in a new buffer, press C-u f and select the link using the link-following instructions above. For example, say you're back on the page with the foo, bar and baz links. To open baz in a new window, press C-u f and type baz. Press C-u before any command that opens a Web page to load that page in a new buffer. For example, C-u g goes to a URL or loads a search result page in a new buffer, and C-u C-h i loads the start page in a new buffer. Also, links that try to open a new window will be opened in a new buffer.

Return to the previous buffer by pressing M-p (Alt-p on PCs and Option-p on Macs); advance to the next buffer by pressing M-n. Press C-x b to display a list of open buffers (Figure 3). Each buffer in the list has a name—its URL plus its title. Select a buffer name from the list using the keyboard arrow keys or narrow the list by typing part of a buffer's name. Press Enter at any time to show the selected buffer.

Figure 3. The Buffer List

Close a buffer—in Conkeror's terminology, kill a buffer—by pressing C-x k to display the list of buffers. Select a buffer the same way you did above, and press Enter to kill it. Conkeror selects the current buffer by default, so you can kill it quickly by pressing C-x k . When you close the last buffer, Conkeror exits. Close Conkeror and all its buffers automatically by pressing C-x C-c.

Some Other Keybindings

Power users of any Web browser often edit the URL to go to a different part of the Web site they're visiting. Press C-x C-v to edit the current URL in Conkeror. Combine this with C-u to open the modified URL in a new buffer: C-u C-x C-v.

Bookmarking a URL in Conkeror lets you return to it using Tab completion when you change URLs. Press b to bookmark the current URL, choose a name for the bookmark (Conkeror fills in the page title by default), and press Enter. Press g to go to a new URL, type in a few letters from either the bookmark title or the bookmark URL, and press Tab. Conkeror shows you a list of bookmarks that match the letters you typed; use the keyboard arrow keys to select a bookmark and press Enter to go to it.

Sometimes when you try bookmarking a page, Conkeror asks you to choose a frame. It places a number next to each frame on the page and lets you choose a frame by entering its number. If you want to bookmark the URL containing all the frames, enter the number 0.

Access all of Conkeror's commands—even those that aren't bound to a keybinding—by pressing M-x, typing the command name and pressing Enter. Press Tab to complete any command name; for example, press M-x, type print, and press Tab to make Conkeror select the print-buffer command. If you press M-x and Tab without typing anything, Conkeror lists all of its commands. I suggest you review this list to get an idea of everything Conkeror can do.

Conkeror's Modes

Conkeror includes special scripts, called modes, that change its behavior on specific sites—for example, the simple XKCD mode for the xkcd.com comic-strip site. When you visit xkcd.com in Firefox, it displays the comic's title when you move your mouse over the image. When you visit xkcd.com in Conkeror, it activates XKCD mode (Figure 4) and displays the title below the image in a special font—you don't need to move your mouse over the image.

Figure 4. XKCD Mode in Action

The Gmail mode redefines many of Conkeror's default keybindings so that you can use the default Gmail keybindings. Other modes include a Google Maps mode, a Reddit mode and a YouTube mode.

When you visit a site that has a mode, for example Google Maps, Conkeror loads that site's mode. When you leave the site, Conkeror automatically unloads the mode. You can try using modes on other sites by loading the mode's command through the M-x menu. For example: M-x xkcd-mode. However, most modes don't make sense on alternative sites.

Advanced Configuration, Advanced Features

Firefox has a pretty Preferences configuration screen. Conkeror doesn't. But, you can change any browser setting in Conkeror on the about:config page. Press g, type about:config, and press Enter to go to the page and double-click the settings you want to change. Conkeror shows changed settings in bold. Use the search bar that appears on the top of the page to find specific settings quickly. For example, enter proxy to find all the proxy settings.

Although you can find and change settings easily in about:config, some users prefer a dynamic Emacs-style configuration file. This file can change about:config settings, define keybindings, add new commands, load external modules and define events using JavaScript. You can turn any file into a Conkeror configuration file, but the file must exist before you try using it. For example, add the following line to the file .conkeror.rc to prevent Conkeror from displaying a warning message before showing the about:config page:

user_pref("general.warnOnAboutConfig", false);

After creating the configuration file, you must tell Conkeror where to find it. Go to the Conkeror start page by pressing C-h i, scroll to the Conkeror RC File section, and enter the full pathname of the configuration file in the text box. For example, I entered the following text: /home/harding/.conkeror.rc. Press the Set RC File button. You need to do this only once.

Just below the Set RC File button, Conkeror lists several example directives for you to put in your configuration file. For instance, one line tells Conkeror how to use a custom search engine when you press g. You also can add new commands and new keybindings to Conkeror. For more examples, follow the Conkeror Wiki link in the Resources section of this article.

The next section tells you how to use Firefox extensions in Conkeror, but some Firefox extensions don't want to work with a browser that isn't named Firefox. Most Firefox extensions work in Conkeror if you tell the extension you're really using Firefox. I suggest you put the following line in your configuration file to make Conkeror ignore compatibility problems:

user_pref("extensions.checkCompatibility", false);
Using Firefox Extensions in Conkeror

Most Firefox extensions work in Conkeror, but if you're used to Firefox extensions, installing an extension in Conkeror may feel like a step backward. First, find the extension on the Mozilla Web site (or another Web site), and download it to your computer. (Firefox extension filenames end in .xpi.) Then, press M-x, type extensions, and press Enter to start the extension manager. Choose the Extensions tab, click the Install button, use the file navigator to select the file you downloaded, and click Open. As in Firefox, you must restart Conkeror to load the extension.

Using an External Editor

Conkeror lets you edit HTML text boxes in an external text editor—for example, Emacs (Figure 5). Conkeror copies the text box's contents to a temporary file, opens your text editor on the file and reads the changed file back into the text box when you close your editor. To use this feature, you must compile Conkeror's small helper program, conkeror-spawn-helper. (If you used the instructions above to install the two Conkeror packages in Debian or Ubuntu, you may skip this paragraph.) Go to the Conkeror source directory you installed and run the following command: make. You don't need to run make install, because make compiles the program in the directory Conkeror uses.

Figure 5. Editing a Wikipedia Article in Conkeror

Next, you need to tell Conkeror which text editor to use. Conkeror looks for the editor command in the $EDITOR environmental variable, but if $EDITOR isn't set, Conkeror starts Emacs. Most distributions let you set the $EDITOR variable by adding the following line to your ~/.xsession and ~/.xinitrc files:

export EDITOR=my_editor

Replace my_editor above with the name of the editor you want to use—for example, for the graphical VIM editor, gvim; the GNOME editor, gedit; or the KDE editor, kate. If you want to use a console editor, prefix the environmental variable's value with the name of a terminal emulator—for example:

export EDITOR="xterm -e vim"

However, if you use external editors in other programs, you may not want to do everything in a graphical editor. To make Conkeror alone start a specific editor, add the following line to your Conkeror RC file and don't set the $EDITOR variable:

editor_shell_command = "my_editor";

After all that configuration, using the external editor should seem simple. Use the Tab key or the mouse to place the input cursor in a text box and press C-i. You can edit small boxes—for example, a box for your name—or large boxes—for example, the edit box in a Wikipedia article. Conkeror grays out the text box while you edit. When you finish editing by closing your text editor, Conkeror restores the original background color.

Documentation

The Conkeror start page links to its built-in tutorial, which you activate by pressing C-h t. The tutorial teaches you how to browse the Web with Conkeror.

Similar to Emacs' help, Conkeror's help can describe its own commands. The C-h f keybinding describes commands, and the C-h k keybinding describes keybindings. For example, to find out what the print-buffer command does, type C-h f and print-buffer. Conkeror will tell you that, “print-buffer is an interactive command in commands.js [to] print the currently loaded page.” Similarly, press C-h k and f, and Conkeror tells you “f is bound to the command follow in bindings/default/content-buffer/element.js.”

For complex problems, Conkeror can help you search its wiki. Press g, and type conkerorwiki, and enter your search terms. Conkeror searches its wiki, which includes troubleshooting information and lots of ways to get the most out of Conkeror. Of course, you always can go directly to the Conkeror wiki using the link in Resources.

Conclusion

I hesitated before trying Conkeror the first time. As a longtime vi user, I wasn't interested in anything based on Emacs. But, I did need a Web browser that could make the most of my Netbook's 5"-tall screen and crummy touchpad. Conkeror fit the bill, and I tried it. It impressed me. Although Conkeror may seem complicated in its sophistication, I spent most of my time going to pages, following links and editing text boxes—three things Conkeror makes easy and quick. After I slowly learned to use its other features, I found no reason I shouldn't enjoy the advantages of an advanced keyboard-driven Web browser on my desktop as well.

source: LinuxJournal

Wednesday, June 17, 2009

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CIA's technology arm taps open source for enterprise search. In-Q-Tel is investing in Lucid Imagination

The company in charge of providing technology to the U.S. intelligence community has invested in an open-source firm to provide enterprise-search technology to the CIA and other intelligence agencies.

In-Q-Tel is investing in Lucid Imagination, which provides support, maintenance, training and add-on software for the Apache Software Foundation's Lucene and Solr search projects. Lucene is an information retrieval library that can be used for full-text indexing and search. Solr is an enterprise-search server based on Lucene.

The companies did not disclose the nature of the investment but said that it is aimed at making Lucid's open-source enterprise-search software more prevalent in the U.S. intelligence community.

Lucid officially launched in February after securing initial funding in October of last year, said Anil Uberoi, chief marketing officer of the fledgling company.

"You can think of us as the Red Hat of Lucene," he said, providing support and maintenance to customers who want to use Lucene and Solr for enterprise search. In fact, many of the leading developers who commit code to those projects are the founding technical members of the company, he said.

In-Q-Tel handles technology requisitions for about 18 organizations, including the CIA and the U.S. intelligence community at large, Uberoi said. Many of these organizations have wanted to use the Apache Lucene and Solr projects to do enterprise search, but were hesitant to do so without official vendor backing, he said.

"They were very nervous about not having a commercial entity to support this," Uberoi said.

Indeed, search analyst Stephen Arnold in a blog post said that several intelligence organizations already have been using Lucene and Solr for enterprise search, and having Lucid to back their investments gives it the green light for more mission-critical applications.

"With Lucid imagination, a well-funded commercial entity offering certified distributions of Lucene and Solr, SLA-based support subscriptions, training, high-level consulting and value-added software, both new and existing users now have access to enterprise-grade support and services to optimize their enterprise search efforts," he wrote.

According to Lucid, the Lucene/Solr technology is downloaded more than 9,000 times per day, and more than 4,000 organizations are using the software for enterprise search.



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Tuesday, June 16, 2009

One Hundred Paper Cuts, project led by Canonical's Design and User Experience


A project led by Canonical's Design and User Experience team to improve user experience in Ubuntu by identifying 100 small points of pain for users, or "paper cuts", and healing them!

This project aims to improve user experience by:

1. Identifying 100 bugs that appear relatively easy to fix but that negatively impact user experience.

2. Channeling resources to fixing those bugs.
3. Measuring and celebrating progress towards fixing those bugs.
4. Tracking impact of the fixes in upstreams over successive versions.

Important! Please do file as papercuts:

- bugs that are system-wide (Nautilus, Gnome panel, etc), rather than app-specific (F-Spot, OOo, Terminal, etc.)
- bugs that impact standard workflows (like connecting to the network, copying files, browsing folders, etc.), rather than specialised or corner case workflows
- bugs that are easy to address, rather that ones that require significant design or development efforts
- issues with existing features, rather than requests for new features
- bugs that relate to usability and design (like size of the notification bubbles), rather than broken software (e.g. notifications flickering in fullscreen)

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Wednesday, June 10, 2009

GeoVisite, your free counter solution

What is “Geo-localization ?

Geo-localization is a tracking and mapping procedure which allows an internet users geographic location to be identified when he accesses your blog , forum or internet site. This is achieved using his IP address (an address which is allocated daily by the internet access provider) An internet users geographic location can be established using this process and is 97% reliable for tracing his country, 75% reliable for tracing his town or region. GEOVISITE offers dynamic and efficient free counters.

GEOTOOLBAR GEOTOOLBAR
GEOMAP GEOMAP
GEOGLOBE GEOGLOBE
GEOCLOCK GEOCLOCK
GEOWEATHER GEOWEATHER
GEOCOUNTER GEOCOUNTER
GEOUSER GEOUSER
GEOSTAT GEOSTAT

GEOTOOLBAR the usefull counter

GeoToolBar, counts your visitantes, shows their provenance, their profil, but especially it’s a very practical toolbar which we supplement regularly by offering new tools.

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Geo Tool Bar
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Toolbar Geo
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geotoolbar
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geo toolbar


More about > GEOTOOLBAR
Your free counter

Instantaneously you can visualise your visitors with GEO-MAP.

A genuine tracking tool, Geo-map shows a real-time world map indicating active and inactive visitors. Geo marketing software is a tool ? Geo marketing is based on geolocation software ? Marketing geography ? Geo marketing analyses ? IP Addresses, and anything that has a geographic ? Here are a few examples of geo-map skins!

300x170 a 200x150 a