FreeCiv 1.12.0 Released 214
wmulvihillDxR writes "For you Civilization addicts, check out FreeCiv. They have just released version 1.12! Highlights of changes include the isometric view we all know and love. You can download here(gz) or here(bz2). This project is a great example of the things open source can accomplish."
Slashdotted site (Score:2, Informative)
ftp://ftp.freeciv.org/freeciv/stable/freeciv-1.12
Or a UK mirror on a big uni pipe:
http://www.dcs.ex.ac.uk/ug/cs00/pjw/freeciv-1.12.
Free XCOM? (Score:2, Interesting)
When I bought RedHat 7.1 a couple of months ago, I was entranced by FreeCiv 1.11.4. This really turned my thinking around on open-source/free software games. Previously, I had thought games were a good place to make an exception to the free software philosophy, but FreeCiv changed my mind.
I think the community should try to win over proprietary software lovers by cloning games right and left. Yes, this means imitation instead of innovation for awhile. Guess what? Richard Stallman did the same thing when he decided to copy UNIX for GNU. Eventually, the free software/open source community will reach a critical mass and innovation will begin to outpace the imitation.
So, speaking of imitation, what are the odds I might see an open source game like XCOM some time soon? I also understand Linus Torvalds really loved Prince of Persia. Either of these would be great to clone.
Re:Free XCOM? (Score:1)
There is also LinCity which is a simcity clone, FreeCraft which is a warcraft clone, and NiL which is a liero clone.
(Not to mention GnoMines...)
Re:Free XCOM? (Score:1)
I saw something that might have been UFO2000, but it looked like it still depended on parts of XCOM. But, we can always hope.
LinCity is pretty neat. It includes a lot more than the original SimCity. That kind of bothered me at first, but actually it just shows you that free software can do more than imitate. :)
I haven't tried FreeCraft, yet, but as it is one of the most popular Sourceforge downloads, I suspect it must be very good. I'll get there, some day.
For proof that free software is coming up with some real innovations in the area of games, check out Worldforge [worldforge.org]. Among other things, they are solving the long standing problem of NPCs that don't interact well with the player. The things Worldforge has planned go far beyond what most game companies have thought of. They are also very inclusive of artistic and musical talent, and the other non-computer-specific skills needed to make a successful game.
Open Source Demonstration! (Score:2, Flamebait)
Fatal error: out of dynamic memory in yy_create_buffer() in Unknown on line 0
[Moderator, if you miss the humour, you are obviously not smart enough to read
Re:Open Source Demonstration! (Score:2, Insightful)
I've been working with tech for longer than I'd expect the average /. reader to have been. I'm a smart guy. I can program decently in many real (i.e. not created by Microsoft) languages and I can administrate the hardware and software on several UNIX variant systems. But I'm obviously not smart enough to read /. because I just don't get the humor in wiZd0m's "witticism".
Would someone be so kind as to explain to me why this was funny? If, like me, you don't get the humor, you have moderator status for the day, and you just find this insulting, please do me the favor of modding this idiot down; at least we've given him a chance. If it is funny, maybe now would be a good time to educate me. Thanks!
--
Re:Open Source Demonstration! (Score:1)
Nathan
Re:Open Source Demonstration! (Score:1)
Call to Power (Score:1)
All in all, FreeCiv is currently the best Civ clone in existance, at least until Civilization III is out.
Re:Call to Power (Score:2)
Nooo!!! (Score:3, Funny)
Well, there go my plans for the weekend.
use links from the Italian site... (Score:1)
http://www.freeciv.it/
For example, the quick start guide there is:
http://www.freeciv.it/startguide.html
Use:
http://www.freeciv.org/startguide.html
For the English version.
Evlises?! (Score:2)
Re:Evlises?! (Score:1)
Isometric view (Score:1)
I'd love to have the option to chose between normal "top" view, and Isometric.
Re:Isometric view (Score:1)
Open Source (Score:4, Insightful)
This project is a great example of the things open source can accomplish.
This is fine for games like freeciv [freeciv.org], where the game is mainly gameplay and not fancy graphics; the goalpost isn't being moved.
But what about things like first-person shooters? These games are always pushing the boundaries of hardware, and so it needs a lot of time and effort just to keep up. Can open source keep up with this?
Another issue is with map design; in a game like Half-Life (for example), a huge amount of effort has to go into designing the story, and you can only play it once, unlike freeciv. This means that there would be have to be a single point where the game would be considered complete and released; otherwise both the designers and the gameplayers would lose interest.
So games like freeciv are fine, but what about the rest of the computer game market? Is it practical for open source development to continue? Or are companies like Loki [lokigames.com] going to be producing most of our decent games?
Game Infrastructure. (Score:2)
And yes, some fairly innovative things are being done with this old source. prboom.sourceforge.net seems to have merged many of the independent improvments to Doom into one place:
Game engine
* Player bobbing improved, optional (BOOM, MBF)
* Friction effects (BOOM), affecting players and monsters (MBF)
* Wind, current, conveyor effects (BOOM)
* Far more flexible scrolling wall/floor types (BOOM)
* Always run (BOOM)
* Weapon change logic overhauled and improved (BOOM)
* Support for friendly monsters, helper dogs (MBF)
* Monster target finding code improved (MBF)
* AI improvements (MBF)
* Bouncy and touchy things (MBF)
* New code pointers (MBF)
* Per-level and animated skies (MBF)
* Generalised line types system gives complete flexibility (BOOM)
* Elevators (BOOM)
* Translucent sprites, walls (BOOM)
* Independent floor and ceiling lighting (BOOM)
* Silent teleports (BOOM)
* Deep water, true underwater areas (BOOM)
* Icon of Sin telefragging made more consistent (MBF)
* Fix large numbers of game bugs (BOOM, MBF, LxDoom)
* Support arbitrary texture heights (BOOM)
Screen
* High resolution support (PrBoom)
* Optional message console, multiple message lines (BOOM)
* Status bar shows health/armour/ammo in colours (BOOM)
* Heads up display, showing ammo, health, keys overlayed on view (BOOM)
* OpenGL renderer which renders as original to software Doom as possible while greatly
improving the visual quality (PrBoom)
To be sure, most `big' games for Linux will come from porting houses like Loki but Loki has to use most of the same tools everybody else does. Healthy contribution to those `scaffolding' API will make it easier and quicker for those porting houses to get the game to us.
Re:Game Infrastructure. (Score:1)
Making a single player campaign, on the other hand, is much harder, but who wants to buy a game that they can only play through once?
Travis
Re:Game Infrastructure. (Score:1)
Me, and obvoisly many others too.
if the site's full, there's a mirror here (Score:2, Informative)
http://planetmirror.com/pub/freeciv/stable/
ftp://planetmirror.com/pub/freeciv/stable/
this mirror is located in australia and is provided by http://planetmirror.com
cheers,
-jason
isometric view needs better graphics (Score:4, Interesting)
I recommend people try starting the client with --tiles=trident, to get the old view. It would be nice someone should draw some new, improved isometric graphics.
Re:isometric view needs better graphics (Score:2, Funny)
Re:isometric view needs better graphics (Score:1)
was getting an isometric view. But the current
graphics are pretty dull. Hopefully someone will
come up with something a little more colorful.
I liked freeciv... (Score:2, Interesting)
Freecraft is my fave GPL'd game though. Even if the graphics aren't the best, it runs well under BEos!
Uh... :) (Score:1)
Release Notes (Score:2, Informative)
Thanks again to all our developers, who continue to work so hard.
This release includes lots of changes, outlined below. Those who
are interested in seeing the detailed changes should check the
ChangeLog file.
WHAT'S CHANGED SINCE 1.11.4
- Internationalization extended. Still needs improvement.
Current localizations: de en_GB es fr hu it ja nl no pl pt pt_BR
ro ru sv.
- Isometric view in gtk and amiga clients using the mostly civ2-
compatible HiRes tileset. This is on by default, but the old non-
isometric tiles are still available by giving a --tiles argument to
the client, fx "civclient --tiles trident".
- While planning a goto (after hitting "g") a line will be displayed
showing the route from the selected unit to the mouse pointer.
Hitting "g" will insert a waypoint at the mouse pointer.
- The server now has readline completion. This works at all levels,
fx "cu" completes to "cut", and if there exist a player named
"paulz" "cut pau" will complete to "cut paulz".
- Players can agree to give shared vision, which means that you
automatically see everything the other player sees.
- Layer view menu items allow you to only display some map info on the
main map. Fx you can choose to not show roads.
- The server will ping all connected clients and cut off those too slow
to respond.
- Smarter placing of partisans.
- The server no longer automatically starts when the maximum number of
players have been reached.
- If commandlevels are used and the controlling player disconnects a
connected player can assume the "first" level with the "/firstlevel"
command.
- "Restrictions and Limitations" section added to the README.ruleset
- Caravans, diplomats and spies can move into allied cities.
- Elephants, Crusaders and Fanatics activated in civ 2 ruleset.
- The size of the city foodbox is now controlled by the ruleset
variables "granary_food_ini" and "granary_food_inc".
- Limit on number of improvement types in rulesets removed.
- Capitalization is available from the start of the game in the default
ruleset. (renamed coinage)
- Cities can have 0 trade. (used to be at least 1)
- Settlers can only be added to cities less than size 8, as in civ 2.
- If you paradrop a unit into unknown terrain and the terrain contains
an enemy unit the paradropping unit is lost. If you drop into terrain
you thought was land, but which has changed to water, the unit is
also lost.
- diplomats/spies can't take action from a ship.
- Refueling air units at turn update will refuel units with only 1 fuel
first. Secundary criteria is unit cost.
- Trireme loss percentage depends upon known technologies.
- Leonardo's workshop will upgrade a random unit each turn, and not
just the next one.
- Allied cities count as friendly when determining whether a unit is
being agressive. (gives unhappyness under some govs.)
- Deserts are created primarily 15 to 35 degrees off the equator.
- Only arctic tiles generated at poles.
- The server will report when a new government becomes available.
- Changed wording of message "famine feared" to "famine occured". New
"famine feared" message just before food runs out.
- "wonder soon build" message when another player is about to complete
a wonder.
- Players are notified when one of their wonders has become obsolete.
- In the players dialog it is now reported which nations have an
embassy with you. Your embassies are also listed.
- Wonders being built are listed in the "wonders of the world" popup.
- Server "save" command saves to m.sav[.gz]
if it is not given any arguments.
- "quitidle" server commandline option makes server quit if there has
been no connected players for the specified amount of time.
- When turning on the autotoggle option existing human nations without
a connected player will be put on AI.
- Server doesn't block as long when writing to a slow host, controlled
by variables "tcptimeout" and "netwait".
- "savename" server variable controls the prefix of autosaves.
- "allowconnect" server variable lets you control which types of
players (new players; human players; AI players; dead players;
barbarian players) can connect.
- More nations added.
- New maps in data/scenario: british-isles-80x76-v2.51.sav,
iberian-peninsula-136x100-v0.9.sav,
hagworld-120x60-v1.2.sav (earth map).
- Amiga internationalization/localization.
- Amiga client: history added to chatline.
- Lots of bug fixes and code cleanups.
Serious question (Score:5, Insightful)
This seems to be a recurring trend in open source software - it's very stable, low/no cost - all ideal qualities! Except the interface blows.
Something tells me that in the original "Civilization", the end user would not have to use a command line to configure and play the game. Why couldn't they "clone" the setup process?
Why does all open source software tend to have bad user interface?
Re:Serious answer (Score:3, Insightful)
You can reach them at freeciv-dev at freeciv dot org, or check out their website at http://www.freeciv.org [freeciv.org]
for archives.
This "common open source software problem" is more likely that there's not enough feedback regarding what would improve the UI, and/or not enough people or time to do it. It's really difficult for most people to provide a nice UI to software they spend a lot of time working on. FreeCiv has 4 clients in the code base now, and different people work on different parts. There are several nice pending patches that we'll probably see in later days as the source base was being stabilized for the 1.12.0 release. FreeCiv dev people are constantly trying to improve the user's experience, just look at the changelog, almost everything there is for usability or a gameplay enhancement. Many users also contribute new parts for the GUI when they have an approach they like better, like the new city dialog patch for the gtk client(don't know what the current status is, but it doesn't look like it got in 1.12.0). The feelings you have shared would be the most productive if you used them to motivate yourself to do something similar.
Users are the most important part of usability and when you don't know what they want or how they think it should work then it's pretty difficult to give them what they want.
The command line interface on the server makes perfect sense. Are you always going to be wanting to run the server on a machine you have a GUI on? I sure don't. It's better than requiring a GUI to run the server... I'd rather there was more focus on improving the clients than the server UI, but perhaps you could write a little shell script or some server gui add-on that would simplify or render transparent setting up the game environment for single and possibly multiplayer games. That would likely be quite well received.
You can complain, you can contribute. You can even complain while you contribute, but contribution is the only way to get it done the way you want it to be done.
run the server on the client machine (Score:1)
I'd say it doesn't make much sense to have the server run on a machine that doesn't also run the client. Now if this was some huge cpu intensive server, things would be different.
Just to try it out, I've run the FreeCiv server on my headless Pentium, and it worked fine. But then X, GTK+ and the client all require so much power that if you need (well, not need, but want) a P2 to run the client, running the server on the same machine doesn't slow it down noticeably.
if you can, sure, but... (Score:1)
Open Source Artists ? (Score:1)
Open Source just doesn't seem to attract the kind of artistic talent needed for help with interface asthetics, and game graphics.
Re:Serious answer (Score:2)
I could, if I were a programmer, I suppose. However, like 99% of software users, I am not. I don't see any reason why you shouldn't be able to start the game with one executable, and setup the game and start if from there.
I could describe the changes I perceive to be necessary to someone in ten minutes - but maybe it's difficult to implement? Seems like if it was easy, someone would have done it already.
Re:Serious question (Score:2)
Why does all open source software tend to have bad user interface?
Two reasons: First, because most folks *capable* of _creating_ a decent GUI are by definition competent enough to use the command line interface. Second, because people who are *that* dependant on the _graphical_ interface are too damn freaked by the commandline nature of compilers that they don't do anything about it.
Short answer: Either get used to the commandline or be friggin' brave enough to make the GUI better.
And for GOD sakes, some of the BEST software has ONLY a commandline interface, so NEVER equate commandline interfaces with commandline interfaces. Hmph!!!!!
Re:Serious question (Score:2)
Hmm... I'm not scared of the command line. I know exactly what it does and how to use it.
My point, however, is that I (and many others) are much more efficient working in a proper GUI. That's all.
It seems that in much open source software, the programmers do the bare minimum in order to get the program to work, then stop.
"crummy interface" (Score:1)
Re:Serious question (Score:1)
Cause you haven't gotten down off your high horse and written a better interface for them?
Re:Serious question (Score:2, Insightful)
That's exactly the attitude which causes most open source applications to have a very poor user interface. In the open source world your opinion and ideas are important only if you can implement them yourself. It's no wonder that open source projects lack UI designers and graphics artists.
Only programmers are involved... (Score:2)
It doesn't help that while all UI designers and graphic artists know that they shouldn't be writing code, many programmers don't have any such insight about their limitations.
Just as an anecdote I talked to someone at a major game company last week, and they have less than 10 programmers out of over 50 people working on building their current next big game.
Re:Only programmers are involved... (Score:2)
It doesn't help that while all UI designers and graphic artists know that they shouldn't be writing code, many programmers don't have any such insight about their limitations.
In a previous thread, I asked that Bero guy from Redhat about this, basically "Does Redhat have a staff of user experience people?". I don't remember getting an answer, although he did write a nice reply to another post of mine.
I suspect the answer is no, because to my knowledge, there are few, if any, user interface people working on open source stuff. They are, however, desperately needed, and RedHat should be able to hire 2 or 3 to supervise the installer, contribute to Gnome, etc...
Re:Serious question (Score:1)
civ3 website was launched today! (Score:5, Informative)
this game looks incredible! god i can't wait
Re:civ3 website was launched today! (Score:1)
There is some hope (Score:3, Informative)
Re:There is some hope (Score:1)
Re:There is some hope (Score:2)
Re:Is Sid Meier actually involved? (Score:2, Informative)
What is Sid Meier's role in the making of Civilization III?
Sid is the Director of Creative Development at Firaxis Games. He is overseeing the project, making game play and design decisions.
Civ IV (Score:2)
Re:Civ IV (Score:1)
Re:Is Sid Meier actually involved? (Score:1)
You can find the following at this Civ review [ign.com] at ign.com [ign.com].
The quote is from halfway down the page in the section titled E3 2001. There's no anchor tag I can link directly to... won't XPointer support be nice some day?.
Not such a great open source example. (Score:4, Insightful)
No, I don't think so. This may be nice to have around in the game-poor Linux world, but it's not an example of what open source can do. For that you'll want to look to Apache, to Postgres, to BIND, and to any of the other programs that do what they do _better_ than the comparable commercial alternatives.
Re:Not such a great open source example. (Score:4, Insightful)
Besides, it's not so much just the fact that you can play Civilization for free that makes FreeCiv a triumph of the open source community. What really makes it great is that people who wouldn't normally have access to game source code can see inside the guts of the game, learn how it works, and make changes. The alterations could be as sweeping as an entire new ruleset which could be distributed over the net or as simple as altering a few #DEFINEs just to see what happens, but in any case, the ability to work with the source of a project like this is invaluable.
Hacking this sort of project is a big part of what the open source movement is all about: having a good time, growing intellectually, and inviting others to do the same.
Re:Not such a great open source example. (Score:1)
Although, it would be great to get in there and change the source as well, I would like to see support for different topologies and seperate tech trees. But then I am just selfish and want to get my Middle Earth Modpack done.
'comparable commercial alternatives.' (Score:2)
I believe the word you're loooking for is closed source, proprietary or non-free. Many Open Source projects are commercial in nature and both the FSF and OSI and any dictionary (combined with some logic) will tell you that whether soemthing is commercial or not has no bearing on whether it is Open Source or Free Software.
Re:Not such a great open source example. (Score:1)
On the open source gaming front, I'd say CrystalSpace is more glamorous, and it'd be a great example of what free software can achieve assuming somebody got around to building a game with it...and of other free software projects, I'd agree that things like Apache or bind are more significant.
If the parent post to this is really considered flamebait by most of the Slashdot readership for raising a valid point, then this is becoming the wrong place to look for serious discussion.
Re:Not such a great open source example. (Score:2)
It's also hard to keep focused. I started to write lots of (eventually aborted) shareware games years ago. That experience got me my current job, but it's too easy to get bored with your own game and keep changing it forever, never getting to a finished state. Cloning an existing game at least has a definite target. Open source might get around that problem though if people can pick up when you get bored. Still, the problem is in the definite target, and design by open-source comittee would fall somewhere between painful and disasterous.
wonder if they fixed the pollution problem (Score:3, Informative)
Re:wonder if they fixed the pollution problem (Score:1)
Re:wonder if they fixed the pollution problem (Score:3, Insightful)
First off, I've only had a global warming problem once, in many games, several of which progressed past the 50's.
But in any case, why is this a "problem"? It's a "problem" that a game acts more realistically? If you think global warming is going to be a problem, then you should hurry up and conquer your enemies, right? (hmmm....)
Re:wonder if they fixed the pollution problem (Score:1)
By "massive", I mean 90% of the earth's surface is either swamp or desert. Not only is it not realistic, its a PITA cause you have to convert all your terrain to hills if you want to save your citys' population.
If you think global warming is going to be a problem, then you should hurry up and conquer your enemies, right? (hmmm....)
That gets pretty hard to do when land is turning to swamp, destroying roads.
Wonder why this hasn't happened to you....different version maybe? I did try and find out where to change the setting, as this is open source and all, but I didn't have any luck.
Re:wonder if they fixed the pollution problem (Score:2)
Yeah, I could see where that's a problem... the version I was playing was 1.11.4, which was the most recent version for the past year or so. Are you playing with the default settings? I generally play with the defaults, or with slightly higher landmass and rivers settings.
Also, I would imagine that playing against more AIs would make this less of an issue. I generally play against 6 AIs, and on a standard-size map, this causes a lot of early fighting that stunts growth (yours and theirs). If you're playing on a large map with few AIs, I can see where pollution and global warming would be a problem...
~grarr~ (Score:1, Offtopic)
Why not hex land units? (Score:3, Interesting)
Re:Why not hex land units? (Score:1)
You can press 7, 9, 1 or 3 and your unit will make a hexagonal move at the price of one movement.
Re:Why not hex land units? (Score:1)
You can press 7, 9, 1 or 3 and your unit will make a hexagonal move at the price of one movement.
Doesn't that make it octagonal (8 possible directions)? Hexagonal would be more in accordance with many of the more 'serious' board-based wargames...
Re:Why not hex land units? (Score:1)
Re:Why not hex land units? (Score:1)
bahaha (Score:2, Funny)
Open Source version: 2001
So, I should see an Open Source clone of Black & White by around 2034.
Re:bahaha (Score:1)
Look: Civilization is considered 15 most influential games [gamespot.com] says GameSpot [gamespot.com]. So, whether it's ported 2100 or 2500, it is still a precious timeless treasure for all of us gamers.
Re:bahaha (Score:1)
Like anyone would prefer B&W over Civilization (no matter whether in 2001 or 2034)
Re:bahaha (Score:2)
I would. I'm still miffed that I'm forced to buy a new Win box just because I can't run Black and White under WINE.
I want PowerGlove drivers! (Score:1)
Re:bahaha (Score:5, Insightful)
Open Source version: 2001
I know it's a troll, but I'll bite:
Civilization II Gold (first multiplayer version): 1999
Freeciv multiplayer: 1998
Re:bahaha (Score:3, Informative)
In other news, Civilization 3 [civ3.com] is due October 17.
It is true that FreeCiv is more a clone of Civilization II than Civilization I these days, but it still hasn't really hit that mark yet. Certainly not in the AI.
Freeciv's AI (Score:1)
Freeciv's AI players are much smarter than Civ II's. But diplomacy with AI players isn't implemented yet.
Re:Freeciv's AI (Score:2)
That, and some other things, is what I mean by "hasn't hit that mark". It is all well and good to say that your AI is better, but if you haven't got around to implementing everything, it is only better in theory, not in practice. That seems to be where open source projects often break down. They are often perpetually not quite done. (Don't flame: I know damn well that many projects are done.) Freeciv suffers from that. I've played it, and enjoyed it, but there is still work to be done before it is a real game.
Re:Freeciv's AI (Score:2)
Well to be fair, diplomacy isn't done, and AI is a fairly low priority, because the developers and users of the game have never made it a high priority. It's rarely run as a single player game - the focus of the project is and has always been multiplayer network games. And at that it excells.
Uh, what about CivNet? (Score:1, Informative)
Anyone remember xconq? (Score:3, Insightful)
So, I think the OSS version actually came first...
Re:Anyone remember xconq? (Score:1)
Of course, a modern gui and network play were more amazing in the 80's; but they are still cool today.
-Henry Ware
Re:bahaha (Score:3, Insightful)
That doesn't affect the gameplay at all, and that's what matters in a game. Although the graphics and sound are certainly subpar by todays standards, many of the games that come out these days are crap if you actually look at the gameplay factor. Civilization was a great game, and it deserves to have a clone, no matter what time it's in. It's still fun.
Re:bahaha (Score:2, Insightful)
As a game? Nothing.
As an example of open source, a clone of a game that's quite old may be seen as not a great example.
hexagonal grid: xconq (Score:1)
Re:bahaha (Score:1)
I'll have to agree here. Age hardly matters with classic vintage games, they're still very fun. It's just that the graphical technology for older games are quite dated and make the games feel old. There's nothing better than seeing a new face on such games.
One of my favorite games is StarFlight, made back around 1986. The universe was quite expansive, and you could literally spend months just exploring it and figuring out how to interact with all the races. For a very long time, I've been wishing that someone would make a new StarFlight, with modern graphical interfaces, sound, and all the other good multimedia stuff we've come to enjoy in current games (and for heavens sake, fix that horrible save game system!). It seems that my prayers are partially being answered:
www.starflight3.com [starflight3.com]
Re:bahaha (Score:1)
I dont care if the souce is open, unless Sid himself works on the games they still lack the magic of the originals. I fear civ 3 will (well, I wont know as it wont work on my debian box
So fast? (Score:1)
Another Free Alternative (Score:2)
I'll get it later... (Score:1)
Jaysyn
Civilization III (Score:2, Interesting)
www.civ3.com [civ3.com]
Freeciv is great, don't get me wrong (it's much better than CivII IMHO), but I'm drooling just by thinking of a new version of the classic we all know and love.
Re:Why is there a BZIP and GZIP version? (Score:1)
GZIP and BZIP2 are two different types of compression. The two files are the same. The BZIP2 version is smaller, but you will need bzip2 in order to uncompress it.
Re:Doesn't look to good to me (Score:1)
Re:Doesn't look to good to me (Score:1)
Re:Doesn't look to good to me (Score:1)
Where do you shop? (Score:1)
Perhaps, you're just too used to the 'Quake III is shitty/UT is shitty' style arguments to recognise a truly bad game when you see it?
Re:hello (Score:1)
anti-karma
Re:YHBT (Score:1)
Go look at WINE (Score:1)
why don't you get started on a OpenWindows-3.1-project.
WINE is not an emulator [winehq.com]. It's a compatibility layer that lets Win3.1 and Win32 apps run on BSD and Linux systems on x86 processors and X11 displays.
Re:What did open source accomplish? (Score:1)
Use PostgreSQL instead (Score:1)
You mean that open source database MySQL pukes everytime it gets a little traffic?
Yes. And every once in a while, Slashdot [slashdot.org] and Everything [everything2.com] really feel it. On the other hand, PostgreSQL [postgresql.org] (another free DBMS and the basis for Red Hat Database) supports proper ACID transactions and nested select statements and is known to lag quite a bit less in high-load situations.
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Also, the first seven initial caps on its web site spell "Pelt JTT [morepower.com]" because he's a wooden actor.
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Well I know why that is. (Score:1)