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DragonFly BSD

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  Analyzed about 2 months ago

DragonFly BSD is a UNIX-like operating system that has been continuously developed since it forked from FreeBSD 4.8 in 2004. The development focus is on innovation and performance, as well as usability. Nearly 22,000 third-party software packages are available due to the Ports Collection it ... [More] shares with FreeBSD (known as DPorts). Currently only the x86_64 architecture is officially supported. [Less]

17.3M lines of code

19 current contributors

3 months since last commit

20 users on Open Hub

Activity Not Available
4.78571
   
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swtoolkit

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  Analyzed about 1 year ago

A set of extensions to the open-source SCons build tool (www.scons.org) IntroductionWhat is the Software Construction Toolkit? A toolkit for building applications. Open-source, so you can use it for building open-source products. Based on the open-source SCons build tool. Written in python; ... [More] easily extended by writing tool modules. Documented. Tested. Your friend! A sample of features: Build Windows, Linux, Mac desktop platforms with a single set of build files. Support for parallel (multi-processor) builds on all platforms. Support for distributed builds via distcc and Incredibuild. Generate Visual Studio solution and project files. Why is the only tool in the toolkit a hammer? If you have a hammer, what other tools do you need? Once you start using it, everything looks like a nail - it's flexible enough you want to use it for all your build needs. Getting hammered is just as much fun for project builds as it is for developers. Because typing 'software_construction_toolkit.bat' would be too painful. Why is this project separate from SCons? Why not just change SCons itself? SCons is a very flexible build tool. Where we can improve SCons while maintaining its flexibility, we're contributing changes directly back to SCons. Software Construction Toolkit provides a framework of additional builders and tools for SCons to make cross-platform development and testing easier. This framework does make some assumptions about the structure of a build - for example, that all libraries have distinct names. To preserve SCons's flexibility, we've kept the parts of the framework which rely on those assumptions in a separate project. DocumentationIntroduction to the Software Construction Toolkit Glossary of all functions, variables, and methods added by the Software Construction Toolkit Examples of common tasks Developing Software Construction Toolkit: Writing and running tests [Less]

6.03K lines of code

0 current contributors

about 6 years since last commit

1 users on Open Hub

Activity Not Available
0.0
 
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rp-disorientation

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  No analysis available

This is a realistic Garrys Mod Map Project Based on the role-playing game mode such as DarkRP. Some Screenshots are avalible on: http://picasaweb.google.com/SleepyXuras91/Rp_disorientationBetaTest1 http://picasaweb.google.com/SleepyXuras91/Rp_disorientationBetaTest2 ... [More] http://picasaweb.google.co.uk/SleepyXuras91/Rp_disorientationMisc http://picasaweb.google.com/thingshappen.xuras/RP [Less]

0 lines of code

0 current contributors

0 since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: artistic_gpl

omniverous-seven

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  Analyzed about 1 year ago

Just the vmf files

0 lines of code

0 current contributors

about 9 years since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: GPL-2.0+

l4dcmp

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  Analyzed about 1 year ago

DescripciónEl objetivo de este proyecto es crear la que pudiera ser la quinta campaña de L4D; es decir, 5 niveles que, respetando la estructura y gameplay del juego, estén a la altura (en calidad y variedad) de las campañas oficiales de Valve. Siguientes PasosVer quien sigue interesado en avanzar ... [More] con esto :P Cerrar listado de localizaciones. Cerrar temática general de campaña. Discutir y cerrar el método de trabajo a seguir. Más información en _Tareas Pendientes_ Más información en _Level Workflow_ Features¡¡IMPORTANTE!! COSAS QUE SI PODEMOS HACER Crear nuevos props y texturas. Crear nuevos niveles (of course). Crear nuevas cinemáticas de inicio/final de campaña. Crear nuevos tipos de finale/crescendo event (Crescendo Event = situaciones scriptadas en los niveles donde los supervivientes tienen que activar/interaccionar con algo para poder avanzar). COSAS QUE NO PODEMOS HACER Diseñar los niveles pensando que controlamos la narrativa/pacing (de eso se encarga el director de AI) nada de... "y ahora salen dos zombies, y en esta esquina una horda, y en esta habitación un tanque". Diseñar nuevas mecánicas de juego (i.e. armas, conducción, barricadas, NPC's aliados); la idea es crear contenido para la experiencia de juego que ya existe, no hacer un mod del L4D. Aunque según que cosas podrían discutirse. Links ÚtilesWiki Oficial Valve Foro Oficial Valve Base de Datos de Mapas L4D Mapping Tutorials [Less]

0 lines of code

0 current contributors

over 8 years since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: artistic_gpl

gmloft

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  No analysis available

test,test TEST,TEST

0 lines of code

0 current contributors

0 since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: LGPL
Tags hammer vmf

zutzutmods

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  Analyzed about 1 year ago

Go Dark Crag! Hi I am Zutzut from Dark Crag and I am here sharing my Warhammer Mods. ---Current Released Mods--- NONE ---Mods In Work--- Total DPS/Healing Counter Minimap Icons Friends PM

0 lines of code

0 current contributors

over 8 years since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: GPL-3.0+

quickdep

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  Analyzed about 6 years ago

The QuickDep SystemFormerly Hammer By Sebastian Weigand : Design and Development AboutQuickDep (officially the Quick Deployment System) is an enterprise-oriented image-based deployment system, specifically designed for easy Linux installs. It uses block-level imaging (with or without ... [More] compression) comparable to proprietary "Ghosting" systems to efficiently store partition data. It exists as a bootable Linux environment, based off of SLAX v6.09, with custom modifications to enable rapid deployment either locally (off the bootable medium) or from the network. Traditionally, QuickDep exists as a recovery partition (usually the first partition on the disk at 1 GB - Q-PART), a USB image (Q-USB), and optionally as a CD (Q-CD). Mechanism of DeploymentIt works by booting a small yet effective Linux environment entirely in memory (as such, it requires more than 512 MB of RAM to function properly). It then runs a script which establishes a connection to a QuickDep imaging server via SSHFS and FUSE. It then reads in the "QuickDep Profile", which instructs it on how to set-up and deploy a system. Optionally, pre and post-install scripts can be used to fine-tune deployment. The QuickDep ProfileThe largest change in moving from Hammer v1 (now deprecated) to v2 is the creation of the user-centric "QuckDep Profile". It exists as a human-readable and editable Pythonic collection of variables. In it, a user will specify all the necessary information needed to completely deploy a Linux system to a computer. ScriptsV2 reorients the direction of QuickDep, focusing on the ease-of-use for image creation, while keeping existing functionality and adding in a few features. As such, all the old bash scripts have been replaced with a single Python script, '''blaster'''. Blaster will perform all the magic necessary, including integrity checking and reporting, networking, partitioning, formatting, and so forth. TerminologyHammer: The Hammer Linux Deployment System (now outdated, use QuickDep) Blast (to blast sthg): To use QuickDep to deploy a system Nail: A USB thumb drive containing the Q-USB QuickDep environment, needed to use QuickDep on a machine which does not have a QuickDep Partition (Q-PART). Image (to image sthg): To create the QuickDep images from a machine for use with deployment. Image (noun): The actual file containing block-level partition information for use with '''partimage''' Partimage: The program which manages the imaging of partitions (3rd-party FOSS) System Requirements For QuickDep to function properly, the target system must have at least 512 MB of memory, and be able to be booted from a USB device. If it cannot, a separate Q-CD can be created, although this process is not preferred. [Less]

264 lines of code

0 current contributors

almost 8 years since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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fabs4dead

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  No analysis available

Fabs4Dead is a collection of custom-made prefabs made by a small collection of mappers for the Left4Dead community for use in your maps.

0 lines of code

0 current contributors

0 since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: MIT

projecthammer

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  Analyzed about 1 year ago

Project Hammer is and open source conglomerate of source engine mappers and designers dedicated to improving current source maps and game play for the benefit of the entire community.

0 lines of code

0 current contributors

about 8 years since last commit

0 users on Open Hub

Activity Not Available
0.0
 
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Mostly written in language not available
Licenses: Apache-2.0