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Topic: Recreational Time Out  (Read 3488 times)
 
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Sea Mac
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« on: January 19, 2008, 05:46:52 pm »

Hi All!

All work and no fun:

Is NO Fun! 


You are hereby Invited to take a Brief Time out for Fun!
Post your favorite SWF files and other free recreations here in this topic ...

This Shockwave Game is FUN:
Squares


Or this page instead:
Or this Link for Squares


Collect Black squares and avoid Red Squares – it’s that Simple. And Maddening.

This game requires the Shockwave Flash Plug-in. 
If this Link does not work, you may need to Update your Shockwave Flash Player Plug-in for your Browser: go to 
Shockwave Test / Updater / Install
 and grant permission to allow the Plug-in to install.



Did you LIKE that “Squares” Game?

Was It Really Cool and very addictive?

OK, then. It’s Yours:  You {Windows, Sega, or Mac OS X} may HAVE it For FREE -

Just Get “DCSquares” here:  http://dcsquares.c99.org/download.php

http://dcsquares.c99.org/howtoplay.php


 
 
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Sea Mac
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« Reply #1 on: January 19, 2008, 06:09:55 pm »

How about a complete flight simulator?

I got the real goods for most of you. 

Flight Gear is an Open Source FREE Flight Simulator! Windows / Mac OS X / LINUX / BSD / Solaris / SGI Systems (That's MOST of YOU!)


Here I Am tooling along towards downtown San Diego in my De Haviland Beaver. Flight Gear is AWESOME!

I Borrowed a Thrustmaster "Top Gun Afterburner" (USB stick and throttle) from my buddy yesterday and installed "Flight Gear" for MYSELF: and then added in the F-18 and a "Snow Plow" (It's a truck [doesn't fly]) and then 'took off' from Lindbergh Field in something slow so I could sightsee!

Quote
Want to have a free flight? Take FlightGear!

Yet Another Flight Simulator?

Did you ever want to fly a plane yourself, but lacked the money or ability to do so? Are you a real pilot looking to improve your skills without having to take off? Do you want to try some dangerous maneuvers without risking your life? Or do you just want to have fun with a more serious game without any violence? If any of these questions apply to you, PC flight simulators are just for you.

You may already have some experience using Microsoft’s © Flight Simulator or any other of the commercially available PC flight simulators. As the price tag of those is usually within the $50 range, buying one of them should not be a serious problem given that running any serious PC flight simulator requires PC hardware within the $1500 range, despite dropping prices.

With so many commercially available flight simulators, why would we spend thousands of hours of programming and design work to build a free flight simulator? Well, there are many reasons, but here are the major ones:

    * All of the commercial simulators have a serious drawback: they are made by a small group of developers defining their properties according to what is important to them and providing limited interfaces to end users. Anyone who has ever tried to contact a commercial developer would agree that getting your voice heard in that environment is a major challenge. In contrast, FlightGear is designed by the people and for the people with everything out in the open.

    * Commercial simulators are usually a compromise of features and usability. Most commercial developers want to be able to serve a broad segment of the population, including serious pilots, beginners, and even casual gamers. In reality the result is always a compromise due to deadlines and funding. As FlightGear is free and open, there is no need for such a compromise. We have no publisher breathing down our necks, and we’re all volunteers that make our own deadlines. We are also at liberty to support markets that no commercial developer would consider viable, like the scientific research community.

    * Due to their closed-source nature, commercial simulators keep developers with excellent ideas and skills from contributing to the products. With FlightGear, developers of all skill levels and ideas have the potential to make a huge impact on the project. Contributing to a project as large and complex as FlightGear is very rewarding and provides the developers with a great deal of pride in knowing that we are shaping the future of a great simulator.

    * Beyond everything else, it’s just plain fun! I suppose you could compare us to real pilots that build kit-planes or scratch-builts. Sure, we can go out a buy a pre-built aircraft, but there’s just something special about building one yourself.

The points mentioned above form the basis of why we created FlightGear. With those motivations in mind, we have set out to create a high-quality flight simulator that aims to be a civilian, multi-platform, open, user-supported, and user-extensible platform. Let us take a closer look at each of these characteristics:

    * Civilian: The project is primarily aimed at civilian flight simulation. It should be appropriate for simulating general aviation as well as civilian aircraft. Our long-term goal is to have FlightGear FAA-approved as a flight training device. To the disappointment of some users, it is currently not a combat simulator; however, these features are not explicitly excluded. We just have not had a developer that was seriously interested in systems necessary for combat simulation.

    * Multi-platform: The developers are attempting to keep the code as platform-independent as possible. This is based on their observation that people interested in flight simulations run quite a variety of computer hardware and operating systems. The present code supports the following Operating Systems:

          o Linux (any distribution and platform),
          o Windows NT/2000/XP (Intel/AMD platform),
          o Windows 95/98/ME,
          o BSD UNIX,
          o SGI IRIX,
          o Sun-OS,
          o Macintosh.

      At present, there is no known flight simulator – commercial or free – supporting such a broad range of platforms.

    * Open: The project is not restricted to a static or elite cadre of developers. Anyone who feels they are able to contribute is most welcome. The code (including documentation) is copyrighted under the terms of the GNU General Public License (GPL).

      The GPL is often misunderstood. In simple terms it states that you can copy and freely distribute the program(s) so licensed. You can modify them if you like and even charge as much money as want to for the distribution of the modified or original program. However, you must freely provide the entire source code to anyone who wants it, and it must retain the original copyrights. In short:

      ”You can do anything with the software except make it non-free”.

      The full text of the GPL can be obtained from the FlightGear source code or from

      http://www.gnu.org/copyleft/gpl.html.

    * User-supported and user-extensible: Unlike most commercial simulators, FlightGear’s scenery and aircraft formats, internal variables, APIs, and everything else are user accessible and documented from the beginning. Even without any explicit development documentation (which naturally has to be written at some point), one can always go to the source code to see how something works. It is the goal of the developers to build a basic engine to which scenery designers, panel engineers, maybe adventure or ATC routine writers, sound artists, and others can build upon. It is our hope that the project, including the developers and end users, will benefit from the creativity and ideas of the hundreds of talented “simmers” around the world.

Without doubt, the success of the Linux project, initiated by Linus Torvalds, inspired several of the developers. Not only has Linux shown that distributed development of highly sophisticated software projects over the Internet is possible, it has also proven that such an effort can surpass the level of quality of competing commercial products.

System Requirements

In comparison to other recent flight simulators, the system requirements for FlightGear are not extravagant. A medium speed AMD Athlon64 or Intel P4, even a decent AMD Athlon/K7 or an Intel PIII should be sufficient to handle FlightGear pretty well, given you have a proper 3D graphics card.

One important prerequisite for running FlightGear is a graphics card whose driver supports OpenGL. If you don’t know what OpenGL is, the overview given at the OpenGL website

http://www.opengl.org

says it best: “Since its introduction in 1992, OpenGL has become the industry’s most widely used and supported 2-D and 3D graphics application programming interface (API)...”.

FlightGear does not run (and will never run) on a graphics board which only supports Direct3D. Contrary to OpenGL, Direct3D is a proprietary interface, being restricted to the Windows operating system.

You may be able to run FlightGear on a computer that features a 3D video card not supporting hardware accelerated OpenGL – and even on systems without 3D graphics hardware at all. However, the absence of hardware accelerated OpenGL support can bring even the fastest machine to its knees. The typical signal for missing hardware acceleration are frame rates below 1 frame per second.

Any modern 3D graphics featuring OpenGL support will do. For Windows video card drivers that support OpenGL, visit the home page of your video card manufacturer. You should note that sometimes OpenGL drivers are provided by the manufacturers of the graphics chip instead of by the makers of the board. If you are going to buy a graphics card for running FlightGear, one based on a AMD/ATI Radeon or NVIDIA GeForce with an absolute minimum of 64 MByte, better 128 Mbyte might be a good choice.

To install the executable and basic scenery, you will need around 50 MB of free disk space. In case you want/have to compile the program yourself you will need about an additional 500 MB for the source code and for temporary files created during compilation. This does not include the development environment, which will vary in size depending on the operating system and environment being used. Windows users can expect to need approximately 300 MB of additional disk space for the development environment. Linux and other UNIX machines should have most of the development tools already installed, so there is likely to be little additional space needed on those platforms.

For the sound effects, any capable sound card should suffice. Due to its flexible design, FlightGear supports a wide range of joysticks and yokes as well as rudder pedals under Linux and Windows. FlightGear can also provide interfaces to full-motion flight chairs.

FlightGear is being developed primarily under Linux, a free UNIX clone (together with lots of GNU utilities) developed cooperatively over the Internet in much the same spirit as FlightGear itself. FlightGear also runs and is partly developed under several flavors of Windows. Building FlightGear is also possible on a Macintosh OSX and several different UNIX/X11 workstations. Given you have a proper compiler installed, FlightGear can be built under all of these platforms. The primary compiler for all platforms is the free GNU C++ compiler (the Cygnus Cygwin compiler under Win32).

If you want to run FlightGear under Mac OSX we suggest a Power PC G3 300 MHz or better. As a graphics card we would suggest an ATI Rage 128 based card as a minimum. Joysticks are supported under Mac OS 9.x only; there is no joystick support under Max OSX at this time.

  http://www.flightgear.org/ 

The FlightGear Manual: http://www.flightgear.org/Docs/getstart/getstart.html

EXTRA STUFF:  Planes - http://www.flightgear.org/Downloads/aircraft/index.shtml
                     Scenery:  http://www.flightgear.org/Downloads/scenery.html


Categories: Games - Educational - 3D Graphics - Flight Simulator - Mac System X - Panther - Tiger - PPC - MacIntel - LINUX - Windows - SGI - Solaris - BSD
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guitarplayer
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« Reply #2 on: January 19, 2008, 07:16:33 pm »

N-Game is a great Lode Runner-inspired flash game, it can get really addictive/frustrating though the farther you get. I've been stuck on episode 25 for a long time now...

http://www.harveycartel.org/metanet/downloads.html
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Darty
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« Reply #3 on: January 19, 2008, 08:42:02 pm »

What's considered a good score on that square game, seamac?

N-Game is indeed awesome. I stopped playing it a while ago, but it was very addictive. I got stuck on episodes 85 and 97, so the only one's I haven't passed are 85-89 and 97-99.
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Sea Mac
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« Reply #4 on: January 21, 2008, 03:58:06 pm »

What's considered a good score on that square game, seamac?

N-Game is indeed awesome. I stopped playing it a while ago, but it was very addictive. I got stuck on episodes 85 and 97, so the only one's I haven't passed are 85-89 and 97-99.
I cheer if I get 50 boxes (2,000 to 6,000?) but I'm not that good at steering games ...  Grin

Have you tried Either Samorost or Samorost2 yet? That monk with the pipe looks JUST like a friend of mine smoking Salvia ....
 
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Sea Mac
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« Reply #5 on: January 21, 2008, 04:31:12 pm »

N-Game is a great Lode Runner-inspired flash game, it can get really addictive/frustrating though the farther you get. I've been stuck on episode 25 for a long time now...

http://www.harveycartel.org/metanet/downloads.html
Heh!

A Downloadable free game for most platforms: Software Santa has posted this as a present (And Played it)!

And [Genius +] for the cool game, too!

http://softwaresanta.com/smf/index.php/topic,920.new.html#new
 
« Last Edit: January 21, 2008, 06:37:18 pm by Sea Mac » Logged



Sea Mac
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« Reply #6 on: January 21, 2008, 04:34:35 pm »

How many of you would like to train for Formula One Racing? Did you ever have the urge to slip into a powerful racing machine and become one with it?

Try this:

http://softwaresanta.com/smf/index.php/topic,901.msg911.html#new

   
Quote
The Open Racing Car Simulator. TORCS is a multi platform car racing simulation for Modern Systems

 

A Software Santa PICK! Another COOL Toy from Source Forge!

 
Quote
The Open Racing Car Simulator. TORCS is a highly portable multi platform car racing simulation. It is used as ordinary car racing game, as AI racing game and as research platform. It runs on Linux (x86, AMD64 and PPC), FreeBSD, MacOSX and Windows. The source code of TORCS is licensed under the GPL ("Open Source"). You find more information about the project in the menu bar on the left. If you need help have a look at the FAQ first. You can contact us on the torcs-users  mailing list (you need to subscribe to use it because of spam).

There are various sites on the Internet dedicated to TORCS with additional content (cars, tracks, documentation, patches, etc.) so load 'em up!

On Window it requires at least an i686 compatible CPU to run. On Mac OS X it requires 10.3.9 or later to run.

TORCS, The Open Racing Car Simulator is a highly portable multi platform car racing simulation. It is used as ordinary car racing game, as AI racing game and as research platform. It runs on Linux (x86, AMD64 and PPC), FreeBSD, MacOSX and Windows. The source code of TORCS is licensed under the GPL ("Open Source"). You find more information about the project in the menu bar on the left. If you need help have a look at the FAQ first. You can contact us on the torcs-users  mailing list (you need to subscribe to use it).

TORCS features more than 50 different cars, more than 20 tracks, and 50 opponents to race against. Your can steer with a joystick or steering wheel, if the device is supported by your platform. It is also possible to drive with the mouse or the keyboard. Graphic features lighting, smoke, skidmarks and glowing brake disks. The simulation features a simple damage model, collisions, tire and wheel properties (springs, dampers, stiffness, ...), aerodynamics (ground effect, spoilers, ...) and much more. The gameplay allows different types of races from the simple practice session up to the championship. Enjoy racing against your friends in the split screen mode with up to four human players.

TORCS was initially written by Eric Espié and Christophe Guionneau, substantial parts have been added by other contributors (have a look into the "Credits" section for details). The TORCS source code is licensed under the terms of the GNU General Public License (GPL), most of the artwork is licensed under the Free Art License, have a look into the packages for details about copyright holders and the licensing.

The next big development goal is an online racing mode.
OK: That sounds cool - I LOVE my Copy!

  http://torcs.sourceforge.net/ 

Categories: Games - Simulator - Driving Simulation - High Speed Racing - Mac System X - Panther - Tiger - PPC - MacIntel - LINUX - Windows - FREE BSD

Burn up the Course: Hear the Engine scream behind you like a maddened beast!

And if you go SMACK into a wall you get out of your chair and go get another beer ...  Grin

The Graphics in either Flight Gear or T.O.R.C.S. are freakin' awesome ... but you're goin so damn fast you have no time to sightsee! I did: and I've got a screen shot of the fantastic impact crater that race car made ...  Grin   Shocked 

No Cell phone at 250 MPH please!! It's bad form just to sneeze ...

  http://torcs.sourceforge.net/ 
 
« Last Edit: January 21, 2008, 06:43:30 pm by Sea Mac » Logged



Darty
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« Reply #7 on: January 21, 2008, 08:03:27 pm »

What's considered a good score on that square game, seamac?

N-Game is indeed awesome. I stopped playing it a while ago, but it was very addictive. I got stuck on episodes 85 and 97, so the only one's I haven't passed are 85-89 and 97-99.
I cheer if I get 50 boxes (2,000 to 6,000?) but I'm not that good at steering games ...  Grin

Have you tried Either Samorost or Samorost2 yet? That monk with the pipe looks JUST like a friend of mine smoking Salvia ....
 


I could only get to around 120ish before hitting a red square.

Samorost!!! Wow, it's been a long time since I did those... (long time in internet years, that is. A few years anyhow) They are really fun little puzzles. I especially really like the music that the squirrel (thing) plays when you're at the tree level. I used to just play up to that point and let the music loop over and over again. I actually emailed the creator (Jakob) to ask what music it was and he told me it was by some group/person called "Noon" http://www.ddrecords.com/noon.html
Haven't gotten around to ordering his cd, but from the samples I think I'd like it for sure. It's ambient music.
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Sea Mac
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« Reply #8 on: February 16, 2008, 10:20:46 pm »

Play A-Blast!
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SynapticFlatulence
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« Reply #9 on: February 17, 2008, 07:40:58 pm »

anything these guys make is fantstic.

echoes, mono, and duo all rock
\\
all free
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JD1stTimer
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« Reply #10 on: February 17, 2008, 11:31:46 pm »

Another fun game is Tumbler, I think it's made by the same team that made squares.  Although, when I had been playing for about ten minutes I got bored of it.  It reaches a point where the difficulty no longer increases.
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Salvia goatse'd me!  Warn your children!  It's actually a good reason to keep it legal, your friendly neighborhood drug pusher doesn't do age verification.
Sea Mac
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« Reply #11 on: April 24, 2008, 01:04:11 am »

Bear Whizz Beer is proudly sponsoring the "Everything you know is wrong Expo"!

Y'all come on down, ya hear?
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Sea Mac
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« Reply #12 on: July 07, 2008, 10:54:31 am »

3 Days Late!

http://www.fireworkspop.com/ My favorite 4th of July web site ...

Enjoy!

7E2 mark
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Sea Mac
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« Reply #13 on: July 13, 2008, 03:39:29 am »

Oooo! OOOOO! I've found a NEW Toy!

Ri-li is an arcade game: you drive a toy wood engine and collect all the coaches!

Oh, this is FUN! I've got MY copy and PLAYED With it already! It works with Mac OS X 10.5.4 on the Mac Pro (Early 2008)! Excellent Graphics with simple and intuitive game play: Similar to "Snake"!

For the Linux, Mac OS X, Windows, and AmigaOS4 Operating Systems!

A Software Santa Pick!

Many Languages:


Quote
Ri-li is an arcade game licensed under the GPL (General Public License). You drive a toy wood engine in many levels and you must collect all the coaches to win.

You can download it and play indefinitely. It's Free. You can play on 'Linux', 'Mac OS X', 'Windows', 'AmigaOS4'

- Ri-li version 2.0.1



Full-featured, 19 languages:  Arabic, Breton, Chinese, Dutch, English, Esperanto, French, German, Hungarian, Italian, Japanese, Korean, Polish, Portuguese, Russian, Slovak, Spanish, Swedish, Turkish.


Colorful animated wood engine, 50 levels and 3  beautiful music tracks and many sound effects.


Worth the download !



http://ri-li.sourceforge.net/index.html
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Sea Mac
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« Reply #14 on: September 03, 2008, 05:51:59 pm »

Here's one of my Favorites!

The Battle for Wesnoth!

For Windows, Macintosh, Linux

This Game is SO Cool it has a Video "Commercial" on Google Video!

Go check this Out:  http://video.google.com/googleplayer.swf?docId=2326396283485985651&hl=en

Quote
GettingStarted

The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.

Build up a great army, gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.

Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands … Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios – or even full-blown campaigns. You can also challenge your friends – or strangers – and fight in epic multi-player fantasy battles.

 Welcome to Wesnoth!
The Land of Wesnoth

The Land of Wesnoth is generally divided into three areas: the northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensfar; and the domain of the Southwest elves.

The Kingdom of Wesnoth lies in the center of the land. Its borders are the Great River to the north, the Lower Hills in the east and south, the Green Swamp to the southwest, and the Ocean to the west. Elensefar, that sometime province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. There is no government of the Northlands. Various groups of orcs, dwarves, barbarian men and even elves populate the region. The northern and eastern borders are not defined, the southern border is the Great River, and the western border is the Ocean.

As you travel around the land you will encounter peaceful villages where you can heal your troops and obtain a good income to support your army. You will also have to cross mountains and rivers, either on foot or mounted, push through forests, hills and tundra, or brazenly cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme while in the oceans and rivers mermen and nagas control the waves.


The Creatures of Wesnoth

The world of Wesnoth contains several races that have joined forces into different factions. Here, Elf and Dwarf fight side by side against Orc and Human. In most campaigns, you will mostly control units from one faction, but often you will have a recruit list with units mixed in from other factions, and will not have some units from a faction available. Basically, your recruit list is determined by the plot of the campaign, not by a predetermined ruleset.

Sometimes factions make alliances with others, so you may face more than one faction in a scenario.

Uh-huh! For FREE! Enjoy!
The Battle for Wesnoth


9E2 Mark
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