authentication algorithm used by Microsoft.
NTLM authentication scheme is used in DCOM and HTTP environment. It is
used to authenticate DCE RPC packets in DCOM. It is also used to
authenticate HTTP packets to MS Web Proxy or MS Web Server.
Currently, it is the authentication scheme Internet Explorer chooses to
authenticate itself to proxies/web servers that supports NTLM.
WWW: http://search.cpan.org/dist/Authen-NTLM/
PR: ports/98684
Submitted by: James Thomason <james@divide.org>
The obfuscator currently removes whitespace and comments.
It renames variable names with a local scope to a shorter version,
and as an advanced option it renames all variables with a certain
prefix to a shorter name
WWW: http://tools.2vi.nl/
PR: 98376
Submitted by: Nicola Vitale <nivit@email.it>
- merges in the 1.0.6_1 executable
- works around a preferences corruption bug that can cause ymessenger to crash
on startup
To do: determine if any prerequisite tests are missing from the Makefile.
Other issues: this port depends on graphics/linux-gdk-pixbuf,which is marked as
conflicting with x11-toolkits/linux-gtk2. The latter is used by things like
multimedia/linux-realplayer and print/acroread7. Manually installing just the
shared libraries from the linux-gdk-pixbuf-0.22.0.12.fc2_1.tbz package seems to
allow both to coexist. (Hopefully, someone will come up with a better solution.)
PR: ports/97669
Submitted by: Eric P. Scott <eps+pbug0605@ana.com>
Approved by: maintainer, lawrance (mentor, implicit)
- Add WWW entry
- Add missing dependency HTML::Tagset, as it is listed in Makefile.PL.
- Use package dependency list to meet the minimum version
PR: ports/98643
Submitted by: Rong-En Fan
elements of an RTS. Players can choose from 2 unique races, aliens and humans.
Players on both teams are able to build working structures in-game like an
RTS. These structures provide many functions, the most important being
spawning. The designated builders must ensure there are spawn structures or
other players will not be able to rejoin the game after death. Other
structures provide automated base defense (to some degree), healing functions
and much more...
Player advancement is different depending on which team you are on. As a
human, players are rewarded with credits for each alien kill. These credits
may be used to purchase new weapons and upgrades from the "Armoury". The alien
team advances quite differently. Upon killing a human foe, the alien is able
to evolve into a new class. The more kills gained the more powerful the
classes available.
The overall objective behind Tremulous is to eliminate the opposing team. This
is achieved by not only killing the opposing players but also removing their
ability to respawn by destroying their spawn structures.
WWW: http://www.tremulous.net/
short) aims to build upon id Software's Quake 3 source code release. The
source code was released on August 20, 2005 under the GPL. Since then, we have
been cleaning up, fixing bugs, and adding features. Our permanent goal is to
create the open source Quake 3 distribution upon which people base their games
and projects. We also seek to have the perfect version of the engine for
playing Quake 3: Arena, Team Arena, and all popular mods. This distribution of
the engine has been ported to many new platforms and has had a slew of new
features added, along with massive bug extermination.
WWW: http://icculus.org/quake3/
GUI programming in a more "Pythonic" way.
Author: Hans Nowak <hans@zephyrfalcon.org>
WWW: http://sourceforge.net/projects/waxgui
PR: ports/95283
Submitted by: Nicola Vitale <nivit@email.it>
and handling of podcast's to your mp3 player.
Author: Scott Grayban <sgrayban@castpodder.net>, et alii
WWW: http://dev-1.borgforge.net/castpodder
PR: ports/96632
Submitted by: Nicola Vitale <nivit@email.it>
The program uses the NIS interface from apcupsd to collect event and status
information for display to the end-user. Because of this great interface,
this program can be executed on any OS supported machine and use the network
socket interface to connect back to apcupsd.
WWW: http://gapcmon.sourceforge.net/
PR: ports/98117
Submitted by: Jason E. Hale <bsdkaffee@gmail.com>
Approved by: lawrance (mentor, implicit)