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Friday, August 31, 2007

Speaking in more languages



Many Google products (Google.com, Blogger, Google Earth, and others) currently support more than 170 languages, from Abhazian to Zulu. Translations into most of these languages are done by volunteers from around the world who are eager to help people view and search the web in their own native language. To facilitate how we go about getting these languages, we created a volunteer translation program: Google In Your Language.

Anybody can sign up as a volunteer translator by visiting the Language Tools page and then clicking on the Google in Your Language link. After verification, you'll be offered a list of products to translate, including the main search site, Gmail, iGoogle, Google Maps, and many others

Although the amount of translation for each project is not overwhelming, it usually takes weeks for an individual volunteer to finish translating one site. Once a reasonable percentage of translations for Google pages in a given language is submitted, we'll add your language to production and, after a bit of time, you'll be able to see them in yet another language.

Some "volunteer" languages are well represented and are nearly finished being translated, i.e. Armenian, Estonian, Slovenian are 95% complete; even Latin has 70% of its translations done. Representatives of other languages are not as active, i.e. Abhazian has been available for several years, but so far we don't have enough translations completed to release it into production. Tibetan, Inupak, Inuktikut, Wolof, Zhuang all have less than 10% of their content translated. Interestingly, each of those has more speakers than Faroese, which has 74% of texts translated.

Recently we have added a bunch of new languages to the Google In Your Language program, including Navajo, Filipino, several Russian Federation languages (Avaric, Chechen, Chuvash, Komi), and some African languages (Akan, Bambara, Gikuyu, Kongo, Ndebele, Ndongo, Nyanja, Venda). Our hope is to attract even more volunteers to participate in this program so that Google can speak all the world's languages one day.

Google Desktop for the Mac in 9 more languages



In April we launched Google Desktop for the Mac to further our goal of delivering great products on the Mac and making them universally available on all platforms. A big thanks to all of you for using Desktop for the Mac, and for sharing your feedback. Today we're tackling the second part of that "universal" goal: now Google Desktop for the Mac is available in 9 more languages: Chinese Simplified and Traditional, Dutch, UK English, French, German, Italian, Japanese, and Spanish. There's more on this on the Desktop for Mac site.

We look forward to lots more of you trying it and sending us feedback from all over, and in different languages. We hope you like it, and encourage you to watch for more updates from our Google Mac team.

Common Media Project and loads more

The first major community effort is coming out of the FreeGameDev community. It has been identified that the major weakness in creating quality looking Free games is the lack of Free art - either hard to find or just non-existent. So, we will be creating the first Common Media Project. As yet untitled and unorganised, it will be an effort to create a set of quality artwork for a specific genre - the fantasy genre is looking like the choice of the involved artists - that will be hosted in an easy to find / use place so that Free game developers can easily use this common media to create the basis of their own game before branching off in their own artistic direction once they attract contributors. Games like Scourge, JCRPG, Xarvh, 8 Kingdoms, and the many other open source fantasy/medieval games out there.



Speaking of new projects, FIFEngine and Zero Projekt have announced that they will collaborate to create a commercial quality techdemo (i.e. mini-game) that will showcase FIFEngine as a platform. More on this tomorrow.



The guys attempting to revive the Tux Racer / Planet Penguin Racer project under the new moniker Extreme Tux Racer are, despite not meeting their own scheduled expectations, keeping at it. They have a spiffy new logo!





Well, well, what have we here... the inaugral release of Silver Tree, brainchild of Battle for Wesnoth creator Dave White. Given the "resources" he has at his disposal - some of the core Wesnoth developers and artists are also set to contribute to Silver Tree - this really has to be a project to watch. Still, it's early days for this 3D RPG and it's hybrid real-time and turn-based gameplay. I couldn't get it to compile (admittedly not trying to hard) so I'll wait a bit.



I wonder if Silver Tree signals the "end" of Wesnoth development - in that it has gotten as far as it can really get as a game, besides bugfixes, new campaigns etc - as the core team are essentially moving on.



I see Auteria on the game tome. Not Free but freeware, YA3DMMORPG. (Yet Another...) 'Nuff said. (The name makes me think 'autism'... nothing to do with the quality of the game, just the the name.)



An up-to-date Linux port of Egoboo Resurrection is almost a reality. It is buildable although there's a few reported issues. It looks like a public SVN is going to be made available, good news for the project, so helping out with development should be easier. The lead developer Zefz has been working hard on it in an unintentionally private manner.

Wednesday, August 29, 2007

Supporting GrandCentral's Project CARE



For homeless people and others in need, not having a stable phone number can be crippling: you need one to follow up on medical appointments, keep in touch with friends and loved ones, and hear back from prospective employers.

When we acquired GrandCentral Communications last month, we were pleased to embrace their Project CARE initiative, which provides a permanent local phone number and unlimited voicemail service to people who need a way to stay connected.

GrandCentral has been operating Project CARE ("Communications and Respect for Everybody") since April 2006, and with the help of more than 20 community outreach partners has provided more than 5,000 phone numbers and served close to 100,000 voicemail messages to homeless and needy people in the Bay Area. Someone calling a number from Project CARE will have the same experience as someone calling a standard phone number, and voicemail messages can be stored as long as they're needed.

A big part of Project CARE has been GrandCentral's participation in San Francisco's Project Homeless Connect events. Every other month, these gatherings bring service providers like GrandCentral together with volunteers at an all-day fair to provide services to the homeless. In fact, there's an event today, starting at 8:30 AM (PDT) at Bill Graham Civic Auditorium. If you're in San Francisco, please stop by our booth or even volunteer.

Oh no more updates

The latest Sauerbraten release is now available from getdeb, and since I have a new spiffy laptop I thought I'd give it a try. The RPG levels are pretty awesome to look at - now maybe I'm not quite up to date on the latest commercial offerings but compared to recent popular commercial games like Enemy Territory and Half Life 2, a well designed Sauerbraten level looks very nice indeed. The grass and water shaders look lucious.




Freeciv 2.1beta6 SDL


I wanted to take screenshots of Sauer but it seems to have a few problems - occasional hangs, dumping me back into low-res X - and I'm too busy to resolve them. So somebody asked for a few Freeciv SDL screenshots, which I oblige.



Irrlamb 0.0.5 is out, introducing springs and other new features. The Linux binary won't work out-of-the-box on Ubuntu Gutsy :-( so I haven't tried it, but it seems to be shaping up nicely. Window and Ubuntu Feisty binaries are provided.



There's also a new Thunder 'n' Lightning release. This action / flight combat project is becoming a much more playable game; performance enhancements, more graphical effects, and more deadly enemies. It is available as an autopackage - so should be easy to install for Linux users, and there's a Windows binary too. I'm a big advocate of using autopackage for games because it makes it easier for people to play your FOSS game.



I'm not posting videos on Free Gamer at the moment because, well, they don't work with Gnash and I'm not too fussed about setting up the proprietry Flash package. Gnash does claim to be compatable enough to play YouTube videos but sadly not on my machine.



There's also more talk going on relating to a consolidated Free game art effort in the comments of previous posts - at some point I'll be less lazy and summarize it all. One of the guys is designing a website for it and it will be the first official www.freegamedev.net project.

Tuesday, August 28, 2007

Lights, camera, Gmail



Last month, we invited you to join the Gmail collaborative video, pull out your video cameras and help us imagine how an email message travels around the world. Two Rubik's cubes, a few jaunts in a bottle, beautiful sand animation, and one dog's trip to the Southernmost point of the continental US later, we'd received more than 1,100 fantastic clips from Gmail fans from more than 65 countries. It was impossible to fit all of the great submissions into one cut, but after hours of fun watching jugglers, firemen, camel-riders, and original animation, we edited highlights together into this video and used the Google Maps API to put together a map showing where many of the clips came from (you can also see these at http://mail.google.com/mvideo):




View Larger Map


A big thank you to everyone who participated -- your creativity is astounding!

Google Web Toolkit: Towards a better web



We're very pleased to tell you that the Google Web Toolkit (GWT) is no longer in beta as of today's release of GWT 1.4. For Java developers who have used GWT to create high-end web applications over the last year, this may not seem all that surprising. But if you haven't yet heard the story behind GWT, this seems like the perfect time...

If you've been in the technology industry for a while, you probably remember when enterprises and software vendors had to think pretty hard about whether to develop locally-installed desktop applications or web-based browser applications. These days, whether you're building mashups, gadgets, or full-blown applications, it's a no-brainer: the browser is the delivery platform of choice. However, users expect more from the up-and-coming generation of web applications than the simple click-and-wait of yesterweb. And if you're a web developer, you know that this requires AJAX, the cluster of technologies including JavaScript and dynamic HTML that can make browsers do backflips.

But the stark reality of AJAX applications is that, although they can deliver sexy features and great usability, they are unusually hard to engineer. Browser quirks and the anything-goes nature of JavaScript will inevitably frustrate even the most dedicated developers and add risk to your schedule with every line of code written. If you do eventually manage to construct a complex AJAX application that works, you're likely to find that maintaining it over time can be a major challenge. And all that doesn't even scratch the surface of testing, optimizing, securing and internationalizing your application. (If you are currently working on an ambitious AJAX project and haven't yet come to this conclusion, please re-read this post in six months when you're further along!)

We've learned a lot from our experiences building web applications, and we're happy to share the tools we've created. Google Web Toolkit is an open source project that helps Java developers harness the richness of AJAX in a cross-platform, web-friendly environment. The magic trick is that GWT cross-compiles Java source code into standalone JavaScript that you can include in any web page. Instead of spending time becoming JavaScript gurus and fighting browser quirks, developers using GWT spend time productively coding and debugging in the robust Java programming language, using their existing Java tools and expertise. Naturally, GWT is also a great way to easily take advantage of the latest-and-greatest Google APIs and browser enhancements, such as Google Gears.

In addition to making debugging far easier, GWT's unique compilation-based approach to AJAX has the nice property that it rewards developers for good software engineering practices. Java source code that is clear and organized can be easily optimized by the GWT compiler, which is a nice antidote to the frequent hack-and-slash approach that's all too common in JavaScript development. As your application grows, the GWT compiler begins to pay off in even bigger ways. Unused code is automatically removed so that scripts are smaller and pages load faster. Complex code can be automatically coalesced and simplified. Most importantly, because the Java language is statically typed, many common errors can be caught during development rather than production. You can observe the high-performance results yourself in GWT's sample Mail application.

Technical details aside, GWT makes it easy to develop fast, friendly web apps that users love — which is, after all, the point.

Download GWT 1.4.

Freeciv 2.1beta6 Grips

Since I'm a bit tight on time today I'm just going to post a few gripes I have with Freeciv 2.1beta6. Don't get me wrong, I think this is shaping up to be a really, really nice game, but the SDL interface has some very annoying usability issues to address.



  • If you run it in windowed mode, you can't resize the game by resizing the window. The game display logic should be independent of the resolution, an absraction that many games fail to make.

  • Auto-scrolling is annoying. It is especially annoying when playing in windowed mode when you are often moving the mouse cursor in and out of the game window. It would be better to scroll when pressing the right-mouse-button since the RMB is already used for manual movement.

  • There is no UI to save/load games in the SDL client. A work around is to open a chat dialog and use the /save and /load commands.

  • Freeciv dialogs have a red X with the tooltip "Cancel" to close them. Not only is 'cancel' a horrible word - implies losing any changes but it simply leaves the dialog - it is also innaccurate. "Close Dialog" is better. A better icon may be the circular arrow commonly used to represent returning to a previous screen.

  • There's no option to undo changes in a city dialog. Combine this with the "Cancel" situation and you have a very confusing UI.

  • If you click on a group of units, a unit selection dialog pops up. If you the do an action with already-selected unit and the dialog does not close itself.

  • I could see no obvious way to end the turn with the mouse - annoying for a mouse-driven game. After being told there is, I looked a bit harder. It's an icon on the minimap panel, alongside various information icons. Hardly obvious - in a heavilty iconified UI like Freeciv SDL is aspiring to be, placing is important. They need to think a bit harder about this one. I would have placed it somewhere at the top near where the year is displayed since the turn and the game year are strongly associated and importantly you won't be clicking on it by accident if it is up there (something easy to do currently as a small icon placed amongst a bunch of other small icons).


There are many positives to this Freeciv update, too many to mention. Lovely graphics, much more stable, classic-yet-balanced Civ gameplay. Freeciv 2.1 is going to be a showcase Free Software game.



I also downloaded the 0.7.0 release of Pingus. It's shaping up nicely although some of the sounds fail to capture the cuteness of Lemmings. It was solid though.

Sunday, August 26, 2007

Revival of the fittest - sourcing art

Pingus 0.7.0 is available for download. With revival work complete, Pingus now uses SDL and comes with lovel anti-aliased fonts. There's no new levels yet but with development seemingly back on track hopefully the level editor will return and some good levelsets will get contributed. It has a lot of potential as a game because the Lemmings series kinda, well, was more fun when it was 2D. If enough level makers could get together, I'd love to see a release inspired by "Oh no! More Lemmings" which was my favourite of the series and also incredibly challenging.



Another game with a major update is Egoboo Resurrection. There is a new fully working music system and major graphic enchancements - antialasing, shading, dithering and prespective correction all supported. (A long list of buzz words there.) Most importantly the lead developer Zefz is trying to get the game in SVN so others can contribute more easily and, speaking of contributions, somebody is already having a crack at porting it to Linux. At the moment it's only available as a Linux download but "watch this space". Well, not that precise space as that'll only ever say "watch this space". But in a more abstract sense I will hopefully be able to report a Linux port in the near future. ;-)



My post the other day, "Free this free that O_o" (catchy title eh?) sparked a lot of debate about the need for consolidation of Free Software game development efforts. You can read it there so I won't repeat it all, but one comment did make me think and it is something I had thought about in the past as well - there is a tremendous amount of artistic and game design talent poured into making mods for commercial games. Whilst this comes good if the engine subsequently becomes open source (think Tremulous, World of Padman, and other iD game mods) there are many more examples where the game engine remains closed source. Take Air Buccaneers for example. It's a jaw dropping mod for UT2004. What a shame it will only ever be a mod for a commercial game. Could these mods be a source of art if we proactively approach projects asking them to make their efforts Freely available? Maybe it could just work...



One of the productive conversations spawned by the above debate was the notion of a common media project. Take a target genre - Ben (the thread poster) suggested fantasy - and develop a set of decent media for it that games can use as a base before branching out in their own artistic direction. I think it's a great idea.



Also there was a desire for a good quality Free art portal - there are already several efforts but they seem to just fail to capture the niche, to become that place that people say, "Hey, this is a great resource for good Free art!" Is a new one needed? A new idea, a new design? Or maybe just identify the best efforts and back them unequivocably to get the word out there? This is also something Ben touched on... it'll be interesting to see where it goes. There's already a lot of information collecting in the Game Media Creation section of the Free Game Dev forums.



One thing is for sure - the forums at www.freegamedev.net have proved there is a need for a consolidated Free game development community that was not previously being filled and there is a desire to provide a nexus where Free game developers can work together instead of in their disjoint and often isolated worlds that currently populate the open source game universe.

Friday, August 24, 2007

First year of Google WiFi



Our Mountain View WiFi network just celebrated its first anniversary, and we thought you'd appreciate a few data points. The network's 400+ mesh routers cover about 12 square miles and 25,000 homes to serve approximately 15,000 unique users each week month. Since the beginning of 2007, traffic has grown almost 10 percent each month, and the network now handles over 300 gigabytes of data each day, sent to over 100 distinct types of WiFi devices. Virtually the entire city has been taking advantage of the network, with 95 percent of the mesh routers being used on any given day.

Around the globe and across the U. S., many people are still not able to access the online services that are increasingly helpful, if not essential, tools for our daily lives. This is why we're committed to promoting alternative platforms for people to access the web, no matter where you are, what you're doing or what device you're using.

For those who have been following the effort to create a free wireless network in San Francisco, we continue to hope that EarthLink and The City will find a way to enable all San Franciscans to enjoy the free WiFi network they deserve. On a broader scale, we hope that the success of the Mountain View model will encourage others to think creatively about how to address access issues in many other communities.

Update: Corrected usage from "week" to "month."

Thursday, August 23, 2007

Freeciv 2.1beta6 Now Out!

A new beta of the upcoming Freeciv 2.1 has been released. The last major beta - beta4 - was nearly 5 months ago. There was a beta5 (uploaded a few days ago) but it was not announced due to some serious bugs. Anyway, beta6 is now available from the Freeciv FTP server. Whilst it is currently only up there as a tarball, a Windows and Mac binaries won't be far behind and I'm sure packages for the Linux distribution of your choice will pop up in the relevant places e.g. getdeb for Ubuntu.



The main changes since beta4 are numerous bug and stability fixes. Freeciv 2.1beta4 was a bit prone to crashing unexpectedly - beta6 should be in much better shape. There isn't yet a NEWS page up for beta6 but since beta6 is just beta5 with a few critical fixes, the beta5 NEWS page gives you a good idea of what changed since beta4.



Anyway I'll compile it a bit later if a .deb hasn't appeared by then. I think Freeciv 2.1 is going to be one of the best open source games to point people to - nice graphics, established codebase, well balanced gameplay. So if I don't post tomorrow, you know why. ;-)



I also stumbled upon the Free Sound Project yesterday. It's a collection of creative commons licensed sounds - but sounds only, no music, which is what sets it apart from other sites which tend to be overwhelmed with music. I also came across Gimp Users, a site with some excellent and up-to-date Gimp tutorials. More links like those, to help budding game makers, can be found in our Game Media Creation section of the www.freegamedev.net forums - so join in there where a good Free Software game community is burgeoning.

Wednesday, August 22, 2007

The view from the Sky


Smashing


Cannon Smash


Last night I downloaded and played Cannon Smash. I was quite impressed - the ball movement is good, the gameplay fast and fluid. The graphics, although quite simple, are quite nice as well when in motion.



The main problem with this game, and what would be a good mini-project for a budding developer, is the controls. Currently you use the LMB to hit backhands, the RMB to hit forehands, and a slew of keys to target a point on the other side of the table. It's unwieldy - it takes a while to get used to hitting the correct mouse button and at the same time varying the destination of the ball - but, once mastered, it's not even skillful. All you need to know are the far corners (1 and 7) and to be able to time your forehand (RMB). The controls are complex enough to confuse, but once understood are not powerful enough to realistically model table tennis. It's a shame because the ball physics and presentation are really good.



I think it an autochoice of forehand/backhand (depending upon which target is closest to the path of the ball) and instead have the mouse buttons instead represent types of shot - LMB topshin, RMB slice. Aiming should be done by lateral mouse movement whilst a mouse button is depressed. Slice variance should be done by movement of the mouse forwards or backwards whilst a button is depressed. Foot movement should be done by mouse movement whilst no buttons are pressed. That describes a set of controls that would require skill to truly master and offer a massive variation on gameplay that fairly well describes the game of table tennis. The only aspect not covered, really, is shot depth.



Add some better player models, perhaps characters of some sort instead of faceless manikins, more variation on the degrees of skill of AI opponents, and a tournament mode, and Cannon Smash would be a superb Free Software game. As it is, it's just a good Free Software game. :-)

Tuesday, August 21, 2007

Free this free that O_o

Linux users can now get their hands on the latest version of FreeOrion, the turn-based space stategy project inspired by Master of Orion games, without having to compile it themselves. See this thread for details. It worked well for me, although the game is not easy to figure out and is incomplete - I couldn't work out how to do too much. However for fans of the genre the project is definitely worth following and I'm sure the FO guys would be glad of any extra help.



There's murmours over at the FreeTrain project - tangible progress on an SDL port is evident. One of the developers posted a screenshot with a basic UI much closer to the original A-Train games. Moving to SDL is the major hurdle for making FreeTrain run on Linux - currently it uses .NET and DirectX so can only be run on Windows. Forunately the project is moving towards Mono and SDL. :-)



Er, what else is happening? Not too much...



There's an opinion article on Linux Lookup discussing the problems with Linux/FOSS game development. On the face of things, the author seems to be spot on, but if you think about it properly I think he has completely missed the real problem with FOSS game development. It's not about lack of talent, artistic or otherwise. Or lack of good environments, or lack of anything for that matter. The single biggest problem with FOSS game development is the lack of consolidation. Duplicated effort, too many projects chasing similar goals, too many people solving already-solved problems. If we could harness just 25% of the wasted effort in FOSS game development we could produce some very high quality games. That has to be the community goal, to help eachother to help eachother because whilst competition is healthy, teamwork is powerful.

Monday, August 20, 2007

An update on Google Video feedback



When your friends and well-intentioned acquaintances tell you that you've made a mistake, it's good to listen. So we'd like to say thank you to everyone who wrote to let us know that we had made a mistake in the case of Google Video's Download to Own/Rent Refund Policy vs. Common Sense.

To recap: we decided to end the Google Video download to own/rent (DTO/DTR) program, and are now refocusing our Google Video engineering efforts. The week before last, we wrote to Google Video DTO/DTR program customers to let them know that videos they'd already bought would no longer be playable.

We planned to give these users a full refund or more. And because we weren't sure if we had all the correct addresses, latest credit card information, and other billing challenges, we thought offering the refund in the form of Google Checkout credits would entail fewer steps and offer a better user experience. We should have anticipated that some users would see a Checkout credit as nothing more than an extra step of a different (and annoyingly self-serving) kind. Our bad. Here's how we're hoping to fix things:

  • We're giving a full refund -- as a credit card refund -- to everyone who ever bought a video. We'll need you to make sure we have your most recent credit card information, but once we know where to send the money, you'll get it.
  • You can still keep the Google Checkout credit that you've received already. Think of it as an additional 'we're sorry we goofed' credit.
  • We're going to continue to support playing your videos for another six months. We won't be offering the ability to buy additional videos, but what you've already downloaded will remain playable on your computer.
We take pride in moving quickly, and we think this philosophy helps to create lots of new and innovative products. But it also leads to errors that -- upon reflection and your feedback -- we need to rectify. This was one of them. We make mistakes; we do our best not to repeat them -- and we really do try to fix the ones we make. That said, the very least that our users should expect from us is that our mistakes be new and innovative, too. ;)

We appreciate your responses, and hope our actions convey just how seriously we take everyone's feedback.

New Sauerbraten Release

Sauerbraten has a new release with 2007-08-19 "Summer Edition". There's tons of new small features although nothing really stands out - but perhaps that's me just being ignorant of some jargon in the changelog. What does stand out is the absurdly impatient community reaction to the release. Read the linked thread to see what I mean.




OpenLieroX


I came across a fork of LieroX, itself a Liero-clone, in the Gentoo forums where the team seem to be posting news updates. OpenLieroX is a real-time, brutal, excessive Worms-clone with lots of levels and mods. Interesting. :-)



OpenLieroX is available for Windows and Mac OS X from Sourceforge, although it seems Linux users will have to compile it or wait for distro support.



One of the lesser-known open source Elite-inspired games is Elite Strike (a Vega Strike mod). After a period of relative inactivity, development has resumed. Whilst the game has a long way to go to catch up with the likes of Oolite, it's good to see the game isn't dead. Elite Strike aims to have more detailed models and graphics than Oolite.



I started a new blog called "The Free Desktop" as I wanted to post articles on things Free Software but not gaming. Somehow I got linked on the popular site Linux Today. I only mention it because, amusingly, people were accusing me of being on the payroll of Microsoft and/or Opera because I criticised Firefox. Then I see people swearing at the Sauer devs for not immediately posting Mac binaries. How wonderfully irrational people can be.



As a Free Software developer or advocate, we expose ourselves directly to the vocal minority of critical end users - so one of the best things to learn is not to be insulted by anything they say. Reacting only makes them happy and you stressed. It doesn't matter what some ignorant fool says as long as you stay calm and true to your principles. Such people will quickly disappear in Internet anonymity. Their comments are often worthless and not worth responding to. Next time somebody slams your game, remember that many others enjoyed your efforts and they are the people you should focus on.

Google Labs India



Keeping up with the spirit and celebrations of India's 60th year of Independence, we present to you a new platform that showcases our favourite ideas for Indian users: Google India Labs. Enthusiastic bloggers noted our initial announcement on 15th August; now here's the full story.

Though 60 years young, India has a history dating back to the dawn of civilization. The incredible diversity of this great nation is the kind of challenge Google loves. And in line with our mission of making information universally accessible, we're now offering an easier way to search in 14 Indian and South Asian languages. You don't need a special keyboard or software; all you need is a web browser, a mouse, and a Unicode font for your language. So whether you speak অসমীয়া (Assamese), বাংলা (Bengali), ગુજરાતી (Gujarati), हिंदी (Hindi), ಕನ್ನಡ (Kannada), മലയാà´³ം (Malayalam), मराठी (Marathi), नेपाली (Nepali), ଓଡ଼ିଆ (Oriya), ਪੰਜਾਬੀ (Punjabi), संस्कृतम् (Sanskrit), à·ƒිංහල (Sinhala), தமிà®´் (Tamil), or à°¤ెà°²ుà°—ు (Telugu), we can help you find content on the web in your language. To get started, add one or more of these iGoogle gadgets to your personalized iGoogle home page. You can use these gadgets to compose queries, and ask Google to search the vast Internet in your very own language.



If you're interested in writing in Hindi, we have brought out the transliteration feature from Blogger into an independent product of its own: Google Indic Transliteration. This tool will let you type in Hindi, using an English keyboard. Type out words phonetically, and let Google convert them into the correct Hindi word. For example, type "Bharat" to see "भारत". You'll soon discover that our sophisticated transliteration technology makes it really easy to compose in Hindi. Our algorithm might get the occasional word wrong, but it is always willing to learn. You can teach it by clicking on the wrong word and correcting it. This is also available as an iGoogle Gadget.



We've really enjoyed bringing these products to you, and we're eager to hear from you. There is a new user community for discussion around our new technologies, and we'll keep adding new things to our Labs page, so please visit us often.

Friday, August 17, 2007

79 - my birth year and something else


Air Carrier


The rather sumptious looking Air Carrier project - a 3D aerial combat game written in Java - has put up an install guide. Basically you need to get it from CVS at the moment and run it from Eclipse. So, if you don't like CVS and Eclipse, er, you are out of luck for the moment.



There's been a bunch of testing releases for TA3D as it approaches version 0.4.0 in style. Large parts of the codebase seem to have been rewritten and many bugs fixed. TA3D is an engine to play Total Annihilation but with better graphics and AI, so you need the original TA to play TA3D.



TA3D obviously shares a lot in common with TA:Spring, however there are some important differences. Firstly, TA3D is Linux centric - whilst there is a Windows version, it is developed on and released primarily for Linux. Also TA:Spring includes modifications to the gameplay and does not make use of some TA files like maps, facts which don't sit well with the TA3D author, so TA3D definitely has a niche.




Pok3D


One of my friends is a poker nut. He was playing away on a Windows machine near me, so I thought I would showcase the power of Free Software on my shiney new laptop with it's 3D capabilities... Pok3D here we come!



aptitude install python-poker3d

-----8<-----8<-----8<-----8<-----

0 packages upgraded, 79 newly installed, 0 to remove


What!? 79 new packages!? Ok, I run Ubuntu so I already have a plethora of Python-centric stuff installed. I also have several games installed so the common game packages too are already installed. This was listing MySQL, web frameworks, and all sorts of other things as Pok3D dependencies. That's ridiculous... why the hell does a poker client require MySQL? If you want to use data locally use a simple embeddable database like sqlite. Anyway, needless to say, despite having lots of HD space and the automatic package management powers of apt, call me old fashioned but I wasn't installing that much stuff for one game. All I could think was, "bloat."

Thursday, August 16, 2007

Releases on the Horizon

Well what would you know. There actually was plenty happening yesterday just I wasn't looking in the right places...



The assualt course racing game Sturmbahnfahrer has been renamed for reasons of political correctness. The new name is Stormbaan Coureur (dutch for "assault course racer") and there is a new release, version 1.5, which has save points, a half pipe, turntables, brakelights and more. It is currently only available as a source download, but hopefully that'll change soon. Whilst the game is aimed at Linux, it uses PLIB and ODE so is theoretically compilable on anything those two support (which is all major platforms).




Crashtest


Stormbaan Coureur is also the basis for another game - crashtest, the education crash test simulator for Linux. Interesting... :-)



There's also a new version of the Atomic Tanks. It's a worms clone and the project makes regular releases. Good stuff.



There's a lovely long post on the Vega Strike devblog from the project leader: version 0.5.0 looks a little closer! Basically the summer has given several core developers time to smash through bugs in SVN, implement some smart new features, and create an improved universe to roam about in. The only word of caution is that it seems VS SVN needs lots of memory. Hopefully they can slim that down a little prior to release.



There's an update in denial of project death on the Ecksdee wiki. It's been a while since the last release of this Wipeout-style futuristic racing game. There's been lots of development activity so hopefully that will result in a playable release in the near future.



And probably the best bit of news for the day - Freeciv 2.1beta6 is going to be out in the next few days. They built a 2.1beta5 release but it had a fatal flaw in it so announcements were shelved and a beta6 release is planned once the problems are ironed out. I look forward to it! :-)

Wednesday, August 15, 2007

Bored Gamer

There's very little of note happening. I should use the opportunity to work on some more interesting content for Free Gamer (fixed lists? awards? etc) but instead I have a new laptop (shiney!) and so will spend time fiddling with it.



Want to know what the Linux Game Tome looked like 10 years ago?



Where is FreeCiv 2.1? Patience is a virtue, but an updated beta would be nice. I'm contemplating checking out latest SVN to see where it's up to.



I played SuperTuxKart 0.3.0 a bit. Lots of potential but still rough around the edges. Some very dodgy collision detection, very annoying instant deceleration if you go slightly off the road, and only 1 really decent track (island) plus a couple of OK ones. Most of the tracks, IMHO, are not worth including.



There's an interesting list grumbel's grumbles; things grumbel thinks are wrong with SuperTux. I think he's spot on with most of them, he's an astute game programmer (Free Gamer interview) and fixing most of what he says would make SuperTux a very, very nice game.



The www.freegamedev.net forums (still need to rebrand them - still looks like the Free Gamer forums) are doing well at our new host after the [old host] freeforums.org data loss forced us to start over - nearly 50 users and nearly 500 posts in a few weeks. Hopefully it is a sign of things to come with the Free Software game development community consolidating it's efforts and improving on the fractured nature that afflicts Free game development. There's a lot of duplicated effort, lots of good small projects that don't get recognised and don't make it, and projects missing artists and projects missing programmers that could work together better. Hopefully www.freegamedev.net can serve as a place to solve these kind of problems.

Bored Gamer

There's very little of note happening. I should use the opportunity to work on some more interesting content for Free Gamer (fixed lists? awards? etc) but instead I have a new laptop (shiney!) and so will spend time fiddling with it.



Want to know what the Linux Game Tome looked like 10 years ago?



Where is FreeCiv 2.1? Patience is a virtue, but an updated beta would be nice. I'm contemplating checking out latest SVN to see where it's up to.



I played SuperTuxKart 0.3.0 a bit. Lots of potential but still rough around the edges. Some very dodgy collision detection, very annoying instant deceleration if you go slightly off the road, and only 1 really decent track (island) plus a couple of OK ones. Most of the tracks, IMHO, are not worth including.



There's an interesting list grumbel's grumbles; things grumbel thinks are wrong with SuperTux. I think he's spot on with most of them, he's an astute game programmer (Free Gamer interview) and fixing most of what he says would make SuperTux a very, very nice game.



The www.freegamedev.net forums (still need to rebrand them - still looks like the Free Gamer forums) are doing well at our new host after the [old host] freeforums.org data loss forced us to start over - nearly 50 users and nearly 500 posts in a few weeks. Hopefully it is a sign of things to come with the Free Software game development community consolidating it's efforts and improving on the fractured nature that afflicts Free game development. There's a lot of duplicated effort, lots of good small projects that don't get recognised and don't make it, and projects missing artists and projects missing programmers that could work together better. Hopefully www.freegamedev.net can serve as a place to solve these kind of problems.

Tuesday, August 14, 2007

Namaste India!



Happy 60th birthday, India! We can't wait to celebrate, but we're going to wait a few days for the formal unwrapping of our gift to Indian users. Check back and we'll have news shortly.

Monday, August 13, 2007

Bos Wars and Egoboo

There's a new Bos Wars release - version 2.4 comes with a new resource system and a new tutorial (presumably to reflect the new resource system). These days Bos Wars is the flagship game using Stratagus, the 2D isometric RTS engine that powers Wargus and the lesser developed Stargus.



Tutorials are good. If you want a good player retention rate for your game, code a tutorial. I can't stress enough how effective that is - most players are lazy. Take me for instance. I'm busy, if I play a game I want near instantaneous enjoyment. If I don't know what's going on I will quit a game within 30s. Many FOSS games I install are uninstalled very quickly - not because I don't like them, but because I don't have the desire to learn them on my own. (Note, I do not play commercial games at all.)



Good news for Egoboo! It gains SDL_mixer support - Egoboo now music and improved sound support. They still don't have somebody producing Linux builds though, which is a shame because Egoboo could have a good following again if it were more accessible on Linux. Still, Windows binaries are available.



The latest Egoboo version is 2.3.9 - released last week but since it's only announced (that I know of) in their forums it's hard to come by. The Egoboo community have added a lot to it over the years, and the game has quite a lot of content and depth if you get into it. It just needs marketing better and a Linux build.





Egoboo "World Map"



There's also a new Cultivation release. I like this project, it's an innovative game design and I like seeing that development is still ongoing, although this version doesn't bring much other than bug fixes and new sounds.

Saturday, August 11, 2007

Testing Testing Testing

200 posts to this blog now. :-)




Pingus


Pingus revival efforts are looking for bug testers. That means we can expect a new Pingus release soon, and even sooner if you head over there and help test it.



Also looking for testers is iteam, the Gunbound/Worms clone. Test packages are avaialabe for Windows and Ubuntu. Links and compilation instructions can be found in the Ubuntu forums thread where the game concept was originally incepted.



There's another snapshot release of JCRPG too, which has very lovely foilage lately. Now a few modellers have started contributing to the project so in the next few weeks hopefully we'll see a bit more gameplay development and perhaps the beginnings of the first game to use JCRPG which itself is a framework project for creating classic RPGs.



Somebody commented on yesterday's article that perhaps the Flightgear team should be avoiding the version number 0.9.11 given that the game is a flight sim. What do you think?

Friday, August 10, 2007

Online ad-serving tests



We're always experimenting and testing ways to deliver relevant and new kinds of ads, and as part of that, we recently started running a test of an ad serving technology that will help us understand online ad serving better, and allow us to experiment with some new approaches to privacy for third-party ad servers. The privacy features we'll test in these experiments follow some recently-announced policies, such as a shorter expiration date for the cookie set on your computer and anonymization of the logs data after 18 months.

In our ad-serving tests, we're introducing an opt-out mechanism so people can opt out of the test ad-serving cookie if they wish. In addition, we’re going to experiment with ways the industry could provide improved transparency for consumers and providing users with additional controls over the data gathered by ad servers. Some of the ideas we're exploring include:
  • using "crumbled" cookies, so that the data typically associated with one unique identifying number or "cookie ID" will be broken up among multiple different cookies and diffuse the ad history of individual users;
  • providing better forms of notice within ads, to help users understand who is serving the ads they see, and what data is being collected; and
  • giving users the ability to provide feedback to us about the ads they like and don't like.
Like all experiments, these ideas may or may not work out. And they won't be effective unless the industry adopts them -- we are not likely to implement these ideas alone. But we are excited to start innovating in this area for our advertising customers and for our users. We welcome your feedback.

www.freegamedev.net

I registered the domain name www.freegamedev.net yesterday. Initially it will just point to the Free Gamer forums, but I want to evolve that into a proper Free Software game development community with useful features e.g.:



  • announce.freegamedev.net - a really easy way for people to announce Free games in a single location. No accounts, no web forms, just email to e.g. announce@freegamedev.net and (pending moderator approval) it'll appear.

  • planet.freegamdev.net - a place where Free game development blogs are syndicated.

  • forums.freegamedev.net, wiki.freegamedev.net etc


Simple ways to help consolidate the Free gaming community will be the order of the day - none of this "let's implement a super redundant multi-layered workflow based CMS with tightly integrated thingymajigs" that will never happen because we are all busy people. KISS. Anyway, the forums are a good place for organisation.




Flightgear


A new Flightgear snapshot - 0.9.11pre1 - is available but it's source only. There's been a lot of updates since the last release over a year ago:



A gigantic number of new aircraft, new features, enhancements to existing models, and bugfixes were added.


Oooooo! :-)



I read a review of the previous release that commented on how good Flightgear was as a simulator, noting that - whilst it doesn't qutie have the graphical panache - it has several features not found in other commercial flight simulators like sloped runways. There are also different physics models, a massive number of planes and scenarios available. It's a very high quality open source project.



There's also a new version out of the interesting platform game DangerMan. The author notes he failed to playtest the previous version so a whole host of important bug fixes mean this release should be a better experience. The premise for the game sounds interesting:



Dangerman is an old-school platformer with modern features like line-of-sight and physics.


Anyway, let me know of any thoughts or ideas you have for www.freegamedev.net as I want it to be a community project, not a Free Gamer one. ;-)

Thursday, August 9, 2007

A simple way to get more storage



As someone who tests Google products daily, I know that the simplest solution is often the one that works best. In the case of online storage, whether it's a picture, a video or an email, you should just, well, be able to store it without having to worry about whether you've got enough space in each particular product. That's why the Picasa team is pleased to tell you that in a few hours we'll be rolling out extra storage that you can purchase to use across several Google products (today, Picasa Web Albums and Gmail; soon, other applications like Google Docs & Spreadsheets). That will help make storage really useful, like letting you upload lots of full resolution images to Picasa Web Albums.

When you reach the limit of free storage (i.e., 1GB for Picasa Web Albums, 2.8GB for Gmail), consider this your overflow solution. Plans start at $20/year for 6GB (yes, $5 cheaper than before), with larger plans ranging up to 250GB. If only testing everything were this easy.

We'll update this post as soon as we're ready to take your order.

Update: And we're live! To buy more storage, go here.

Finding fresh results



We work hard to keep our search results as fresh as possible so that they reflect the most up to date content on the web. However, given the immense medium the Internet is, it's hard to find all those pages that have just come into existence and make them available when people come looking for the latest information on new topics, whether it's a highly anticipated cell phone launch, news about a popular celebrity or the latest political maneuvers. What makes providing the latest information harder is the small amount of time we have between the page creation and when we'd like to serve those results to you.

Despite these challenges, one thing should not be hard: finding the freshest results on the page. To make it easier for you to spot the newer pages among the search results, we are now going to tell you how long ago we've seen a page containing what we think you're looking for.

For example, if on August 6th you were searching on Google.com for latest financial information following the Friday financial sector action, here's how that result would have looked in the past:



From this you could only see that we crawled this page at a day level granularity. But now when you do this search you will also be able to tell how long ago we noticed this page, so you can quickly pinpoint which of these is results is likely to contain more recent information. Here's the same example showing the annotation that tells you there's something new in the results we've seen recently.



So if you're looking for the most recent content on the web, this change should make it easier to find. And if you're a webmaster looking to tell us about all the new content on your site we haven't looked at yet, check out our support for sitemaps.

Is black the new green?



Reducing climate change by saving energy is an important effort we should all join, and that's why we're very glad to see the innovative thinking going into a variety of solutions. One idea, suggested by the site called "Blackle" (which is not related to Google, by the way, though the site does use our custom search engine), is to reduce energy used by monitors by providing search with a black background. We applaud the spirit of the idea, but our own analysis as well as that of others shows that making the Google homepage black will not reduce energy consumption. To the contrary, on flat-panel monitors (already estimated to be 75% of the market), displaying black may actually increase energy usage. Detailed results from a new study confirm this.

As computers become a bigger part of more people's lives, they will consume an increasing amount of energy, which is why we've invested so much in making our data centers efficient and we've joined with others to launch Climate Savers Computing, which has a goal of reducing total power consumption by more than 50% for all computers by 2010.

There are some things you can do now to reduce the energy used by your computer, such as:
  • turn on the power management features. Virtually all computers today have the ability to switch into low-power modes automatically when they're idle; very few computers have this capability enabled! Here's how to do it on computers running Windows XP.
  • turn off your monitor and computer when you're not using them
  • turn down the brightness on your monitor
  • make sure your next computer meets the efficiency standards of Climate Savers Computing (an efficient computer uses up to 50% less energy than a conventional one)
  • to find the most efficient PCs available today, look for the words "EnergyStar 4.0 compliant."

Wednesday, August 8, 2007

Google Checkout back-to-school offers



Checkout stores are offering up to $20 in savings for the back-to-school season. Find out more on the Checkout blog.

Google search privacy: Plain and simple


Cookies, IP addresses, logs -- all of these are important things to understand in the context of online privacy. We try to explain them in clear and simple language in our privacy policy and FAQ. But they're not always easy for non-techies to understand. Google is committed to being transparent about our privacy practices. We've been thinking about different ways to help people understand the technical aspects of online privacy, to improve transparency, and to empower you to make informed decisions about how you want to use our services. Today, we're launching our first experiment to explain basic privacy concepts via video on YouTube. Here it is:


This video runs about 5 minutes, so we couldn’t cover everything. Over time, we hope to create additional videos where we talk about other privacy issues: what data do we collect when you register for a Google Account? or - when you search on Google while you’re logged in? or - why does Google keep server logs? But before we head down the road of sequels, we’d like to get your feedback on whether you find this video format helpful. So please watch it and tell us what you think. We look forward to hearing from you.

Ultimate Stunts

Did you miss me? ... Tough luck, I'm back! ;-)




Ultimate Stunts Editor


Ultimate Stunts 0.7.2 is out with an improved and integrated track editor, a new car, and a few other minor improvements. I like this project, even if it isn't the best or most complete amongst the Free car games out there, it just has a nice vibe about it.



On the topic of car games, The TORCS guys are running a robot championship. If you think you can write a nice racing robot AI and win the prestigious TORCS Endurance World Championship 2007 then sign up and get involved! More details are on the TORCS website.



Whilst checking for [sadly no meaningful] updates to the Combat Simulator Project, I came across Delta3D (although I'm not sure if CSP uses it). There seem to be a few fairly well featured but not-so-well-known open source 3D game engines out there. Somebody brought up Sylphis3D in the FG forums. JCRPG and Air Carrier use jMonkeyEngine. Are there any other good but lesser-known open source 3D engines out there?

Monday, August 6, 2007

Joining OIN



You'll often hear members of our open source team say, “Every time you use Google, you’re using Linux.” It’s absolutely true. Check a Google engineer’s workstation, and you’ll probably find it's running Linux. Do a search on Google.com, and a Linux server will return your results. Ever since Google got its start, Linux has given us the power and flexibility we need to serve millions of users around the world.

In turn, we feel a strong responsibility to the Linux community, and we’re always looking for creative ways to put our resources in the hands of Linux developers. That’s why today we became a licensee of the Open Invention Network (OIN), an innovative patent-sharing organization founded to create a legally protected environment for anyone who works with Linux.

The concept behind OIN is simple. All OIN licensees, including participants such as IBM, Oracle, NEC and Sony, agree to cross-license their Linux-related patents to the others free of charge. Patent issues therefore become a much smaller concern inside the community, and OIN members can focus their energy on writing and releasing software rather than vetting their code for intellectual property issues. It's the legal equivalent of taking a long, deep breath.

For us, today’s announcement marks the latest development in a long, fruitful relationship with the open source community. The Google Summer of Code program has trained over 2,000 students as open source developers, many on Linux-related projects. We continue to fund external projects and host events like the Ubuntu Developer Summit and the Linux Foundation Innovation Summit. Hundreds of Googlers are submitting patches to Linux, and we’ve open-sourced over a million lines of code.

We believe Linux innovation moves fastest when developers can share their knowledge with full peace of mind. We’re proud to participate in an organization that’s making that possible, and we look forward to seeing OIN grow and thrive.

Sunday, August 5, 2007

SoulFu 1.5 "Niceware"

There's a new release of SoulFu. Whilst the source still comes under a funny license that many would not consider true open source, I believe any restrictions previously placed in the game are now removed. Downloads are up for Linux, Mac OS X, and Windows.



If you like the game concept but feel strongly about the source code license then the main alternative has to be Egoboo Resurrection - ironically also originally developed by Aaron and no surprise given the graphical similarities. [Edit - a better link, thanks Jacky. Also worth noting is that Egoboo Resurrection is currently available only for Windows although it should be compilable for Linux.]



Also the FreeOrion team snuck out another release - 0.3.1-rc6 - a couple of weeks ago. It's an explore, expand, exterminate [is that correct] kind of space strategy game with a very nice user interface and designed for a deep gameplay experience. I don't recall seeing this release announced anywhere. Also, it seems a strangely large update from 0.3.1rc5:



This release has many UI improvements, new art, bug fixes, and various minor and medium-scale backend changes. Notable major changes are the long-awaited OpenAL sound system (removing a non-free dependency) and Python AI scripting that can be modified without needing to rebuild FreeOrion itself.


Meh, who am I to argue but really, that's surely worthy of a 0.3.2 label at least!? Anyway, the game is available as a Windows installer but Linux users must compile from source.



Finally a quick note on the Open Football project. On the wiki is a small update saying that the game should be at a playable demo state before Christmas this year. Great news for a fantastic looking project. :-)

Thursday, August 2, 2007

More on CSPop

A while ago I mentioned cspop, a 3D populus clone. Whilst the game itself hasn't yet gotten a website - the author is waiting until it's playable before really marketing it - there has been progress:





CSPop


Work is still going on on the project, it is quite advanced already, but still some work on ui and some finishes on logic are needed to consider it playable.


Anyway I have a couple of EXCLUSIVE screenshots - to be seen nowhere else on the web. (Oh yeah, I make blogging sound more like magazine writing every day!) This is a very exciting looking project and I'm hopeful that it'll be "out there" sooner rather than later.



The daring can grab it from SVN. You'll need Crystal Space and CEL too. :-)



Speaking of exciting projects linked to Crystal Space, there's more details on Project Apricot following a CS conference last month. Project Apricot is going to be a high profile effort to create an open source game using Blender and Crystal Space.



Pingus revival efforts seem to have made some headway but there's still a few tasks left to do before it gets "re-released" as a more manageable project i.e. no new features yet but [supposedly] more maintainable code so less chance of it stagnating again and a greater likelihood of new features / levels in the future.



Something like that. ;-)

Kirkland does the Ragnar Relay



Go back in time with me to last Friday morning. It's 4:30 a.m. I am standing in a parking lot, watching 11 Googlers and friends adding finish decorating the mini-vans and loading coolers filled with Gatorade and snacks. We're planning to drive to Blaine (Washington) and then run 187 miles over two days, relay-style, along the coast, finishing on the south end of Whidbey island. In other words, this is the Ragnar Relay, an event that started in Utah 4 years ago, now in its first year in Washington State. Sounds crazy, huh? Fortunately, I'm working with people who consider no idea too outrageous -- not even the notion that running a multi-day relay would be "fun"!

For the next 30+ hours we're on the road, catching naps in mini-vans and exchange points, overcoming challenges of running through summer Washington heat (who knew?) and total darkness (aided by headlamps), enjoying the roads that take us through the farmland (hello, llamas and blueberries!) and near the coast (over Deception Pass just before sunrise). We're ignoring blisters, scrapes, sore knees and ankles to get over the next hill, and another one after, and another one -- where our van is waiting, full of good cheer and ice-cold water. Then we push even harder to get to the exchange point.

We get into Langley, our last town on the route, Saturday afternoon. We wait for the last runner at the finishing line, and cross it together -- tired, sore, and, astonishingly, ready to do it again next year. And that, dear readers, is the story of how some of us spent last weekend.

Wednesday, August 1, 2007

Peragro Tempus

With the time I've spent sorting out the site I've had less time to stay in touch with general open source game developments, so slow news at the moment.



The author of Passenger and Nuclear Graveyard seems to be making headway on his latest project, Last Remaining:



I've just added some more hardened enemies to Last Remaining, and some more serious firepower. I don't want the game to become just another FPS, as the story is quite important, but it won't do any harm to have a bit of action in the middle of it!


He uploaded a version to Sourceforge on 25th July with 3 levels and the aforementioned hardened enemies. He's also looking for modellers. I will note that his games seem to lack a little graphical atmosphere due to using only simple lighting techniques, but I think this is something he is trying to address in Last Remaining.




JCRPG trees


I mention it a lot, but JCRPG is a nice regularly* updated** blog/project and his latest addition, billboard trees, look absolutely fantastic.



All the trees are billboarded. This means that the foliage is given by screen facing squares. But the further the tree is the less and bigger squares the foliage will be on. The furthest tree has only one foliage square.


I would like to see some more on this - trees / foilage are something that a lot of games really fail to get right but Paul (the JCRPG author) has put a lot of effort into it and other open source games would do well to copy or reuse his efforts.




PS or PT castle


Finally, I came across Peragro Tempus, what looks like an open source MMORPG in the making. Details are a little sketchy on the website but it looks very nice. It has the usual open source infrastructure - public SVN, wiki, mailing lists - and uses Crystal Space.



I came across it via this forum thread in the forums for the Planeshift project, and it seems to have a few modellers who used to contribute to popular MMORPG. I wasn't sure whether this castle was destined for Planeshift or Peragro Tempus but it's impressive nonetheless!



One of the main objections people have with contributing art to Planeshift is that you have to give the Planeshift project copyright over the art and it is kept under a closed license. This doesn't sit well with open source advocates or many potential contributors, and I get the impression was one of the motivations behind forming the Peragro Tempus project.



* BIG
** HINT

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