03-24-2009
Don't know if OpenSuSE is the right thing for that, as it's pretty heavy dependent on a graphical environment. I'd rather go with Debian or Ubuntu Server, but that subjective.
If you want complete AD emulation, you'll need (at least) Samba, OpenLDAP, Kerberos, and a lot of time and patience. A simple fileserver, OTOH, can be done in about 15 minutes, using Samba and SWAT.
As for the mail server, what exactly do you mean? Used for sending mails as a full fledged, public exposed MTA, sending mails as a relay to your providers SMTP server, or for fetching mails from your provider and saving them locally?
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LEARN ABOUT DEBIAN
cfsndserv
CFSNDSERV(6) cfsndserv CFSNDSERV(6)
NAME
cfsndserv - crossfire client sound server
DESCRIPTION
getzone adjusts and mixes sounds before playing them
USAGE
getzone none - started automatically by crossfire client
CONFIGURATION OPTIONS
~/.crossfire/sndconfig can contain the following options:
stereo
1 means stereo sound, 0 - mono
bits
bitrate of generated sound - 8 or 16
signed
if we should sent signed data to the soundcard. 1 means yes.
frequency
speed of playing data. This should be 11025, or sound pitch will change
buffers
how many buffers to allocate
buflen
how big the buffers should be. buffers*buflen shouldn't be smaller than the longest sound to be played.
simultaneously
home many sound can be played at the same time. When this setting is bigger, each sound volume will decrease.
HOW DOES IT WORK
?
The sound server gets information about sounds to be played on standard input.
The information is a line: <sound number> <sound type> <relative x> <relative y> All those numbers are hex. The file ~/.crossfire/sounds
contains description of sound numbers and types. For example:
3 0 5 0
Means that normal sound SOUND_FUMBLE spell should be played as it's source was5 units to the right of player.
Sounds are mixed in special buffers, which are in fact one buffer, which should be big enough for the biggest sound to be played.
The buffers, if contain anything, are sent one by one to the sound device. Each buffer is cleaned after playing.
Sounds data is multiplied by some ratio (<1) evaluated from it's position and volume and added to the buffers, starting from the next after
the one being played.
So bigger buffer means bigger delay, before th sound is actually played, but the smaller buffer is, the bigger is possibility, we won't
succeed filling the next buffer, before last is played.
SEE ALSO
crossfire(1)
http://crossfire.real-time.com
AUTHOR
Jaakko Niemi put this page together for Debian packages by cutting
and pasting from README file of crossfire-client.
3rd Berkeley Distribution 2002-02-23 CFSNDSERV(6)