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January 3rd, 2022, 15:01 Posted By: wraggster
Intel has demonstrated how its Core i9-12900K Alder Lake processor can work with Samsung's recently announced PM1743 PCIe 5.0 x4 SSD. The result is as astonishing as it is predictable: the platform demonstrated approximately 13.8 GBps throughput in the IOMeter benchmark. From a report:Intel planned to show the demo at CES, however, the company is no longer going in person. So, Ryan Shrout, Intel's chief performance strategist, decided to share the demo publicly via Twitter. The system used for the demonstration included a Core i9-12900K processor, an Asus Z690 motherboard and an EVGA GeForce RTX 3080 graphics board. Intel hooked up Samsung's PM1743 SSD using a special PCIe 5.0 interposer card and the drive certainly did not disappoint. From a practical standpoint, 13.8 GBps may be overkill for regular desktop users, but for those who need to load huge games, work with large 8K video files or ultra-high-resolution images will appreciate the added performance. However, there is a small catch with this demo. Apparently, Samsung will be among the first to ship its PM1743 PCIe 5.0 drives, which is why Intel decided to use this SSD for the demonstration. But Samsung's PM1743-series is aimed at enterprises, so it will be available in a 2.5-inch/15mm with dual-port support and new-generation E3.S (76 Ã-- 112.75 Ã-- 7.5mm) form-factors, so it is not aimed at desktops (and Intel admits that).
https://slashdot.org/story/21/12/31/193244/intel-demos-lightning-fast-138-gbps-pcie-50-ssd-with-alder-lake
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April 27th, 2021, 01:00 Posted By: wraggster
Humble Bundle has unveiled a redesign that will alter how users split their donations.
As part of this update, the company will remove sliders that give users the option to flexibly adjust what percentage of the donation goes towards publishers, charities and Humble.
The new system will instead feature two static options, a default donation that gives 85% of a donation to publishers, 10% to Humble and 5% to charity. The other 'Extra to Charity' option will split the figure so that 15% goes towards the chosen cause instead.
https://www.gamesindustry.biz/articl...-to-15-percent
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April 27th, 2021, 00:51 Posted By: wraggster
An Electronic Arts internal document regarding FIFA 21 that was leaked to the CBC has explicitly stated the publisher's goal of pushing players toward its loot box-driven FIFA Ultimate Team game mode.
The 54-page document, which was provided to the news outlet by a "gaming insider," addresses the game's performance so far and lays out the publisher's plans going forward.
On a page of the document titled "Five Things You Need to Know," the third point emphasizes that players will be "incentivized to convert" throughout the summer, while the fourth point states "FUT is the cornerstone and we are doing everything we can to drive players there."
In another page titled "Turning Up the Heat," the company says "All roads lead to FUT" and lays out a strategy to "drive excitement and funnel players towards FUT from other modes."
The insider said he took the document to the press in light of research linking loot boxes to gambling, proceedings in various markets around regulating loot boxes as gambling, and numerous lawsuits over the practice.
"For years ... they've been able to act with a layer of plausible deniability," the insider told the CBC. "Yet in their internal documents, they're saying, 'This is our goal. We want people driven to the card pack mode.'"
He added, "I don't know why anyone would ever put that in print at the company. It's getting harder and harder to defend what is very obviously unregulated gambling."
Leaked EA document says FIFA 21 is driving people to loot boxes | GamesIndustry.biz
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February 16th, 2021, 23:45 Posted By: wraggster
Activision Blizzard reported record full-year and fourth quarter results today thanks in large part to a banner year for the Call of Duty franchise.
Call of Duty nearly doubled its net bookings in 2020 thanks to the first full year of Call of Duty Mobile, the March debut of the free-to-play Call of Duty: Warzone, and traditional Call of Duty premium releases like Modern Warfare and Black Ops Cold War that collectively saw unit sales up 40% for the year.
Company-wide, Activision Blizzard posted full-year net revenues up 25% to $8.09 billion, while net bookings were up 44% to $8.42 billion. Net profits rose 46% to $2.2 billion.
For the holiday quarter on its own, revenues were up 22% to $2.41 billion with net bookings up 13% to $3.05 billion. Net profits were down 3% to $508 million.
"We are already seeing the impact of our growth initiatives for Call of Duty, World of Warcraft and Candy Crush, which we expect to again drive strong results in 2021," the company said in reporting its results. "And at the same time, we are making significant progress against our development pipeline for other key intellectual properties, which we expect to fuel further growth in 2022 and beyond."
Given Call of Duty's performance, it's no surprise that the Activision division showed the strongest growth for the company, with full year net revenues up 77% to $3.9 billion. Its full year operating income jumped 120% to $1.87 billion, which means Activision's profits were nearly as high as Blizzard's sales.
For the full year, Blizzard posted net revenues up 8% to $1.91 billion, with the most notable jump being World of Warcraft's 40% year-over-year increase in net bookings.
King saw revenues up a little less than 7% to $2.16 billion.
https://www.gamesindustry.biz/articl...ision-blizzard
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February 16th, 2021, 23:43 Posted By: wraggster
Google's ambitions of being a major game publisher are over almost before they even started. The technology giant is shutting down the studios it established in Montreal and Los Angeles to create Stadia exclusive games, affecting around 150 staff, while EA and Ubisoft veteran Jade Raymond, who had been hired to lead those efforts, is leaving the company.
It's easy, and indeed tempting, to pour scorn on Google for this whole debacle, not least since it's impacted the careers of so many development staff. But the overriding sentiment in most commentary I've read or heard about this is: "well, duh." Of course Google did this. Google was always going to do this. It was only ever a question of when, not if.
That's a hard sentiment to disagree with. Google's track record of abandoning products and services that don't immediately succeed is legendary, after all -- but the legend isn't entirely correct in its framing. Google may sometimes look like a kid on a Christmas morning sugar rush, bouncing constantly to new toys, leaving the ones it was excited about only minutes ago forgotten under the sofa, but it is also perfectly capable of knuckling down and focusing on building long-term value. It just doesn't know how to do that -- or doesn't care to do that -- in any business that involves selling things to consumers.
Google's shutdowns relegate streaming to "gaming of the gaps" | Opinion | GamesIndustry.biz
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February 16th, 2021, 23:42 Posted By: wraggster
Valve is finally launching Steam China into public beta.
Niko Partners analyst Daniel Ahmad reported the date on Twitter this week, confirming a public beta of the Steam China client will launch on February 9.
Dota 2 and Counter-Strike: Global Offensive are the first games coming to the platform. According to Ahmad, Chinese players will be required to log in to Steam China to play these games, although he added "everything will transfer over."
Valve announced Steam China in 2018 as a partnership with Perfect World to create a version of the storefront specific to the market. It is separate from the international versions of Steam, which Valve has said will stay live in China even after the launch of its localized counterpart.
Speaking to IGN, Ahmad said that around 30 more games are planned for release on Steam China in the "near term," and more beyond that.
Public beta of Steam China launches next week | GamesIndustry.biz
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February 16th, 2021, 22:26 Posted By: wraggster
The data stolen from Cyberpunk 2077 developer CD Projekt Red has reportedly been sold.
Cyberintelligence firm Kela shared an image from the forums where the hackers were auctioning off the source code for several of the studio's games, in which the group claims to have accepted an offer for the compromised data.
The post states the auction is closed, adding: "An offer was received outside the forum that satisfied us. With the conditions of further non-distribution, in this regard, they were forced to withdraw the lot from sale [sic]."
According to an earlier post shared by vx-underground -- which collects malware source code, samples and papers -- the hackers claimed to be selling full source code for Cyberpunk 2077, Thronebreaker and The Witcher 3, including an unreleased version featuring raytracing.
The group was asking for a starting bid of $1 million, with a minimum offer increase of $500,000 or the option to purchase immediately for $7 million.
It is unclear how much money the hackers accepted.
Hackers claim to have sold Cyberpunk 2077, Witcher 3 source code | GamesIndustry.biz
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February 16th, 2021, 22:04 Posted By: wraggster
Major tech firms are protesting against Nvidia's $40 billion acquisition of UK semiconductor firm Arm.
The deal was announced back in September and is currently under review by antitrust regulators in the US, UK, European Union and China.
Bloomberg reports several companies -- including Google, Microsoft and Qualcomm -- are asking for these regulators to intervene.
According to the site's sources, at least one of these companies wants the deal to be stopped altogether.
The concern centres around Arm's work providing semiconductors and essential chips to companies such as Apple, Amazon, Samsung, Huawei and Intel.
The firm currently provides its services to all clients across the tech industry, but the likes of Microsoft and Google are concerned that the acquisition would allow Nvidia to limit supply to rivals or increase prices.
Nvidia acquisition of Arm under fire from Microsoft and Google | GamesIndustry.biz
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February 16th, 2021, 22:01 Posted By: wraggster
Consumer spending in the US for PC gaming hardware and accessories reached $4.5 billion in 2020.
That's a 62% increase compared to 2019, and more than double the total sales of 2017, NPD said in its latest report.
Digital PC games content also grew 19% in 2020, reaching $7.5 billion in revenue. PC gaming accessories overall grew 81% year-on-year, while hardware grew 57%.
All categories of gaming hardware and accessories encountered double-digital growth, NPD continued, with a particular boom for headsets, monitors and keyboards, likely driven by the working-from-home shift due to the COVID-19 pandemic.
PC gaming hardware and accessories spending grew 62% in the US in 2020 | GamesIndustry.biz
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February 16th, 2021, 22:00 Posted By: wraggster
Amazon has delayed the launch of its MMORPG New World again, pushing it back to August 31.
In a blog post, the developer says the team has been working on various additions including compelling end-game features, and the delay is to ensure those features and fine-tuning can make the launch date.
New World was originally set to launch last August, before the team delayed that to spring 2021 to add more to the middle and end-game experience for players.
Amazon delays New World again | GamesIndustry.biz
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January 25th, 2021, 23:33 Posted By: wraggster
Wine v6.0 is released. Wine is a project to allow a PC running a Unix-like operating system and the X Window System to run x86 programs for Microsoft Windows. Alternately, those wishing to port a Windows application to a Unix-like system can compile it against the Wine libraries.
Wine v6.0 Changelog:
Core modules in PE format.
Vulkan backend for WineD3D.
DirectShow and Media Foundation support.
Text console redesign.
http://www.winehq.org/
http://www.emucr.com/2021/01/wine-v60.html
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January 25th, 2021, 23:27 Posted By: wraggster
BizHawk v2.6 is released. BizHawk is a A multi-system emulator written in C#. BizHawk provides nice features for casual gamers such as full screen, and joypad support in addition to full rerecording and debugging tools for all system cores.
BizHawk Supported Systems
* Nintendo Entertainment System, Famicom, Famicom Disk System
* Super Nintendo Entertainment System and Super Famicom
* Nintendo 64
* Game Boy, Super Game Boy, and Game Boy Color
* Game Boy Advance
* Sony PlayStation
* Sega Master System, Game Gear, and SG-1000
* Sega Genesis
* Sega Saturn
* NEC PC Engine (AKA TurboGrafx-16), including SuperGrafx and PCE CD
* Atari 2600
* Atari 7800
* Atari Lynx
* ColecoVision
* TI-83 graphing calculator
* Wonderswan and Wonderswan Color
* Apple II
https://github.com/TASVideos/BizHawk
http://www.emucr.com/2021/01/bizhawk-v26.html
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January 25th, 2021, 22:57 Posted By: wraggster
DS4Windows v2.2.2 is released. DS4Windows is a portable program that allows you to get the best experience while using a DualShock 4 on your PC. By emulating a Xbox 360 controller, many more games are accessible.
DS4Windows Requirements
* Microsoft .NET 4.5 or higher (needed to unzip the driver and for macros to work
* DS4 Driver (Downloaded & Installed with
* Microsoft 360 Driver (link inside DS4Windows, already installed on Windows 7 SP1 and higher or if you've used a 360 controller
* Sony DualShock 4 (This should be
* Micro USB
* (Optional)Bluetooth 2.1+, via adapter or built in pc (My recommendation) (Toshiba's bluetooth & Bluetooth adapters using CSR currently does not
DS4Windows changelog:
Have app ignore embedded color profile for rainbowCCrop image. Fixes Profile Editor crashing app on some systems
Supports .BAT/.CMD batch scripts in specAction LaunchProgram. Contribution by mika-n
Added Hebrew translation. Contribution by avsha114
Corrected Touchpad Resolution Y Max for DS4 and DualSense
Fixed crash when right click disconnect is done twice and GUI has not changed yet. More of a pre-caution than anything
Gioteck VX4 gamepad support. Contribution by mika-n
Fixed passthru panels showing up properly for Touchpad and Gyro
Pushing half-baked controller options window
Change DupBox placeholder text behavior
Removed Parler link from About window for now. RIP Parler
Now use device specific Gyro Mouse sensitivity values
Decreased sensitivity of DualSense Gyro Mouse slightly
Added placeholder help text for window title auto profile field
Fixed window style for Updater window
Allow Home LED to be disabled for Switch Pro and JoyCon
Fixed app config loading. Stopped extra config saves on program launch from missingSetting being set unintentionally
Added more white variation of images for use in Dark theme
Make custom Bezier curve perform circular interpolation rather than per axis
Use ControlService event dispatcher for synchronization on device unplug
Fixed Gyro Mouse and Mouse Joystick Smoothing panels visibility in Profile Editor under certain scenarios
Fixed a bug in autoProfile set Path handler. Contribution by mika-n
Lowered default rumble emulation strength of DualSense controller
Allow configurable rumble strength setting for DualSense controllers. Will likely change later
Now use player LEDs on Switch Pro, JoyCon, and DualSense controllers. Used to display input device slot number
Display input slot number in controller list
Now sort main controller list by device index
Changed output device pluging routine. Stop DS4Windows service if ViGEm device connect call fails
Changed default dead zone for KBM profile templates
Only output DS4 touchpad button click when in Passthru mode
Make sure to refresh gyro mouse smoothing combobox indexes after loading from a preset
Bundled DS4Updater 1.4.5
https://github.com/Ryochan7/DS4Windows
http://www.emucr.com/2021/01/ds4windows-v222.html
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January 25th, 2021, 22:53 Posted By: wraggster
VirtualBox v6.1.18 is released. VirtualBox is a general-purpose full virtualizer for x86/x64 hardware. Targeted at server, desktop and embedded use, it is now the only professional-quality virtualization solution that is also Open Source Software.
VirtualBox v6.1.18 Changelog:
Nested VM: Fixed hangs when executing SMP nested-guests under certain conditions on Intel hosts (bug #19315, #19561)
OCI integration: Cloud Instance parameters parsing is improved on import (bug #19156)
Network: UDP checksum offloading in e1000 no longer produces zero checksums (bug #19930)
Network: Fixed Host-Only Ethernet Adapter DHCP, guest os can not get IP on host resume (bug #19620)
NAT: Fixed mss parameter handing (bug #15256)
macOS host: Multiple optimizations for BigSur
Audio: Fixed issues with audio playback after host goes to sleep (bug #18594)
Documentation: Some content touch-up and table formatting fixes
Linux host and guest: Support kernel version 5.10 (bug #20055)
Solaris host: Fix regression breaking VGA text mode since version 6.1.0
Guest Additions: Fixed a build failure affecting CentOS 8.2-2004 and later (bug #20091)
Guest Additions: Fixed a build failure affecting Linux kernels 3.2.0 through 3.2.50 (bug #20006)
Guest Additions: Fixed a VM segfault on copy with shared clipboard with X11 (bug #19226)
Shared Folder: Fixed error with remounting on Linux guests
http://www.emucr.com/2021/01/virtualbox-v6118.html
http://www.virtualbox.org/
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January 25th, 2021, 22:47 Posted By: wraggster
OpenTTD v1.11.0 beta1 is released. OpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer and enhances the game experience dramatically. Many features were inspired by TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting gameplay
significant internationalisation support. OpenTTD has already been translated into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town, industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the font and translation
OpenTTD Changelog:
Feature: [GS] Ability to set some extra text in the industry window (#8576)
Feature: Show rainforest under vegetation on smallmap (#8562)
Feature: Automatically determine window size on new install (#8536)
Feature: Towns can build tunnels (#8473)
Feature: Make maximum length of town bridges depend on population (with a minimum limit of 4) (#8439)
Feature: New icons for renaming and go-to-location on GUI windows, and improve consistency of usage (#8455)
Feature: Support for ARM64 on Apple Silicon and Windows (#8340, #8577, #8583)
Feature: Add an option to disable tree growth completely (#8415)
Feature: Support for Emscripten (play-OpenTTD-in-the-browser!) (#8355)
Feature: Show group name as part of the default vehicle name (#8307)
Feature: "Frozen" economy setting that stops production changes and industry closures (#8282)
Feature: New velocity unit "tiles/day" (#8278)
Feature: Option to automatically remove signals when placing rail (#8274)
Feature: Increase max possible distance from border for oil refineries and rigs (#8237)
Feature: Improve tree planting window, and allow planting 'clumps' of trees by dragging in the scenario editor (#8234)
Feature: Indian Rupee (INR) currency (#8136)
Feature: [GS] Ability to give a company exclusive access to an industry (#8115)
Feature: Hotkeys for Land Info window, News window & close error window (#8053, #8266)
Feature: Improve rendering of large viewports (#7962)
Feature: [GS] Influence industry production changes from GameScript (#7912)
Feature: [GS] Push-buttons on storybook pages (#7896)
Feature: Option to group vehicle lists by shared orders (#7028)
Feature: Drag-and-drop vehicles in group GUI for shared order groups (#7028)
Add: [GS] A tile parameter to GSCompany::ChangeBankBalance for showing changes more visually (#8573)
Add: [NewGRF] Allow NewGRF vehicles to query the current rail/road/tram type (#8554)
Add: [Script] ScriptCargo::GetName for the human readable name of cargoes (#8544)
Add: "reload" console command to reload the current scenario or heightmap (#8527)
Add: [NewGRF] Flag to test if inflation is on or off (#8427)
Add: [Script] Native priority queue (useful for things like pathfinders) (#8091)
Add: [NewGRF] Industry behaviour flag to override second cargo production clamping for water industries when using smooth economy (#8079)
Change: [SDL2] Start game on the screen where the cursor is (#8572)
Change: Use a dark background for all profit graphs to increase contrast (#8557)
Change: Reword warning in cheat window (#8538)
Change: Enable the toolbar for road/rail/dock/airport, regardless of vehicle availability (#8521)
Change: For arctic and tropical climates, make sure at least a few hills are generated (#8513)
Change: Destroying a tunnel/bridge now sells the tracks before destroying the tunnel/bridge (#8508)
Change: Move "give money" from client-list to company window (#8500)
Change: [MacOS] Hide Dock and menu when in fullscreen mode (#8487)
Change: Improve performance for complex vehicle chains by resolving sprites less frequently (#8485)
Change: Make engine reliability independent of introduction date (#8470)
Change: Some default settings to improve gameplay for new players - default non-stop orders on, disable inflation, quick goto orders, show track reservations, and more (#8463)
Change: Converting town-owned road types now requires a positive town rating (#8457)
Change: Rework server list buttons for searching LAN/internet servers (#8426)
Change: Add some styling to GS question windows depending on the type (#8422)
Change: [Linkgraph] Speed up game exit by allowing job threads to be aborted early (#8416)
Change: Prevent towns from building dead-end road bridges (#8401)
Change: Send network error to the server before making an emergency save (#8387)
Change: Extend the allowed range for max loan setting up to £2 billion (#8386)
Change: Don't display OS name when exiting the game (#8366)
Change: Save openttd.cfg immediately on changing a setting (#8358)
Change: Autorenew now defaults to on (#8352)
Change: [NewGRF] Also use aircraft property 12 for helicopters (#8347)
Change: Service at depot also resets breakdown chance (#8317)
Change: Use key names instead of characters in hotkey.cfg (#8291)
Change: Allow command cost-estimation while paused (#8222)
Change: Always apply inflation from 1920 to 2090, no matter the game start year (#7589)
Change: Use CMake for build system (#7270)
Change: [Linkgraph] Pause the game when linkgraph jobs lag (#7081)
Change: Place "Group by" above "Sort by" in station window for consistency (#7028)
Fix #8589: Prevent desyncs with vehicle motion counters and NewGRFs (#8591)
Fix #7670: Improve pathfinder performance when lost vehicles are blocked from moving (#8568)
Fix: Inform user if a custom font failed to load due to missing glyphs (#8559)
Fix: Don't allow wagon chains (without an engine) to exceed maximum train length (#8533)
Fix #7619: Super fast NewGRF aircraft could be unable to land (#8531)
Fix: Improve connection retries for the content server in cases of broken networking (#8530)
Fix #7972: Show invalid orders to stations that don't accept the vehicle (#8516)
Fix: Error when trying to clone a vehicle with invalid orders (#8515)
Fix #8050: Various off-by-one errors in how the end-year of the game was used (#8512)
Fix #8332: Aborting vehicle group drag & drop could cause crashes (#8511)
Fix #8168: Allow relocating HQ partially over an existing HQ (#8510)
Fix #8068: Allow selling tram track regardless of bank balance (#8509)
Fix #7604: Prevent houses from wandering away from roads (#8507)
Fix: Make the "password" button the same size as the other buttons in the Company window (#8500)
Fix #7611: Keep news about vehicle accidents around after the vehicle is cleaned up (#8497)
Fix: [MacOS] Full animation in fullscreen mode was reducing the height of the window (#8491)
Fix: [MacOS] Loading custom fonts (#8484)
Fix: Network client makes emergency saves twice if the server is disconnected (#8477)
Fix #8462: Stop towns from trying to build roads on water (#8471)
Fix: [NewGRF] GetCurveSpeedLimit should use the railtype from the current tile (#8466)
Fix #8437: Crash when using certain heliports with certain rotated airports (#8458)
Fix #8437: Planes would land at the wrong height if the top corner of the airport was lowered (#8458)
Fix #8297: Infrastructure counters for road tunnels, bridges & depots (#8454)
Fix #6468: Don't store the version of AIs that are started via console (#8430)
Fix: Don't lower tree density if spreading is not enabled (#8413)
Fix: Prevent savegame version conflicts with certain old patchpacks (#8411)
Fix: [NewGRF] Variable 0x44 was always HZB_TOWN_EDGE for road stops (#8400)
Fix #8313: Use correct capitalization for TTO / DOS music files in the baseset metadata (#8385)
Fix: [NewGRF] Action 7/9 conditions 0x0F to 0x12 failed, if 'param' was 0x88 (#8382)
Fix: Change the working-dir searchpath when using '-c' (#8367)
Fix: Useless warning with -snull and no BaseSounds available (#8361)
Fix: Crash trying to load TTO/TTD savegames. (#8356)
Fix: [Script] Don't echo script exceptions to console (#8331)
Fix: Slovak ownname was using the wrong form (#8326)
Fix #8311: [NewGRF] Industry probability at map generation was scaled differently when set via property or callback (#8312)
Fix: Only check houses for cargo when generating subsidies with towns (#8305)
Fix: Sprite preview in sprite aligner was too small with scaled UI (#8288)
Fix: Spell 'Viewport' consistently (#8260)
Fix #7772: Show vehicle destination on mouseover when vehicle stopped (#8236, #8543)
Fix #8232: Huge screenshot warning was shown incorrectly (#8224)
Fix #8153: Report incompatible cargo/order when autoreplace fails (#8169)
Fix: [Script] ScriptMarine::AreWaterTilesConnected did not work for aqueducts (#8074)
Fix #7645: Add cost of clearing the sloped tile to the price of a dock (#7947)
Fix #6452: Reset only editable and visible settings from GUI (#7890)
Fix: Original terrain generator did not keep a single gap of water at the borders (#7883)
Remove: In-game console command "content select all" (#8363)
http://www.openttd.org/
http://www.emucr.com/2021/01/openttd-v1110-beta1.html
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January 25th, 2021, 22:25 Posted By: wraggster
Twitter unveiled a feature Monday meant to bolster its efforts to combat misinformation and disinformation by tapping users in a fashion similar to Wikipedia to flag potentially misleading tweets. From a report:The new system allows users to discuss and provide context to tweets they believe are misleading or false. The project, titled Birdwatch, is a standalone section of Twitter that will at first only be available to a small set of users, largely on a first-come, first-served basis. Priority will not be provided to high-profile people or traditional fact-checkers, but users will have to use an account tied to a real phone number and email address.
"Birdwatch allows people to identify information in Tweets they believe is misleading or false, and write notes that provide informative context," Twitter Vice President of Product Keith Coleman wrote in a press release. "We believe this approach has the potential to respond quickly when misleading information spreads, adding context that people trust and find valuable." While Birdwatch will initially be cordoned off to a separate section of Twitter, the company said "eventually we aim to make notes visible directly on Tweets for the global Twitter audience, when there is consensus from a broad and diverse set of contributors."
https://news.slashdot.org/story/21/0...misinformation
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January 24th, 2021, 22:55 Posted By: wraggster
As reported earlier, the company behind the AMD-powered handheld gaming PC, AYA NEO, said that it would consider a crowdfunding campaign for the international market. The device, in the form of a Founder Edition, was already available in limited quantities in China in late 2020, priced at 3999 CN¥ (~$605) for the 500 GB model and 4599 CN¥ (~$756) for 1TB model. Now gamers abroad will be able to get their own unit as the company announced an Indiegogo crowdfunding campaign.
Crowdfunding campaign for handheld gaming PC, AYA NEO, announced | GBAtemp.net - The Independent Video Game Community
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January 21st, 2021, 22:43 Posted By: wraggster
Developers at ARM virtualisation company Corellium have managed to get Ubuntu 20.04 up and running on the new Apple Silicon Mac Mini. And we're not talking 'it boots and prints a load of text' running here. No, this is the full Ubuntu desktop experience -- and it's already being described as "completely usable!"
Pretty impressive, right? Even Linus Torvalds wasn't convinced that Linux M1 support was likely to appear anytime soon. He told ZDnet's Steven J. Vaughan-Nichols that: "...the main problem with the M1 for me is the GPU and other devices around it, because that's likely what would hold me off using it because it wouldn't have any Linux support unless Apple opens up." Not that he was entirely wrong, mind. GPU support is indeed a current sticking point in Correllium's Linux for M1 effort. It doesn't (yet) include M1 GPU support meaning 'graphics' handling is done via software rendering.
https://news.slashdot.org/story/21/0...pletely-usable
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January 21st, 2021, 22:29 Posted By: wraggster
The European Commission has ruled that Valve and five publishers breached EU antitrust rules, and fined them a combined €7.8 million.
The five publishers impacted are Bandai Namco, Capcom, Focus Home Interactive, Koch Media and ZeniMax, which, alongside Steam's parent company Valve, were accused of geo-blocking practices between 2010 and 2015, across around 100 games.
The European Commission said that they "restricted cross-border sales of certain PC video games on the basis of the geographical location of users within the European Economic Area ('EEA'), entering into the so called 'geo-blocking' practices."
That essentially means that, as part of concerted practices, Valve provided publishers with Steam activation keys locked to particular regions within the EEA. These keys as a result couldn't be activated outside of Czechia, Poland, Hungary, Romania, Slovakia, Estonia, Latvia, and Lithuania.
This goes against the EU's Single Market, with the European Commission's executive vice-president Margrethe Vestager noting, back when the investigation emerged in 2019, that "European consumers should have the right to buy and play video games of their choice regardless of where they live in the EU."
EU fines Valve and five publishers €7.8m for geo-blocking practices | GamesIndustry.biz
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