PC Gaming News is a News and downloads site for the PC, We have all the latest emulators, hack, homebrew, commercial games for PC and all the downloads on this site,, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
News Flash
Check out
Nintendo video games
THE LATEST NEWS BELOW
|
March 14th, 2012, 00:08 Posted By: wraggster
snydeq writes with the opinion that Microsoft can afford Windows 8 failing on the desktop. From the article:"Windows 8 is an experiment that may well fail, but Microsoft will cull invaluable feedback for Windows 9 in the process, long before Windows 7 runs out of gas, writes InfoWorld's Serdar Yegulalp. 'Can Microsoft really afford to alienate one of its biggest market segments for a whole product cycle? In a word: Yes. In fact, doing something this risky might well be vital to Microsoft's survival,' Yegulalp writes. 'Microsoft needs to gamble, and right now might well be the best time for the company to do it. The company needs to learn from its mistakes as quickly and nimbly as they can — and then turn around and make Windows 9 exceed all of our expectations.'"Microsoft has managed to weather several OS flops (Windows Me anyone?) thanks to their domination of the market, but with Android gadgets and iPhones becoming pervasive can they pull it off again?
http://tech.slashdot.org/story/12/03...with-windows-8
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 22:36 Posted By: wraggster
Blizzard has confirmed that Diablo 3 won't launch with player versus player combat.
Lead designer Jay Wilson said in a post on Battle.net that the PvP Arena system will arrive in a post-release patch."As we're counting down the days until we're ready to announce a release date for Diablo III, we've come to realize that the PvP game and systems aren't yet living up to our standards,"he said.
"Today, we wanted to let you know that we've made the difficult decision to hold back the PvP Arena system and release it in a patch following the game's launch. After a lot of consideration and discussion, we ultimately felt that delaying the whole game purely for PvP would just be punishing to everyone who's waiting to enjoy the campaign and core solo/co-op content, all of which is just about complete."
Blizzard said the PvP patch will add multiple Arena maps with themed locations and layouts, PvP-centric achievements, and a quick and easy matchmaking system. "We'll also be adding a personal progression system that will reward you for successfully bashing in the other team's skulls," Wilson added.
"We know a lot of you are looking forward to PvP, and we'll be focusing our post-launch efforts on making sure the Arenas are as brutal, bloody, fast-paced, and awesome as we know they can be. In the meantime, we're in the process of putting the finishing touches on what we think is a truly epic campaign and co-op experience for launch."
There's been no official confirmation of a Diablo 3 launch date yet, although Amazon recently listed it for release on April 17.
http://www.computerandvideogames.com...unch-with-pvp/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 22:21 Posted By: wraggster
Endless Space is a 4X sci-fi strategy game by Amplitude Games, a new Paris outfit made up of former Electronic Arts and Ubisoft folks. A couple things make this announcement interesting. For starters, given their pedigree, the devs plan to come at this game from the potential blockbuster mentality, a rare occurence in the strategy genre. The other is the developer is looking for the community to get involved in what it's calling the "GAMES2GETHER" initiative.
"Few industries have such a vocal community and even fewer have the luxury of listening to the feedback that it provides," said Amplitude CEO Mathieu Girard. "Now that we're independent and get to call the shots, the whole team shares the dream of bringing this interactivity and support one step further."
Those interested in participating in the process can sign up at the Endless Space site. Given how few and far between good 4X strategy games come along, we won't be mad if this one fails -- we'll just be very disappointed in everyone participating in the process.
http://www.joystiq.com/2012/03/12/en...x-ubi-ea-devs/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 22:05 Posted By: wraggster
Onimusha Soul represents the Japanese publisher's first stab at browser gaming
One of Japan's largest game publishers has finally announced a major stepping stone, formally declaring the next Onimusha title as browser-based game. This marks the first time that Capcom will develop a PC game directly with the intent for browser-based play.
Declaring it a "Sengoku simulation RPG," Capcom plans to let gamers take up arms for various feudal lords during one of the most romanticized periods of Japanese history. What sets Onimusha Soul apart is the added demon and mythology angle not present in other popular RPG titles.
Capcom has not released an Onimusha title for some time, with the last entry having shipped back in 2006. There's no word on when the game is set for release.
Capcom has had some great results in online gaming; Smurf's Village was a 'driving force' behind the publisher's success throughout 2011.
http://www.gamesindustry.biz/article...-onimusha-soul
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 22:04 Posted By: wraggster
Sony Online Entertainment's free-to-play Star Wars title is still going strong
Sony Online Entertainment and LucasArts have announced that Star Wars: Clone Wars Adventures has crossed 10 million registered players since its launch in September of 2010. The game is a family-friendly, free-to-play MMO based on Cartoon Network's Clone Wars animated series.
"Clone Wars Adventures is one of our original free-to-play games and it continues to demonstrate the success of the free-to-play business model," said John Smedley, President of Sony Online Entertainment. "Surpassing 10 million registered players so quickly is an extraordinary achievement and we have no intention of slowing down. Our goal is to continue to create an immersive environment that captures the essence of Star Wars, and we remain committed to further amplifying the Star Warsexperience for all of our 10 million-plus registered players."
"Clone Wars Adventures does an exceptional job of integrating the storylines from Star Wars: The Clone Wars," said Mary Bihr, VP of Global Publishing at LucasArts. "This unmistakable bond between the animated series and Clone Wars Adventures provides fans an amazing opportunity to actually be a part of the galactic conflict and is an instrumental factor in acquiring such remarkable registration numbers."
To celebrate the milestone, SOE is giving away in-game Gold Death Watch armor to all registered players. In addition, Star Wars Episode I villain Darth Maul will be joining the game on March 15, allowing users the chance to fight the Sith Lord and gain a new player title.
http://www.gamesindustry.biz/article...-million-users
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 21:59 Posted By: wraggster
Crytek, German developer of the Crysis series, says it will unveil its "fantastic" new console and PC project next month.
Speaking to CVG during GDC last week, GM of games Nick Button-Brown said the studio was preparing to announce "the best of that kind of project we've ever done."
"There are so many things I can't talk about," he said. "A big part of our business is big-budget console and PC games. We are doing all these other things, but they're on top of that and we're doing them because they're interesting.
"The other project looks absolutely fantastic - I mean, genuinely the best of that kind of project we've ever done. It looks spectacular, the team is doing really, really well and it's just really nice to see the team really enthusiastic about what they're doing. They're really happy."
Crytek is currently known to be working on the Kinect exclusiveRyse, and a sequel to THQ shooter Homefront. Last week it announced Fibble Flick 'n' Roll, a physics puzzler due for iOS and Android in the spring.
http://www.edge-online.com/news/cryt...ect-next-month
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 21:39 Posted By: wraggster
Just two days remaining for early bird discounts
Online games publisher Innogames has been added to the list of speakers for the upcoming F2P Summit, it has been announced.
As the last addition to the roster, the publisher’s CMO Volker Dressel will discuss emerging cross-platform tech, and the benefits and disadvantages of the trend for developers.
“Cross-platform gaming changes the face of free-to-play in several ways, and is positioned to be one of the biggest beneficiaries of the trend,” said Dressel.
“Not only can people now access the same live game through basically anything with a screen, and play with anyone around the world, but no download is required and graphic quality is reaching a point to give triple-A console titles a run for their money.”
Early bird rates for the event are set to end on Wednesday March 14th, with tickets currently at a £100 discount for those who sign up before then.
http://www.develop-online.net/news/4...with-Innogames
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 21:36 Posted By: wraggster
Microsoft is researching ways to reduce touch-screen lag down to single millisecond, a hundred times less than current touch-screen systems.
Paul Dietz of Microsoft's Applied Science group fronted a explaining the software giant's research into so-called 'high-performance touch'.
"Currently touch systems have about a hundred millisecond delay between when you touch and when the image actually changes," said Dietz, adding that a touch gesture of one meter per second would see a trail 10cm behind.
Dietz reckons that the delay breaks the UI analogy of moving a physical object because the object is so far behind. To get to the bottom of the effect of latency, Microsoft knocked up test rig where they could change the latency to see how it felt to the user.
After demonstrating a 1ms delay, Dietz said: "If you were playing with the real set-up, you would notice a real perceptual cliff and that this really starts to feel like a physical object."
Rather than suggesting that 1ms latency on touch-screen displays is just around the corner, Dietz called 1ms a "bar for where we'd like to head over the next decade."
http://www.pcr-online.biz/news/read/...screens/028072
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 21:29 Posted By: wraggster
Ten-inch tablet complete with dual-core power could land by Christmas.
Nokia is pinning all of its hopes on Microsoft's Windows OS to resurrect smartphone sales, and fresh from releasing the Lumia series in late 2011, it will release Windows 8 tablets as soon as Q4 this year, according to Digitimes.
Citing the usual 'sources', the report says Nokia will unleash a ten-inch, dual-core powered tablet, and anticipates that debut shipments will pass 200,000.
However, the sources were tightlipped as to how many shipments or sales the firm expects to witness in its first quarter overall, though it will need to be looking at the low millions to become relevant.
Amazon's seven-inch Kindle Fire was launched in November, and shipped four million to become the world's number two tablet maker.
If Nokia does plan on joining the ranks of iPad rivals, it will need to offer very competitive pricing as the likes of the Fire and Nook tablet retail for as little as $199, while iPads cost upwards of $400.
http://www.mobile-ent.biz/news/read/...g-in-q4/017369
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:38 Posted By: wraggster
news via http://www.aep-emu.de/
VCMI Project is a free implementation of the Heroes of Might and Magic 3 WoG engine.
Quote:
CHANGELOG
0.87 -> 0.88 (Mar? 2012)
* added an initial version of new adventure AI: VCAI
* system settings window allows to change default resolution
* introduced unified JSON-based settings system
* fixed all known localization issues
* Creature Window can handle descriptions of spellcasting abilities
* Support for the clone spell
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:37 Posted By: wraggster
news via http://www.aep-emu.de/
DoomRL is a Rogue-like clone of the Doom series for various platforms.
Quote:
DoomRL v.0.9.9.6
.pre
[new] — TR#249: Universal executable — runs with different sound engines, or tiles vs console without loading libraries it doesn’t need
[new] — TR#260: G-version – fullscreen support (ALT-Enter or Ctrl-F12)!
[new] — TR#274: G-version – fullscreen resolution autodetection and startup query
[new] — TR#264: G-version – different floors and doors for Hell
[new] — TR#263: G-version – liquid edges unblockified and animated
[new] — TR#261: G-version – full mouse support (smart LMB/RMB on map, menus and mousescroll)!
[new] — TR#259: G-version – Variable resolution and x2 mode for text and sprites!
[new] — TR#278: G-version – minimap added and grid overlay (SPACE)
[new] — TR#—-: G-version – Epic background and logo by Derek Yu!
[new] — TR#249: Graphics and SoundEngine in config.lua
[new] — TR#249: -graphics, -console, -nosound and -fullscreen command line override options
[new] — TR#—-: hint system serving as a crude tutorial
[new] — TR#—-: all menus/screen rewritten/redesigned
[new] — TR#—-: new keybinding system – you can bind any key, and any CTRL/SHIFT/ALT combination but the syntax is different
[new] — TR#—-: anytime screenshot possible (hardcoded for F10/F9), also in graphics
[mod] — TR#240: recharge mechanic revamp. (tehtmi, game_hunter)
[mod] — TR#246: lots and lots of assembly changes (game_hunter)
[mod] — TR#293: resistances now degrade with durability (game_hunter)
[mod] — TR#—-: configuration entries are optional, defaults will be used if not present
[mod] — TR#—-: FRONTAL option removed – all games start frontal
[mod] — TR#—-: Shottyman pulls from equipped ammo pack when no ammo is in inventory. (tehtmi)
[mod] — TR#—-: two equipped pistols can be quickswapped with Dualgunner.
[mod] — TR#—-: level 24 experience requirement dropped to be more in line. (25 unchanged) (tehtmi)
[mod] — TR#—-: Mastermind melee damage increased (game_hunter)
[mod] — TR#—-: Badass changed to two-level trait. (tehtmi, game_hunter)
[mod] — TR#—-: the player now has the customary grace period upon enter level 1. (tehtmi)
[mod] — TR#—-: different barrel types accept differnt sound bindings. (tehtmi)
[mod] — TR#—-: weapons that don’t use ammo don’t display it, can’t be unloaded, etc. (tehtmi)
[mod] — TR#—-: added dodgebonus being property and dodgemod item property (game_hunter)
[mod] — TR#—-: added IF_FARHIT (attack ignores dinstance penalty) (game_hunter)
[mod] — TR#—-: added IF_UNSEENHIT (attack ignoares visibility penalty) (game_hunter)
[mod] — TR#—-: sniper weapon pack grants IF_FARHIT/IF_UNSEENHIT for 1/2 mods added to weapon (game_hunter)
[mod] — TR#—-: blue armor gives 20% plasma resistance instead of fire (game_hunter)
[mod] — TR#—-: all mod packs are now exotic, have higher weights, and uniquely colored (game_hunter)
[mod] — TR#—-: Vampyre gives scaling amount of HP (game_hunter)
[mod] — TR#270: a lot better and readable crash handling
[mod] — TR#271: SaveOnCrash now in config.lua, may be turned off
[fix] — TR#151: trait screen escape fixed
[fix] — TR#—-: message coloring doesn’t break on newline
[fix] — TR#—-: combat pistol has dualreload. (tehtmi)
[fix] — TR#—-: tactical and assault shotties only get single reload with shottyman. (tehtmi)
[fix] — TR#—-: teleboss AI bug fixed. (tehtmi)
[fix] — TR#—-: full inventory AI bug fixed. (game_hunter)
[fix] — TR#—-: Ao100 level 100 fix. (game_hunter)
[fix] — TR#—-: fixed minor issue with target line coloring. (tehtmi)
[fix] — TR#—-: grammaton Cleric Cross fixed to work with new mastermind. (tehtmi)
[fix] — TR#—-: JC AI bug fixed. (tehtmi)
[fix] — TR#—-: fixed chainfiring on Tower of Babel. (tehtmi)
[fix] — TR#—-: fixed large health globe on Angel of Berserk. (tehtmi)
[fix] — TR#—-: fixed scout’s stair sense briefly showing stairs in a certain unintended case. (tehtmi)
[fix] — TR#—-: barrels can once again be pushed into acid & lava (though it isn’t advised). (tehtmi)
[fix] — TR#—-: teleboss_ai attack fix (game_hunter)
[fix] — TR#—-: enemy pursuing AI fix (game_hunter)
[fix] — TR#168: proper error messages if missing files
[fix] — TR#—-: no more cannot resume dead coroutine on program error
[fix] — TR#265: error and assert can be normally used in modules
[fix] — TR#105: DoomRL will give now a meaningfull error if console is too small
[fix] — TR#—-: error reports will properly report params passed
[fix] — TR#—-: Linux 64 and Mac OS X player.wad fix
v.0.9.9.5
[new] -- TR#---: 3*8 levels, Phobos Anomaly, Tower of Babel and Dis as "episode" end levels
[new] -- TR#---: New BOSS!
[new] -- TR#---: New Arch-Vile AI, also damage changed to 20 fire-based
[new] -- TR#---: New Mancubus AI
[new] -- TR#---: The Brick Song by Simon Volpert added as Wall soundtrack!
[new] -- TR#---: new config option "MorePrompt" allowing to turn off confirm on too many msg (kornel)
[new] -- TR#---: Angel of Confidence and Angel of Overconfidence (Angel of Haste removed) (game_hunter)
[new] -- TR#039: New PowerUp! (kornel)
[new] -- TR#025: New AI for formers, barons, teleporting bosses, and spawners (game_hunter)
[new] -- TR#---: Exotic weapon: combat pistol (game_hunter)
[mod] -- TR#---: All special levels now guaranteed (unless locked out by ITYTD)
[mod] -- TR#---: Cancelling mods on AoI no longer consumes the mod (tehtmi)
[mod] -- TR#---: rapid fire shotguns now benefit from Trigger Happy (kornel)
[mod] -- TR#---: monsters are now subject to normal (variable) firing times (kornel)
[mod] -- TR#---: tweaks in level rewards for very good completion, UE now possible without lucky drops (kornel)
[mod] -- TR#---: Difficult medals give you easier medals of the same series if you haven´t already received them (game_hunter)
[mod] -- TR#---: Changes medals that were previously both exclusive and inclusive of each other (game_hunter)
[mod] -- TR#---: All current assemblies have fixed bonuses (regardless of mod order) (game_hunter)
[mod] -- TR#---: main screen detects beta state (kornel)
[mod] -- TR#---: combat, assault and tactical shotgun reload time set to 1.0 (game_hunter)
[mod] -- TR#---: player sight is calculated also after his turn - looks better (kornel)
[mod] -- TR#---: lots of AI optimization - please report any slowdowns (kornel)
[mod] -- TR#---: New rewards in Hell´s Arena for Berserk, Impatience, Red Alert, Purity, Masochism, Humanity (game_hunter)
[mod] -- TR#---: Armorer badges require 12/24/36/48/all specials, up from 10/20/30/40/all (game_hunter)
[mod] -- TR#---: Shorter powerup status names (kornel)
[fix] -- TR#---: Using fists on AoB with a weapon equipped no longer gives an inappropriate message (tehtmi)
[fix] -- TR#---: Using Angel Arm can no longer remove stairs (tehtmi)
[fix] -- TR#---: JC spawns fixed
[fix] -- TR#---: Sleep timer precision (add)
[fix] -- TR#---: Ballistic armor now gives melee resistance (tehtmi)
[fix] -- TR#229: Fixed full reload with ammo pack crash (tehtmi)
[fix] -- TR#---: Trying to fire with not enough (but non-zero) ammo is now instant (tehtmi)
[fix] -- TR#145: double shotgun and derivative uniques display x2 modifier (kornel)
[fix] -- TR#203: OnRemove is now correctly ran if armor is destroyed on player (bug with set armors) (kornel)
[fix] -- TR#---: rare bug with possibility to destroy level edge walls fixed (kornel)
[fix] -- TR#---: mortem name fixes (game_hunter)
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:33 Posted By: wraggster
news via http://www.aep-emu.de/
OpenArena is a free and open content package for the id tech3 GPL source code. This vesion has been released in February.
Quote:
- Mac is back!
- Two new single player campaign tiers
- New maps:
am_lavaarena
am_lavactf
am_lavactfxl
am_mckinleyish2
am_spacecont
am_thornish
mlca1
mlctf1beta
oa_bases3p3ta
oasago1
oa_thor
pul1duel-oa
pxlfan
- New player model: Neko.
- Specular maps have been added to many player and weaponsmodels. These can be disabled by turning off detail textures.
- Invulnerability powerup and effects
- Grappling hook model, shader, and sounds
- Angelyss, Gargoyle have been reanimated
- Liz and SMarine animation glitches fixed
- Music
- Many of the old maps got entity tweaks, gametype unlocking and other fixes.
- Benchmark demo
- Fixed TEAMMATE kill message bug.
- Prevent team changing and disconnect from changing team score in Team Deathmatch.
- Don´t let vampire resurrect dead players.
- Now uses FFA spawnpoints in domination.
- Workaround for Kamikaze bug.
- g_autonextmap added ("Auto change level" in the menu). Randomly picks a new map once the current map has ended. The maps allowed for each gametype are configurable.
- You can now see how much health the obelisk have left in Overload
- Autoswitch weapon can now be set to only change to better or new weapons.
- Chat beep can be disabled in options.
- Changed default customvotefile to customvote.cfg.
- Added the possibility for spawning in waves. The cvar g_respawntime says how often players should spawn.
- Added a CVAR g_voteBan X - bans a player for X minutes using the KK-admin system
- Added g_gravityModifier (default 1.0) that modifies g_gravity relatively to the value set by the map.
- Additional dmflags. Most notably "Fast weapon switch" and "No self damage".
- Added a CVAR g_damageModifier to modify damage of all weapons and triggers.
- Added replace_* cvars like disable_*. Can be used like "set replace_weapon_shotgun weapon_bfg" for replacing shutgun by BFG.
- Handicap is reset to 100 once returned to the main menu. It is no longer changeable thorugh the GUI to prevent new players from hurting themself.
- Added "Click to respawn"-message. Tells the player how long until they are allowed to respawn. Very relevant for wave spawning.
- New specular code, r_specmode 1 to enable
- New environment map code, r_envmode 1 to enable
- Cascaded bloom, which is more ´natural´, and is much faster on lower end hardware r_bloom_cascade 1 to enable
- Support for GLSL shaders!
- Bloom is not allowed if we don´t have 32-bit color for textures. This stops the user from playing with corrupt bloom in 16-bit color since the bloom code doesn´t really support that yet.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:32 Posted By: wraggster
news via http://www.aep-emu.de/
Nuvie is an open-source game engine for the following games: Ultima 6, Martian Dreams and Savage Empire
Quote:
It´s release time again.
The introduction/character creation sequences are the highlight of this release. Both intro sequences have been completed along with the gypsy character creation and the main menu logic.
What´s new in this release.- Bootup introduction sequence.
- Introduction sequence.
- Gypsy character creation sequence.
- Acknowledgements.
- Main menu.
- Trap effects
- Lens animation
- Balloon/raft movement
- Ship´s cannon
- Double handed weapons in inventory.
- Ship combat logic. Party flees in raft when ship is destroyed.
- Fade out magical creatures when they die.
- Powder kegs
- use lockpick
- Remember previous attack target when attacking with player.
- Numerous bug fixes
Version 0.3 can be downloaded from our download page. Offical builds are available for Windows and Mac. Source code is provided for other systems including Linux.
Please report any bugs or missing features using the tracker on our sourceforge project page here.
Eric
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:27 Posted By: wraggster
news via http://www.aep-emu.de/
OpenMW is an open-source engine for the game The Elder Scrolls 3: Morrowind.
Quote:
The OpenMW team is proud to announce the release of version 0.12.0! Release packages are available on our Download page. This release notably includes NPC and Creature animation, though no A.I. has been implemented, so animations must be activated through console commands. Please review the following:
Regressions:
Sounds other than music not working
Scroll and button background graphics in launcher not working in Linux package
Important notes:
You must remove all old openmw.cfg files in order for the automatic detection of Morrowind installations to work.
If the data path is set manually and it contains spaces, it needs to be put inside quotation marks.
Changelog:
Various rendering fixes and optimizations
Refactored engine class
Automatic package building
Various build fixes and cleanup
Various configuration fixes and cleanup, including detection of existing Morrowind installations
Basic NPC/Creature animation support added, must be activated from console
Basic implementation of Journal Window added
Fix for local scripts continuing to run if associated object is deleted
Fix for crash when taking screenshots
Fix for crash when visiting Akulakhan’s Chamber
Added catching of exceptions thrown in input handling functions
Fix for NPC Activation not working properly
Allow the player to move away from pre-defined cells
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:26 Posted By: wraggster
via http://www.aep-emu.de/
DXX-Rebirth is an OpenGL-port of Descent I+II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
March 2, 2012
Hello folks,
DXX-Rebirth v0.57.2 has been released. Again it’s just a Bugfix version. It’s intention is to make the time for the next big release (v0.58, which is supposed to introduce a fully reworked Multiplayer) a bit shorter.
It’s fixes inhclude:
Fix for bosses which did not attack after loading a Savegame
Slightly reworked Multiplayer traffic management (not fully finished until v0.5
Fix crash when restoring Coop Savegame
Engine stability improvements / Fixes for very old Engine bugs
Crash Fix for users of PhysFS 1.x
Fix for Linking errors on newer Linux distributions (linking libmath)
New SDL.DLL has been added to fix mouse snapping when minimizing game using ALT+TAB
For a full list of changes please check CHANGELOG.txt
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 12th, 2012, 13:25 Posted By: wraggster
via http://www.aep-emu.de/
Doom64 EX is a clone of the Nintendo64 game Doom64 for Windows.
Quote:
Doom64 EX 2.2 Released & Editor Updates
Posted on March 4, 2012
5
**Update 03/05/12** A hotfix was applied to version 2.2 today. If you haven’t already, go re-download the 2.2 binaries.
**Update 03/04/12** Several crash-inducing bugs have already been reported and will address these issues as soon as possible. Expect another follow-up in the next day or so.
Version 2.2 is out and can be found on the downloads page. And now for the big list of changes:
Support for *Unix and 64-bit operating systems
Fixed auto-aiming causing de-syncs for network games
Regional features to support Japanese & European versions of the game
Drag and drop support for custom wad files
Network menu added
Fixed some auto-aiming bugs
Fixed infrared bug where all clients were affected
Obituaries added for network games
Better soundfont file detection
Improvements to console cvars
The way lines are rendered in automap is more accurate to the original game
New compatibility settings – lost soul limit and walk over actors
Improved renderer to support video cards without texture combiner support
Improved screen melt/wipe effect
Improved menus and added hints
Tweaked the ‘arranged’ hud type
Game now accept IWADs for custom wads/maps
Fixes to monster behavior for hardcore difficulty
Teleport fog’s z height is adjusted based on how the original game handles it
This is probably the last update that focuses on bug fixing and general improvements. The next set of releases will focus more on modding features. One of the biggest features that I will be doing is getting in decorate support which allows users to implement custom actors, projectiles and animations and slopes. I will continue to make updates to version 2.2 once users begin reporting bugs to me so keep on a look out for additional fixes and updates in the next few days or so.
Doom Builder 64 has also been updated which addresses a lot of minor quirks and other annoying things like macro data being reset or sector flag data being reset when having multiple sectors selected and so forth. Sorry, I don’t have a lot of time to work on new features for the editor but should be more robust since most of the bugs were addressed.
As usual, for any new bugs found please report them on the forums.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 11th, 2012, 23:19 Posted By: wraggster
HD remakes are becoming more prevalent in the video games industry, as a means of introducing a new generation of gamers to something they may have otherwise never played. Frédérick Raynal, designer of the original survival-horror game, Alone in the Dark, said he's totally on board with an HD remake.
"I would love an HD remake one day and I hope it will happen, one day," Raynal responded when asked about the possibility at the conclusion of his GDCpostmortem. "I think Infogrames holds the rights; I'm not sure about that."
Atari published the last entry in the Alone in the Dark series back in 2008. If someone wants to get a remake out in time for the 20th Anniversary of the original game, they'll have to get it out within the next nine months.
http://www.joystiq.com/2012/03/09/al...-an-hd-remake/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 11th, 2012, 23:18 Posted By: wraggster
If you've played Taito's beautifully abstract iOS music game, Groove Coaster, you probably want more of Taito's beautifully abstract iOS music game, Groove Coaster. And you'll have it. During an interview today, producer Reisuke Ishidatold Joystiq: "People can expect to see more Groove Coaster in the future." As for the details, like when, or whether it's in the form of game updates or a full sequel, we got "No comment."
One (vector-based, icon-covered) avenue he'd like to explore is a console port, much like the XBLA/PSN port of his iOS shooter Space Invaders Infinity Gene. "There's no plan for a console release of Groove Coaster yet, but if it's possible it's something that I'd like to do," Ishida said. "I don't think the controls would be much of an issue; it's pretty simple controls." Ishida said he kept consoles in mind while designing Groove Coaster. "I didn't want to add something that wouldn't be able to be communicated for consoles in the future."
In terms of non-Groove Coaster games, Ishida teased a third game in what he called the "Infinity Gene series (which currently includes Infinity Gene andGroove Coaster). "It'll probably have a similar aesthetic to the previous two games, but people shouldn't expect another shooting game. It'll be something different."
Ishida quickly clarified: "I'm not saying I'm never going to make shooting games again, just not for the next project."
http://www.joystiq.com/2012/03/09/ta...roove-coaster/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
March 11th, 2012, 23:09 Posted By: wraggster
[h=2]Conventional wisdom says that expensive iOS and Android games don't sell, but in a speech at GDC, Mikio Watanabe, COO of shmup developer Cave, frankly stated the exact opposite. In a presentation entitled "Japanese Retro and Social Games on Smartphones," Watanabe gave advice to developers looking to port their companies' legacy IPs to the rapidly blossoming smartphone and tablet markets.
His advice? For starters, keep the games running at a good clip instead of focusing too much on graphical clarity. "When games are running quickly, the human eye misses tiny imperfections in the visuals," he noted, encouraging developers to try to shoot for an average of 50 FPS or better. To increase the profitability, he encouraged developers to include unique and interesting DLC to spur in-app purchases.http://www.joystiq.com/2012/03/10/ca...m-app-pricing/[/h]
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
next » |