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July 6th, 2011, 21:32 Posted By: wraggster
Sony's S1 and S2 Honeycomb tablets have been very coy in front of the cameras since their initial unveiling. Aside from two visually pleasing short films and a tease of a hands-on, we haven't seen much of them since -- or any specific release details, for that matter. The former's changed at least, however, thanks to Notebook Italia. The site managed to handle the duo long enough in front of a lens to capture a bevy of snapshots, along with a short video of the S1 running PlayStation Suite. If you've been anxious to get a better look you'll find the S1 clip past the break, and all of the photos by hitting the source link below.
http://www.engadget.com/2011/07/06/s...n-show-off-mo/
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July 5th, 2011, 22:37 Posted By: wraggster
Gaikai has singed a deal with Capcom that will see the publisher's games made available on its cloud gaming service in the US.
As well as being available through Gaikai's network, Capcom's games will also be playable through the publisher's own websites.
For those not in the know, Gaikai founder Dave Perry describes Gaikai as "a revolutionary new technology that lets you play any game online in your browser".
Gaikai senior VP of interactive entertainment Robert Stevenson said: "Capcom produces some of the industry's most unique franchises, consistently leading their genres with the highest quality. As a forward-thinking publisher who has great success in the digital space, we're excited to be working with them on such properties."
Perry admitted this week that latency is "the biggest elephant in the room" when it comes to cloud gaming, but says the firm has found "many, many ways" to limit it.
Last month, Gaikai signed a deal to stream games over Walmart.com, the online division of the world's biggest retailer.
http://www.computerandvideogames.com...VG-General-RSS
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July 4th, 2011, 22:27 Posted By: wraggster
TransGaming CEO Vikas Gupta has cast doubt on the future of video game streaming service OnLive.
Speaking to GamesIndustry.biz from the company's Toronto offices, Gupta outlined the technical and economical problems with OnLive, and the way TransGaming's rival service, Game Tree TV, will be different.
"We've looked at OnLive's [business] model and we don't believe it's sustainable," he said. "We don't believe they can make money on it."
"We know what they're making from a distribution fee perspective, because that's their model... So EA says here's a game, and that game retails for $50. We know that they're only making x percent, and within that margin there's no way they can make money, given their operating expenditure, as well as the initial capital expenditure in order to get that data centre up and running."
Gupta describes the end-user experience in North America as "pretty good", but doubts that the AAA console audience OnLive is targeting will tolerate any noticable performance issues.
"The problem, I feel, is that if I'm playing Call Of Duty and I know that on my PlayStation 3 it's an amazing, uninterrupted experience, the minute I get jitters with OnLive, or any kind of stuttering, that's it, I'm going to stop. These aren't the sort of games where you can have that level of delay or unpredictable performance."
Game Tree TV, however, has been built "from the ground up" for smart TVs, with consistency of service and experience as the highest priority.
We've looked at OnLive's model and we don't believe it's sustainable. We don't believe they can make money on it
Vikas Gupta, CEO, TransGaming
"Think of us as the Netflix of videogames-on-demand," he says. "We've got a sophisticated infrastructure located in the cloud... but the one big difference is that we download the content directly to the device, and that allows us to run the content optimally, and not have to worry about bandwidth issues and so on, which, in certain territories, can be a big problem."
In Gupta's view, OnLive and other streaming services offering AAA console games haven't yet found a compelling solution, and Game Tree TV will be focused on a more inclusive, family-friendly experience comprising smaller games that can be downloaded quickly and played with a remote control - Plants Vs. Zombies, Peggle, World Of Goo, Osmos, Puzzle Quest.
"We're taking a very pragmatic approach. My operating expenditure is fixed. I know exactly what it is. We don't have to worry about scalability issues. We have scale in the cloud, but fundamentally, whether I've got one million users or 100,000 users or 100 users, it doesn't matter. We're dealing with a model where it's short bursts of bandwidth requirement."
Rather than produce its own set-top box, TransGaming is forming partnerships with cable operators and set-top box manufacturers to include Game Tree TV as a part of their services.
"We've publicly announced our first operator, Free, the second largest in France. Free will have 5 million subscribers on the Freebox by the end of next year, so that's a 5 million addressable market with a single operator. And we're expecting, by next year, in excess of half a dozen operators."
Game Tree TV is designed to fit seamlessly into the viewing experience by using broadcast television as its main point of inspiration. Indeed, almost the entire staff of Transgaming's Atlanta office was "scooped up" from Turner Broadcasting, including Blake Lewin, the creator of GameTap.
In the near future, Gupta intends to mimic broadcast television by dividing the service into channels. There will be channels devoted to specific companies like PopCap and Disney, or specific genres like puzzle and adventure, all of which will have tailored subscription packages.
"We have the ability to allow the consumer to go from watching TV to – without the switching of hardware or remote controls or anything else – playing games, and then back to watching TV."
"We [also] have the ability to use metadata tags, so if the user is watching a particular show and there's a corresponding game available on Game Tree TV, then at the end of the show, with the help of the operator, we can put up a little message that says play this game now, and with a single click we can transition that consumer directly to that product page."
Whether the AAA experience at the heart of OnLive plays a role in GameTree TV's future is still being decided, but right now Gupta believes it won't play a role in the near term, for both the company and gaming on smart TVs.
"We'll get higher end. Don't get me wrong there. But we don't want to look like we're competing with consoles, because we really believe that the console experience is a very different kind of experience... We're not taking a digital distribution property and now trying to bolt it on to the latest buzzword. We've thought about the televeision experience, we've thought about what the consumer wants
http://www.gamesindustry.biz/article...ot-sustainable
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July 4th, 2011, 18:58 Posted By: wraggster
News via http://www.aep-emu.de/
The Zod Engine is an open-source remake of the game Z from the Bitmap Brothers.
Quote:
The big overhaul for the new expanded production window is now done.. Also I want to make it so if you are selecting a unit you can click the portrait and a big menu showing all the choices will come up and then you just select one. The overhaul was that I had to separate the selector code so I might finish the portrait selector first.
http://zod.sourceforge.net/
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July 4th, 2011, 18:57 Posted By: wraggster
News via http://www.aep-emu.de/
"StepMania is capable of playing many game types. Currently, it supports games similar to Dance Dance Revolution, Pump It Up, EZ 2 Dancer, and Para Para Paradise. In the future, it will support games similar to BeatMania, Guitar Freaks, DrumMania, and more.
The games played by StepMania are rhythm games. Notes scroll up from the bottom of the screen, and the player must hit the corresponding button on the controller in time to the. All games can be played using the keyboard, but the real fun comes when using specially designed controllers, like a dance pad or hand sensors." Quoted from the homepage. StepMania is available for Windows, Mac OS X and Linux.
Quote:
2011/07/03
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* [Player] Bring mMods from OpenITG over. Also, a metric was added,
"MModHighCap", to cap the speed mod if required for playing songs like
Tsuhsuixamush. Set the metric to 0 or less to remove the cap. [AJ, sharksoda,
Wolfman2000]
2011/07/02
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* [ScreenEdit] Fixed a crash when hitting Enter in the F1 help menu. [AJ]
2011/06/30
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* [NotesAll] Use #FIRSTSECOND, #LASTSECOND, and #LASTSECONDHINT instead of the
former BEAT equivalents. Split Timing has made this a necessity thanks to
certain files that abuse Stops/Delays more than usual. [Wolfman2000]
* [ScreenEdit] Add a function in the Area Menu to designate the current beat
as the last second of the song. Please try to be smart and not use this too
early. [Wolfman2000]
2011/06/28
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* [ScreenEdit] Add a function to copy/paste the TimingData of a player´s
choice. Remember to be in the appropriate mode when copying and pasting.
By default, the song timing is already located in the clipboard, ready for
use. [Wolfman2000]
2011/06/27
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* [Steps] Make sure #ATTACKS are copied when requested. [Wolfman2000]
* [ScreenEdit] Have Step Author up front instead of Chart Style. This is
probably going to be better overall. [Wolfman2000]
* [TimingData] Preserve the length of time for Speed Segment scaling when using
beats. [Wolfman2000]
* [NotesLoader/WriterSSC] #OFFSET is to be before #ATTACKS. This is required if
we pursue beat based attacks and not just second based. [Wolfman2000]
2011/06/26
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* [UnlockManager] New metric: AutoLockEditSteps. Use this to hide bonus charts
until the Expert steps are beaten. No guarantee that this works with no
challenge steps in the song. This defaults to false. [Wolfman2000]
* [UnlockManager] New metric: SongsNotAdditional. Set to true to keep the
default behavior, false to have the AdditionalSongs folder contain
unlockable material. This is set to true to start. [Wolfman2000]
* [ScreenEdit] Allow jumping between all segments, not just Label segments.
You still use Ctrl + ,/. to jump, but now you use Ctrl + N/M to cycle the
segments. By default, it starts with Label. [Wolfman2000]
* [PlayerOptions] No longer display StepAttacks in the player´s list.
Instead, show NoAttacks if attacks are disabled. [Wolfman2000]
2011/06/24
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* [Actor] Implement compound(length,tweens) in _fallback/02 Actor.lua. [AJ]
* [UnlockManager] Add a new unlock reward: StepsType. This is similar to
unlocking Steps, but it is targeted for one step in one stepstype rather
than one step in all stepstypes. This needs testing. [Wolfman2000]
* [ScreenEdit] Add the option to convert delays to beats. Just find a better
song to use this on besides Uprock. [Wolfman2000]
* [ScreenEdit] Fix a crash if you don´t save any steps on a new song.
[Wolfman2000]
* [NotesLoader/WriterSSC] Add support for Step #ATTACKS. Furthermore, Song
Attacks (or rather, Step Attacks as it should be called now) are turned on
by default instead of off. [Wolfman2000]
2011/06/19
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* [EditMenu] Allow all songs to work in Practice Mode, regardless of folder
location. This fixes a crash if everyone had songs in AdditionalSongs.
[Wolfman2000]
2011/06/17
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* [LifeMeterBattery] Fixed a bug where MinesSubtractLives was not being honored.
Also added LifeChanged message to changing of life on holds. [AJ]
2011/06/15
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* [TimingData] Added many lua bindings for the other timing segments. GetWarps,
GetCombos, GetTimeSignatures, GetTickcounts, GetFakes, GetScrolls, GetSpeeds.
This should cover all of them now. [Wolfman2000]
2011/06/13
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* [InputHandler_DirectInput] Fixed MouseWheel input not resetting. [AJ]
* [ScreenTextEntry] Make it so only the keyboard´s Enter key can finish the
screen. Should fix issues with buttons whose secondary function is MenuStart. [AJ]
* [InputMapper] Modify default mappings. Use the Hyphen key instead of the
Numlock key for Player 2´s GAME_BUTTON_BACK. This should address some
issues with Player 2 being unable to back out if they use a laptop.
[Wolfman2000]
* [NoteDisplay] Add two new metrics.
* DrawRollHeadForTapsOnSameRow: bool, similar to DrawHoldHeadForTapsOnSameRow
* TapHoldRollOnRowMeansHold: bool, true means hold and false means roll
* No noteskins should require updating, as these were placed in common/common
for ease of use. [Wolfman2000]
* [LifeMeterBattery] Added ChangeLives(int) Lua binding. [AJ]
* [LifeMeterBattery] Added DangerThreshold metric. [AJ]
* [LifeMeterBattery] Added some important metrics. [AJ]
* MinScoreToKeepLife=´TapNoteScore_*´ - any score below this = loss of life.
* SubtractLives=1 - how many lives are lost when going below MinScoreToKeepLife.
* MinesSubtractLives=1 - how many lives are lost when hitting a mine.
* HeldAddLives=0 - how many lives are gained when a hold is completed.
* LetGoSubtractLives=1 - how many lives are lost on a dropped hold.
2011/06/12
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* [ScreenNetSelectMusic] Add PlayerOptionsScreen metric. [AJ]
* [ScreenEdit] Restore the old PageUp/PageDown behavior, added Control +
PageUp/PageDown to use recent time signature behavior. Laptop users, that
includes you guys too: semicolon and apostrophe are still good. [Wolfman2000]
2011/06/11
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* [ScreenEdit] Allow setting the Music Preview via the Alter Menu. Just select
your area, enter the menu, and choose "Designate as Music Preview". No more
math calculations needed! [Wolfman2000]
* [SongUtil] Added GetPlayableSteps(Song) Lua binding. [AJ]
* [Steps] Allow 255 characters for all chart descriptions, including edits.
We are no longer bound by In The Groove I think. [Wolfman2000]
* [Player] Add GetPlayerTimingData() Lua binding. [Wolfman2000]
2011/06/10
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* [ScreenEdit] Split the Area Menu into the Area Menu and Alter Menu. Use the
"A" key to enter the Alter Menu when a selection of notes/rows are
highlighted. Use the Enter key to enter the old Area Menu for the options that
do not depend on selecting NoteData. [Wolfman2000]
* [ScreenEdit] Allow converting selections to Delays, Warps, or Fakes as well
as Stops. Remember, use the Alter Menu for this. [Wolfman2000]
2011/06/09
----------
* [ScreenSyncOverlay] Ensure that F11 / F12 work with all charts due to Split
Timing. [Wolfman2000]
2011/06/08
----------
* Any notes in a fake segment or warp segment are completely ignored for
scoring purposes. Now you can get 100% on your warping goodness!
[Wolfman2000]
2011/06/06
----------
* [PlayerOptions] Removed the ScoreDisplay mod choices. Use lua to make your
own scoring formulas that work in reverse instead. [Wolfman2000]
* [ScreenGameplay] Fix an assist tick bug if there was no Player 1. Note that
this changes the behavior slightly: it is the first enabled player, or
master player, that gets the ticks now. A better solution will be looked at
in the future. [Wolfman2000]
* [NoteDataUtil] Fix a radar issue involving hands. Unfortunately, this means
yet another cache reload for accuracy purposes. [Wolfman2000]
2011/06/04
----------
* Changed default MusicWheelSwitchSpeed to 15 (was 10). [AJ]
* [AnnouncerManager] Fixed a bug where no announcers would be loaded. [AJ]
* Restored the UserPrefAutoSetStyle behavior. [Wolfman2000]
* [NotesLoaderSMA] Better way of identifying beats and seconds. [Wolfman2000]
hhttp://www.stepmania.com/
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July 4th, 2011, 17:21 Posted By: wraggster
The PC version of Super Street Fighter IV: Arcade Edition launches on Steam this Friday, Capcom has told Eurogamer.
The retail version launches in shops a week later, on Friday 15th July.
The PC version of the game hit the headlines last month when Capcom backtracked on its controversial DRM plans.
The game was to be largely unplayable without a persistent internet connection, with only 15 of the 39 fighter available while offline and no save facility.
Capcom insisted at the time the measures were vital for combating piracy and hackers. But a day after the announcement it admitted it misjudged the situation and had duly tweaked its plans.
http://www.eurogamer.net/articles/20...-out-this-week
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July 3rd, 2011, 21:00 Posted By: wraggster
OnLive is celebrating "Indie-pendence" Day with a massive sale on -- you guessed it -- a random selection of mainstream blockbusters and popular underground games.
The sale includes Batman: Arkham Asylum, Darksiders, Just Cause 2, a pre-order deal on Deus Ex: Human Revolution, and of course an inundation of hit indie titles such as Braid, The Maw, Osmos and Amnesia: The Dark Descent. OnLive's "Indie-pendence" Day Sale runs through the completely unrelated day of July 4, so hurry and check out your options after the jump before this thing vanishes like smoke after a firework.
http://www.joystiq.com/2011/07/03/on...xplosive-sale/
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July 3rd, 2011, 00:11 Posted By: wraggster
Google Chrome's rise in popularity has been remarkably fast and it's just hit a new milestone: more than 20% of all browser usage, according to StatCounter. Chrome rose from only 2.8% in June 2009 to 20.7% worldwide in June 2011, while Microsoft's Internet Explorer fell from 59% to 44% in the same time frame. Firefox dropped only slightly in the past two years, from 30% to 28%. While other browser trackers show Chrome with a lower percentage, there's a reason: StatCounter tracks total surfing, not the number of users. It's the Web's power users who are pushing Chrome to new heights
http://it.slashdot.org/story/11/07/0...ontinues-Slide
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July 1st, 2011, 22:56 Posted By: wraggster
PC and console action role-playing game Warhammer 40,000: Space Marine will be released in Europe on 9th September, THQ has revealed.
The US date is 6th September.
That represents a slight delay; the game was originally down for an August arrival.
Sold alongside the standard Space Marine game will be a Collector's Pack, which contains a 10" replica Purity seal, a hardback art book, the soundtrack, 25 shiny character cards, the game and a snazzy box.
There's no specified UK price. THQ's US online store charges a higher-than-normal $99.99 (£62). Therefore we may be looking at higher than £59.99.
Space Marine features meaty melee combat blended with sci-fi shooting. It's developed by Relic Entertainment, creators of the well-recieved Warhammer 40k: Dawn of War titles for PC.
Eurogamer went hands-on with Space Marine last month and declared it "shaping up to be a rare gem" - "familiarly visceral in its explosive, breathlessly violent action."
http://www.eurogamer.net/articles/20...e-release-date
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July 1st, 2011, 22:29 Posted By: wraggster
World Of Warcraft Starter Edition has been hailed as a "brilliant strategic move" by industry analysts.
The news that Blizzard was making the first 20 levels of WoW free-to-play emerged earlier this week, and while the Starter Edition strips away several key features, it is significantly more generous than the preceding 14-day trial.
Speaking to IndustryGamers, Wedbush Securities analyst Michael Pachter described the offer as a reaction to the growing threat from free-to-play MMOs, and a "pre-emptive move" against Bioware's The Old Republic.
"It's a great hook to attract new subscribers," he said. "People new to MMOs will have to think about whether to buy Star Wars or WoW, it's actually a brilliant strategic move."
Arvind Bhatia of Sterne Agee speculated that the Starter Edition is evidence of Blizzard, "getting closer to the launch of the next expansion pack for WoW."
David Cole of DFC Intelligence is more reserved, however, positing that simply attracting more players to WoW is enough of an incentive to open up its first 20 levels.
"I think it is more an issue of WoW has reached somewhat of a saturation point and while it has held steady it hasn't seen a great deal of growth," he explained. "The competition I think is once you reach a certain level of success it gets very hard to find new people willing to try it."
http://www.gamesindustry.biz/article...strategic-move
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July 1st, 2011, 00:30 Posted By: wraggster
Total War: Shogun 2 won't be getting mod tools anytime soon, developer Creative Assembly has announced, though it's not for want of trying.
In a post on the game's forums, community manager Craig Laycock explained that the increasing complexity of the series has made it very difficult for the studio to offer users functional editing tools.
"Back then, the game engine was a hell of a lot simpler than it is now," he said, referring to 2004's Rome: Total War. "There was a fraction of the database table files we use today, and these were basic, easily-editable text files.
"Compared to today’s binary files, which we’ve had to implement to fight naturally expanding load-times, they were a doddle to mod.
"Likewise, today’s campaign map is vastly more complex and data-dense than Rome’s, which was basically a simple TGA file that could be edited in photoshop. Today’s maps demand way more complexity in order to allow for better path-finding and AI."
He went on to explain that the studio had tried its best to come up with a system that would work with Shogun 2, but so far without success.
"We have tools that work with our internal data processes, but wouldn’t work at all as mod tools. It would take a huge amount of development resources to combine them into something approaching usable.
"Many of our tools are just designed to work with our raw data formats and process them into something used by the game, not to take a processed item and view or edit it.
"Nor do we have tools to do most of the things you really want – such as model importing – as we have no need of them; we have the raw models, and can always export them and reprocess them.
"Creating a set of tools specifically for modding is never going to be the quick or simple procedure many of you would hope for,” he continued, “and between making games, creating new content and supporting each release with balances and fixes, our production schedules are fierce."
As way of a compromise, the studio has decided to make the complete raw database XML and XSD files for both Empire: Total War and Napoleon: Total War available for download via the game's website.
"Please understand that we’re not trying to constrain modding in any way," he continued, "we simply haven’t been able to support it as well as we really wanted to, and the increasingly complex Warscape engine is by nature much harder to mod.
"Also, this isn’t a conspiracy to make you buy DLC over creating your own content… if that were true, there never would have been the possibility of making unit-packs for Empire and Napoleon.
"The fact remains that modders have made many such excellent units, and enriched the game for thousands of Total War players. We still want to help though, and we think the best way to do this is to give you the raw database XML and XSD files."
Laycock added Creative Assembly was working on a more satisfactory solution for modders, though wouldn't put a date on when the community might learn more.
"We’re going to stop promising specifics that we’re unable to deliver, as we all know how well that’s worked out in the past."
Total War: Shogun 2 launched on PC earlier this year, pillaging a handsome 9/10 from Eurogamer's Tim Stone.
http://www.eurogamer.net/articles/20...od-tools-delay
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July 1st, 2011, 00:03 Posted By: wraggster
Microsoft has clarified the advice it gave users whose Windows PCs are infected with a new, sophisticated rootkit dubbed Popereb that buries itself on the hard drive's boot sector, noting Wednesday that a complete OS reinstall is not necessary. 'If your system is infected with Trojan:Win32/Popureb.E, we advise fixing the MBR using the Windows Recovery Console to return the MBR to a clean state,' MMPC engineer Chun Feng wrote in an updated blog entry. Feng provided links to instructions on how to use the Recovery Console for Windows XP, Vista and Windows 7. Once the MBR has been scrubbed, users can run antivirus software to scan the PC for additional malware for removal, Feng added. Several security researchers agreed with Microsoft's revisions, but a noted botnet expert doubted that the advice guaranteed a clean PC. But an internationally-known botnet expert disagrees. Joe Stewart, director of malware research at Dell SecureWorks, said, 'Once you're infected, the best advice is to [reinstall] Windows and start over ... [MBR rootkits] download any number of other malware. How much of that are you going to catch? This puts the user in a tough position.' MBR rootkit malware is among the most advanced of all threats.
http://it.slashdot.org/story/11/06/3...moving-Rootkit
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June 30th, 2011, 14:00 Posted By: wraggster
RUMOUR WATCH: Stern Agee analyst claims company's next MMO title is aimed at mass market
Blizzard remains tight-lipped on it's mysterious project Titan but an analyst claims that the game is a casual MMO.
In his most recent report, Stern Agee's Arvind Bhatia wrote that Blizzard Entertainment's next products include "expansion packs for StarCraft and World of Warcraft, a new Diablo game [and] a new casual MMO", according to Kotaku.
He also claimed that these products are all likely to be released "in the next 12 to 24 months".
Blizzard has previously confirmed that Titan is the codename for its next generation MMO - could 'next generation' refer to the audience as well as the game itself?
Many believe the firm's World of Warcraft has reached its peak, having seen subscriptions fall to a three-year low last month. The recent announcement that WoW is going free-to-play will no doubt slow this decline.
http://www.mcvuk.com/news/45145/Anal...-is-casual-MMO
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June 30th, 2011, 13:57 Posted By: wraggster
$135 AMD A8-3850 slaughters Sandy Bridge for graphics
AMD announced the launch of the desktop versions of the 'Llano' Fusion A-Series of Accelerated Processing Units (APUs).
The chip maker said that the new AMD A8-3850 and A6-3650 processors will "enable a high-performance experience for desktop users, including brilliant HD graphics, supercomputer-like performance, and incredibly fast application speeds."
With the new desktop APUs launched, AMD also lifted the embargo on reviews of the new chip. Techspot's A8-3850 review said that rival Intel's Sandy Bridge, which provided a considerable boost to in graphics performance, had still failed to make entry-level graphics cards obsolete.
However the new $135 AMD A8-3850 was found to consistently outperform discreet cards such as the GeForce GT 520 and Radeon HD 6450. Techspot described the AMD APU graphics performance as "on another level" to Intel Sandy Bridge Core i7 2600K, calling processor 'the new budget king.'
Techspot said that while the APUs were unlikely to set performance enthusiast hearts fluttering, budget systems stood to benefit and that the A8-3850 "looks like it's going to be a real winner for AMD."
http://www.pcr-online.biz/news/36570...ew-budget-king
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June 29th, 2011, 23:46 Posted By: wraggster
OnLive wants to bring its market-leading facial and motion capture technology Contour to video games in the near future, claiming that the graphical quality is only possible using game streaming services.
The technology, developed by OnLive sister company MOVA, has featured in multiple Hollywood movies, winning an Oscar for Achievement in Visual Effects for The Curious Case of Benjamin Button, and most recently seen in Green Lantern, the latest Pirates of the Caribbean, Harry Potter and Transformers releases.
It has also been deployed in Warner Bros. Batman: Arkham City trailer, which OnLive CEO Steve Perlman described as a "test", as he hopes it will next be used for in-game graphics in video games.
"It shows the kind of capability we're going to be doing in games for OnLive, live," he told GamesIndustry.biz.
"It can't run on Xbox, it can't run on any 2012 technology, it's not going to run on a PC, so it's only going to be running in cloud based computing," he added.
"What makes this real, what distinguishes this from any other trailer, is the face. None of the other stuff is different from the sort of 3D stuff that's being done, but when you see this real human face suddenly you say 'oh my god, this is live action'".
Perlman, who also acts as president of MOVA as well as streaming games service OnLive, said it's now time to bring the two technologies together, and added that the company has proven itself to publishing and development partners with the successful roll-out of OnLive over the past year.
"This is where gaming's going, and it's going to be on every kind of device, everywhere you are, and the publishers, there are over 50 publishers that are supporting us, so we're no longer in a position where we're like 'OK, are we going to work, are users going to adopt this thing, is there an economic model that works?'"
http://www.gamesindustry.biz/article...to-video-games
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June 29th, 2011, 23:30 Posted By: wraggster
Trip Hawkins has again espoused the future of the browser as the future of gaming, citing its convenience, ease of use and the freedom it affords developers as key factors in its road to dominance.
Speaking at the Gamelab event in Barcelona, Hawkins talked about the disruption of traditional game distribution channels and media which have occured thanks to the rise of social, mobile and browser-based gaming.
"The browser has already won on the PC," Hawkins told attendees. "It'll win on the tablets. It'll take longer for it to adapt to the smaller screens, the iPhones and the like, but it will."
Virtual goods, attached to a free-to-play model, will be the key factor in that rise, Hawkins feels, calling them the "most important" factor in making money from social gaming.
"What you're going to see is free to play, pay for items in the browser. That's where all the money is going to be."
A key factor in that area will be the so-called whales - those players who buy big in social games to dominate and feel superior to the players who do not. However, whilst it's the whales which are spending the money, the players who don't are just as important. Without them, the big spenders would have nobody to beat.
Developers will be afforded new freedoms in a browser-dominated industry, too - without the creative and financial pressures currently exerted by publishers and retail chains.
It's a theme which Hawkins has spoken on before, and his success in the medium lends credence to his evangalism. Digital Chocolate is part of what Hawkins refered to as the 100 million club - those companies which can boast 100 million or more play sessions across several key forms of new media: Facebook, browser, app stores and virtual good stores.
http://www.gamesindustry.biz/article...-won-on-the-pc
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June 29th, 2011, 02:14 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17139.html
FreeSynd is an open source project that aims to provide a free Syndicate clone (released under the GPL).
Quote:
FreeSynd 0.5 : Release Notes
----------------------------
Description
-----------
This is a prelimary release for testing and development purposes.
Changes
-------
* Correct positioning by Z axis for all objects
* Bug, too small space allocated for enhance/info cost values, destructor for Mission class was not able to deallocate briefing string
* Vehicles have people set inside
* Only driver is able to drive vehicle
* If vehicle is destroyed people leave it
* People are armed, but enemy agents are not armed correctly
* In missions, at start, where weapons are on floor, weapons should be visible now
* Small doors will open and close
* Vehicles will not move if they are destroyed
* Project is now buld with autoconf/automake
* Map menu is now completly functional
* Neon signs are correctly setup on mission load
* Correct animations for people/vehicles on damage recieved
* Instant damage, damage types
* Energy shield will not protect from Hit, Explosion
* Use of freesynd.ini file to specify application configuration
* Use of language files
* Added minimap to briefmenu
* Fixed, selection for agents killed during gameplay is not possible now
* Added information about killed during mission to Debrief menu
* When agent is killed during mission he will be removed from agents list
* Added description to mission brief in 3 more languages
* Z checking for inRange checking
* Trees animations : normal, burning, damaged now in use
Fixed Bugs
----------
* 3005295 : The tax rate for the region cannot be altered by player
* 3031032 : Rewrite animation generation procedures
* 3272545 : Team button not selected when clicking on inventory item
Features added
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* 3043686 : Game time
* 3072653 : Use libsyndicate data info
* 3086469 : Tax influence on countries status
* 3081550 : Minimap basic
* 3086471 : Implements Reseach functionnality
* 3086955 : Possibility to load/save game
Known issues with this release
------------------------------
* Agent AI is not operational.
* The minimap is not complete.
* PathFinding requires improvement
* Mission debriefing is not operational
* No animation for windows
* Map drawing is buggy
http://freesynd.sourceforge.net/
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June 29th, 2011, 02:12 Posted By: wraggster
via http://www.aep-emu.de/PNphpBB2-file-...c-t-17137.html
D2X-XL is an OpenGL-port of Descent II.
Supported platforms are Linux, Mac OS X and Windows.
Quote:
updates since last AEP reported release 1.15.232
v1.14.236
Fixed: Various bugs and flaws in hitbox based collision detection and handling were removed
v1.15.235
Improved: Static objects cannot be penetrated during collisions anymore
Improved: The ´spaniard´ cheat will not destroy geometry objects (i.e. objects with AI ´static´ and strength 0)
Improved: Geometry objects do not count towards the robot tally
v1.15.234
Improved: Static objects will now have somewhat better collision handling
Improved: Static objects will not fire back when being shot at
Improved: Static objects will be treated like geometry when being shot at
Improved: Static objects will not cast shadows
v1.15.233
Fixed: The program could hang or crash when trying to read broken mission info
Fixed: No lightmaps were computed by the non-OpenMP program version when multi threading was enabled (via d2x.ini)
Fixed: Objects with a strength of 0 caused program crashes; such objects are now handled as indestructible
For the complete changelog, please visit the official site
http://www.descent2.de/
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