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 7th, 2011, 22:09 Posted By: wraggster
Lace Mamba Global to distribute new bundle of upcoming PC strategy title
Distributor Lace Mamba Global has signs the rights to handle the special edition of Men of War: Assault Squad.
The firm will distribute the bundle in the UK, Ireland, Australia, New Zealand, Scandinavia, Benelux and other territories. It is due for release alongside the standard edition of the game on April 15th.
Men of War: Assault Squad – Special Edition includes a number of extra items for fans of the series, including a t-shirt, soundtrack CD, deck of cards, and poster – as well as a full-colour printed manual and, of course, a copy of the game.
The game is the sequel to the 2009 strategy title Men of War and challenges players to lead the armed forces from five different nations to victory.
http://www.mcvuk.com/news/43372/Men-...tion-announced
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 6th, 2011, 22:09 Posted By: wraggster
News via http://www.aep-emu.de/
A second release candidate of OpenTTD has been released. OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Quote:
1.1.0-RC2 (2011-03-04) - Fix: Following a vehicle with a very high VehicleID was impossible (r22181)
- Fix: [NewGRF] Memory leak if an industry NewGRF had more than one prop A or 15, or a station NewGRF had more than one prop 09 (r22175, r22165)
- Fix: [NewGRF] Disable a station NewGRF when it contains an unterminated spritelayout in action0 prop 08 instead of crashing (r22164)
- Fix: Building a station part adjacent to both an existing station and a rail waypoint failed [FS#4541] (r22163)
- Fix: No update of NewGRF window when unknown GRF name becomes available [FS#4533] (r22162)
- Fix: [NewGRF] Industry prop 0x11 is 4-bytes long, not 3 bytes (r22157)
- Fix: Stations/infrastructure were not properly sold on some clients during bankruptcy [FS#4529] (r22154)
- Fix: The Greek translation did not work as it breached the 200.000 bytes ´limit´ for loading language files [FS#4536] (r22153)
- Fix: Windows video driver crashed when it could not go to full screen at the resolution of the configuration file when starting OpenTTD [FS#4521] (r22149)
- Fix: Do not run savegame conversion during SlNullPointers; the pointer might not be converted or be NULL at that point (r22146)
- Fix: Some valid keycodes were ignored along with the invalid ones (r22142)
- Fix: When commands need to invalidate windows, process these events asynchronously before the next redraw. Calling window code directly from command scope uses wrong _current_company and might issue nested DoCommands() which interfer with the running command [FS#4523] (r22141, r22140, r22135, r22134)
- Fix: [NewGRF] Skipping only the invalid part of an action14 failed, the rest of the action was skipped instead (r22138)
- Fix: Spectators had crashes when closing buoy windows (r22131)
- Fix: Build-station-window showed wrong selection when reopening [FS#4530] (r22128)
- Fix: Canals would get drawn as land in the smallmap when using the owner window (r22127)
- Fix: The animation-ness of two goldmine tiles were swapped, causing the wheeltower to not work properly, and the bottom corner to show the wrong sprite [FS#4528] (r22125)
- Fix: CommandQueue::Pop() did not update ´last´; popping the last item caused the queue to disconnect unless there was only one item [FS#4522] (r22123)
- Fix: When a NOT_REACHED in saveload can be reached due to an invalid savegame, use SlErrorCorrupt instead. In other words, do not crash but show an error message (r22122)
- Fix: In case of high frame_freq one could get commands executed after a new network game was started (r22121)
- Fix: [NoAI] Prevent AIs from getting consistently over their allowed amount of operations by subtracting the amount they went over ´budget´ from the budget for the next ´tick´ (r22120)
- Fix: The refit window was not correctly updated after selecting with Ctrl+Click [FS#4525] (r22118)
- Fix: CanRemoveRoadWithStop() failed for _current_company = OWNER_TOWN, and for OWNER_NONE-owned road (r22117)
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 6th, 2011, 22:07 Posted By: wraggster
News via http://www.aep-emu.de/
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.2.4Edit
Server / GeneralEdit
Fix bug where a game saved while a civilization was in revolution would not save the target government correctly. GNA#17363
Fix server crash with invalid arguments to "/show" command. GNA#17672
Forbid meaningless negative values for the ´endturn´ option. GNA#17564
Fix for building with IPv6 support on OpenBSD. GNA#16458
Declare IPv6 support as no longer "work in progress". GNAPATCH#2282
Make "maintainer-clean" build target cleaner. GNA#16380
Apply latest lua-5.1.4 patches (7 and . GNAPATCH#2229
Windows: display meaningful message for winsock error #10060. GNA#16788
Stability improvements. GNA#17677 GNAPATCH#2541
ClientsEdit
Fix incomplete list of buildings in Spy sabotage dialog. GNA#17280
Better handling of the situation where multiple Settlers are selected and the "Build city" order is issued. GNA#14702
Do not save "gameseed" or "mapseed" settings in client config file (this would cause the user to get the same game/map every time they started the client). GNA#17122 GNA#17751
(Gtk) In diplomacy dialog, remove current diplomatic status from list of allowed proposals. GNA#16557
(Gtk) Allow type-to-search when picking a nation. GNAPATCH#2459
(SDL) Avoid a crash when an attempt is made to use a missing sprite. GNA#17146
Fix a few memory leaks. GNA#17716 GNA#17719
Improve alignment of fixed-width tables in some character sets. GNA#17215
Tilesets / ArtEdit
Added "Electric Age" city graphics to the Trident-based rulesets. GNAPATCH#2444
Gameplay / RulesEdit
Supplied rulesets
The effects of notradesize / fulltradesize are now calculated separately from the normal corruption calculation; this gives a more consistent effect, and prevents building Courthouses to circumvent those settings. GNA#17348
Fix bug where civil war rebels never got a capital city. GNA#17201
Remove misspelled Aztec ruler title. GNAPATCH#2549
Other rulesets
Allow non-military paradroppable units to drop into peaceful territory. GNA#17285
Make the SaveSmallWonder flag actually have an effect; previously, all small wonders would be rebuilt if lost. This didn´t matter for the default ruleset (where the Palace is the only "small wonder" and this effect is desired), but it does affect the "rewonder" ruleset. GNA#17333
gold_upkeep_style=2: when gold runs out, buildings and units are alternately sold (rather than selling all buildings before selling any units). GNA#16413
Fix trouble with technologies with a "root_req" specification. GNA#16852
AIEdit
If the server setting ´citymindist´ was changed from its default, the AI was not taking this into account when planning its cities. GNA#17745
Help / DocumentationEdit
Minor improvements to in-game text. GNA#17198 GNA#17302 GNA#17161 GNAPATCH#2240 GNA#17510
Minor improvements to comments in ruleset files. GNA#17428
Fix contact details in man pages. GNA#16922
Several invisible changes to assist with translation. GNAPATCH#2289 GNAPATCH#2300 GNA#17422 GNA#17507 GNA#17509
TranslationsEdit
Updated translations:
Complete translations: Polish, Catalan, Spanish, Japanese, French, Italian.
Incomplete translations: Danish (99.9%), Brazilian Portuguese (99.6%), Finnish (93%), Ukrainian (92%).
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 6th, 2011, 02:53 Posted By: wraggster
News via http://www.aep-emu.de/
Hexen II: Hammer of Thyrion is a source port based on Hexen II and HexenWorld. Supported platforms are Linux, BSD, Mac OS X and Windows.
Quote:
Version 1.5.0-rc1 of Hexen II: Hammer of Thyrion (uHexen2) is released: This release candidate is a major update since the previous 1.4.4-pre11 beta version. Major focus is on the background music handling, which is done properly along with ogg, mp3 and wave formats support, as well as sound and cdaudio updates. Changes since the previous 1.4.4-pre11 beta version:
- added support for ogg, mp3 and wav external music files to be played instead of the original midi files.
- added interface for music streams to the sound layer, dropped SDL_mixer dependency. many changes in sound and midi layer. imported libtimidity into the source tree and applied several fixes.
- unix midi: reimplemented through the new music streams interface using timidity.
- windows midi: ignore midi hardware volume adjustment capability under windows vista/7 which fixes music volume control messing with the main volume.
- software renderer (C-only): fixed a segmentation fault with Crusader´s ice mace.
- added new cvar sys_throttle in order to throttle the game loop just a little bit and run cooler on new fast systems. the default sys_throttle value is 0.02, acceptable values are between 0 and 1. changing it to 0 disables throttling.
- handled several map quirks thanks to careful works by Thomas Freundt and Keith Rozett.
- fixed trigger_crosslevel problem with spawnflag 8 (thanks Keith Rozett.)
- bumped the hexen2 engine version to 1.23, and hexenworld engine version to 0.23. bumped the gamecode version to 1.20.
- added support for external entity file loading which makes it easy to handle map quirks. ent files are accepted only if they come from the same game directory as the map itself.
- revised lit file loading. lit files are now accepted only if they come from the same game directory as the map itself or from a searchpath with a higher priority.
- tested compilation using Visual Studio 2010.
- source directory layout reworked, repository moved from cvs to svn.
Along with the full sources, we also posted win32, win64 and dos binary packages, as usual. Mac OS X packages will hopefully follow shortly. We´d appreciate any feedback.
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 6th, 2011, 02:50 Posted By: wraggster
News via http://www.aep-emu.de/
VCMI is a free implementation of the Heroes of Might and Magic 3 WoG engine.
Quote:
Posted: 2008-02-10, 15:12 Changelog
0.83 -> 0.84 (Mar 01 2011)
GENERAL:
* Bonus system has been rewritten
* Partial support for running VCMI in duel mode (no adventure map, only one battle, ATM only AI-AI battles)
* New artifacts supported:
- Angellic Alliance
- Bird of Perception
- Emblem of Cognizance
- Spell Scroll
- Stoic Watchman
BATTLES:
* Better animations handling
* Defensive stance is supported
HERO:
* New secondary skills supported:
- Artillery
- Eagle Eye
- Tactics
AI PLAYER:
* new AI leading neutral creatures in combat, slightly better then previous
0.82 -> 0.83 (Nov 01 2010)
GENERAL:
* Alliances support
* Week of / Month of events
* Mostly done pregame for MP games (temporarily only for local clients)
* Support for 16bpp displays
* Campaigns:
- support for building bonus
- moving to next map after victory
* Town Portal supported
* Vial of Dragon Blood and Statue of Legion supported
HERO:
* remaining specialities have been implemented
TOWNS:
* town events supported
* Support for new town structures: Deiety of Fire and Escape Tunnel
BATTLES:
* blocked retreating from castle
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 5th, 2011, 00:02 Posted By: wraggster
Blizzard, perhaps the finest game maker on the planet, has turned 20 years old.
Two of the company's three co-founders, Michael Morhaime and Frank Pearce, have marked the occasion by videoing a message of thanks to the people who bought their games and enabled such a prosperous existence.
"When we first started the company in 1991 there were just three of us and we really just wanted to use this opportunity to thank you for all these years of support, because without you we wouldn't be able to do what we do," said Morhaime.
Pearce added that he was "humbled" by the community support around the world. He likes that you share Blizzard's "intense passion for gaming" and that you demand "an even higher standard of quality than we hold ourselves to".
Morhaime concluded: "We really do want to continue meeting and exceeding your expectations with even more cool stuff in the future."
Blizzard began life as Silicon & Synapse, releasing games including Battle Chess (1992), The Lost Vikings (1992) and Rock N' Roll Racing (1993).
In 1994 the name changed to Blizzard and that year the first Warcraft game was released - an RTS for PC. In 1997 Diablo arrived, and in 1998 StarCraft showed up.
Those three games - Warcraft, Diablo and StarCraft - are Blizzard's primary focus today.
http://www.eurogamer.net/articles/20...s-20-years-old
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 4th, 2011, 23:51 Posted By: wraggster
Original Halo developer Bungie has confirmed that its first new title back as an independent, multiplatform studio will be a massively multiplayer online game.
The description of "massively multiplayer action game" was offered by Bungie network engineer David Aldridge at a GDC session entitled, 'I Shot You First: Networking the Gameplay of Halo: Reach' - as reported by IGN.
Although nothing official has ever been announced about Bungie's next project, rumours have long suggested that the game was an online-focused shooter. Some sources have even suggested that World of Warcraft maker Blizzard was providing assistance on the project.
The latter rumours led to the project being summarised as "WoW in space" by some commentators, but an outright rejection of this tag was the only other comment made by Aldridge at his session.
After leaving Microsoft and the Halo franchise behind them, Bungie signed a 10-year publishing dealwith Activision Blizzard. Bungie retains ownership of the new IP though and there has never been any official confirmation of the developer collaborating with other Activision studios.
The new game is believed to be codenamed "Tiger", with recent reports suggesting that it is a sci-fi themed game with the final name of Destiny.
Previously the best hint as to the nature of the game was at GDC 2010, where Bungie's Joseph Staten replied to a question about the game by asking the question: "Wouldn't it be great if we could make a world that was always there for you?"
http://www.gamesindustry.biz/article...er-action-game
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 4th, 2011, 02:26 Posted By: wraggster
John Romero, legendary designer of seminal first-person shooters Wolfenstein 3D, Doom and Quake, has had his fill of making games for the hardcore.
Now, he says in a new interview, he's turning his attention to a new type of gamer – Facebook gamers.
"We have satisfied hardcore gamers for decades," the id Software co-founder told Venture Beat.
"Now it's time for the rest of the world. Our opportunity is to teach the rest of the world how to play games."
Romero hopes to achieve his goal through the California-based developer Loot Drop. Its small team plan to publish games for multiple social game publishers.
Loot Drop has funding from social game publisher RockYou, which will publish Romero's first game soon.
But Romero's already tasted sweet success in the social game space with Facebook game Ravenwood Fair, which a whopping 10 million people play every month.
Romero's new role as the designer of the next big social experience is a far cry from the one that made his name.
Romero co-founded id Software with John Carmack, Adrian Carmack and Tom Hall, and designed some of the most influential games of all time.
Romero left to start Ion Storm and created the controversial Daikatana. In 1997 he appeared on an advert for the game that said: "John Romero's About To Make You His Bitch....Suck it down." That didn't go down well, and some 10 years later Romero apologised to fans for it.
After Ion Storm closed in 2001, Romero formed mobile game developer Monkeystone Games. After leaving that company, he joined Midway Games in 2003. He left two years later, starting MMO developer Slipgate Ironworks, which became the core studio of Gazillion. That didn't work out as planned, either.
Now the 43-year-old has a very different outlook on the creation of videogames, and believes in experiences fuelled by virtual item purchases. "The game industry is dropping down on top of social," Romero said. "We don't have a view of strip mining the players for cash. When a player gives you money, you want them to feel good about giving you that money."
Romero will launch four Loot Drop games this year, to be published and marketed by other companies.
http://www.eurogamer.net/articles/20...ardcore-gamers
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 4th, 2011, 02:19 Posted By: wraggster
OnLive publisher and developer relations head Chris Donahue has said that the cloud streaming service has to adopt new payment methods for Europe, including cashcards and mobile payments.
Speaking after a presentation to developers at GDC yesterday, Donahue told GamesIndustry.biz that a global operation would mean an integration of global payment methods.
"Absolutely. There's no doubt about it," said Donahue when asked about the possibility of a freemium or microtransaction model in the service's future.
"Our economy engine is a little bit limited at the minute but we're looking at it. We're launching in Europe later this year, so we've got to change. They don't accept US credit cards there. There's pay by mobile and all those other billing things.
"I want to get cash cards, so I can get little kids' money. I want everybody's money," the executive joked.
"That's the thing - the platforms are now irrelevant, we upgrade the hardware - all you need is something you can view OnLive on, then you can play. When it comes to the economy stuff, people expect us to have, what is it, 215 different currencies worldwide? Then also other billing methods."
"We're definitely working on it, we'll have all that for whatever regional roll-outs we do."
OnLive has been very light on its feet in terms of adapting its business models to changing market conditions far, opening a service last month which allows players to access most older games on the service for $10 a month.
Originally, OnLive had planned to charge $4.95 a month to access the service at all, but that wasdropped in October last year.
http://www.gamesindustry.biz/article...els-for-europe
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 4th, 2011, 00:53 Posted By: wraggster
Battlefield Play4Free senior producer James Salt told us this week at GDC that the game'sclosed beta granted access to 600,000 participants; who obviously weren't all online at the same time. He explained that's why for the open beta, starting in April, Easy studio is planning a staggered launch, to avoid a massive "day one" spike of concurrent players that would crash the game.
Asked about a Mac version of the free-to-play title, Salt said the game runs on the fifth generation of the Battlefield engine, which was designed for PC. Even if a Mac version could be ported, the update schedule required for a title like this would necessitate a seperate Mac team at Easy for the game -- which isn't currently in place.
"It still might happen," Salt added. "But it's going to be quite a fight to make it be [on Mac]."
http://www.joystiq.com/2011/03/03/ba...to-600k-parti/
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 4th, 2011, 00:29 Posted By: wraggster
Markus "Notch" Persson, the creator of all-conquering indie sensation Minecraft, believes pirating a game isn't tantamount to stealing.
"Piracy is not theft," he said at GDC this week, reported by Edge Online.
"If you steal a car, the original is lost. If you copy a game, there are simply more of them in the world.
"There is no such thing as a lost sale. Is a bad review a lost sale? What about a missed ship date?"
Persson's advice is to "make a game last longer than a week" and to "treat game development as a service".
"You can't pirate an online account," he thrust.
But perhaps he would say that; MMOs like Minecraft naturally authenticate accounts each time someone logs in, and they evolve naturally and significantly through years of prolonged development.
If a typical console game forfeits the £40 up-front sale to piracy, there's little opportunity to recoup that, regardless of whether that pirate is now a fan of the game or not.
Nevertheless, PC and console games today offer post-launch DLC as a matter of course. And there are initiatives such as EA's Online Pass that charge money to play multiplayer unless you bought first-hand and redeemed the free in-box code.
Markus Persson and Minecraft embody the indie opportunity. He's now an unlikely, overnight millionaire, and Minecraft could be the nearest thing World of Warcraft has had to a competitor in years.
As such, Minecraft's crowning 2010 year of glory was heavily recognised at the Game Developers Conference award shows last night.
MineCraft took home three Game Developers Choice awards, including Best Debut Game, and scooped two Independent Game Festival gongs, including the coveted Seamus McNally Grand Prize.
Markus Persson, the talk of the town, was one of the guests chatting to Ellie Gibson and John Teti inEurogamer's inaugural episode of GDC After Dusk.
http://www.eurogamer.net/articles/20...is-not-a-theft
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 3rd, 2011, 23:51 Posted By: wraggster
Research finds every single browser is riddled with flaws
Codenomicon, a Finnish security company, has warned that every major browser available is full of security holes.
According to TechEye, the company utilised a scanning process called ‘fuzzing’, which automatically sweeps and scans software for vulnerabilities, and has rated every browser as having bad security.
The tests gave ratings ranging from Excellent, through to Good and Bad with Ugly at the very bottom. Every browser was given an ‘Ugly’ rating, except for Google Chrome which was rated as ‘Bad’.
http://www.pcr-online.biz/news/35902...s-are-insecure
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 3rd, 2011, 00:50 Posted By: wraggster
Free-to-play Battlefield game Battlefield Play4Free will launch an open beta on 4th April, EA has announced.
If you've played either Bad Company 1 or 2 or Battlefield 1943 and signed in with your EA ID, however, access will be granted on 31st March.
On 2nd April the beta will launch for Twitter and Facebook followers.
600,000 people have signed up for the closed beta, Easy Studios boss Ben Cousens announced at the Game Developers Conference yesterday.
An official launch is planned for later this year.
Play4Free is EA's realistic first-person free-to-play PC Battlefield game set in the modern theatre of war and designed to appeal to hardcore shooter fans.
It employs the fourth generation of the PC engine that was used to create BF2, Battlefield 2142 and Battlefield Heroes.
Unlike the cartooney Battlefield Heroes, Play4Free is a gritty military FPS. It's created by the team behind Heroes at EA's free-to-play division at DICE, Easy Studios.
There's vehicular warfare, sandbox gameplay and 32-player battles. It combines popular maps from Battlefield 2 with familiar classes and weapons from Battlefield: Bad Company 2. It's got 16 vehicles, including the F-35 jet fighter and the Russian T-90 tank.
It also simulates the career progression of a professional soldier. Players can learn skills, buy new equipment and weapons to craft a unique soldier.
http://www.eurogamer.net/articles/20...-beta-in-april
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 2nd, 2011, 13:26 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16530.html
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r2310
Mar, 2, 2011
+ Update: remove old save formats: 2100, 2154, 2178, 2213, 2248
+ Update: android: latest changes
+ Update: army upgrade message
+ Update: stats files (stevenaus ver. 02)
+ Fixed: gameover: wins side
+ Fixed: setlocale (win32 ver.)
+ Update: visiting info, and depend. scoute skills
+ Fixed: set start focus to first hero
+ Added: heroes: add move points info
+ Fixed: spells.xml: increase move point limit
+ Fixed: artifact: level for Heart of Ice and Fire
+ Fixed: game: army bar redraw
+ fixed: double wins dialog popup
+ Fixed: game: show artifact sprite
+ Fixed castle: build req. indicator
+ Fixed: battle: close spell book
+ Fixed: castle: mageguild coordinate
+ Added: global.xml: monster upgrade ratio param
+ Fixed: Dialog::ArmyInfo buttons
+ Fixed: battle: morale cond. override
+ Fixed: save dialog "saved successfully"
+ Fixed: heroes: Shrine visit
+ Fixed: battle: spell store for eye eagle skill
+ Fixed: ai: hide move
+ Fixed: game: transcribe scroll - add check wisdom
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 2nd, 2011, 11:36 Posted By: wraggster
News via http://www.aep-emu.de/
A new version of the Doom, Heretic and Hexen source port Doomsday Engine has been released. They also created a new build system, which will be generating new releases on a regular basis. More information after the break.
You can find some shareware versions of Doom and other ID games at Q-Marines DOOM WADs Dat project page.
Quote:
Last week I had some time off from work due to illness and decided to spend the time productively: we now have a system that is building a binary release automatically on the three major platforms: Windows, Mac OS X, and Ubuntu.
Gravity
Let us consider for a moment the significance of this development. As Doomsday is a hobby project, it is only natural that team members stray out from the source trunk into developing interesting and fancy new things. However, this does not help at all with producing actual releases that people at large might want to use. In essence, the situation is missing gravity: the far-flung development branches need a constant pull to become part of the official release stream. Hand-made releases lack gravity because it is cumbersome to make them and no one wants to do that on a regular basis. Hence, no releases for months on end. Also, important bug fixes are left stranded on some development branch with a bunch of half-finished changes with no way to get them released quickly. But with an automated build system churning out releases effortlessly (and on a regular schedule), we have the necessary gravity to motivate team members to finalize their work and integrate it back to the trunk (in reasonably-sized chunks) to get it released.
I have decided to make some other important changes as well. The never-ending “Beta” phase is now over and done with. The team’s goal is not to make “Beta” quality releases — each release should be stable and good enough for normal use. The trunk (i.e., master branch) is henceforth intended to be as bug-free and stable as possible. New code will be merged in only after it has been finished with in a development branch. Consequently, the version number of the Doomsday Engine is upgraded to 1.9.7 (from beta7).
Builds and Numbers
As the build system will be generating new releases on a regular basis, there is a need to identify each build. The builds created by the system are tagged with a build number. Since these are (at most) daily builds, the build number equals the number of days since January 1, 2011. For instance, today’s build number is 59. When we increase the Doomsday version number, the build number will not reset.
As to the build schedule, for now I have set it up for biweekly (Monday/Friday) builds. Every week, at exactly 12:00 (EET) on Monday and Friday, the system tags and builds a new release. The releases will become available for download within a couple of hours from the build time.
Official Stable Releases
As the automated builds are not intended to be the “final” releases, but rather work-in-progress versions, we will still need to manually mark certain builds as official stable releases. These will be linked to on the project web site. However, in practice, this means that the latest release files are simply uploaded to SourceForge and the build tag is removed from the file names.
Nifty Things
The automated build system has a couple of useful features. First of all, the builds can be tracked using RSS. One can subscribe to the build event feed and be immediately notified of each build via the RSS app of choice (or Google Reader). This is extremely helpful for both the team members and the users. The feed itself provides links to the build files, compiler logs, and the Git changelog of all revisions since the previous build.
Another nice feature is that the build system maintains an apt repository for Ubuntu users. Currently I am able to only build 32-bit binaries. On the plus side, the .deb packages also include Snowberry, so the experience should be on par with the other platforms. As a bonus, the .deb package contains an apt source list file that automatically retrieves updates from the Doomsday Builds repository. I.e., once the .deb is installed, new builds can be installed simply by running apt-get.
The 64-bit build can be done manually from source.
Source Releases?
For the time being I have decided not to make any source releases. There are two options available if you wish to have access to the source:
For just viewing the source, the SF.net repository source browser is quite helpful.
For full access to all revisions, clone the Git repository on your local computer.
Development Practices
For team members, it is worthwhile to appreciate the importance of the master branch from here on out. It is crucial that any changes made in the master will not break the automated releases. The RSS feed will guarantee that everyone knows the current state of the master, and also who is responsible for any breakage (as the committed revisions are logged). In case a breakage occurs, my first action is to remove the offending revisions from the master, returning it to a known working state.
This also means that no day-to-day development can occur in the master branch, as it must remain releasable at any given moment. Branches must be used for working on new features until they are ready for merging into the master. Trivial bug fixes are an exception: they should be done in the master branch so that they are released immediately. (Team members should take extra care of fixing bugs on the correct branch!)
An important thing to notice is that currently the master is based on the Beta6.9 release. DaniJ has been working on lots of improvements and fixes in the old beta6 branch in the past months, and these are currently not part of the official release stream. I expect that in the coming weeks the most important changes from the beta6 branch will be merged to the master to get them out in the open.
My focus has recently been on the hawthorn branch (i.e., the 2.0 stuff), but due to the new release system I am reconsidering my approach to the 2.0 development. Stay tuned for a post of my thoughts on that a bit later on.
In Closing…
I hope that the changes outlined in this post will bring enhanced vitality to the project. At a minimum there will be a steady stream of fresh binaries for people to play with.
Once more, here’s the build events RSS feed: http://code.iki.fi/builds/events.rss
Happy Doomsdaying,
Jaakko
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 2nd, 2011, 11:33 Posted By: wraggster
News via http://www.aep-emu.de/
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.15.139
Fixed: At basic and standard lighting, door animations weren´t visible
v1.15.138
Fixed: Scrolling in the netgame browser garbled the browser display
Fixed: Graphical shield gauges were under/overflowing for the light and heavy ships
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 2nd, 2011, 11:32 Posted By: wraggster
News via http://www.aep-emu.de/
Commander Genius formally known as CloneKeen Plus is an interpreter for the Commander Keen 1-3 Series for Windows and Linux.
It has been released in a new version.
Download it here.
Quote:
v0.3.3.1:
---------
- Tied up the code!
- New Audio System!
- New Graphics System!
- Fixes in the IMF Player
- Audio changes now Keen Galaxy has sounds (also thanks to FCTW for his help!)
- Keen 5 Support initial support. (Thanks to furan for his help and cleaning up some code is it!)
- Council members, slugs and platforms are in. They don´t work properly yet (Also many thanks to FCTW!)
- New Packages are available. Now Windows Installer is shipped and the Deb Packages are updated
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 
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
next » |