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February 24th, 2011, 23:45 Posted By: wraggster
Microsoft has just confirmed that Fable 3 will finally launch on PC on May 17 in US, and on May 19 in Europe, New Zealand and Australia.
It's been a long time coming, and even an appearance at the CES expo in Vegas earlier this year didn't get PC gamers the release they'd been patiently waiting for.
Although Lionhead's third Fable was originally scheduled to ship alongside its console counterpart, Microsoft delayed the PC version in order to "optimise" it for the platform.
Here are some changes detailed by MS: "Along with the same great content found in the Xbox 360 version, you also will be able to take advantage of the Limited Collector's Edition2 in-game digital content that includes a new quest, region, outfit and dog breed. In addition, players can try their hand at the PC-only ―hardcore mode, which offers a higher level of difficulty."
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February 24th, 2011, 01:33 Posted By: wraggster
News via http://www.aep-emu.de/
PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.9.test @ 2012-Feb-21 12:26 - win32 build, sources
[+]If "-warp" does not have any map number after it, then the game will automatically warp to the first map of all files loaded at the command line. This allows a pwad to be run without concern for where the actual maps start.
[+]Ability to put automap in overlay mode where you want (map_overlay_pos_x/y/width/height config variables).
[+]Added render_patches_scalex/y config variables for custom scaling when "not adjusted" is used.
[+]Emulation of weaponinfo overrun.
[+]Interpolation for automap. [*]Added mouse action for single-click use key presses and for backward motion. [*]Noclip side-effect which can occur after "intercepts overflow" should not have any effect after level reloading.
[-]Fixed crash on map21 @ Newgothic with "-complevel 10" and above.
[-]Improved emulation of "missed back side" overrun. There is no more desynch on fez1-924.lmp @ fez1.wad, but you still need to add "-setmem dosbox" or "-setmem dos71" command line parameter, because default "dos622" memory layout causes desynch.
[-]Automap scale factor did not save.
[-]"-set overrun_* = 0" in demo footer did not work.
[-]When playing back multiple-level demos for Ultimate DOOM -warp produces unexpected results when combined with -auto.
[-]Titlepic causes Signal 11 crash on MALGNANT.WAD.
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February 24th, 2011, 00:17 Posted By: wraggster
The Total War: Shogun 2 demo is on Steam now.
It's a eye-popping 5935MB (nearly 6GB), so will take a considerable amount of time to download.
What do you get? The Chosokabe tutorial and the Sekigahara historic scenario.
Both, of course, are but a teensy portion of what Total War: Shogun 2 offers as a whole.
We're checking with SEGA whether the Total War: Shogun 2 demo will be released elsewhere.
http://www.eurogamer.net/articles/20...emo-nearly-6gb
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February 24th, 2011, 00:08 Posted By: wraggster
Unlike many Ubisoft PC games, Assassin's Creed: Brotherhood is playable without an active internet connection.
The publisher has dropped its controversial always-online digital rights management system for the superb stab-em-up, VG247 reports.
"Ubisoft confirms that the PC version of Assassin's Creed: Brotherhood, after an initial login, will be playable offline in single-player mode," read a statement issued this morning.
Ubisoft's controversial DRM launched with The Settlers 7 last April, but was scrapped for the release of the PC version of real-time strategy game RUSE.
Last year Ubisoft's online verification servers suffered digital attacks, which prevented thousands of gamers from playing their games.
In January Ubisoft claimed the goal of its then new PC anti-piracy solution was to "provide added value" and "enrich the gaming experience".
"We know this choice is controversial but we feel is justified by the gameplay advantages offered by the system and because most PCs are already connected to the internet," said the company.
"This platform also offers protection against piracy, an important business element for Ubisoft and for the PC market in general as piracy has an important impact on this market.
"Any initiative that allows us to lower the impact of piracy on our PC games will also allow us to concentrate further effort on the creation and expansion of our intellectual properties for the PC - our goal is to deliver the best gaming experience to our customers."
In January Ubisoft said it will patch out always-on DRM on a case by case basis.
http://www.eurogamer.net/articles/20...-always-on-drm
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February 23rd, 2011, 16:11 Posted By: wraggster
Says it's aware of complaints that in-app payments can allow children to spend money
The US Federal Trade Commission is looking into reports of children blowing their parents' credit cards on mobile social games.
The FTC says it's aware of complaints that in-app payments can allow children to spend money within mobile social games without their parents' permission, and is looking into the issue.
In a letter to Democrat congressman Ed Markey, who had asked about the problems, FTC chairman Jon Leibowitz reveals that the matter is firmly on its radar.
http://www.casualgaming.biz/news/309...um-games-model
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February 23rd, 2011, 01:31 Posted By: wraggster
Publishing behemoth Activision won't release NASCAR 2011 in the UK, but developer Eutechnyx has offered fans a glimmer of hope that they may one day play the game.
How so? By making NASCAR 2011 region free.
"Ultimately, as the distributor, Activision make the call on which territory the game will be released in," Eutechnyx's NASCAR product manager Gregg Baker told Eurogamer.
"However, as a developer we can try and ensure that those wishing to purchase the game outside of the US are still given the opportunity.
"We will look into making sure there is no region locking on the game so fans can import the game and if the demand is high enough we may even look into the possibility of distributing the game ourselves in the UK."
PlayStation 3 games are not region locked, but Xbox 360 and Wii games often are.
Still, there is a long list of region free PAL Xbox 360 games, including some published by Activision (Call of Duty: Black Ops among them), so a multiplatform region free release is not without precedent.
You'd also have thought Activision would have something to say about any plan Eutechnyx had to distribute the game in the UK. Not so: Activision is a distribution partner only for NASCAR 2011. Eutechnyx owns the NASCAR licence.
Earlier today it emerged that Activision had cancelled NASCAR 2011's projected UK March release.
However, Eurogamer understands the game was never announced for release on these shores – despite the assumption by gamers and press that it would be.
Eurogamer has requested comment from Activision on the matter.
http://www.eurogamer.net/articles/20...on-free-nascar
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February 23rd, 2011, 00:40 Posted By: wraggster
Crytek executive producer Nathan Camarillo has revealed that therecent leak of upcoming shooter Crysis 2 was a dark day for the studio.
"It was a very traumatic experience because we're really excited about the game and the quality that we were able to get into it and what we were able to accomplish," he told the audience at the Guardian's Gamesblog Live last night (as attended by The Average Gamer).
"We're at the end and we're really excited about where we're at and your game gets leaked. And it's not even that the final version of the game gets leaked, you know? That build was already from the middle of January. So that version is like a really ugly version that we don't want anyone to see."
Camarillo was concerned about the possible financial impact on Crytek as a result of the leak. "People were downloading it and putting stuff up on YouTube. There's a real financial concern, there's a real morality concern... ...even some gaming press have posted video links to YouTube for the first 25 minutes. And you know that that's a business.
"When you go read that story, that they're making money off of the advertising sales that are on that page from readers going to the site to look at content that was from a pirated version of the game."
Discussing the morality debate around piracy, he claimed that "We tend to talk about it in simple terms – yeah, downloading hurts the industry but how does that hurt the value of IPs? How does that hurt the branding of games? How does that hurt the customer - the first experience of the customer?"
Camarillo described Crytek as having experienced the stages of grieving in its response to the leak. Following disbelief and anger, "everyone was walking around like Charlie Brown – really sad and shuffling their feet. It was really, really tough."
The studio retained some optimism, however. "I've asked people, if you wanna support Crytek; we're an independent developer... go out and preorder it because I will see those numbers the next week and then I can tell the team 'Hey, guess what? Our preorders went up by 200% 'cause everybody's really supporting us.' And then I'll see happy faces."
Nonetheless, "piracy is a real concern. The PS3 has been cracked now as well and people are downloading PS3 games and 360 games... so that's a threat to just the industry in general."
http://www.gamesindustry.biz/article...ancial-concern
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February 23rd, 2011, 00:36 Posted By: wraggster
EA has formed a new internal studio, Victory Games, which is to focus on strategy games for the publisher.
In a relaunch of its Command & Conquer website – mysteriously now pulled, but seen in full by GamesIndustry.biz last night – the publisher revealed that Victory had locations in LA, Texas and Shanghai China.
EA's strategy portfolio in 2009 suffered a large round of lay-offs at internal studio EA LA, which had previously handled the publisher's Command & Conquer and Lord of the Rings: Battle for Middle Earth titles.
The new studio will apparently work on a fresh "AAA" C&C title, claimed Victory general manager Jon Van Canegham in a now-removed interview. "We're not just working on a game, though. Our general focus is on the future of Command & Conquer.
"That means updating a lot of the core technology to create a stable base for future development, and leveraging that work on this first game."
The new game will be a PC title and, according to the vanished site's About page, plans to "combine classic RTS gameplay with bold new technology, innovative new concepts and, as always, tanks by the dozen."
Van Canegham has previously worked on Heroes of Might and Magic games for Ubisoft, as well as holding executive positions at MMO publisher Trion Worlds. He was allegedly removed from his position as president and CCO at the latter in 2009.
http://www.gamesindustry.biz/article...-victory-games
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February 22nd, 2011, 02:04 Posted By: wraggster
News via AEP
A new beta version 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-RC1 (2011-02-1
------------------------------------------------------------------------
- Feature: [NewGRF] Test all possible industry layouts during construction and prospecting [FS#4131] (r22012, r22010)
- Feature: Wheel scrolling in the console (r21982)
- Feature: Console command to reset the engine pool. It removes the traces of engines which are no longer associated to a NewGRF, and can be used to e.g. ´fix´ scenarios which were screwed up by the author. You can only use it when there are no vehicles in the game though (r21975)
- Feature: Add a setting to enable/disable funding local road reconstruction (r21974)
- Feature: Introduce ´minimal´ number of industries as a replacment for the old ´none´ setting in the new game window (r21969)
- Change: When loading old savegames with long trains set the maximum train length to the length of the longest train (r22061)
- Change: Always report mammoth trains are disabled to NewGRFs, and allow the maximum train length to be modified in multiplayer as well [FS#4471] (r22004)
- Fix: Remove invalid keycodes when reading hotkeys.cfg [FS#4510] (r22094)
- Fix: The server list did not get sorted with one item in it, so the ´position in the list´ variable was never updated causing problems when using the keyboard shortcuts for scrolling [FS#4514] (r22093)
- Fix: When deleting towns, only relocate objects during DC_EXEC (r22087)
- Fix: [Windows] If fullscreen fails with current resolution, use desktop resolution [FS#4489] (r22081)
- Fix: The owner view of the smallmap was not updated after a company colour change (r22079)
- Fix: Maximum train length interfered with wagon replacement when wagon removal was turned on [FS#4499] (r22078)
- Fix: NewGRFs with invalid multi-tile houses could cause a valid 1x1 house following it to be seen as multi-tile, causing crashes [FS#4501] (r22075)
- Fix: Immediately update the train weight when you change the multiplier for train cargo weight (r22073)
- Fix: Some hotkey names in hotkey.cfg for the scenario editor toolbar were completely bogus (r22071)
- Fix: Crashes when disconnecting after requesting the map [FS#4503] (r22070)
- Fix: Delete all savegame packets, not just the first one (r22069)
- Fix: Return ´connection lost´ instead of ´okay´ when SendPackets closed the connection, so we do not try to do anything else with the closed socket (r22068)
- Fix: Do not hold a mutex when sending packets and thus possibly closing the connection as that wants to acquire the mutex again (r22067)
- Fix: Verify we can allocate an Order, OrderList, CargoPacket, CargoPayment, and others before we actually try to do so (all corner cases) [FS#4468] (r22066, r22057, r22047, r22042, r22040, r22033, r22031, r22026, r22025, r22024, r22023, r22022)
- Fix: Crash when disconnecting and reconnecting while the server is still saving the savegame [FS#4497] (r22064)
- Fix: Memory leak when saving with LZMA or zlib fails mid-way (r22062)
- Fix: Make the send chat message window follow the position of the status bar (r22059)
- Fix: Metric and imperial HP are not the same. As imperial HP are used internally, set a conversion rate for metric HP [FS#4408] (r22056)
- Fix: [Squirrel] Some invalid squirrel code caused the squirrel compiler to crash [FS#4490] (r22055)
- Fix: The land area information window was not updated after a language change (r22053)
- Fix: Roads under road stops would get a wrong owner after overbuilding (r22051)
- Fix: In ancient savegames, e.g. TTO savegames, non primary vehicles (wagons and such) could have unitnumbers or even orders. However, these orders would not be updated when a station is removed. As such some savegames have wagons with current orders to invalid stations which triggers trouble in the load conversion. So, trash any orders/unitnumbers a non-primary vehicle has [FS#4496] (r22050)
- Fix: [NewGRF] Company 0 does not always exist, so put temporary vehicles in a valid company (r22048)
- Fix: Make sure order indices stay in range when copying, sharing, unsharing or deleting all orders [FS#4487] (r22046)
- Fix: Update the consist cache when a part of a train is flipped in the depot [FS#4493] (r22044)
- Fix: Invalidate the right windows when a part of a train is flipped in the depot (r22043)
- Fix: Tab completion in chat did not cycle through all possible options (r22038)
- Fix: Crash when watching the vehicle view of a vehicle that has multiple sequential nearest depot orders (or consists of a single nearest depot order) when there is no depot with index 0 [FS#4488] (r22034)
- Fix: The server list got not resorted/redrawn after NewGRFs were downloaded [FS#4482] (r22029)
- Fix: When paused and having the allowed actions while paused setting on ´no actions´ cheating money would fail [FS#4479] (r22016)
- Fix: Only show one AI per unique ID instead of all versions in the output of ´openttd -h´ (r22007)
- Fix: Smoke/sparks of trains would be shown under bridges, or rather through bridges [FS#4480] (r22006)
- Fix: When the difference between force and resistance is smaller than the mass(*4) there would be no acceleration anymore, even when at higher (or lower) speed the force and resistance balance out better [FS#4473] (r21997)
- Fix: [YAPF] Under some circumstances vehicles could be lost [FS#4472] (r21996)
- Fix: [NewGRF] Make computations of closest-land/water-distances handle waterish tiles more correctly (r21994)
- Fix: When building a lock on dry land costs for clearing water were deducted rather than for building canals (r21993)
- Fix: AIs trying to change the AIOF_GOTO_NEAREST_DEPOT flag for existing orders triggered an assert. Explicitly forbid this as precondition for SetOrderFlags [FS#4467] (r21992)
- Fix: The share/copy-orders-cursor was not updated to refer to the new vehicle when it got autoreplaced/-renewed [FS#4466] (r21991)
- Fix: Vehicle status bar glitches on speed changes (r21989)
- Fix: Scrolling of the console in pages used wrong line height and scrolled too much (r21979)
- Fix: Redraw the town authority window after modifying town authority settings (r21973)
- Fix: Crash when a multiplayer company goes bankrupt with ´you´ in it [FS#4464] (r21970)
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February 22nd, 2011, 01:40 Posted By: wraggster
News via http://www.aep-emu.de/
The open source Singstar simulator UltraStar was released in a new version.
Quote:
Stable UltraStar 0.8.3 edition has been released. The game runs with new skin, uses chessboard mode by default and requires powerful graphics card to play on the high quality settings due to heavy pixel shader usage compared to the previous edition. Enable high quality settings in the game graphics options. The voice pitch detection is also improved resulting in much more dynamic changes in displayed singbars. Song loading, movie rendering and online function are improved compared to the 0.8.2 edition.
Changes in UltraStar 0.8.3 stable since beta version:
- New skin
- Three quality settings: low (default), medium and high
- Pixel shader on medium and high quality setting profile
- Very heavy pixel shader usage on highest quality setting profile
- Improved voice pitch detection technology
- New high resolution fonts
- Shift + up/down keys change sorting in the chessboard mode
- A lot of minor fixes
Changes in UltraStar 0.8.3 beta:
- Improved chessboard mode display
- Page up, page down, home and end keys are working on the chessboard song display mode
- Plus and minus keys zooms in and out chessboard song display mode
- Song can be quit with mouse
- Improved video playback
- Improved colors
- Fixed crashing when retrying network connection
Changes in UltraStar 0.8.3 alpha:
- Roulette and Chessboard song display mode can be selected in the game options
- Music is playing after end of singing
- Movies with over 50 and up to 100 FPS can be played
- Song sorting speed improved by +100%
Changes in UltraStar 0.8.3 pre-alpha:
- Game Mode selection screen
- Experimental chess song display mode available with -chess parameter
- Experimental and very buggy Direct3D mode available with -direct3d parameter
- FPS limiter can be turned off with -nolimit parameter
- A lot of game engine optimizations
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February 21st, 2011, 22:59 Posted By: wraggster
Half-Life 2 was never destined to release on time. It is a Valve project, after all. However, Gabe Newell and company couldn't have predicted that -- months before its expected release -- the game's source code would be stolen and distributed on the internet. "Is this going to destroy the company?," a designer supposedly asked Newell when it happened in 2003.
Eurogamer interviewed Axel Gembe, the young man responsible for breaching Valve's security and stealing the code. Gembe describes himself as a devoted fan of Valve, admitting that the original Half-Life was his favorite game. After his computer became infected with malware, he became inspired: instead of trying to remove the program, he reverse-engineered it to understand how it worked, and then began working on his own code. Hungry for details on the long-delayed Half-Life 2, Gembe knocked on Valve's virtual doors and found it "easy" to get access.
After the breach, Valve struggled in finding leads on how the source code got stolen. But on February 14, 2004, Newell received a rather odd e-mail. Gembe was confessing to the crime, noting that he was "sorry for what happened." Naively, he asked Newell for a job at Valve, thinking it would be best for both parties involved. "I hoped for the best," although Valve was already coordinating with the FBI for his arrest. "I was not the brightest kid back then."
After serving a two-year probation, Gembe eventually found work in the security sector, wisened from his experience. "I was naïve and did things that I should never have done," he told Eurogamer. "There were so many better uses of my time. I regret having caused Valve Software trouble and financial loss."
http://www.joystiq.com/2011/02/21/re...-life-2s-code/
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February 21st, 2011, 22:48 Posted By: wraggster
SEGA is "happy" with sales of Football Manager 2011 – despite describing them as "slow".
Earlier this month SEGA said Football Manager 2011 was its third best-selling game of this financial year, with 690,000 global sales for the PC and PSP version combined.
In its financial note to investors SEGA described sales of all its games in Europe and North America as "slow". Indeed sales of the boxed version of Football Manager are flat, but its European boss has defended Sports Interactive's football management simulation series, pointing to digital sales as evidence of growth.
"Football Manager 2011 is in line with previous releases in the series," Jurgen Post told MCV. "But if you include download numbers then it's slightly going up. We're really happy with that. This is one of those titles that is an all-time seller."
Football Manager 2011 went straight in at the top of the UK all-formats chart last November. SI boss Miles Jacobson said first weekend sales of the PC version beat those of Konami's Pro Evolution Soccer 2011 on multiple formats.
Martin Korda reviewed Football Manager 2011 for Eurogamer, emerging from the dugout with a 9/10.
http://www.eurogamer.net/articles/20...-fm-2011-sales
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February 20th, 2011, 22:29 Posted By: wraggster
News via http://www.aep-emu.de/
EasyRPG is a free, open-source clone of RPG Maker 2000/2003. It is available for various platforms, including Windows, Wii, PSP and Linux.
Quote:
Hello everybody,
as usual its time for the “progress log”.
If you dont care scroll down and download the alpha .
For End Users:
Weather effects [glynnc]
Move command improvments [ghabry, glynnc]
Shop scene improvments [ghabry, glynnc, niltonpd]
Bugfixes in Tilemap code [glynnc]
Game interpreter optimizations/fixes [ghabry, zhek]
Unicode support [ghabry, glynnc]
XYZ support [glynnc]
Picture support [glynnc]
Fixes for 16bit rendering [glynnc, zhek]
PSP Port [zhek]
Fix Fullscreen and 320×240 (default resolution) [zhek]
Editor: All important Gui elements created [fdelapena]
Because of some missing features in SDL the new default renderer is now Pixman (xrender software fallback).
And there are of course again lots of fixes in the Event Interpreter. More and more games become playable.
For Developers:
Bitmap refactoring [glynnc]
SoftBitmap and PixmanBitmap classes [glynnc]
Sdl independent freetype class [glynnc]
utf8 fallback for systems without wchar [ghabry]
cmake support [takecheeze]
wip audio backend refactoring [zhek]
Alpha Download (r1305):
Windows: Download x86 build
Linux: Compile yourself (there is also cmake-support)
Wii: Download Wii build
PSP: Download PSP build (bit older then other versions)
Dingoo: Download Dingoo build by shin-nil
Sourcecode: SVN checkout
Installation instructions:
Place it in the game directory (where RPG_RT.exe is) and execute it.
Other important information:
Missing features: No battle scene, no load or save, no vehicles, some menus are implemented in the Rpg2k-version only. Most of this is planned for the next alpha (or beta?).
Wii: To hear midi music you have to extract timidity in /data/timidity/ (of your sd or usb root). And there is no mp3 support for this plattform yet. The RTP can be placed in /data/rtp/2000 and /data/rtp/2003
PSP: To hear midi music you have to extract timidity in the game folder (you should have timidity.cfg and a folder instruments then). Rtp Paths are not supported. The RTP can be placed in /data/rtp/2000 and /data/rtp/2003.
Fonts (Windows only): To get text rendering like in RPG_RT you have to put the RM2000.fon in the subdirectory Font of the game directory (the folder where rpg_rt.exe is).
Fonts (Not Windows): You have to place the included font file into your game folder ([gamedir]/Font/DejaVuLGCSansMono.ttf) otherwise the player will terminate.
Encoding: Because the old Rpg Maker is not an unicode application you have to specify the encoding to play such games properly. Open the RPG_RT.ini in your game folder and create a new section:
[EasyRpg]
Encoding=codepage
Instead of “codepage” you have to write the codepage number, thats 1251 for cyrillic and 932 (shift jis) for japanese. Note that some fonts dont have the required glyphs. For japanese support you have to put the file msgothic.ttc in the Font directory.
Reporting problems: When the windows version crashes it creates a crash dump file in the same directory. You can send it to us for further analysis (together with a short note what you did).
http://easy-rpg.org/blog/
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February 20th, 2011, 22:23 Posted By: wraggster
News via http://www.aep-emu.de/
Dungeon Eye is a free, open-source clone of Eye of the Beholder for Windows.
Quote:
After months of silence, here’s a beta of Dungeon Eye.
Here’s ingame keys :
‘F1′, ‘F2′, ‘T’ & ‘F’ changes current level
‘insert’ runs the editor
‘space’ displays some debug informations and the minimap
‘a’, ‘z’, ‘e’, ‘q’, ‘s’, ‘d’ (european keyboard) to move in the game. You can change this layout in the main game menu (press ‘esc’ and then go to options)
Please, report any bug, crash, comment or suggestion to improve the game ! If you report crash, please attach ‘log.html’ file.
http://www.mimicprod.net/dungeon-eye/
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February 19th, 2011, 23:45 Posted By: wraggster
Google released the first beta of Chrome 10 on Thursday, and Computerworld found it to be 64% faster than its predecessor on Google's V8 JavaScript benchmarks. But in another JS benchmark — WebKit's widely-cited SunSpider — Chrome 10 beta was no faster than Chrome 9. Yesterday's Chrome 10 beta release was the first to feature 'Crankshaft,' a new optimization technology. Google engineers have previously explained why SunSpider scores for a Crankshaft-equipped Chrome show little, if any, improvement over other browsers. 'The idea [in Crankshaft] is to heavily optimize code that is frequently executed and not waste time optimizing code that is not,' said the engineers. 'Because of this, benchmarks that finish in just a few milliseconds, such as SunSpider, will show little improvement with Crankshaft. The more work an application does, the bigger the gains will be.' [Chrome 10 beta download here.]"http://tech.slashdot.org/story/11/02...pt-Speed-By-64
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February 19th, 2011, 00:08 Posted By: wraggster
Okay, guys. This is it. Here it is. The very last bundle of re-released Sega Genesis games that you'll ever need to purchase. Really take a moment to soak up the importance of this moment. Seriously, take your time. Alright, you're ready: Sega has announced the Sega Genesis Classic Collection Gold Edition for PC, which will toss 46 of the console's greatest hits into a single retail package on March 15.
No price has been announced for the collection, but, really, what price is too high for the peace of mind you'll acquire knowing that you never have to purchase another Sega Genesis game ever, ever again? Check out the full list of 46 included titles after the jump!
http://www.joystiq.com/2011/02/17/se...on-gold-editi/
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February 18th, 2011, 23:35 Posted By: wraggster
Just days after the PC version of high-profile shooter Crysis 2 was leaked onto the internet, forcing developer Crytek to issue a statement that said "piracy continues to damage the PC packaged goods market and the PC development community", one group has claimed PC game piracy is actually on the decline.
"What's really interesting [according to PCGA research,] is piracy was largely, historically rampant when you had an optical drive or a piece of physical media. And people would go and download the crack for it," Matt Ployhar, the new president of the PC Gaming Alliance, told Gamasutra.
"In some cases the crack was done days before the game ever even hit retail shelves. Now what's happening is piracy was so bad in other geographies - it's kind of bad everywhere but there are certain places where it spikes - that it was an equation of survival of the fittest.
"The only PC gaming business models that existed and continued to thrive and that could continue to live were MMOs. They do really well. You can still pirate them but they're an order of magnitude harder to pirate.
"And then there are free to play games. You can't really pirate free to play. You can but it doesn't make a lot of sense. So what's happening is game design is shifting and as a result of shifting game design, piracy, at least on the PC side, is actually declining as a result."
Following Crytek 2's leak online the game industry made its anti-piracy stance clear.
The Association for UK Interactive Entertainment (UKIE) told Eurogamer piracy "poses a very real threat to the UK's games industry".
But the PCGA claims it has statistics that show piracy is waning.
"There are stats that do corroborate that," Ployhar insisted. "I'm not saying that piracy is going to go away. It's fascinating to watch. For example, you get a game like Crysis that got hit hard by piracy. Now what you're seeing to combat that or reduce the chances of piracy are developers implementing achievements, in-game pets, all of these things that are tracked and stored in the cloud.
"So even if you pirate the game you're still not getting the bragging rights. You've got all these additional mechanisms where the value proposition of the game, where if you pirate it, it's just not going to be as fun."
Digital rights management is one method game publishers use to try to protect their games from piracy.
Many gamers, however, consider DRM to be restrictive and frustrating.
"There is an interesting thing going on where I've heard of people - I won't mention names - who one of the first things that they'll do is they'll go crack the retail copy that they bought and load it onto a drive," Ployhar continued. "And that way they can take it to any other PC that they've bought.
"And the driving factor there is, that they want the extra level of flexibility that comes along with that, when you don't need that disc spinning in your optical drive. But they still legitimately bought the game, right?
"But then, they're downloading this hack, which is going to light up in some of these forums, 'Oh, there are 50,000 downloads of XYZ crack.' And I'm like, 'Well, yeah, but some percentage of those are from people who legitimately bought the retail box for that, they just want the extra flexibility that you would get, almost as if it was digitally downloaded.' It's a weird perspective, but it happens."
http://www.eurogamer.net/articles/20...y-is-declining
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February 18th, 2011, 00:15 Posted By: wraggster
In internet time, 2005 might as well be the last century. Christopher Nolan was just beginning to tackle a new series of Batman films, many Joystiq writers hadn't even begun their illustrious careers and Blizzard North was rumored to be hard at work on Diablo 3. That is until Blizzard North was closed and most of its staff relocated to Blizzard's HQ in California, of course. Even with the closure, there was still a rumor floating around that a newDiablo would be shown at BlizzCon, a Diablo that actually took place in a Heaven being invaded by Hell.
While none of us will ever play that Diablo 3, Kotaku has nabbed some screenshots allegedly taken from the canceled project. Examining the screens, it certainly looks like the Heaven plot was a reality. It also appears that Blizzard North had abandoned Diablo's traditional 2D isometric graphics in favor of a full 3D world, which isn't surprising given the runaway success of World of Warcraft. Hit the source link for more screens.
http://www.joystiq.com/2011/02/17/al...-are-heavenly/
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