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February 1st, 2011, 17:36 Posted By: wraggster
Sony looks poised to bring its PlayStation 3 motion controller Move to PC, opening up alternative uses for the device.
The synopsis for a panel at GDC next month entitled 'Update on PlayStation Move development' includes the comment "We will discuss the new Move Server project that will make it possible for academics and hobbyists to develop software using the PlayStation Move controller on their own PCs."
The talk is to be presented by John McCutchan, SCEA's lead of the Game Systems team in Developer Support.
No further information on Move Server is available at present. Rumours are also swirling that Microsoft is soon to offer official support for its Kinect motion controller on PC, following a vast a number of inventive hacks for the device.
http://www.gamesindustry.biz/article...-server-for-pc
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February 1st, 2011, 17:36 Posted By: wraggster
Independent UK studio Preloaded believes that the high risk of piracy on PC games can be turned to online developers' advantage.
The London-based developer's creative director Phil Stuart urged the audience at the World Of Love conference in London last week to "work with pirates."
Preloaded had made SWFs of its Flash-based historical strategy game 1066, made in association with Channel 4, easy to obtain, so they were then taken by less scrupulous individuals and shared around – thus increasing the game's audience. "It gets stolen and put onto the pirate sites, so we get a massive [catchment] by being on the free sites."
Preloaded is perhaps in an enviable position in this regard however, with much of its work coming from contractors such as the BBC, Bacardi and the Science Museum rather than post-release sales.
Stuart also emphasised the importance of approaching the target audience, as well as creating a seeding matrix' from which the game was then likely to spread.
Editorial coverage from sites such as JayIsGames and Rock, Paper, Shotgun, was important, he felt, as was mastering Google Analytics. "It's incredibly powerful if you get it right. You can see how many people completed certain levels, correlate it with how hard you think those levels were."
Identifying the most useful referrers was also key, with Stuart revealing that Preloaded's "top referrer is 4399.com because kids [when they're at school] can't go to sites with games in the title."
Such techniques, he claimed, had led to its game 1066 appearing above the Wikipedia page for the famed historical year 1066 in Google results.
http://www.gamesindustry.biz/article...online-success
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February 1st, 2011, 17:20 Posted By: wraggster
Sandbox behemoth Grand Theft Auto very nearly never came into being, with the original game in the series a hair's breadth away from being cancelled while still in production, according to a new interview with one of the original developers.
Speaking to Gamasutra, DMA Design's Gary Penn explained "[The original GTA] was a real mess for years, it never moved on, it never went anywhere," before adding, "the publisher, BMG Interactive, wanted to can it."
According to Penn, there were two main issues that dragged down development.
"One of them is stability, which is a really boring one but it crashed all the ****ing time," he explained. "The designers couldn't test stuff out or try things out, it just kept crashing as simple as that.
"Now the other thing that was a problem was the handling - the car handling was appalling... the core of playing was fundamentally broken."
The turning point came when a glitch in the code sent the police AI haywire, making them try to drive you off the road.
"One day, I think it was a bug, the police suddenly became mental and aggressive. It was because they were trying to drive through you.
"Their route finding was screwed, I think," he continued, "and that was an awesome moment because suddenly the real drama where, 'Oh my God, the police are psycho - they're trying to ram me off the road.' That was awesome, so that stayed in."
Grand Theft Auto eventually launched on PC in October 1997 to huge sales and considerable controversy. The rest, of course, is history.
DMA Design became Rockstar North in 1999 after being acquired by Take-Two Interactive. Penn now works at independent Scottish social game studio Denki.
http://www.eurogamer.net/articles/20...-almost-canned
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January 29th, 2011, 00:50 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16299.html
OpenMW is an open-source engine for the game The Elder Scrolls 3: Morrowind (via OpenMW forums).
Quote:
OpenMW is a free and open-source engine for The Elder Scrolls 3: Morrowind. It aims to be a fully playable (and improved!), open source implementation of the game´s engine and functionality
We are proud to announce the latest version of OpenMW, Version 0.9.0, which was released on 13 January 2011.
New Features
Exterior cells - loading, unloading and management
Character Creation GUI
Character creation
Make cell names case insensitive when doing internal lookups
Music player
NPCs rendering
Downloads
Linux 32 - http://openmw.googlecode.com/files/o...inux32.tar.bz2
Linux 64 - http://openmw.googlecode.com/files/o...inux64.tar.bz2
Windows - http://openmw.googlecode.com/files/openmw-0.9.0-win.zip
Known Issues
Sometimes the music track changes whenever you enter a new cell
Exterior rendering is unoptimized (slow) and has no landscape yet
Character creation must be invoked via script instructions, the tutorial sequence at the beginning of the game isn´t fully working yet.
We have a rate crash bug releated to NPC-rendering.
You can pick up things and use load doors (doors that connect cells). Note that the aiming mechanism is only a placeholder. It lacks precision and causes problems in some cases (it will be replaced in the next version).
If you find any bugs/errors with the latest version of OpenMW, please submit a bug report on openmw.com or at the OpenMW forums.
http://openmw.sourceforge.net/
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January 29th, 2011, 00:45 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16294.html
ODAMEX is a modified Doom source port. Supported platforms are Windows, Mac, Linux and FreeBSD.
Quote:
Odamex 0.5.1 (r2038)
Odamex 0.5.1 was released on December 10th, 2010.
Changes
General Odamex Changes:
General bug fixes and code optimizations.
ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
More centralizing of the game state code into the common base
Non-infinite height actors (z-height) now function.
Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
Support for resolutions up to 2048x1536.
Improved prediction when moving up/down stairs and similar sectors.
Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
Fixed bug where downloading clients were considered in-game.
Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
Chat macro support
Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox´s.
Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
The launcher loads Odamex properly when it uses a long path name
odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the tag
Various other bug fixes
Downloads
Coming Soon!
http://www.odamex.net/
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January 29th, 2011, 00:40 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16293.html
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:
2010-11-25: Hammer of Thyrion, 1.4.4-pre11
Version 1.4.4-pre11 of Hexen II: Hammer of Thyrion is released: Changes since the previous uhexen2 beta version:
- fixed a rare game crash when battling bosses with assassin class, using the tome of power and launching at the enemy a lot of projectiles.
- fixed a rare segmentation fault with certain command line arguments (bug was introduced sometime between version 1.3.0 and 1.4.0).
- fixed stuffcmds so that arguments to commands can have ´-´ or ´+´ within their names. A command like "hexen2 +map mymap-01" works properly now.
- fixed a problem in sound effects code where some teleportation sounds might have got lost.
- alsa audio: added workarouds for better behavior on some linux setups.
- hexen2 client: pause/resume midi (background music) along with cdaudio upon pause message.
- opengl: reworked text and HUD scaling menu option.
- windows mouse: fixed behavior upon minimize/restore in windowed mode.
- windows cdaudio: fixed MCI errors when resuming the last track of a cdrom.
- increased default zone memory size to 384kb.
- utils, jsh2color: worked around a stack corruption resulting in crashes due to the code´s way of dealing with TEX_SPECIAL cases.
- utils, lmp2pcx: Tweaked and documented palette file usage and allowed the embedded palette again.
- documentation updates.
- other small updates and fixes.
Along with the full sources, we also posted win32, win64 and dos binary packages, as usual. Mac OS X packages will follow shortly. We´d appreciate any feedback.
In the next release, I plan on adding ogg, mp3 and midi decoders for background music and remove SDL_mixer dependency. If all goes well, support for extra image formats can happen, too. Let´s wait and see.
http://uhexen2.sourceforge.net/
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January 29th, 2011, 00:39 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16292.html
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
Increased number of simultaneous players - from 30 to 126
Increased maximum map size - from 30.000 tiles to 128.000 tiles
More than doubled the number of playable nations (from 187 to 387). Many improvements to existing nations, such as using native spellings for cities and leaders.
Update of the help texts
Variable city radius (radii between 1 and 5 possible)
Tech upkeep (similar to gold upkeep for improvements)
Reworked settings configuration
Lua improvements
New save game format (old save games can still be loaded)
New save file names (defaults to something like freeciv-T0010-Y-3500-manual)
New rulesets (experimental and multiplayer)
Cleanup of the dialogs in the gtk client
Split AI code into the real AI and advisors code
http://freeciv.wikia.com/wiki/Main_Page
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January 29th, 2011, 00:38 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16291.html
FreeCol is an open source project that aims to provide a free Colonization clone. FreeCol is released under the GPL.
Quote:
We have released FreeCol 0.10.0-alpha. The new release is not yet stable, but fixes many old bugs and adds numerous new features. It should be able to read all 0.9.x savegames.
Changes to increase Colonization compatibility
secondary production no longer benefits from plowing
horse production consumes less food
treasure from destroyed native settlements is now closer to the original
choice of cargo to loot when winning a naval battle
clearing a tile will sometimes uncover a resource
Spanish national advantage now includes attack bonus against natives
Other user-visible changes
new theme
selectable rules
custom difficulty
new goods type "grain"
"clear forest" accelerator is now "C", "center" is now "Ctrl-C"
display the last sale price of goods at native settlements
many bugs fixed, some quite old:-)
Other changes
better client-server communication, reduces synchronization issues
cleaned up external dependencies (cortado, etc.)
fixed sound for some (most/all?) users
localization files are now encoded as UTF-8
http://www.freecol.org/
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January 29th, 2011, 00:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16290.html
Rockbot is a free (GNU-GPL) remake of the game Megaman / Rockman. The game is made with the SDL library, and ported to Linux, Windows, Dingoo and Playstation 2.
Quote:
After more than two months, we finnaly bring to you a new version.
Go to our downloads section to get binaries for Linux, Ubuntu 10.04, Windows, Playstation 2 and Dingoo (Dingux).
The changelog from beta7 is:
corrigir problema de botões no menu (corrigir esquema de read_input e game_mode)
array de teclas deve ser INT e não CHAR
estrelas maiores devem ser cinza
melhorar “pisca” do player quando invulnerável (está muito rápido)
inimigos tem que ter um hit-timer para ficarem invenc*veis por um segundo, como os players
direcionar debug para arquivo stdout.txt
spiked chain não deve ser destru*da no hit
chefes tem que ter um hit-timer para ficarem invenc*veis por um segundo, como os players
EDITOR: implementar fator de zoom
direcionar debug para arquivo stdout.txt
ajustar sensibilidade do análogo para PS2 e PC independentemente
implementar direcional digital no PS2
corrigir problema em que player muda tipo de animação no meio do pulo
refinar velocidade e gravidade do pulo
corrigir problema em “got weapon” onde não anda para o meio se passou dele
teleporte voltado para esquerda não está aparecendo
corrigir problema de pulo+espinhos depois de barreira
descobrir porque player fica invulnerável após morte (hit == 1?)
melhorar dano de espinhos
plataformas que se movimentam “derrubam” jogador para dentro das paredes
itens colocados via editor não estão funcionando corretamente
p*lula só deve ser barulho se HP OK – pular sobre escadas ainda está dando problema
corrigir pequena discrepância na posição vertical da tela (área cinza)
implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que está vivo – não pode ter 2 mortos simultâneos)
(URGENT) corrigir scroll para 2 player mode
(SERIOUS) em 2 player mode, ESC não sai do jogo (PC)
criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto – ajuda com alguns ifdefs
tecla de quit deve funcionar apenas em PC e Dingux
(URGENT) objetos só testam player 1
(SERIOUS) na água, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player/terrain apenas)
menu deve ser chamado indepententemente para betabot e rockbot
(FEATURE) betabot must shot two projectiles at once
colorcycle deve ser aplicado também sobre n*vel 3 de tiles
implementar sistema de checkpoints (no loadMap, se a posição do mapa for < RES_W, é checkpoint) – na versão 0.2 isso será uma lista em stage
congelamento de tempo só pode parar um único chefe (magebot)
animação de hit deve seguir o player/npc
animações de hit devem sumir quando o player morrer ou trocar de tela OK – new gravity system more similar to megaman games
(SERIOUS) quando atingido, se está segurando o botão de pulo, está pulando automaticamente
add a animation state for transition between stand and moving called OK – add a “scroll lock” terrain type, similar to boss door, but without doors animation/sound
(URGENT) blocks are falling
to not block top and botton in colision. if player leaves by bottom, dies (holes).
fix door/scroll-lock right to left (infinite loop) OK – show 3rd level on “ready”
dying makes the music reset to apebot’s OK – (SERIOUS) stage intro dialog is showing again when player dies
must show player and NPC on boss dialog OK – (SERIOUS) moving left/right platform not working
(URGENT) crashing when loading a stage after beating a boss OK – teleporter is returning to the first used one always
implement teleporters return (for 8 bosses room in skull castle) OK – (URGENT) create a new type of terrain that is meant to be checkpoint
(URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead.
(URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage)
(see checkpoint terrain) – boss door 1 must save checkpoint – novos npcs: c) DONE – morcegos d) DONE – shooters de teto (atira uma na diagonal, uma reto) e) shooters laterais
allow user to define NPC direction in editor
different damages according to weapon type for bosses OK – (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship
(URGENT) fix jump on stairs
(URGENT) items placed with editor are not being shown in game (do not allow dot in the name)
(URGENT) player is heatting the head too soon
colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer)
user key reading in intro is too slow, so keypresses are being lost (had a bug with new/load screen not showing)
(SERIOUS) item colision check is bad (falling from jump item if a bit to the left) (removed reducer)
(URGENT) intro and dialogs are out of place (showing dynamite in spike)
only show weapons adquired
jump should not pass the screen maximun (y + ph > 4), but must keep the gravity calc
add jet and coil “you got”
TEST – jump is slow in Dingux: need to refactory in order to move the same amount (x axis), but faster (more yinc)
(URGENT) with the new jump gravity system, player if “kicking” in the water
fix star speed by using sdl_surfaces for stars/bg instead of fill_rect
(SERIOUS) check weapon damage in bosses, seems like it is not working
moving cursor in weapons menu should move only to the first available weapon, not empty positions
fix got weapon sound effect repeating
need small music for castle intro
check and improve color-cycling in the game intro (is failing in the dingux)
adjust timings in intro
IA para Apebot
ending (rockbot or betabot over train)
show boss energy
player2 energy must be placed under p1
thinner energy bars
(URGENT) [PS2] intro feeezes (probally due to colorcycle)
INITIAL_HP must be used in NPCs only for bosses
[PS2] the “you got” second line is showing trash
(URGENT) [PS2] teleporters are sending player to the wrong place
[PS2] trash appearing in credits
(URGENT/RE-TEST) [PS2] corrigir problema de botoes do player2 no PS2
The Nintendo DS port is still absent, and should be our focus for RC2.
We hope you enjoy and, if find any problem, tell us.
http://rockbot.upperland.net/
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January 29th, 2011, 00:33 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16289.html
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.15.124
Fixed: Level areas not explored by the player, but seen by the Guidebot were shown in the automap when the cockpit´s Guidebot view was turned on
v1.15.123
Fixed: Video sound was distorted
Changed: Re-introduced the "-enable_freecam" command line switch allowing to turn off the free cam
v1.15.122
Fixed: Energy centers didn´t refuel player ships to their capacity depending on ship type, but always to 100
v1.15.121
Fixed: The fullmap powerup was removed from players when entering a new level even if it was specified as built-in equipment
v1.15.120
Fixed: When a player with a local port different from the server port became the game host, other players couldn´t reconnect to his game after having disconnected
Fixed: Damage lightning wasn´t deleted from the system in all cases causing lightning handling to process more and more lightning, causing laggy gameplay
Changed: The amount of damage lightning on an object has been decreased to avoid overburdening the game with their management on weaker systems
v1.15.119
Fixed: The program could crash when operating an exit trigger via a master trigger
v1.15.118
Fixed: When the game host disconnected in a UDP tracker game and another player subsequently became game host, the game became invisible on the tracker
Fixed: When the game host disconnected in a UDP tracker game and another player subsequently became game host, players that disconnected couldn´t reconnect
Fixed: Player shield status wasn´t always properly reported to other players in multiplayer games
Fixed: Thruster flames of other players often weren´t properly rendered in multiplayer games
v1.15.117
Fixed: Players could pick up weapons in multiplayer games they were already carrying
v1.15.116
Fixed: Cameras weren´t always properly rendered on older NVidia hardware
Fixed: In non-expert mode, stereoscopic rendering didn´t always work
v1.15.115
Fixed: Complex polygon models of energy weapons weren´t completely rendered (e.g. fusion blobs from Pumo´s Descent weapon mod)
Improved: Multiplayer level transition handling has been improved to avoid players having to wait in the score screen forever
v1.15.114
Fixed: Data packets containing information about powerups dropped by destroyed robots weren´t properly processed in UDP based games
Fixed: Not all players could enter the next level in coop games after a level had been destroyed and the players had gathered in the score display
v1.15.113
Fixed: Players sometimes couldn´t move in multiplayer games
v1.15.112
Fixed: Stuck robots exploded right away instead of trying to free themselves
v1.15.111
Fixed: Bossed in Descent 1 levels often self-destructed for no apparent reason when trying to find or destroy the player
v1.15.110
Fixed: Transparent objects (like e.g. the modded laser bolts in Pumo Mines) weren´t always rendered anymore
v1.15.109
Fixed: Some network data wasn´t properly processed by a new client connecting to a game host which could cause inconsistencies between host and player game states
Fixed: Headlights didn´t always work right in multiplayer
Fixed: Player name and ´typing´ message weren´t centered on player ships in multiplayer games
Fixed: The game host only sent information about its current ship state (ship type, weapons, damage) when the hosting player first fired a weapon, equipped a another weapon or selected a different ship
v1.15.108
Fixed: Player ship data was corrupted after loading a multiplayer save game
Fixed: Fixed: You couldn´t separately set soft blending for smoke, sprites and sparks as expert user and with highest render quality set
Changed: Previously, for gun shots coming in groups (like lasers), only one shot produced an impact sound. Now, each separate shot will produce on (can cause sound to build up)
v1.15.107
Fixed: At highest render quality, no particle fx, light trails, coronas or 2D gun shots (sprites) were visible
v1.15.106
Fixed: Transparent parts of hires models will now be rendered properly
Fixed: The automap wasn´t rendered properly anymore
Improved: Hires ship headlight beams will now be blurred when glow is enabled
v1.15.105
Fixed: The program crashed when trying to load MetalBeast´s Wolf Beta 1
http://www.descent2.de/
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January 29th, 2011, 00:24 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16286.html
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r2241
+ Fixed: artifact: crystal ball level
+ Added: game: localized maps support, add iconv support
+ Update: Spell::RandAdventure
+ Fixed: game: update shipmaster cursor, upgrade monster button, dialog thievesguild reset cursor, hidden campaign button
+ Update: world: passable objects
Jan, 20, 2011
+ Fixed: pocketpc: show army info dialog
+ Fixed heroes: auto move hero after battle
+ Fixed: heroes: restore spell points
+ Fixed: heroes: switch combat formation
+ Fixed: heroes: restore spell points
+ Fixed: heroes: ActionToBoat
+ Fixed: castle: area detect
+ Fixed: castle: open mage guild
+ Fixed: castle: GetArmy with guard hero
+ Fixed: battle: reflect wide troops attack
+ Fixed: battle: Roc and Ghost hit animations
+ Fixed: battle: update ghost attack priority
+ Fixed: world: Arena visit, update visit wide objects
+ Fixed: world: artifact "crystall ball" action
+ Fixed: game: high score window
+ Fixed: game: cursor for shimaster
+ Added: game: localize maps support, add option: "maps charset ="
+ Added: world: customize sec. skills for Witchs Hut
+ Added: world: disable spells support (spells.xml)
+ Added: world: artifacts.xml customize value
+ Added: options: "heroes: pickup artifact + info dialog"
Jan, 12, 2011
+ Added: update translations
+ Fixed: heroes: disable auto move for hero vs monster
+ Fixed: pocketpc: change monster and update resource bar
+ Fixed: battle: attack castle heroes
Jan, 11, 2011
+ Fixed: ai: patrol mode
+ Fixed: castle: necromancer shrine building
+ Fixed: battle: disable luck animation with bless mode (and reverse)
+ Fixed: battle: skip pickup artifacts for retreat/surrender result
+ Fixed: battle: double cell attack for wide troop
+ Fixed: battle: for genie damage abil.
+ Fixed: battle: unicorn blind
+ Fixed: pocketpc: castle dialog
+ Fixed: world: attack to castle with two hero (guest and guardian)
+ Fixed: world: attack few monsters, first monster attack
+ Fixed: world: allow attack from temple
+ Fixed: world: Windmill wood resource
+ Fixed: world: monster count with custom value
+ Fixed: world: initial spell book for barbs and knights
+ Fixed: game: global hostkeys
+ Fixed: heroes: action to sphinx
+ Added: pocketpc: drag drop scroll
+ Added: pocketpc: castle guardians support
+ Added: castle: flash curent building
+ Added: options: "heroes: after battle move to target cell"
Dec, 15, 2010
+ Added: new ttf fonts
+ Fixed: battle: auto battle switch for all players
+ Fixed: battle: simple animation for lightning spells
+ Fixed: battle: bridge animation
+ Fixed: battle: castle walls redraw
+ Fixed: battle: wide troop move
+ Fixed: battle: end game with damage spells
+ Fixed: battle: bless spell exclude good luck, and curse spell exclude bad luck
+ Fixed: battle: genie damage - if genies can kill all then his ability will disabled
+ Fixed: passable for "Lean To" object
+ Fixed: mageguild: click info
+ Fixed: save GUI positions
+ Fixed: heroes visiting objects
Dec, 08, 2010
+ Fixed: disable save binary for loaded game
+ Fixed: WateringHole action
+ Added: hero to castle guardians feature
+ Fixed: spell name width (Armageddon and other)
+ Fixed: AI patrol mode
+ Fixed: battle turn orders
+ Added: show game settings from game
+ Added: new option "fonts small render" and "fonts normal render"
+ fixed: battle order troops move
+ Added: random move for hero with patrol mode
+ Added: "buy all monster" to castle well dialog, (work with option "buy from well")
+ Fixed: bad luck message
+ Added: store puzzle orders to savefile
+ Fixed: ultimate artifact puzzle image (remove objects)
+ Fixed: goodluck sound for battle
+ Added: heroes sleeping mode (default key: z)
+ Fixed: patrol mode, with Kingdom::ApplyPlayWithStartingHero
+ Fixed: event maps for protection tile (first will be a battle)
+ Fixed: battle blind spell (clean after tower attack and damage spell)
+ Fixed: gameover conditions (defeat/loss hero)
+ Fixed: windmill resource (remove wood)
+ Fixed: archers damage with castle walls
+ Fixed: battle attack for wide troop
+ Fixed: battle info damage range correctted
+ Added: 900 ms delay for battle info popup, open log window with last message currently
+ Added: battle luck animation (rainbow)
+ Added: ANDROID build support
Nov, 24, 2010
+ Fixed: castle dialog: resource bar redraw
+ Fixed: bugs #3113888 empty treasure chest, fixed GameResult::CheckGameOver for load game
+ Fixed: redraw gamearea with non standard display size
+ Added: popup damage info for battle
+ Added: wait button for battle interface, also added list logs
+ Fixed: fix sphinx meeting
+ Added: Battle::Speed gui settings
+ Fixed: objects quickinfo dialog
+ Added: numpad keys support
+ Updated: AI update, AI strength update
+ Fixed: AI wins and game over
+ Fixed: marketplace dialog
+ Fixed: crash, empty army after ai::meetings
http://sourceforge.net/projects/fheroes2/
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January 29th, 2011, 00:23 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16285.html
Privateer: Ascii Sector is a free remake / demake of the classic game Privateer. This version was released at the end of 2010.
Quote:
- Fixed bug with character pathfinding that could crash the game after many launches and landings in one gaming session.
- Fixed bug that made it impossible to dock with a quest ship with the DontMove order.
- Fixed some instances of weight of grenades not being subtracted from your inventory weight when thrown into water or exploding in your hand/backpack. Also fixed weight issue when combining ammunition, ultimate or brilliance clips/containers.
- Fixed instances of the player recovering more than max health.
- Live grenades in your backpack and locker now explode and emit smoke.
- Moving a target character to a ship and then destroying the ship should now result in the mission being completed.
http://www.asciisector.net/
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January 29th, 2011, 00:21 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16284.html
PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.9.test @ 2011-Jan-24 00:03 - 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. [*]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.
http://prboom-plus.sourceforge.net/
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January 29th, 2011, 00:20 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16283.html
Warzone 2100 GPL is a port based on the sources of Warzone 2100 for Windows, Mac OS X und Linux.
Quote:
Detailed Changelog:
2011-01-20: Version 2.3.7
General
Fix: Make construction, production and research independent of framerate and number of parallel tasks (b4e33f24a2)
Fix: Changing droid settings now works, even if selecting more than 100 droids (9bab7867c8)
Fix: Reset construction speed upgrades between games (9a28d849f9)
Fix: Don´t gain experience by shooting your own buildings/units (61adc3712a)
Fix: Don´t truncate usernames at the first unicode character (da4a6ea4cc)
Fix: Correct delivery point placement for cyborg factories and repair facilities (b25bc87b3a)
Multiplayer
Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (4c0b8a68af)
Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (9cacfc52a4)
MP Balance (5b863da695)
Mg damage to cyborgs up 10%, to tracks down 10%, and to bunkers down 5%
Cannon damage to buildings and hardpoints up 10% and to bunkers up 25%
UI
Change: Show a savegame´s timestamp tooltip in the current locale (#2303, ec1bbcbbaf)
Change: Show distances and speeds in terms of tiles (e192e8a758)
Fix: Improve UI responsiveness under low framerates (89d8b599d5)
Fix: Prevent some key presses from being ignored (942c2f1fe3)
Fix: Don´t show health bars over empty terrain, when set to always display energy bars (#912, 61a79c761a)
Translations
Updated: Italian (#2367, #2408, 182f6ba3d2, 90658df7e1)
Updated: Turkish (#2376, #2418, 5d93fb0728, 77f651b5ba, #2443, e36b4abac5)
Updated: Brazilian (#2387, 8500268900)
Updated: Polish (#1347, d46cf8f620)
Updated: Spanish (#2442, 10626ae363)
Updated: Russian (4accc26eca)
http://en.wikipedia.org/wiki/Warzone_2100
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January 28th, 2011, 23:38 Posted By: wraggster
The dates for QuakeCon 2011 are in. The event takes place in August, from 4th-7th, in Dallas, Texas - where limousines are fronted by bull horns.
QuakeCon used to be a place for id Software-related celebrations that usually involved huge old-school LAN parties, i.e. bring your own computer, plug it in and play an hours-long game of Quake.
That essence still remains, but there's a lot more going on now id Software is owned by ZeniMax - parent company of Bethesda.
In August, Bethesda will still have Rage, The Elder Scrolls V: Skyrim and Doom 4 to release. Brink and Hunted will have been on shop shelves long before.
http://www.eurogamer.net/articles/20...ates-announced
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