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
|
January 14th, 2011, 23:17 Posted By: wraggster
When OnLive began testing its flat-rate $10 per month back catalog game offering, Playback, at the beginning of December, the company said that it would officially launch January 15, aka tomorrow. That's not happening -- instead, the Playback beta is being opened up to all users free-of-charge through the end of the month.
Initially, the Playback beta was accessible only to those users accessing the service via the OnLive MicroConsole system; it will now be available to everyone, on every platform, during this extended period. OnLive has promised that the catalog will include around 40 titles when it's out of beta (and people are being charged for it). Right now, it features about a dozen.
http://www.joystiq.com/2011/01/14/on...hrough-jan-31/
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 |
|
|
|
|
|
January 14th, 2011, 01:29 Posted By: wraggster
Damon Sicore, Senior Director of Platform Engineering at Mozilla, has announced that the company is almost ready to ship Firefox 4. On its mailing list, Mozilla has revealed it has around 160 hard blockers to fix, before proceeding to Release Candidate stage. Both the RC and the final version would arrive in February, according to Sicore. Mozilla was originally planning on having Firefox 4 out by the end of last year, but it had to delay the release till 2011. Last month, Firefox 4 Beta 8 was released for Windows, Mac OS X, and Linux 32-bit/64-bit, with support for 57 languages. Mozilla's roadmap says it still wants to release a Beta 9, a Beta 10, and at least one Release Candidate build before the final version.
http://news.slashdot.org/story/11/01...x-4-Next-Month
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 12th, 2011, 00:27 Posted By: wraggster
The fourth instalment of the SEGA Mega Drive Classics collection is available to download to your PC.
Included are Sonic The Hedgehog 2, Gunstar Heroes, Streets of Rage 2, ToeJam & Earl and Wonder Boy III : Monster Lair. Pricing varies from $2.99/£1.99/€2.49/AUS$3.49.
Each games features load/save functionality.
http://www.eurogamer.net/articles/20...-vol-4-hits-pc
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 |
|
|
|
|
|
January 9th, 2011, 22:04 Posted By: wraggster
TransGaming Cedega, the software forked from Wine that allows running Windows games under Linux, is being discontinued and replaced by GameTree Linux. This new software is also free. From the new website: 'TransGaming is pleased to announce the continued development of Cedega Technology under the GameTree Developer Program. This repositioning of the technology that powered the Cedega Gaming Service will allow the entire Linux community to gain free access going forward. Cedega is a cross-platform enablement technology that allows for Windows-native games to be executed on both the Linux desktop and embedded Linux platforms.
http://games.slashdot.org/story/11/0...GameTree-Linux
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 |
|
|
|
|
|
January 9th, 2011, 09:36 Posted By: Nafogel
I am currently working on a "Legend of Zelda" based game programmed entirely in javascript. The reason I am doing in javascript is to make it cross compatible on virtually any system/device with a browser. You can check it out via the link below and let me know what you think :thumbup:
http://www.nafogel.com/games/zelda/
I still have a lot of work to do on the gaming engine but once that is complete all I'll need is a good storyline and some maps. If you view source on the page you can see that every map is comprised of a two layered array of 192 "blocks" and its fairly easy to design maps. If anyone as any ideas for new maps feel free to send them my way (this game is completely open source so as long as you understand javascript I'm open to suggestions).
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 |
|
|
|
|
|
January 7th, 2011, 22:24 Posted By: wraggster
While the modding community has been having plenty of fun getting Kinect to work on platforms other than the intended Xbox 360, Microsoft has remained quiet on the prospect of official support for Kinect use with PCs. That could all be about to change though.
When quizzed by the BBC whether PC functionality was part of the long-term game plan for its mega-selling device, Microsoft CEO Steve Ballmer said, "We'll support that in a formal way in the right time."
Ballmer went on to explain that Microsoft doesn't see Kinect as purely a gaming device.
"We're trying to move beyond gaming to include the world of socialisation, of movies, of TV, and we're trying to make the whole experience accessible to everybody in the family, not just the traditional gamer."
Back in November, modders released footage of the Kinect being used as a Minority Report-esque PC interface.
http://www.eurogamer.net/articles/20...ect-pc-support
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 |
|
|
|
|
|
January 7th, 2011, 00:02 Posted By: wraggster
Technabob has spied a delightful (not so) little laptop case mod from Lenovo during a CES preview. Designed by modder Dean Liou, the case allows you to turn your adequately sized laptop into an arcade machine in seconds, by sliding it underneath the dock's fight stick controller, and plugging said controller into your computer's USB port. Sadly, Lenovo is just showing off the dock as a proof of concept -- as of right now, there are no plans to take the mod to market.
Sure, this thing would completely eliminate the portability of your lap-sized computer, but, come on. Look at it! It's like an arcade machine for babies. Could you imagine anything cuter than that? Well, an arcade machine for puppies, we guess -- but modern consumer entertainment hardware science is decades away from perfecting that kinda technology. For now, check out a video demonstration of this human laptop arcade mod posted after the jump.
http://www.joystiq.com/2011/01/05/le...rcade-machine/
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 |
|
|
|
|
|
January 6th, 2011, 23:45 Posted By: wraggster
The PC platform is a "centre of innovation" and key to the future of gaming according to Valve boss Gabe Newell.
Speaking to Develop, Newell explained, "We see [the PC] as the centre of innovation of everything that's going on, whether it's microtransactions, MMOs, free-to-play, or something like CityVille which – after its first month – has 84 million people playing.
"To us, this is just an indication of why open platforms are where innovations are going to occur."
Even thought the traditionally PC-focussed studio behind the likes of Half Life, Portal and Left 4 Dead has now embraced console development too, Newell insisted that he was "tremendously excited about the future of PC gaming."
Despite many commenters' claims that PC gaming has seen better days, a number of high profile developers have joined Newell in sticking up for the platform in recent months.
Back in October, Blizzard's Rob Pardo said, "I always laugh because as long as I've been in the games industry, every year I'm asked 'is PC gaming dead?' But it keeps on growing despite the fact it's been pronounced dead 20 times."
And in September, id Software boss Tim Willits told Eurogamer, "In my opinion the PC will always be the core of the gaming industry - it is the timeless stable platform that as developers we will always be able to rely on.
"Unlike consoles, the PC doesn't disappear because one company decided it wasn't profitable or decided to make a new version. The PC platform is always evolving but staying stable."
Next up from Valve is Portal 2, due out on PC, PlayStation 3 and Xbox 360 on 21st April.
http://www.eurogamer.net/articles/20...-of-innovation
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 |
|
|
|
|
|
January 5th, 2011, 23:42 Posted By: wraggster
diegocg writes
"Version 2.6.37 of the Linux kernel has been released. This version includes SMP scalability improvements for Ext4 and XFS, the removal of the Big Kernel Lock, support for per-cgroup IO throttling, a networking block device based on top of the Ceph clustered filesystem, several Btrfs improvements, more efficient static probes, perf support to probe modules, LZO compression in the hibernation image, PPP over IPv4 support, several networking microoptimizations and many other small changes, improvements and new drivers for devices like the Brocade BNA 10GB ethernet, Topcliff PCH gigabit, Atheros CARL9170, Atheros AR6003 and RealTek RTL8712U. The fanotify API has also been enabled. See the full changelog for more details."
http://linux.slashdot.org/story/11/0...-2637-Released
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 |
|
|
|
|
|
January 5th, 2011, 01:18 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16137.html
A new 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-beta2 (2010-12-31)
------------------------------------------------------------------------
- Feature: Command logging using the admin interface (r21668)
- Feature: Concept of automatic station orders; add stub orders for intermediate stations and remove them when not visiting them anymore. This allows you to see what trains visit a station without actually having to order a vehicle to stop at all stations (r21642)
- Add: [NoAI] AIEventTownFounded (r21664)
- Add: [NoAI] AIRail::GetName() to get the name of a railtype (r21663)
- Add: [NoAI] AITown::IsCity() so AIs can find out which towns grow faster than others (r21654)
- Change: Do not show price to build a bridge in the scenario editor as they are free to build there [FS#4358] (r21673)
- Change: Do not highlight tile when selecting a vehicle to clone or an order to skip to (r21616)
- Fix: Estonia introduced the Euro in 2011 (r21670)
- Fix: Autofill timetable had side effects in test mode, possibly causing desyncs in MP [FS#4354] (r21660)
- Fix: Cargo payment graph was not properly invalidated when payment rate changed [FS#4351] (r21658)
- Fix: Use a bool instead of uint8 to store a bool and use the dedicated accessor function when reading boolean settings [FS#4345] (r21656)
- Fix: Infinite loop in the road pathfinder due to bouncing around in an ´one way´ trap; two one ways pointing towards eachother making it impossible to leave [FS#4338] (r21651)
- Fix: Make ´[centre|main] view´ consistent, and make ´[main|global] view´ consistent [FS#4339] (r21650)
- Fix: Newly created skip-to order was created at wrong place (r21633)
- Fix: Ships with the old pathfinder would easily show up as lost, even when it would eventually find a path. Now also the distance from the ´end´ of the pathfinding run to the destination is compared to the current distance to the destination; if the distance to the destination at the end of the pathfinder run is less than the current distance from the destination the ship will not be marked as lost. This means that the ships with the old pathfinder will less likely get marked as lost, but due to the design of the old ship pathfinder there ´lostness´ is merely a best guess. When you still get a lost message you need to build buoys to guide the ship pathfinder [FS#4325] (r21631)
- Fix: Version detection of subversion branches and tags got broken (r21630)
- Fix: Crash under certain circumstances when using autorail [FS#4327] (r21619)
http://www.openttd.org/
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 |
|
|
|
|
|
January 5th, 2011, 00:57 Posted By: wraggster
Microsoft confirmed on Tuesday an unpatched vulnerability in Windows just hours after a hacking toolkit published an exploit for the bug. A patch is under construction, but Microsoft does not plan to issue an emergency update to fix the flaw. The bug was first discussed Dec. 15 at a South Korean security conference, but got more attention Tuesday when the open-source Metasploit penetration tool posted an exploit module crafted by researcher Joshua Drake. Metasploit says successful attacks are capable of compromising victimized PCs, then introducing malware to the machines to pillage them for information or enlist them in a criminal botnet.
http://tech.slashdot.org/story/11/01...-After-Exploit
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 |
|
|
|
|
|
January 5th, 2011, 00:48 Posted By: wraggster
It may not exactly look like a huge shift in the chart above, but 2010 did represent something of a milestone year for Google's Chrome web browser. It started out 2010 with a market share of just over five percent, and managed to double that over the course of the year to close things out at a nice, even ten percent, according to stats from Net Applications. Those gains, as you might expect, came largely at the expense of Internet Explorer, which is continuing its slow, slow decline, but still hangs onto a commanding 57 percent market share. As for the rest of the major players, both Firefox and Opera slipped ever so slightly over the course of the year, while Apple's Safari gained just over one percent to end the year at 5.9 percent.
http://www.engadget.com/2011/01/03/c...r-share-gains/
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 |
|
|
|
|
|
December 31st, 2010, 00:27 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16102.html
A new 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-beta1 (2010-12-24)
------------------------------------------------------------------------
- Feature: [NewGRF] Variable 7B for accessing 60+x variables while taking the parameter from the accumulator (r21604)
- Feature: Allow to refit only the selected part of a train consist (r21567)
- Feature: Store the used OpenTTD version, base graphics set, NewGRFs and AIs in the PNG screenshots (r21558, r21553)
- Feature: Make the delay of the chat messages timing out unrelated to the number of passed game days, i.e. do not stop aging chat messages when the server is paused, and make the timeout user configurable [FS#532] (r21513, r21512)
- Feature: Vehicle lost messages for ships and road vehicles [FS#1956] (r21511, r21510)
- Feature: Diagonal tile clearing and terraforming by pressing Ctrl [FS#730] (r21500)
- Feature: [NewGRF] Use the station graphics property to determine a fallback for the depot sprites [FS#4279] (r21473)
- Feature: Add explicit make ´shared orders´ an option in the orders menu (r21464)
- Feature: Make it more clear that you are stopping a shared order, and make it possible retain the order list upon unsharing [FS#3711] (r21461)
- Feature: Hotkey Ctrl+W for returning to the main menu [FS#3217] (r21459)
- Feature: Scroll to the inserted order [FS#4215] (r21457)
- Feature: Building while paused always works in the scenario editor [FS#1521] (r21430)
- Feature: Perform the compression of savegames to send to the client asynchronously. This will reduce the lag of the other clients to the time it takes to make the memory dump and it will speed up downloading the map as the download starts earlier (possibly with a slightly lower bandwidth due to slow compression) [FS#4284] (r21399)
- Feature: Do not store savegames to disk when transferring it from the server to a client (r21398, r21397)
- Feature: Use alphabetical order when sorting industries by type at the industry directory window (r21389)
- Feature: Allow entering of the new year in a text box when cheating the year [FS#4289] (r21388)
- Feature: Support for limiting the amount of (accepted) incoming data for a server (r21363)
- Feature: Natural sorting of strings using ICU [FS#4214] (r21344)
- Feature: [NewGRF] Implement action0 visual effect properties for ships and RVs (r21240)
- Feature: [NewGRF] Support callback 0x10 for RVs and ships (r21238)
- Feature: [NewGRF] Make positioning of diesel fumes and electric sparks actually work (r21230)
- Feature: [NewGRF] Support OpenTTD´s genders, cases and plurals (r21216, r21211, r21209)
- Feature: Display mail capacity when refitting an aircraft to passengers (r21214)
- Feature: Make the statusbar´s location configurable [FS#4201] (r21179)
- Feature: Forced construction of missing industries (r21175)
- Feature: Do not build industries during economic recession (r21169)
- Feature: Use desired industry counts rather than relative probability to decide which industry to build (r21168)
- Feature: Allow to sort purchase lists for trains and road vehicles by tractive effort (r21105)
- Feature: [NewGRF] Add CB36 support for road vehicle property 0x15 (Speed) (r21100)
- Feature: [NewGRF] Implement stringcode 9A 0C (station name), 9A 0D (weight) (r21086, r21085)
- Feature: [NewGRF] Add CB36 support for road vehicle properties 0x13 (Power), 0x14 (Weight) and 0x18 (Tractive effort) (r21058)
- Feature: XZ/LZMA2 savegame support. New default reduces savegame size by 10 to 30% with slightly more CPU usage. With maximum settings it reduces savegame size by 20 to 30%, but that takes 7 to 14 times longer. Map saving + downloading takes, on average, 5% less (r21044)
- Feature: Chat directly to the server or a bot/admin/IRC channel monitoring the server (r21000)
- Feature: Remote administration (r20975-r20963)
- Feature: [NewGRF] The concept of minimum loadable version to NewGRFs when choosing compatible NewGRFs (r20960, r20958)
- Feature: Center new extra viewports on the tile below the mouse. Only center on center of main viewport if mouse is not in any viewport (r20956)
- Feature: [NewGRF] Make it possible to distinguish player built/randomly placed industries in the location and land slope check callbacks (r20942)
- Feature: Highlight all destination tiles when building a lock [FS#4153] (r20932)
- Feature: Transfer orders imply ´leave empty´ by default [FS#3905] (r20927)
- Feature: Allow to select a custom percentage of water in the map generation window (r20832)
- Feature: Make it possible to select vehicle to clone and vehicle to clone orders from directly from vehicle lists and depot window [FS#3999] (r20753)
- Feature: Separate GUI icons for vehicle/company profit, exclusive rights and unread news (r20720)
- Feature: [NewGRF] Support for newobjects (r20670)
- Feature: Make the (flat) area around an industry configurable (r20659)
- Feature: [Network] Allow rate limiting of incoming commands (r20553)
- Feature: Filter signs at the sign list window [FS#3472] (r20516)
- Feature: Ignore _ in console command names so there is no ´inconsistent´ behaviour w.r.t. underscores anymore without breaking backward compatibility greatly (r20515)
- Feature: A new screenshot type that makes a zoomed-in screenshot of the visible viewport [FS#3973] (r20508)
- Feature: Setting for none/original/more smoke [FS#3093] (r20376)
- Feature: Airport previews (r20381, r20369)
- Feature: [NewGRF] Support for callback 0x147 (´add sprite offset´) for canals (r20353)
- Feature: [NewGRF] Support for property 09, feature 05, i.e alternate canal sprite layout (r20352)
- Feature: Add rescan_newgrf console command (r20344)
- Feature: [NewGRF] AdvVarAct2 operators for SHL, SHR and SAR (r20332)
- Feature: [NewGRF] Air drag property support for trains and road vehicles. Air drag for vehicles with air drag not set or set to zero will use a default value depending on their max speed (r20303, r20302, r20301, r20300, r20299)
- Feature: More user-friendly gui to change NewGRF parameters (r20258)
- Feature: [NewGRF] Add support for static NewGRF information, i.e. Action 14 (r20250)
- Feature: Display suppliers and customers of an industry or cargo (r20206)
- Feature: Allow horizontal resizing for all vehicle lists [FS#3955] (r20174)
- Feature: [NewGRF] Information (var 4A) about the current railtype a train is on (r20165)
- Feature: Tooltips are shown by hovering the mouse over a widget instead of by right clicking on it [FS#3913]
- Feature: Customizable hotkeys (r20055)
- Feature: Wrap console lines when they are too long [FS#3816] (r20046)
- Feature: [NewGRF] Variable 43 depot build date for railtypes [FS#3886] (r20003)
- Feature: Show some savegame details when selecting items in saveload GUIs (r19984)
- Feature: Open vehicle view when clicking on the caption of vehicle news (r19944)
- Feature: [NewGRF] Access to industry founder (var A7) during callbacks 28 and 2F (r19901)
- Feature: Add highlighting of drag destination in depot and order GUI gui [FS#3705] (r19889, r19888)
- Feature: Configure NewGRFs from a single window (r19841)
- Feature: Give depots an unique name in the same manner buoys and waypoints are named. Also allow them to be custom named [FS#3691] (r19801, r19799)
- Feature: Hide all other industries when Ctrl+clicking an industry type in smallmap legend (r19770)
- Feature: [NewGRF] Access to random bits of houses and industries from construction callbacks 17, 28 and 2F. That is: The random bits the house/industry will start with, if construction succeeds [FS#3477] (r19744)
- Feature: A simple sprite alignment helper. It does not store the new offsets anywhere so as soon as the sprite is reloaded the offsets are gone (use a bigger sprite cache if this happens). Also anything that reloads NewGRFs (new games, loading games or (re)applying NewGRFs) clears the sprite cache and as such resets the offsets (r19723)
- Feature: New base costs for building/clearing canals, building/clearing aqueducts and building/clearing locks (r19720)
- Feature: Ctrl+click on a vehicle to start/stop it (r19714)
- Feature: NewGRF debugging/inspecting of (primarily) enabled callbacks and values of variables (r19709)
- Feature: Graphs with negative values are no longer forced to have the zero axis in the middle, resizeable graphs (r19662, r19631)
- Feature: [NewGRF] Support callback 36 for aircraft speed also in the build menu (r19660)
- Feature: Add an input box to the AI Debug window where you can input a break string [FS#3496] (r19544)
- Feature: Add buttons to enable/disable all cargos at the cargo payment rates graph (r19542)
- Feature: Sort industries alphabetically at the smallmap legend, fund industry list; sort cargos alphabetically at cargo payment graph, build vehicles cargo filter dropdown, station ratings and refit options (r19541, r19540, r19436, r19535, r19522, r19503)
- Feature: Console command ´reload_newgrfs´; only available when NewGRF developer tools are enabled (r19515)
- Feature: Enter the starting year in the scenario editor by clicking at the date panel (r19397)
- Feature: Configurable slope steepness for road vehicles from 0% to 10%, default is 7% (r19346)
- Feature: Realistic acceleration for road vehicles (r19345)
- Feature: Allow to (over)build and remove multiple road stops using drag and drop (r19231, r19230, r19229)
- Feature: Show warnings and errors in console as well, not only in a message box (r19225)
- Feature: [NewGRF] Action 0/1/2/3 support for NewGRF airporttiles (r19194)
- Add: [NoAI] AIOrder::IsVoidOrder to find void ´(Invalid Order)´ orders (r20389)
- Add: Support for MSVC 2010 (r20032)
- Add: [NoAI] AIIndustry::GetIndustryID(TileIndex) (r19773)
- Change: Make it possible to start actions that require selecting stuff (landscaping, vehicle cloning, etc) in the viewport while paused. As side-effect you will get an error message explaining the command cannot be executed because the game is paused instead of seemingly nothing happening when you click. Additional side effect of this is that you can make use of the measurement tooltip while paused [FS#4292] (r21480)
- Change: Make building aqueducts behave more like building tunnels. They cannot be built on flat (or foundationed) tiles, so there is at most one destination tile like there is only one for tunnels [FS#4153] (r21471)
- Change: Place the bridge building window under the mouse instead of somewhere randomly on the screen and change the default sort order [FS#3975] (r21460)
- Change: Make sure the client is listening, or rather receiving, our frames (r21361)
- Change: Read some metadata from (official) source tarballs so you will more likely get the right version/revision out-of-the-box (r21351)
- Change: Be more explicit that the game state can get broken by changing NewGRFs (r21335)
- Change: Use the last red instead of last red exit penalty for making sure other waypoint entries are evaluated as well when they are occupied, e.g. when there are no signals before the waypoint but a train just beyond the waypoint is stopped (like for stations) (r21271)
- Change: Do not receive money for removing the rail of non-rail rail station tiles, i.e. rail station tiles for which the NewGRF has prevented trains to be routed through (r21266)
- Change: Show a different ´lag´ message when a client is lagging because of connection trouble or lagging because the client is just slow (r21254)
- Change: Mention the OpenTTD version on the console/logs when starting an OpenTTD dedicated server like we mention it in the title bar for the GUI version (r21253)
- Change: Filter stations by cargo they have a rating for instead of having cargo waiting [FS#4206] (r21144)
- Change: Limit the number of exceptions in the refittable cargo list to 7 (r21083)
- Change: Reduce the chances to accidentally break savegames with NewGRFs by limiting loading of savegames that miss NewGRFs or change NewGRF settings in-game [FS#3012] (r21116)
- Change: Tuned realistic acceleration to be a bit more realistic in order to make acceleration ´slower´, which highlights the differences between vehicle types more (r21106)
- Change: Do not make client reconnect waiting time depend on the company; in coop games that does not spread clients at all, and most companies have a low number causing it not to be spread out either. Use the ClientID instead. (r21008)
- Change: Add installing options or rather options to not install certain documentation, in a similar way to GRFCodec/catcodec (r20999)
- Change: Only display liveries in the livery window if they are used by some vehicle somewhen (r20849)
- Change: [NoAI] Rename AIAbstractList to AIList (r20563)
- Change: [NoAI] AIOrder::GetOrderFlags returns AIOrder::AIOF_INVALID for void orders (r20389)
- Change: [NewGRF] Adapt vehicle var FE bit 6 to new railtypes (r20175)
- Change: [NewGRF] Call callbacks 14A, 14B and 14C after all industry variables have been assigned, so more variables are valid during the callbacks (r19907)
- Change: [NoAI] Remove HasNext() from all lists/iterators and add IsEnd() instead (r19294)
- Change: Add the default installation directory of lzo/zlib for Mac OS X/MinGW to the paths where (the headers of) those libraries are searched [FS#3638] (r19285)
- Fix: Crash due to cargo payments belonging to a non-existing company [FS#4324] (r21605)
- Fix: Company league table used stats from two quarters ago instead of last quarter [FS#4323] (r21601)
- Fix: The default visual effect only depends on properties of the Engine (wagon or not, tractiontype, ...), not whether it is used as articulated part, front engine or whatever in a specific consist [FS#4275] (r21598)
- Fix: [OSX] A double mouse cursor was shown under certain circumstances [FS#2585] (r21578)
- Fix: Show ´plant trees´ button lowered on the terraform toolbar, like how other buttons are lowered when you selected a ´build´ action [FS#4315] (r21539)
- Fix: 2CC recolour sprites were the same for DOS and WIN palette, thus ´dark green´, ´brown´, ´grey´ and ´white´ were wrong for DOS [FS#4312] (r21535)
- Fix: Do not apply the last signal red pathfinder penalty when the signal is a path signal [FS#4302] (r21524)
- Fix: Tooltips were not removed when their related window got closed [FS#4300] (r21477)
- Fix: Make sure the query window is only opened once per parent window/callback [FS#4298] (r21472)
- Fix: Crash when news item gets removed at just the wrong moment [FS#4180] (r21458)
- Fix: [NewGRF] Ensure the parameter for house variable 60 is the id of an original house (r21456)
- Fix: [NewGRF] A NewGRF with incomplete string codes at the end of a string could cause invalid memory reads (r21433)
- Fix: The server did not check for the paused state when allowing to execute commands [FS#3771] (r21429)
- Fix: Vehicles could be built while the game is paused. Now you can enable or disable that with a setting, which replaces the build-while-paused cheat [FS#4021] (r21428)
- Fix: Purchase lists were not invalidated when using ´resetengines´ (r21374)
- Fix: Fields were not cleared under snow though they were intended to be [FS#4283] (r21367)
- Fix: New railtypes with overlays did not use the shore sprites as groundtiles for three-corner-raised slopes (at shore) [FS#4277] (r21353)
- Fix: Buffer overflow in strgen for strings with very large arguments (r21346)
- Fix: Bogus cache mismatch warnings with desync debugging because some cache was invalidated but never reset [FS#4272] (r21338)
- Fix: Make it more likely that the savegame and transferred file are the same file and not different ones [FS#4271] (r21334)
- Fix: Use the correct font sizes when checking for missing glyphs (r21321)
- Fix: [Content] Crash when creating file download by the content download system failed (r21319)
- Fix: AIs in an infinite loop in e.g. autosave, but also getting settings and such from info.nut, would not be interrupted after a while causing OpenTTD to seem to not respond [FS#4260] (r21311)
- Fix: [Content] Do not add HTTP connection to list of connections when it fails in the beginning (r21302)
- Fix: Fonts set in openttd.cfg were not properly checked for missing glyphs on language change [FS#4261] (r21298)
- Fix: FreeBSD introduced strndup as well [FS#4259] (r21295)
- Fix: [Windows installer] Check for existence of save/scenario dirs before asking for deletion confirmation [FS#4251] (r21294)
- Fix: Under some circumstances two vehicles could leave a non drive-through road stop at once [FS#3935] (r21263)
- Fix: [NewGRF] Custom station foundations using the ´simple foundations´-method did not draw any sprite for WSE-slopes when there are foundations on both neighboured tiles in the north. As there must be at least one sprite to provide the correct offset for the groundsprite draw the (empty) default foundation sprite in that case [FS#4246] (r21262)
- Fix: The main menu error messages would not show when you had an error message open in the game while whatever triggered you to go back to the main menu (r21255)
- Fix: Rescanning AIs did not ´forget´ removed AIs [FS#3952] (r21250)
- Fix: Upon rescanning AIs the new AIs would (after some time) show up in the AI list but you could not select all (r21246)
- Fix: [YAPF] Road vehicles not finding the nearest depot in some (corner) cases [FS#4130] (r21229)
- Fix: [NewGRF] The specs´ cargo strings and OpenTTD´s use of the clashed. Provide properties so NewGRFs can provide cargo strings tailored for OpenTTD while retaining (some) backward compatibility [FS#4172] (r21224)
- Fix: Use proper plural for the short cargo unit names (r21223)
- Fix: Under some conditions, group count would be wrong after moving train engines in the depot window [FS#4207] (r21205)
- Fix: [OSX] Do not let the mouse cursor jump when switching to full screen mode (r21200)
- Fix: [OSX] Finding a fallback font failed when compiling for OSX 10.4 as it tried to match also OpenTTD-specific control characters [FS#4001] (r21197)
- Fix: Use non-interactive randomness for townnames on map generation, so they are controlled by the generation seed as well [FS#4226] (r21192)
- Fix: [OSX] Unify compiler flags with other OS and work around a compiler bug in gcc-4.0.1 which breaks graphics display in x86_64 binaries [FS#4210] (r21149)
- Fix: Station list was not updated when a new cargo got a rating (r21145)
- Fix: Station ratings were not updated (anymore) after an aircraft crashed (r21137)
- Fix: Bridge speed limits should apply to all wagons of a vehicle, not just the head of the vehicle [FS#4213] (r21136)
- Fix: Helicopter flight altitude was determined inconsistently in different places (r21119)
- Fix: Do not use the maximum track speed where the maximum vehicle speed is meant (r21107)
- Fix: Display the real maximum speed for aircraft instead of always using the engine value (r21096)
- Fix: Aircraft speed would ignore callback 36 result when it is greater than the engine speed (r21094)
- Fix: [OSX] Mouse cursor would leave footprint with 8bpp blitter when switching to full screen (r21037)
- Fix: [OSX] Properly set the palette when using the 8bpp blitter during start-up (r21036)
- Fix: Center industry gui and waypoint gui after resize [FS#4171] (r21021)
- Fix: Draw bridge pillars with correct length on all tile corners by drawing only half of the pillar sprite if required (r20950, r20947)
- Fix: Accidentally moving the mouse of the scrollbar arrows while pressing it clicks the button next to the arrow [FS#4071] (r20922)
- Fix: Refit costs were not shown for long cargo names [FS#4160] (r20921)
- Fix: When using non-smooth or NewGRF-economy changing production rates does not work, so allow changing the production multiplier instead (r20901)
- Fix: The station with the second highest rating was doubly penalised when distributing cargo. Now the penalty is completely removed and the granularity/precision of the distribution in increased by using fractional cargo. This should make competing stations less all-or-nothing [FS#3637] (r20857)
- Fix: Make sure (gradual) loading is properly terminated for consists with multiple cargo types. Do not stop loading if the timetabled wait is not over yet [FS#2534] (r20843)
- Fix: Place less trees at once when planting random trees at the scenario editor [FS#4094] (r20829)
- Fix: Do not use new game settings when creating many random towns/industries at the scenario editor [FS#4094] (r20712, r20711)
- Fix: Keep _current_company and _local_company in sync during GUI operation [FS#3804] (r19933)
- Fix: When building a lock, do not add the cost of building canals if they are already built, pay for clearing the other tiles and do not add the first bridge type´s cost to aqueducts (r19719, r19718, r19717)
http://www.openttd.org/
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 |
|
|
|
|
|
December 29th, 2010, 00:43 Posted By: wraggster
New from Chinavision
This all-in-one laptop USB central command point is designed as a go between for all your connections, whether it's an Ethernet line, USB flash drives / externals, memory cards, audio or MIC
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 |
|
|
|
|
|
December 28th, 2010, 21:28 Posted By: wraggster
News via http://www.nintendomax.com/viewtopic...32581ce0cdc526
EmuCenter2 is a simplistic interface that combines the best emulators *
console video games for a greater simplicity
* Console emulator: enables a computer to execute the video game console
Highlights :
- A simplistic interface that combines all your games (emulators, pc or internet)
- Combines the most popular console emulators in 32 or 64 bits
- Configure all the emulators for immediate use in good conditions
- Includes the main options emulators on one page
- Configure the gamepad to potential emulators (plug and play
- updated automatically and regularly to EmuCenter2 and its emulators
- Download the cover of the game in one click
Supported consoles :
- Nintendo : Nes, Super nes, Gameboy, 64, Gamecube, DS and Wii
- Sega : Master system, Genesis, Gamegear, Saturn et Dreamcast
- Sony : PlayStation 1 et 2
- Other : Neogeo and arcade system (Capcom CPS, Taito, ...)
1.5.0
- Exchange Arcade emulator emulator FBAShuffle by MAMEUI (x64/x86) 0.140u3
- Added option: Region and language for emulators (PAL / NTSC / NTSC-J)
- Optimizes Type option rendering ': bsnes included
1.4.9
- Increases the maximum size of the covers at 182%
- Apply custom colors in all interface pages
- English translation Adjourn
- Class alphabetically Default Games
- Added option: Start EmuCenter2 in the category defined by the user
http://xotob14.free.fr/eng/downloads.php?cat_id=1
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 |
|
|
|
|
|
December 24th, 2010, 00:05 Posted By: wraggster
Microsoft has released a notice about a new zero day attack against Internet Explorer. Guess it's going to be more a 'Script Kiddie Christmas,' less of a 'White Christmas.' 'Ok, fess up — who asked for an IE 0 day for Christmas? I'm guessing Santa got his lumps of coal mixed up with a bag of exploits. This exploit has been discussed over the last day or so on full disclosure and a number of other sites. Metasploit already has a module available for it (just search for CSS & IE). Microsoft has put out an advisory 2488013 regarding the issue which manifests itself when a specially crafted web page is used and could result in remote code execution on the client.
http://tech.slashdot.org/story/10/12...ew-IE-Zero-Day
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 |
|
|
|
|
|
December 24th, 2010, 00:02 Posted By: wraggster
There's been no shortage whatsoever of PC control schemes using Kinect, but up until now, every bit of it has been without Microsoft's official blessing. Of course, the company eventually caved to the massive amount of hacking going on and confessed that it didn't have any hard feelings for those giving it a whirl, but is it really fixing to take things one step further with bona fide PC support? That's the talk emanating from South Korea, where game developer GamePrix has reported that at least one of its titles (Divine Soul, if you must know) is "scheduled to support Kinect." Continuing on about the game, the company's Jason Lim was quoted as saying that "Kinect will soon be available as a new PC controller," but naturally, we've our doubts. For starters, why wouldn't Microsoft be working with a more major developer if honest-to-goodness PC-Kinect interactions were planned? Secondly, there's a definite possibility that GamePrix could really be referring to unofficial support, which would make everything seem a lot more sensible. Either way, we'll definitely be keeping an ear to the ground for more, and with GDC under three months away, we ought to know the truth sooner rather than later.
http://www.engadget.com/2010/12/22/k...rt-in-waiting/
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 |
|
|
|
|
|
December 22nd, 2010, 23:52 Posted By: wraggster
Microsoft is planning to use its forthcoming Windows 8 OS to relaunch its beleaguered PC gaming service, according to a source close to the platform holder.
An insider told TechRadar that, "Windows 8 will represent a real new push into PC gaming. Gaming will be a key component for the whole OS."
This proposed new dawn could be a long way off though. The new OS isn't expected to see the light of day until at least 2012, and little information has been shared as to what it will actually offer.
Still, news that Microsoft has hired former Hewlett-Packard VP founder Rahul Sood should come as a further sign that it's getting serious about the platform again.
The Voodoo PC founder, former Microsoft critic and longtime desktop gaming devotee will start soon as "general manager for system experience in the interactive entertainment business".
Nope, we've no idea what that entails either, but according to his blog, Sood "will be working on some really... really... really cool stuff come January 2011".
Well Rahul, we'd say it'll need be really... really... really... really cool. You'll have a mammoth task catching up with Valve's hugely successful Steam portal and winning gamers back to Microsoft's unloved Games for Windows set-up.
http://www.eurogamer.net/articles/20...pc-gaming-push
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 
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
next » |