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
|
November 26th, 2010, 01:01 Posted By: wraggster
Crytek co-founder Cevat Yerli spoke recently about the growing gap between modern PCs and consoles like the PS3 and Xbox 360, saying that the desire to develop for multiple platforms is hampering creative expression. "PC is easily a generation ahead right now. With 360 and PS3, we believe the quality of the games beyond Crysis 2 and other CryEngine developments will be pretty much limited to what their creative expressions is, what the content is. You won't be able to squeeze more juice from these rocks." One reason this trend persists is because of the perception that PC game sales are not high enough for most developers to focus on that platform. Rock, Paper, Shotgun says this indicates a need for the disclosure of digital distribution sales numbers, which could dispel that myth. Yerli's comments come alongside news of Crytek's announcement of a new military-based shooter called Warface.
http://games.slashdot.org/story/10/1...ys-Crytek-Boss
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 |
|
|
|
|
|
November 24th, 2010, 00:38 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15942.html
A new version of coLinux (Cooperative Linux) has been released. coLinux makes it possible to run Linux on Microsoft Windows natively.
Quote:
2010-11-22T22:06:40 henryn r1547
* scsi read_write(): Sector 2147483648 was wrong converted, with negative value
in conversation from shifted "unsigned char" to "unsigned long long".
Reading disk from offset at 1TB was faulted with:
sd 0:0:2:0: [sda] CDB: Read(10): 28 00 80 00 00 00 00 00 08 00
end_request: I/O error, dev sda, sector 2147483648
Fixed by cast "unsigned long" before storing value as "unsigned long long".
2010-11-14T21:00:47 henryn r1546
* Kernel 2.6.33.5 config: CONFIG_REISERFS_FS as compiled in, instead as module.
2010-11-13T00:43:13 henryn r1545
* coserial.c: Moved into directory drivers/serial.
* Backport new serial driver and config for kernel 2.6.25.20 and 2.6.26.8
* normal_poll: Bugfix NULL pointer call tty->driver->chars_in_buffer (2.6.25.20
only)
2010-11-12T22:39:05 henryn r1544
* Serial: Remove worker thread. Simple direct post chars in tty buffer,
remove semaphores and race conditions. (Suggest by Paolo Minazzi)
2010-11-12T21:46:14 henryn r1543
* Add CONFIG_SERIAL_COOPERATIVE_CONSOLE (for older CONFIG_SERIAL_CONSOLE)
to enable serial boot console.
http://www.colinux.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 |
|
|
|
|
|
November 17th, 2010, 14:14 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15899.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:
1.0.5-RC2 (2010-11-14)
------------------------------------------------------------------------
- Fix: Reading (very) recently freed memory (r21182)
- Fix: Default service interval for ships/aircraft got switched [FS#4222] (r21155)
- Fix: Size of sort buttons for save/load and build vehicle list gui could be too small [FS#4221] (r21151)
- Fix: [NewGRF] Crash when disabling static NewGRFs (when joining/starting a server) [FS#4208] (r21130, r21129, r21128)
- Fix: Upper limit for snowline was too low [FS#4203] (r21078)
- Fix: Wrong (maximum) value shown for generation seed in the in-game console [FS#4192] (r21075)
- Fix: [Windows] Make sure to be upgraded openttd is not running when installing [FS#4212] (r21146)
- Fix: Under some circumstances the file handle of the downloaded savegame would not be closed, and validity of the handled was not checked in all cases (r21027)
- Fix: [NewGRF] Crash when getting an industry ID at an offset that uses some ´old´ style industry tile [FS#4157] (r20912)
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 |
|
|
|
|
|
November 17th, 2010, 14:13 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15900.html
Open General is a Panzer General II clone with enhanced features and bugfixes for Windows.
Quote:
Development history
In 1997, SSI released Panzer General II. It proved to be a popular game not only because of good design, but more importantly because of user-created content. Since its release there has been continuous development of additional content in the form of equipment files, campaigns, scenarios, sound effects, and unit icons.
After a few years with no support from SSI, the bugs and limitations of PG2 provoked a series of user-created patches. The original game was modified to address some of the major issues, and content development continued with the help of tools created by Luis Guzman.
Eventually Luis began working on a replacement for PG2, all new code but compatible with PG2 content. Called OpenPG2, testing and development carried on with community support until finally...
Open General was born. Still compatible with PG2 content, but no longer requiring any files from the original SSI game. Limitations of PG2 are finally removed, new features added, and many equipment files updated to take advantage.
http://opengeneral.sourceforge.net/
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 |
|
|
|
|
|
November 17th, 2010, 14:11 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15902.html
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r2044
Nov, 15, 2010
+ Fixed: mixer sound interrupt
+ Fixed: focus::center, fixed ultimate artifact draw positions
+ Fixed: when an army of monsters on the grond and close by hero chipmaster on sea
+ Fixed: resurrect spell - count, animation, status info
+ Fixed: update AI engine
+ Fixed: save gui position and scroll maps offset
+ Fixed: status bar info for castle and pocketpc vers.
+ Fixed: twice attack after paralize stats
Nov, 1, 2010
+ Fixed: localized date/time string (load/save dialog)
+ Fixed: scroll and left click for pocketpc
+ Fixed: initial double spell book (occurrence possibility)
+ Fixed: battle move troops
+ Added: "battle speed" settings
+ Added: new hotkeys engine, added fheroes2.key
+ Fixed: battle retreat/surrender with captain
+ Fixed: temple - protects from participation in battle
http://sourceforge.net/projects/fheroes2/
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 |
|
|
|
|
|
November 17th, 2010, 14:10 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15903.html
PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.8 @ 2010-Nov-13
[+]Added support for textured automap. Available in the menu at "OptionsSetupAutomapEnable Textured Display".
[+]"Next Level" key now works during normal play, and not just during demo playback.
[+]Added "-shotdir" command line switch and "screenshot_dir" config variable. Default folder for screenshots is now exe_dir.
[+]Two new sponsored HUDs. [*]Added ability (overrun_missedbackside_emulate 1) to emulate wrong memory access for cases when some linedefs have a two-sided flag set, but no second sidedef. Fixed desynch on CLNJ-506.LMP @ CHALLENJ.WAD [*]Broken BLOCKMAP lumps won´t be recreated automatically. Use "-blockmap" command line switch if PrBoom-plus reports a buggy blockmap. [*]The "-solo-net" and "-emulate x.y.z" params are saved to the demo footer. [*]Added frustum culling for sprites if mouse look is enabled (gl_sprites_frustum_culling). If you look up or down on nuts.wad with this, frame rate will increase instead of decreasing. [*]Improved compatibility with Doom 1.2. All known Doom 1.2 demos including ret12na.lmp @ return01.wad, wp2-33.lmp @ wadpak2.wad and uac_dead demos by Never_Again are now in sync. [*]GLBDEFS alias for GLDEFS lump to avoid compatibility issues with other ports. Note that if GLBDEFS is present, GLDEFS will not be parsed at all. [*]Command-line added demos don´t conflict with lump names anymore. For example, you can play map01.lmp back on map01. [*]Incorrect nodes on e1m1 @ deepcre.wad don´t crash PrBoom-plus anymore.
[-]The title screen from the Duke Nukem total conversion PWAD didn´t appear in software mode, being replaced by a black screen.
[-]Pitch-shift emulation didn´t work.
[-]On-screen graphics like PAUSE, M_DOOM, TITLEPIC, etc didn´t fit in the screen at 16x9 aspect ratios and "not adjusted" mode for "status bar and menu appearance".
[-]Fixed glitch in "no texture" mapping trick under invulnerability when using hires textures.
http://prboom-plus.sourceforge.net/
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 |
|
|
|
|
|
November 17th, 2010, 14:09 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15904.html
Privateer: Ascii Sector is a free remake / demake of the classic game Privateer.
Quote:
0.7.0.2 - November 3rd, 2010
----------------------------
- Fixed bug that caused the "division by zero" crash that was fixed in the
last version (this fixes the cause of the crash, the previous fix just
avoided the actual crash).
- Fixed bug with characters on a base also appearing on board your ship
when you landed after having boarded a ship.
- Fixed bug with automatic destination nav point change if a fleet that
you had previously selected as your destination leaves the system.
- Fixed pirate Talons that had cargo but no cargo hold.
- Retros spawned on board ships are now also purple instead of white.
- Added mouse scroll wheel support for selling stuff at the equipment shop.
- Added news filters to the Quine.
0.7.0.1 - November 1st, 2010
----------------------------
- Fixed bug with "invisible" ships (ships that were no longer active but
would still block weapons fire and other ships).
- Fixed "division by zero" crash when trying to determine whether or not a
fleet should attack a new fleet that has just started construction (and
therefor has an offensive strength of zero).
- Updated the manual with the new name and logo.
0.7 - October 31st, 2010
------------------------
- Fixed bug that caused Gun Boosters and Gun Coolers on the rear turret of
capital sized ship to not be removed when sold.
- Fixed bug with locking of missiles when flying a capital sized ship.
- Fixed the player´s inventory weight carrying over from the previous game
when starting a new game.
- Fixed bug with moving stuff from backpack to locker.
- Fixed non-visible parts of walls sometimes being drawn.
- Fixed bug with jump distance from Loye to Baranda.
- Fixed bug with a ship sometimes jumping outside of the jump point if it
was attacked while charging for the jump (and also ships landing far away
from the base/planet, if they were attacked while landing).
- Fixed bug that would allow you to transfer 90 units of cargo to a pirate
ship when it should only be able to hold 60.
- Fixed bug with walking diagonally into the cargo terminal by using left +
down and the player not being repositioned correctly when exiting the
cargo terminal afterwards, leaving a "ghost" of the player on the
original tile.
- Fixed bug with scrolling through missions on the nav computer using Home
and End when you have a quest mission.
- Fixed some cases of ´reverse´ scrolling with the mouse wheel.
- Fixed combat mode not auto-engaging if you knock a gun away.
- Fixed Confed and Militia ships scanning you for contraband even though
they´re hostile towards you.
- Fixed NPCs spawning inside hotel rooms (again!).
- Fixed bug that allowed NPC ships to fire Dumbfire missiles in quick
succession.
- Fixed issue with weapon selection if the weapon in your right hand is a
Kilrathi Gun or Rifle.
- Fixed issue with not being engaged to my girlfriend. I now am.
- Wingmen shouldn´t get involved in dogfights with friendly ships because
of accidental fire as often anymore.
- Improved friendly fire checks so that only weapons fire from a hostile
ship will impact a target. This applies to the player´s AI controlled
turrets as well.
- Added persistent fleets that can move around, change control of systems,
engage enemy fleets, head back for repairs and rebuilds, and so on
(currently only the Confeds and Pirates have fleets, but the Retros and
Kilrathi will also get fleets in future versions).
- Randomly generated ships are now based on the factions controlling the
various systems as well as some other factors. The control of systems is
displayed on the system maps in the Quine and nav computer.
- Swapped the faction colors of Militia and Retros: Retros are now purple
and Militia are white. This is in preparation for Retros having fleets
and taking control of systems and white not being a good color for
showing system control on the maps.
- Changed game name from "Privateer: Ascii Sector" to just "Ascii Sector".
- New icons and logo.
0.6.6.3 - June 29th, 2010
-------------------------
- Fixed bug with tile visibility when launching in a capital sized ship.
- When firing an automatic weapon, you now only get to aim once before
three shots are fired.
- Added DontMove quest ship order.
0.6.6.2 - June 28th, 2010
-------------------------
- Fixed bug that would cause the casino ship to turn pirate if you came
from Bellamy pirate base, boarded the casino ship and left again.
- Fixed invisible barriers on Tranton.
- Fixed bug with a scooped Kilrathi pilot from a "bounty hunting" mission
not being removed from the passenger manifest when killed.
- Fixed bug that could cause Ship Dealers to leave the shipyard.
- Fixed bug when there is dialogue for more than one quest character in a
scene.
- Fixed bug with spaces (´ ´) in quest images.
- Fixed various bugs with the initial placement of "transport" mission
characters on the player´s ship.
- Fixed bug with ElectroCuffs not being dropped on the ground when a
captive dies.
- When you enslave or release a captive, the ElectroCuffs are now placed
in your backpack.
- A bit more tweaking of the commodity market.
- NPCs should stay out of your cockpit now.
- Dogfight Kills and Combat Kills statistics renamed to Destroyed Ships
and Characters Killed.
- Killing an ejected pilot floating in space is now counted as a character
kill and will decrease your standing with the relevant faction.
- Added an intro, an epilogue and a single cutscene image to the Kilrathi
Hunt example quest.
- Quests can now have different Achievements to achieve. Details in the
updated Quest Maker´s Manual.
- Reworked how tile visibility is determined.
0.6.6.1 - June 12th, 2010
-------------------------
- Fixed bug that could cause the game to freeze when using the inventory
(the game would think there was a quest being played and check for
unexisting trigger events when picking up or dropping items).
- Fixed issue with the old Quine4000+ not being upgraded to the 5000
model when loading an old game.
- Fixed bug with a kill from a hand grenade not being registered if
nobody saw you throw the grenade.
- Fixed bug with the weight of a grenade not being subtracted from your
total weight when throwing it.
- Fixed bug with not being able to walk onto a tile with a corpse that
was sitting on a chair.
- Fixed bug with a quest item not being removed correctly after a quest
is done if the item is in the player´s backpack or locker.
- Fixed bug with cargo being spawned on a retro Talon.
- You can now sell stuff from your locker at the equipment shop.
0.6.6 - June 10th, 2010
-----------------------
- Fixed bug with a transfer procedure still completing even though it´s
interrupted by hostiles.
- Fixed bug with stunned NPCs acting as witnesses and calling for help.
- Fixed bug with EMP Torpedoes not homing in when fired from a capital
sized ship.
- Fixed bug with Kilrathi ejecting from a mission ship.
- Fixed bug with a scooped ejected pilot being placed on the same tile as
another NPC.
- Fixed bug with the equipment locker on a boarded Demon: Only the
player´s ship has an equipment locker now.
- Fixed bug with commodity items reappearing in the exchange if you save
the game while still using the exchange terminal.
- Balanced the commodity market prices to make trading more profitable:
When a commodity is produced at a base, the price will never go above
the index price, and if a commodity is consumed at a base, the price
will never go below the index price. Also increased price variations
between imports and exports. And when you buy/sell in bulk, each unit
is now priced the same. Had to remove the "Sell all" button or this
could be abused.
- Added top imports and exports information in the Quine5000 for each
base you´ve visited (under Sector > Trade).
- The Quine5000 is now the default computer in the game -- the old
Quine4000+ has been retired.
- You can no longer delete a mission where you still have to collect
payment.
- Added ShowImage quest trigger result for showing cutscene images.
- Added ASCII drawing program for making quest cutscene images (you can
find it by selecting Quest Maker from the main menu).
- Added five new systems.
- Added seven new bases.
0.6.5 - May 20th, 2010
----------------------
- Fixed New Frankfurt data file bug.
- Fixed minor bugs with course charting in the Quine and nav computer.
- Fixed bug with pathfinding of fleeing NPCs causing the game to freeze
on a very small base.
- Fixed bug with increased movement time when burdened.
- Fixed bug with inventory weight not decreased when you use up all ammo
in a clip, when a vest or helmet is destroyed, or a weapon is knocked
or shot out of your hand.
- The casino guards now also check for weapons and armor in your backpack
before granting access to the casino.
- Increased casino security.
- New quest scripting functions: characters can be placed on ships;
quest items can be given weight; optional SpawnCharacters function to
control how many random characters to spawn on a quest ship when
boarded; PlaceItem trigger result replaces PlaceItemOnBase and GiveItem;
new Docked, Boarded, FactionAttitude and DistanceTo trigger events; new
BoardPlayerShip, LeavePlayerShip and BoardDockedShip character orders,
as well as Faction attribute for quest characters. Check the updated
Quest Maker´s Manual for details.
0.6.4.4 - May 12th, 2010
------------------------
- Fixed bug with the MoveTo quest script ship order.
- Fixed bug with NPCs spawning in locked hotel rooms.
- Fixed bug (maybe!) that sometimes caused the game not to ask if you
wanted to dock with a disabled ship.
- Fixed bug with the locker on board the Demon.
- Decreased the distance from nav points required to engage autopilot.
- Overhaul of the maps in the nav computer and the Quine5000. You now
click-and-drag the quadrant map and you can chart a course through
multiple systems (clicking on a system will automatically chart a
course to it, or you can chart a specific course by clicking on
consecutive systems while holding down SHIFT).
0.6.4.3 - April 25th, 2010
--------------------------
- Fixed bug with inventory weight when capturing and releasing an NPC.
- Fixed bug with a character you have to transport not being able to find
a path to your ship.
- Slowed down the walking speeds of NPCs when not in combat mode.
- Commodity events no longer happen at naval, pirate and research bases.
0.6.4.2 - April 25th, 2010
--------------------------
- Fixed bug with faction of ejected pilots.
- Stuff in your backpack can now be sold at the equipment shop.
0.6.4.1 - April 24th, 2010
--------------------------
- Fixed a serious bug when buying and selling stuff from the equipment
shop.
0.6.4 - April 23rd, 2010
------------------------
- Fixed bug that caused a rescue ejected pilot mission to be failed if
you landed in the same system as the ejected pilot before rescuing him.
- Jump Drives cannot be completely destroyed anymore.
- When jumping, the jump sequence is no longer synced to the music, so if
you have a high speed setting, there´ll be no more waiting for the
music to finish.
- NPCs now belong to a faction, so killing a merchant on board his ship
will decrease your standing with that faction, just like destroying his
ship will.
- The game now keeps track of how many NPCs you´ve killed in person and
this is shown in your Quine under Stats.
- Added a backpack for carrying more stuff.
- Added a locker on board your ship for storing your stuff.
- Stuff now has weight and the more you carry, the more time it´ll take
to move around (the first 20 kilos don´t slow you down, though).
- The NanoComp Vest now offers the least protection of the three vests
in exchange for being the lightest.
http://www.asciisector.net/
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 |
|
|
|
|
|
November 17th, 2010, 14:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15905.html
Warzone 2100 GPL is a port based on the sources of Warzone 2100 for Windows, Mac OS X und Linux.
Quote:
Changelog:
2010-11-14: Version 3.0 beta 3
General
Change: Make map preview faster (5f42d0032a)
Fix: Prevent memory corruption in the scripting code (#1656, 1a6fb8a754)
Fix: Fix rearming pads to actually repair units (#2313, #2234, 6421c81d79)
Fix: Fix unit explosion color for turret (#2294, f4e8221ef5)
Fix: Make armour work again (#2273, 75a6c76606)
Fix: Don´t crash in the unit design screen when using unicode strings (#2209, 3012fde61e)
Graphics
Fix: Rocky tileset decals (#2285, 6f5392f149)
Campaign
Fix: Make sure terrain textures and water height are correct when coming back from away missions (#2262, b859c3d699)
Fix: Don´t allow controlling the transport to prevent the scripts from getting confused (92256b2e89)
Multiplayer
Change: Make game difficulty setting not affect skirmish games (4db5d00784)
Change: Use the host´s SP color as the default color when hosting games (09ea0be7c3)
Fix: Make power generator output not depend on the game difficulty setting (8707a2a845)
Translations
New: Turkish (#2261, 255a0e2413)
Updated: Spanish (#2214, 16e015ddcf)
Updated: Romanian (#2246, 52b86d4af1)
Updated: French (#2268, 97a244d4a5)
Updated: Polish (#1347, f62457fc19)
http://wz2100.net/
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 |
|
|
|
|
|
November 17th, 2010, 12:14 Posted By: wraggster
Half a million people play massively multiplayer online game World of Tanks.
That's 500,000 active players, Wargaming.net announced. There have been 700,000 registrations.
The game launched in Russia, home to 350,000 of those active players, three months ago. But that's not surprising. Everyone knows Russians build the best tanks - at least they do in Command & Conquer.
World of Tanks is still in closed beta in the US and Europe, but 150,000 active players are getting their tank on in those territories.
Brace yourself for some stats: The number of peak con-current users in Russia exceeded 43,000. In the West PCCU surpassed 10,000 players. On average each active gamer spends three hours and 20 minutes playing the game every day. 10 million battles have been fought since September. "It's just the beginning of a global legend," said a confident CEO Victor Kislyi.
"We see this game running for at least 10 years in the West and Asia with tons of new content coming out every month."
World of Tanks is the first and only team-based MMO action game dedicated to armoured warfare, Wargaming.net claims. It's a free-to-play game that loves World War II.
http://www.eurogamer.net/articles/20...world-of-tanks
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 |
|
|
|
|
|
November 17th, 2010, 11:59 Posted By: wraggster
As we all know, the third season of The Next Generation was a real doozy. We mean, "Sins of the Father?" "The Bonding?" Oh, man -- they're classics. We've got understandably high hopes for the third "season" of free downloadable content for Star Trek Online, an update which will go live December 9, adding a mission replay option, unlockable Borg technology and a beta for "The Foundry," which allows players to craft their own episodes.
This, of course, means that someone needs to go through and recreate all the episodes from season three of TNG. Heck, how about all the episodes from TNG? We're not sure those wacky Holodeck episodes would be possible, but we're sure players can kludge something together.
http://www.joystiq.com/2010/11/17/st...on-creation-b/
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 |
|
|
|
|
|
November 17th, 2010, 11:55 Posted By: wraggster
Two months ago, we discussed news that Realtime Worlds' action MMO APB closed its doors only a few months after launch, when it became clear that player interest and subscriber numbers couldn't begin to recoup the massive development cost. A few days ago, a company called Reloaded Productions, owned by free-to-play publisher GamersFirst, acquired all the rights and assets to APB. The company plans to relaunch the game as APB: Reloaded in the first half of 2011, abandoning its unusual business model in favor of free-to-play accounts supplemented by microtransactions and premium services.
http://games.slashdot.org/story/10/1...e-To-Play-Game
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
November 16th, 2010, 14:37 Posted By: wraggster
We've seen quite a few programming projects lately, from CPUs built in the world of Minecraft to a full-blown Game Boy emulator in JavaScript. And now? Wiremod forum member Techni has taken the CHIP-8 virtual machine and got it up 'n running in the Garry's Mod sandbox for the Source game engine. Sure, CHIP-8 has been around since the 70s, and since it's small and easy to program it has a following that persists to this day -- but that said, we never expected to see it running Space Invaders from inside a game of Half-Life 2, in all its 8-bit glory. That's what we call progress! Or at least a satisfying hack. See it in action for yourself after the break.
http://www.engadget.com/2010/11/15/c...lly-retire-yo/
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 |
|
|
|
|
|
November 15th, 2010, 23:37 Posted By: wraggster
Facebook is shaking up the way it handles messaging, complete with an update to its iPhone app.
However, contrary to speculation, the new system ISN'T a Gmail-rivalling webmail service. Even though it will make @facebook.com email addresses available to all users.
Facebook is describing the new system as "the next evolution of Messages", which involves gathering all communications with friends in one 'social inbox' - including emails, instant messages and SMS.
"You shouldn't have to remember who prefers IM over email or worry about which technology to use," blogs engineer Joel Seligstein. "Simply choose their name and type a message."
During the launch event in San Francisco - and in Seligstein's blog post - Facebook was keen to stress that this isn't just email.
"To be clear, Messages is not email. There are no subject lines, no cc, no bcc, and you can send a message by hitting the Enter key. We modeled it more closely to chat and reduced the number of things you need to do to send a message. We wanted to make this more like a conversation."
Facebook has shown off the new Messaging functionality in its iPhone app, with an update to be released shortly.
Online, communications from Facebook friends will be prioritised in the main Inbox, while messages and emails from other contacts will go into an Other folder, until they're manually moved into the Inbox.
Facebook says it will be rolling out the new features over the coming months.
A big leap forwards in messaging (including mobile), or the new Google Wave? Let us know your thoughts by posting a comment.
http://www.mobile-ent.biz/news/39479...ssaging-system
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 |
|
|
|
|
|
November 15th, 2010, 17:03 Posted By: wraggster
Criminal gangs are using cold calling operations to con unsuspecting internet users into paying to download malware disguised as anti-virus software, security professionals have warned.
According to research by internet security initiative GetSafeOnline.org, around one in four UK adult internet users has been approached by by someone claiming to be from an IT helpdesk offering to check their computers for viruses.
Often operating on a commercial scale, these criminals then try to sell the victim fake security software or a patch to fix the ‘problem’, usually for around £30.
In some cases, gangs have made millions from stealing and using the card details provided to download the software. Many employ hundreds of people to run the operations, using call centre-style set-ups to con victims en masse.
Baroness Neville-Jones, minister of state for security, said: "Given that our latest research indicates 80 per cent of UK internet users have never heard of these ‘IT helpdesk’ scams, yet almost a quarter have been approached by them, it is vital that we make people aware of this threat.”
http://www.pcr-online.biz/news/35143...careware-scams
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 |
|
|
|
|
|
November 14th, 2010, 21:15 Posted By: wraggster
Twice a year, Top500.org publishes a list of supercomputing benchmarks from sites around the world; the new results are in. Reader jbrodkin writes
"Microsoft says a Windows-based supercomputer has broken the petaflop speed barrier, but the achievement is not being recognized by the group that tracks the world's fastest supercomputers, because the same machine was able to achieve higher speeds using Linux. The Tokyo-based Tsubame 2.0 computer, which uses both Windows and Linux, was ranked fourth in the world in the latest Top 500 supercomputers list. While the computer broke a petaflop with both operating systems, it achieved a faster score with Linux, denying Microsoft its first official petaflop ranking."
Also in Top-500 news, reader symbolset writes with word that
"the Chinese Tianhe-1A system at the National Supercomputer Center in Tianjin takes the top spot with 2.57 petaflops per second. Although the US has long held a dominant position in the list things now seem to be shifting, with two of the top spots held by China, one by Japan, and one by the US. In the Operating System Family category Linux continues to consolidate its supercomputing near-monopoly with 91.8% of the systems — up from 91%. High Performance Computing has come a long way quickly. When the list started as a top-10 list in June of 1993 the least powerful system on the list was a Cray Y-MP C916/16526 with 16 cores driving 13.7 RMAX GFLOP/s. This is roughly the performance of a single midrange laptop today."
http://tech.slashdot.org/story/10/11...ins-Top-5-Spot
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 |
|
|
|
|
|
November 13th, 2010, 11:23 Posted By: wraggster
News via http://www.aep-emu.de/index.php?name...asc&highlight=
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.15.104
Fixed: Object triggers that were to be operated when their object was destroyed weren´t operated
v1.15.103
Fixed: Triggers often didn´t work
v1.15.102
Improved: Added code to make sure the game doesn´t try to spawn non-existent robots or powerups in materialization centers (and crash when trying to)
http://www.descent2.de/
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 |
|
|
|
|
|
November 13th, 2010, 00:02 Posted By: wraggster
With the release of Firefox 4 Beta 7 this week, Mozilla has returned to near the top spot in browser performance rankings. According to SunSpider JavaScript benchmark suite tests run by Computerworld, the new browser is about three times faster than the current production version of Firefox in rendering JavaScript, and lags behind only Opera among the top five browser makers. Mozilla launched Firefox 4 Beta 7, a preview that includes all the features slated to make it into the final, polished version next year, on Wednesday. Beta 7 was the first to include Mozilla's new JavaScript JIT (Just In Time) compiler, dubbed 'JagerMonkey,' which shot the browser's performance into the No. 2 slot behind the alpha of Opera 11.
http://news.slashdot.org/story/10/11...h-No-2-Placing
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 |
|
|
|
|
|
November 12th, 2010, 23:53 Posted By: wraggster
It looks like the chances of publisher Take-Two entering the MMO market in the near future are pretty slim.
In fact, chairman Strauss Zelnick thinks anyone considering entering the market should have a long and serious think about it first.
“How many MMOs have worked in US market?” he asked, as reported by GameSpot. “WOW and Everquest. How many have been launched? We don't like those odds.”
He went on to add that “managing servers and call centres is something Take-Two knows nothing about”, saying that the idea of making a $100m investment to launch in the US “isn’t consistent with our approach to business”.
Nonetheless, Take-Two is currently dabbling in the sector with the launch of NBA 2K Online in China, with a view to a possible expansion into Korea should it prove popular.
http://www.mcvuk.com/news/41790/Take...likes-MMO-odds
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 
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
next » |