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October 18th, 2010, 15:46 Posted By: wraggster
It kills me to say this: The dream of Linux as a major desktop OS is now pretty much dead.Despite phenomenal security and stability--and amazing strides in usability, performance, and compatibility--Linux simply isn't catching on with desktop users. And if there ever was a chance for desktop Linux to succeed, that ship has long since sunk...Ultimately, Linux is doomed on the desktop because of a critical lack of content. And that lack of content owes its existence to two key factors: the fragmentation of the Linux platform, and the fierce ideology of the open-source community at large.
http://linux.slashdot.org/story/10/1...-Linux-Is-Dead
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October 18th, 2010, 15:45 Posted By: wraggster
EA apparently has Dante's Inferno and Dead Space maker Visceral lined up to tackle the Command & Conquer licence.
The game is "pretty far out", Visceral Games label general manager Nick Earl told Gamasutra.
But the rest of the project remains, for now, under wraps.
Nick Earl is boss of action and strategy games at EA under the new Visceral Games label. This is part of EA's plan to make brands out of its successful studios.
"Regardless of which particular geography, everyone feels like they're part of one group. Think about the DICE brand as becoming a strong FPS brand with games like Battlefield, Bad Company 2, and with BioWare being a strong brand for RPGs - we're trying to do that inside the action space, where EA has not had a strong position for some time," Earl explained.
Will Visceral's Command & Conquer be an action game? There have been some before: you might remember the awful Command & Conquer: Renegade from 2002. More recently, EA had a shooter called Tibierum that was announced in 2007 and thrown in the bin in 2008.
Why? Tiberium wasn't good enough for Riccitiello's table. "It is confirmed that Tiberium has been cancelled, as the game was not on track to meet the high quality standards set by the team and the EA Games Label," the publisher said at the time.
Command & Conquer is renowned, first and foremost, for being a real-time strategy series. The Tiberium saga of whic was brought to a disappointing close earlier this year with Command & Conquer 4: Tiberian Twilight on PC.
For now, however, Visceral Games will concentrate on delivering Dead Space 2 on 28th January 2011. Expectations are high, both inside EA and out; Earl believes DS2 will elevate the Visceral "brand" to the "next level".
http://www.eurogamer.net/articles/20...d-conquer-game
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October 18th, 2010, 15:41 Posted By: wraggster
Square Enix is extending the free to play trial period for its MMO Final Fantasy XIV Online after negative fan feedback highlighted a number of issues with the game's UI, systems and gameplay. The company plans to have fixed nearly all of the problems which fans were displeased about by late November.
FF XIV saw a disappointing reception from critics on release, only managing a 54 per cent metacritic average. Early adopters of the game who bought the advance release collector's edition were given a month of free access to servers - a period which will now be doubled thanks to the "current state of the game".
In a statement on the official website for the game, Square Enix staff were unequivocal in their admission of the improvements which fans deemed necessary.
"Since the official launch of service on September 30, 2010, we have received a wealth of constructive feedback from the Final Fantasy XIV community, and the development and management teams would like to take this opportunity to express their sincerest gratitude," read the post.
"For those who purchased the collector's edition and began to play one week before official service began, the month-long free play period is drawing to a close. Considering the nature of much of the feedback we received, however, and the current state of the game, we have decided to extend the free trial period for all users."
"We would like to assure players that the world of Final Fantasy XIV is constantly growing and evolving, and the voices of the community are essential to that process. The development and management teams are carefully considering all player feedback, and working diligently to implement whatever changes and additions will serve to make Eorzea a better home for adventurers. We humbly ask for your continued support to this end," Square Enix concluded.
Response on the game's forum has been mixed, with some expressing great praise that Square Enix would act so strongly on fan feedback, while others complain that the changes are too little, too late.
"While at first glance it appears they've addressed "pretty much everything" when you start to list off all the of major things that still need to be addressed, the list they're planning on addressing seems quite small," wrote one poster.
"If you have any experience with Square Enix you'd see that this is as close as they'll come to saying, 'Yeah, we screwed up. We're trying as best we can to listen to you guys and make this game enjoyable for everyone. Here's a free month as a token of our sincerity'," replied another.
Final Fantasy XIV Online is currently available for PC, with a PS3 release planned for March 2011. Full details of the changes planned and the extension of the free trial period are available on the official website.
http://www.gamesindustry.biz/article...asy-xiv-online
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October 18th, 2010, 15:40 Posted By: wraggster
Blizzard is pursuing court action against a number of players alleged to have authored hacks for strategy title StarCraft II.
The developer has filed suit in the Los Angeles district court against two Canadian and one Peruvian individuals, claiming their cheat programs are in violation of the EULA and infringe copyright.
In the suit (as seen by GameSpot), Blizzard asserted that the multiplayer mode cheat apps were "designed to modify (and in fact destroy) the StarCraft II online game experience," and would in turn put consumers off buying the title.
"The harm to Blizzard from Defendants' conduct is immediate, massive and irreparable," the suit claimed. "By distributing the Hacks to the public, Defendants cause serious harm to the value of StarCraft II."
Like last year's successful injunction against the Glider bot-play program for World of Warcraft, the outcome of this case may come to define what is considered a safe, permissible cheat and what is an illegal hack.
Similarly, Blizzard is again claiming that these programs use and modify its game code: "When users of the Hacks download, install, and use the Hacks, they copy StarCraft II copyrighted content into their computer's RAM in excess of the scope of their limited license, as set forth in the EULA and ToU, and create derivative works of StarCraft II."
Blizzard is demanding damages and the surrender of any profits the hack creators have made, as well as withdrawing the hacks. The company had previously banned 5000 online players it claimed were using the programs in question.
The cheat creators are named in the suit as 'Permaphrost,' 'Cranix,' and 'Linuxawesome.'
http://www.gamesindustry.biz/article...ckers-to-court
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October 18th, 2010, 15:36 Posted By: wraggster
Facebook has been found to be supplying users personal information to advertisers and internet tracking companies.
According to the Wall Street Journal, the information has also included those users who chose Facebook’s maximum privacy settings, which constitutes a breach of Facebook’s own rules.
The information transmitted included browsing activity and friend lists allowing third party companies to build up a profile of the user for advertising purposes, a practice that is becoming a growing industry.
The practice is not limited to Facebook itself, three of the top ten app developers are also sharing user information, including Farmville developer Zynga, Texas HoldEm Poker and FrontierVille.
http://www.pcr-online.biz/news/34934...te-information
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October 17th, 2010, 01:42 Posted By: nglide
nGlide is a freeware Glide wrapper for Windows and DOS games. It allows you to play 3Dfx games on modern GeForce/Radeon graphics cards. Some of them are Diablo 2, Need for Speed 2-5, Carmageddon 2, Tomb Raider, Turok. Both versions of APIs are supported, Glide2 (glide2x.dll) and Glide3 (glide3x.dll). Glide wrapper also supports high resolution modes.
Changelog 0.94:
Glide2:
-added support for Clusterball
-added support for Dreams to Reality (with DOSBox + Gulikoza patch)
-added support for Independence War: Deluxe Edition
-added support for Interstate '76: Gold Edition
-added support for Lands of Lore 2: Guardians of Destiny
-added support for Lands of Lore 3
-added support for Metal Fatigue
-added support for Simon the Sorcerer 3D
-added support for Test Drive 4
-fixed Fleet Command 800x600 crash
-fixed King's Quest: Mask of Eternity 800x600 crash
Glide3:
-added support for Arabian Nights
-added support for Lander
-added TEXUMA extension for Glide64
Miscellaneous:
-added 'Refresh rate' option in nGlide configurator
-added 'Vertical synchronization' option in nGlide configurator
nGlide - Glide wrapper homepage
Thanks.
Zeus
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October 17th, 2010, 00:15 Posted By: wraggster
A new StarCraft II: Wings of Liberty update has gone live, developer Blizzard has announced.
The main focus of the update, as revealed earlier this month, is rebalancing the game's three races, with the unfavoured Zerg in particular getting a little more muscle.
However, Blizzard has announced what else the update brings to its ridiculously successful RTS sequel.
Messaging when loading a saved game or replay from a previous version has been clarified, the amount of points earned and lost by random team participants has been tweaked to more accurately reflect teammates' strength and players will no longer receive achievement toasts while their status is set to 'Busy'.
The following bugs have also been addressed:
Fixed an issue where players could not cast the Feedback spell on Point Defense Drones.
Fixed an issue where the Phoenix would continue to channel Graviton Beam after the target died.
Fixed an issue that would cause Larvae to spawn and be hidden behind Zerg eggs.
Fixed an issue where players were unable to navigate to the Single Player page or watch replays after canceling map downloads from the queue.
Fixed a desync that could occur on user-created maps with custom mod dependencies.
Blizzard recently hinted that the next part of the StarCraft II saga – Heart of the Swarm - could see the light of day in early 2012. More concrete word might come out of Blizzcon, which takes place in Anaheim, California next week.
http://www.eurogamer.net/articles/20...date-goes-live
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October 17th, 2010, 00:11 Posted By: wraggster
Blizzard and SteelSeries' spent two years making the new World of Warcraft: Cataclysm MMO Gaming Mouse.
Apparently the slitted glowing design "evokes" the armour of World of Warcraft: Cataclysm villain Deathwing the Destroyer.
How much does it cost? €90.
But that's because it has 14 buttons, "fine tuned ergonomics", 16-million colour illumination options, four pulsation levels, up to 5040 DPI/CPI and a lift distance of up to 5mm. Incredible.
You can also store a WOW character profile directly to the mouse and a further nine in the software.
What's more, you get 2.5 metres of braided nylon cable with it.
SteelSeries' CEO Bruce Hawver said the new mouse was created using feedback from "thousands" of WOW players - "both Horde and Alliance".
"For two years, our R&D team worked hard with Blizzard Entertainment to incorporate the great feedback and to enhance the mouse technology and game integration," he said. The result is a "more comfortable, intuitive and ultimately better experience".
http://www.eurogamer.net/articles/20...-years-to-make
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October 17th, 2010, 00:04 Posted By: wraggster
Just the other day, it was discussed here on Slashdot that Final Fantasy XIV was released into the world as a buggy, incomplete mess. Now, it's been announced that due to 'generous amounts of player feedback' that lots of changes are coming (honest!). And, as a result, anyone who registers their game before October 25th will have their 30-day trial upgraded to a 60-day trial. But will it be enough to keep the game from hemorrhaging players once the free trials end?
http://games.slashdot.org/story/10/1...Damage-Control
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October 17th, 2010, 00:03 Posted By: wraggster
The StarCraft AI Competition announced last year has come to a conclusion. The competition received 28 bot submissions from universities and teams all over the world. The winner of the competition was UC Berkeley's submission, which executed a novel mutalisk micromanagement strategy. During the conference, a man versus machine exhibition match was held between the top ranking bot and a former World Cyber Games competitor. While the expert player was capable of defeating the best bot, less experienced players were not as successful. Complete results, bot releases, and replays are available at the competition website
http://games.slashdot.org/story/10/1...tition-Results
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October 14th, 2010, 23:59 Posted By: wraggster
Big Blizzard is always watching! Earlier this week, Cheat Happens reported one of its users was banned in StarCraft 2 after utilizing trainers in single player. Blizzard apparently had suspended his account for 14 days over "exploitative activity." The idea is that even though these trainers are being used in single player and against AI opponents, the effects of earning achievements alters the "prestige" of a player's online persona, a supposed Blizzard rep responded via an alleged email.
We contacted Blizzard ourselves for a bit of clarification on the matter and were given a statement, which you can read past the break.
http://www.joystiq.com/2010/10/13/bl...your-own-risk/
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October 14th, 2010, 14:48 Posted By: wraggster
A fan made revision of 1996 PC shooter Duke Nukem 3D will be released after Duke Nukem license holder Gearbox Software gave the project approval.
Duke Nukem: Next-Gen, as it's called, is built upon Gears of War developer Epic Games' Unreal Engine 3.
The game will include a three episode single-player campaign and a full-fledged multiplayer component, and will be released free to all, according to a post on the official Gearbox forum.
"I contacted George Broussard and Scott Miller [of original Duke Nukem creator 3D Realms], to start a conversation about the project," project lead and level designer Frederik "Fresch" Schreiber explained.
"The shots managed to convince Scott Miller to a certain degree, but the project was only doable if Take-Two would approve it.
"Thinking that Gearbox might have a better relationship to Take-Two than 3D Realms, I contacted AdamF, who passed me through to PJ Putnam, vice president and general counsel of Gearbox Software.
"Luckily Gearbox was interested in supporting the project, which resulted in a personal non-commercial license to Duke Nukem." Boom.
DNNG will be released "when it's done", but fans will be able to play the "first official milestone release" – a multiplayer Duke match test - ahead of completion. Screens are below.
Gearbox is of course hard at work finishing up work on Duke Nukem Forever, set for release on PC, PlayStation 3 and Xbox 360 next year.
http://www.eurogamer.net/articles/20...s-the-go-ahead
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October 14th, 2010, 14:48 Posted By: wraggster
Blizzard has attracted some ire in recent days as it came to light that players cheating in the single-player modes of StarCraft II had been banned alongside multiplayer miscreants in the recent cull.
The company has now clarified that it's taking no action against players using the built-in cheat codes for single-player, but that it has a zero tolerance policy on third-party hacks that can affect multiplayer competition, even if they're only used for solo play.
"It's important to point out first, that many of the third-party hacks and cheats developed for StarCraft II contain both single- and multiplayer functionality," a spokesman told IGN.
"In order to protect the integrity of multiplayer competition, we are actively detecting cheat programs used in multiplayer modes whether there are human opponents or not.
"Players who opt to use any type of third-party hacks do so at their own risk – there are already built-in cheat codes for StarCraft II single-player that can be used safely."
StarCraft II operates on Blizzard's new Battle.net platform, which requires players to be logged in and online for the majority of play options, whether single-player or multiplayer. "In addition to undermining the spirit of fair competition that's essential to play on Battle.net, cheating and hacking can lead to stability and performance issues with the service," Blizzard said in a statement when the bans were first announced.
There is a school of thought that any game with networked Achievements has an element of multiplayer competition even in single-player, and that using cheats or hacks to obtain these is unfair on other players. What do you think?
http://www.eurogamer.net/articles/20...bans-explained
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October 14th, 2010, 14:46 Posted By: wraggster
Microsoft has confirmed that its own corporate network has been hijacked and used to launch distributed denial of service attacks.
According to the Register, two IP addresses belonging to Microsoft were used to redirect traffic to websites belonging to a fraudulent online pharmacist and were detected as the source of a denial of service attack on the security website KrebsOnSecurity.
“We have completed our investigation and found that two misconfigured network hardware devices in a testing lab were compromised due to human error,” read Microsoft’s statement on the matter.
“Those devices have been removed and we can confirm that no customer data was compromised and no production systems were affected. We are taking steps to better ensure that testing lab hardware devices that are internet accessible are configured with proper security controls.”
http://www.pcr-online.biz/news/34913...twork-hijacked
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October 14th, 2010, 02:05 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15727.html
Damnation of the Gods is an open source project that aims to provide a free Dungeon Master clone (released under the GPL).
Quote:
CHANGES:
--------
0.43.1
----------------------
* More fixes to carried weight
* Made GLEW a requirement (I am considering making DotG require OpenGL 2.0)
* Fixes to switching between windowed and fullscreen mode via ALT+Enter
* Added a loading meter
* Fixes to screen clearing
* Speed fixes
* Went to modern OpenGL implementations of stuff
0.43.0
----------------------
* SOUND! Began working on sound functionality, adding requirements on the
OpenAL and Alure libraries
* More work on player carried weight and mousehand item
* Fixes to Dungeon Effect
* Added Dungeon Debug info availible through F10
* Minor fixes to enemy code
* Changed keyboard shortcuts for loading map
* Fixed compatibility with more versions of the Dungeon graphics (Checking
for more filenames, and in more places.)
0.42.2
----------------------
* shared_ptr in character handler instead of ordinary pointers
* Fixes to Enemy handling
* Program icon
* added Dungeon Effect
* added a dungeon effect when resurrecting a character
* Fixed a bug in fileexists which would cause faulty behaviour on Windows XP
* Renamed the Resurrect class
* Fixed a problem in the Resurrect class where bones would disapper when
resurrecting a character just after another had been resurrected
0.42.1
----------------------
* Put Carriedweight into a class of its own
* Made SDL stuff easier to replace
* Fixed a bug in the fadebuttons
* Many fixes on MacOSX
* Fixes to storing clouds
* Fixed a font drawing bug
* Word-wrap and newline functionality in message panel
* New event system, less dependant on SDL
* Fixed reported weight on mouse-item
0.42.0
----------------------
* Fixed lots of stuff and made it compile on MacOSX
* Fixed warnings on MSVC
* Print version on main menu
* Fixed some path checks
* moved System.cpp|h to GraphicsLib
* Many many minor fixes
0.41.5.1
----------------------
* Fixed a problem with function naming (max,min) on MSVC.
0.41.5
----------------------
* Made the program build using MSVC too and fixed lots of warnings/problems
* Made GameStateHandler a Singleton too.
* Print version number in main menu and in infoPanel
* Fixed bug drawing text in Sleep gamestate
* Fixed a bug when a string length of zero caused problems.
0.41.4
----------------------
* Removed some output from stdout
* Fixed items dropped on character death
* Fixed returning event handled in PlayerPanel
* Other minor fixes
0.41.3
----------------------
* made source UTF-8.
* Removed FindLUA, which is included in later versions of CMake and thus not
necessary to distribute in DotG.
* finally fixed SDL.h including.
* Fixed bug related to console cursor flashing
0.41.2
----------------------
* Fixed package file rights
* Fixed paths
* Minor fixes
0.41.1
----------------------
* Fixed a bug where the mouseitem text wouldn´t disappear
* Implemented stairs properly
* Made map loading function through the event system instead of previous
implementation to solve scripting problems
* Made functionality to save items on floor to temporarys when loading
another map, for reloading when reloading map (in short - makes items
on floor not dissapear when loading a new map and reloading the old.)
* Made levers and doors save their "state" when leaving map and entering
again. (There is more to do with this though.)
* Made items drop correctly through stairs
* Made using --loadmap as cli-option function as it should (Just load
requested map on game start)
* Fixed crash when viewing the map via alt-M.
0.41
----------------------
* More door types
* Better source commenting
* Removed the checkmouse(Mouse*) methods and use stuff like
OnMouseLeftButtonPressed instead
* Made it possible to load a dungeon through the console and a load_map command
* Fixed a hard to find bug making the doors graphics non-loadable
* Fixed altars using for Player* instead of int in a faulty place which caused
a crash
* Made door types scriptable through map loading script
* Fixed a bug where mouseclicks wheren´t recognized if clicking on a
doorbutton, and then moving to another door and without moving the mouse
clicking again.
0.40.2
----------------------
* Completely implemented pit graphics
* Floorswitches added
* Small wallgrate added
* Drawing smallmap in two stages, fixing problems with levers and similar
items.
* Fixed ItemHandler shutdown not being called under some conditions
* Initing items in Lua instead of in C++
* Made ressurrection altar
* Fixed boost compile time problems
* renamed init_items.lua to item_helper.lua
0.40.1
----------------------
* Fixed minor log bug, printing current date to log instead of as previously
to std::cout
* Fixed memory leaks in the WallDecoration code
* Major valgrinding (memory leak fixing)
* Implemented CrackSwitch and Levers code
* Made it impossible to get an item from the righthand that just has been used
for an action.
* Began working on floor "decorations" (such as pits)
0.40
----------------------
* Added boost stuff
* Fixed memory leak when removing the map_to_load
* Clouds
* Flying items
* Major fixes / tweaks
0.32.1
----------------------
* Made the console get focus when activated
* Made it possible to step through console input history
* Changed everywhere to #include "SDL.h" instead of variants.
http://dotg.sourceforge.net/
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October 14th, 2010, 02:04 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15726.html
Commander Genius / CloneKeen Plus is an interpreter for the Commander Keen 1-3 Series for Windows (2000/XP/Vista) and Linux. CloneKeen Plus is based on CloneKeen.
Quote:
Commander Genius Release :
==========================
v0.3.2.3:
---------
- Now Game shouldn´t crash when playing music
- improved Vorticon physics
v0.3.2.2:
---------
- Music is now streamed
- Added tremor support
- Even better Sound support
- Several physic changes
- Keen now can walk in levels in Galaxy
- More mods are supported
v0.3.2.1:
---------
- more AI fixes
- Added support for mods which use the palette patch code
- 48 Khz is back again, after many months, but this time working correctly!
- better push and bump physics
- more of the Galaxy Engine. Keen now can walk on map.
- Added Cannon fire sound
- Added HUD Display, the one Chad had suggested
- Small memory issues fixed
- Improved memory management for foes.
- Keen 4 now works and can be played on map
- even faster and more Badass!
v0.3.2:
---------
- OpenGL improvements especially for iPhone!!
- Faster Game loads!
- Other segfault fixes!!
- Improved Mod support (Especially for Keen X and Yorphius II)
- Now HQ Sprites are supported!
- faster loading maps algorithm and less memory used
- more Galaxy Code!
- Code cleanups!
- Improved Patch-Code
- Improved Garg AI
- Improved Scrub AI
- Teleporter fixes
- Now enemies blink, when they get a hit
- Small improvement of the player physics
- New configuration file parser which makes loading and saving even faster!
v0.3.1.3:
---------
- Savegames are now separated per game
- bit more galaxy code
- fixed filename search problems
- even faster and more colourful menu
v0.3.1.2:
---------
- a bit faster and more colourful menu
v0.3.1.1:
---------
- Volume sliders
- Camera bounds config
- Older savegame compatibility... (to version 0.3.0.4)
http://clonekeenplus.sourceforge.net/
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October 14th, 2010, 02:02 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15725.html
ZDoom is an enhanced port based on the sources of Doom for Windows. This version was released on august.
Quote:
ZDoom 2.5.0 has been released.
The primary motivation for this release was the new vastly improved polyobject support. To recap, polyobjects in Hexen and previous versions of ZDoom had to obey these restrictions:
They had to be simple, convex objects.
They could not leave the subsector they were spawned in.
You could not have more than one polyobject per subsector.
None of these restrictions apply anymore:
Polyobjects can be any crazy shape you want.
Polyobjects can move anywhere on the map without restriction.
You can have as many polyobjects in a subsector as you want. You can even have polyobjects inside polyobjects if you feel like it!
You can also have a polyobject cover as many subsectors as you want.
There are some other improvements as well, including:
Support for uncompressed extended nodes, also supported by Eternity Engine and PrBoom+, to create a new cross-port standard for node storage.
Support for using Byte Map Fonts.
Ability to use metadata tags in audio formats to define custom loop points.
Added support for the MUSINFO lump (from Risen3D and PrBoom+).
Improved compatibility settings to optionally allow a greater faithfulness to the vanilla Doom and vanilla Heretic.
ZMAPINFO as an alias for MAPINFO to avoid compatibility problems with other ports parsing this lump.
Full rewrite of the SBARINFO system allowing many additional features and options.
Added support for multi-monitor display.
Buddha mode (one undestructable hitpoint)
Default reverb environment setting in MAPINFO
Several generalized codepointers to emulate some very specific Heretic and Hexen action functions
Enhanced poison damage system
Generalized railgun codepointers
New automap options
HOM detection system
...and more
There were some bugs fixed in there, too.
http://zdoom.sourceforge.net/
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October 14th, 2010, 02:00 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15723.html
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r1976
Oct, 12, 2010
+ Fixed: spell cost for Summonig Elem. to 30 mp
+ Fixed: artifact "Book of Elements" action
+ Fixed: reflect sprite for Shield spell
+ Fixed: redraw status window after changed themes
+ Added: params "scroll speed", "ai speed" and "heroes speed" (see fheroes2.cfg)
+ Fixed: animations delays
+ Fixed: scroll gamearea code
+ Added: disable mixer for iconify window app.
+ Added: wince: added icon to toolbar, and added check running prog.
+ Added: fast blitting engine
+ Fixed: win32 binary dll
+ Fixed: ThievesGuild info depends from count guilds, added ThievesGuild for QVGA version
http://sourceforge.net/projects/fheroes2/
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