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September 12th, 2010, 23:57 Posted By: wraggster
News via http://www.scummvm.org/news/20100912/
Following up on the SCI game testing, a testing session for the next ScummVM release has arrived! It's time to point and click at several other ScummVM games that need testing before we can publish a new version.
This testing season we have two new games up for testing: Fascination and Maniac Mansion (C64 version).
Contrary to previous testing seasons, not all games will be tested. The number of games supported has grown significantly and testing all the games is too much. So for this testing season, and testing seasons onward, we've decided to only put games up for testing that have had significant changes to their codebase since the last release. As usual, the list of games to be tested is on the wiki. The page also lists games that are not required to be tested, but feel free to test them too if you don't have any of the other games that require testing.
Note that the SCI games are not on the testing page. The SCI testing went well and they do not need to be tested again.
So what are you waiting for? Go test some ScummVM games using a daily build and report any bugs you find to the bug tracker. After completing a playthrough of a game, please report it on the forums so it can be added to the release testing wiki page. Make sure you provide the version, language, and platform of your game when reporting a completion. Consult the testing guidelines should you have any other questions.
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September 12th, 2010, 23:38 Posted By: wraggster
Over on the IE blog Microsoft's Ted Johnson writes, 'With IE9, developers have a fully-hardware accelerated display pipeline that runs from their markup to the screen. Based on their blog posts, the hardware-accelerated implementations of other browsers generally accelerate one phase or the other, but not yet both. Delivering full hardware acceleration, on by default, is an architectural undertaking. When there is a desire to run across multiple platforms, developers introduce abstraction layers and inevitably make tradeoffs which ultimately impact performance and reduce the ability of a browser to achieve 'native' performance. Getting the full value of the GPU is extremely challenging and writing to intermediate layers and libraries instead of an operating system's native support makes it even harder. Windows' DirectX long legacy of powering of the most intensive 3D games has made DirectX the highest performance GPU-based rendering system available.' Some Mozillians hit back in the comments to the IE Blog post and others have written blog posts of their own. PC Mag's Michael Muchmore seems to conclude that IE9 and Firefox 4 are more or less the same (despite the title of his article) while Chrome currently lags behind."
http://tech.slashdot.org/story/10/09...ter-Than-Yours
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September 8th, 2010, 20:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15542.html
A new version of coLinux (Cooperative Linux) has been released. coLinux makes it possible to run Linux on Microsoft Windows natively.
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Version 0.7.8
FLTK Console (Shai Vaingast):
New: Select font style and size with menu, store current font in registry.
New: Setect text with right or left mouse and copy&paste with key Win+C.
New: "cocon=COLSxROWSxSCROLLBACK" to use console scrollback with keys Win+PageUP, Win+PageDown or mouse weel.
Disabling console FLTK resize functionality.
Enabled blinking cursor support.
New menu option "exit on detach" (quit console after shutting down).
Redesigned menu to be more inline with today´s standard menu layout.
Workaround for some Vista keyboard drivers bugs where WinKey+C and WinKey+V don´t work properly. Now WinKey+Home and WinKey+End is teh alternate.
Daemons:
Different descriription for file properties, add original filename.
Kernel:
Version 2.6.33.5
Filesystems EXT4 enabled in kernel, GFS2 enabled as module
Buildsystem:
Suppress warnings from Python 2.6. (Shai Vaingast)
Config variable changed from SOURCE_DIR to DOWNLOADS.
Updated libraries and tools:
FLTK 1.1.10, fixes problems with Window border frame on Vista.
http://www.colinux.org/
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September 7th, 2010, 23:29 Posted By: wraggster
Looks as if the Internet Explorer 9 Beta has now leaked on video, and -- surprise, surprise -- it looks exactly like Internet Explorer! If you were out hoping for a major overhaul, it looks as if you'll need to pick a new wish to cross your fingers for. Design wise, the IE9 beta shown in the video past the break is no drastic departure from IE8, though the internals should obviously be revamped quite a bit. The rest of the world is still awaiting that September 15th launch date, but you and your impatient soul can watch an early build peak at 95/100 (so close!) on the Acid3 test with just a couple of clicks. Enjoy!
http://www.engadget.com/2010/09/07/i...00-on-acid3-t/
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September 7th, 2010, 22:56 Posted By: wraggster
NCSoft's has today released the first major expansion for its fairly popular MMO Aion, and it's completely free. Sort of. We think.
In Aion: Assault on Balaurea, players will team up to "launch a massive counter assault against the invading Balaur in their homeland. Along with the ability to explore new and updated zones and instances, the expansion provides players with an increased level cap, new weapons, items and skills as well as enhanced flight mechanics. Because exploring is never fun alone, Aion introduces completely unique, functional pets equipped with in-game benefits to keep characters company along the way."
That's out in US, Australia, New Zealand and Singapore today. Confusingly, the PR says it hits retail in Europe on Friday, with an SRP of €29.99. That looks like the bundle price for the game, the expansion plus the "exclusive premium Speckled Ailu (Panda) Pack pet along with a limited-time retailer specific pet exclusive". Or something.
In UK the participating retailer is Game. Hit the source link for more info.
http://www.computerandvideogames.com...VG-General-RSS
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September 7th, 2010, 22:52 Posted By: wraggster
2K games broke the news on Twitter and then showcased it at the PAX games convention over the weekend.
The game, first announced in 1998, was cancelled in 2009 when its developer - 3D Realms - collapsed.
The title has now been resurrected by US developer Gearbox Software which said it will be released on PC, PS3 and XBox 360 in 2011.
If it does, the game will become the record holder for the longest game between releases, thought to be currently held by StarCraft, which had a 12-year gap between releases.
Eternal wait
The original Duke Nukem was released in 1991 and was a side scrolling shooter that pitted the player against an army of robots.
The game evolved into a true first person shooter in 1996 with the release of Duke Nukem 3D. This also proved popular, but faced stiff competition from the likes of Quake and Unreal which, unlike Duke Nukem, used 3D polygons instead of sprites, resulting in a far better looking game.
Nevertheless, the series had legions of fans who have waited in expectation for the next release.
For many, the wait has been endless, prompting the game to win Wired Magazine's "Vapourware of the Year" award on numerous occasions, a prize given to products that are talked about, but never actually get released.
The new Duke Nukem Forever deal sees Gearbox not just securing the rights to the game, but also the eight team members from 3D Realms who worked on the project.
"It's unbelievable, it kicks ass and it's totally going to happen," said Randy Pitchford, president of Gearbox Software.
"The Gearbox Software team and I are ecstatic that we have grown to a position to be able to pick up and carry the torch and help Duke rise back to glory in his time of need," he added.
Scott Miller, who co-founded the now defunct 3D Realms, said that Gearbox had been "handpicked as the new home for Duke Nukem".
http://www.bbc.co.uk/news/technology-11198237
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September 6th, 2010, 20:55 Posted By: wraggster
Remember when a 1.4GHz processor was deemed the world's fastest? Man, that was ages ago. Recently, IBM has laid claim to that very record, with its 5.2GHz z196 processor being the focal point. Of course, we've seen a number of consumer chips hum along at speeds well beyond that (thanks to sophisticated cooling systems, of course), but this here enterprise chip does it without any liquid nitrogen-based assistance. It's a four-core slab that was manufactured using the outfit's 45 nanometer technology, boasting 1.4 billion transistors and the ability to handle more than 50 billion instructions per second. Interestingly, Fujitsu's Venus CPU is said to handle a staggering 128 billion calculations per second, so we're guessing that IBM won't be snagging this crown without any debate from the competition. At any rate, there's a very convincing video waiting for you after the break, and no, you won't find this thing in your next Alienware anytime soon.
http://www.engadget.com/2010/09/06/i...h-5-2ghz-z196/
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September 5th, 2010, 19:48 Posted By: wraggster
There's an unpatched vulnerability in Internet Explorer 8 that enables simple data-stealing attacks by Web-based attackers and could lead to an attacker hijacking a user's authenticated session on a third-party site. The flaw, which a researcher said may have been known since 2008, lies in the way IE8 handles CSS. The vulnerability can be exploited through an attack scenario known as cross-domain theft, and researcher Chris Evans originally brought the problem to light in a blog post in December. At the time, all of the major browsers were vulnerable to the attack, but since then, Firefox, Chrome, Safari and Opera all have implemented a simple defense mechanism. The upshot of this is that if a victim has visited a given Web site, authenticated himself to the site, and then visits a site controlled by an attacker, the attacker would have the ability to hijack the user's session and extract supposedly confidential data. This attack works on the latest, fully patched release of IE8.
http://tech.slashdot.org/story/10/09...net-Explorer-8
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September 3rd, 2010, 21:27 Posted By: wraggster
Google has released a new version of its Chrome browser and has included more than a dozen security fixes in the update. The new version, 6.0.472.53, was released two years to the day after the company pushed out the first version of Chrome. Google Chrome 6 includes patches for 14 total security vulnerabilities, including six high-priority flaws, and the company paid out a total of $4,337 in bug bounties to researchers who reported the vulnerabilities. A number of the flaws that didn't qualify for bug bounties were discovered by members of Google's internal security team.
http://tech.slashdot.org/story/10/09...37-In-Bounties
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September 2nd, 2010, 17:45 Posted By: wraggster
Intel is hoping to build a new games platform out of the immensely popular netbook device – and wants developers to kick start the revolution.
The chipset giant is currently accepting entries in its ‘Games For Netbooks’ contest, and will award three winning entrants $1,000 as well as dev tools and exposure.
Developers making games for the contest won’t be giving up their IP, Intel says.
An overall winner will also be awarded a holiday with as much as $5,000 of expenses paid.
The deadline for the contest – which first launched last month – is 3rd October 2010 at 12PM GMT.
Intel is partnering with a British dev tools group, known as The Game Creators, as part of the contest.
Entrants should to create their netbook games with either DarkBASIC Professional or Dark GDK, and Intel wants the entries to be designed specifically for netbooks (running at 1024 x 600 resolution, for example).
Each entry cannot exceed 250MB, nor can it include third-party content.
Netbook sales have rocketed in recent years due to the entry-level prices for the products, and many analysts say the devices are on the cusp of becoming a phenomenon in emerging economies.
http://www.develop-online.net/news/3...s-game-devices
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September 1st, 2010, 00:31 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15516.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:
1.0.4-RC1 (2010-08-30)
Change: Merge the extra GRF´s sources and make it possible to rebuild them easily (r20490)
Fix: Empty NewGRF presets were not selectable [FS#4087] (r20694)
Fix: Desync checker checked the wrong variable (r20677)
Fix: Drawing the ´OpenTTD´ text in the intro game caused crashes with very low resolutions [FS#4081] (r20618)
Fix: Crash when a NewGRF defined an invalid substitute type for a house and the NewGRF was removed during the game, disable houses with different size than their substitute [FS#3702] (r20611, r20610, r20609)
Fix: Retain information about all base sets that are found and not only the latest version to stop confusing people that use newer versions of the base sets than those available via BaNaNaS (r20607)
Fix: Let NewGRFs var43 var (information about liveries) for vehicles not be influenced by the local setting determining whether to show liveries or not [FS#4063] (r20605)
Fix: ´Downscale´ a full load order to a load if possible order when removing the order while the vehicle is loading. This to prevent the vehicle from (possibly) staying forever in the station [FS#4075] (r20600)
Fix: Crash when the tooltip is wider than the window is [FS#4066] (r20596)
Fix: No (proper) savegame conversion was done when _date_fract got a new value range (r20592)
Fix: Autoreplace failed while attaching non-replaced wagons to the new chain, if to-be-sold-engines would become front-engines and the unitnumber limit would be exceeded (r20583)
Fix: Autoreplace can trigger an assertion when at the vehicle limit [FS#4044] (r20582)
Fix: Go via station and go via waypoint behaved differently when a train went back to the same (unordered) station again [FS#4039] (r20580)
Fix: Draw bounding boxes using white instead of pure white, so they are recoloured to grey in coloured newspaper instead of blue [FS#4051] (r20578)
Fix: Scroll button flickering when pressed [FS#4043] (r20577)
Fix: Warn OpenGFX users when they are using a base set that misses sprites (r20566)
Fix: Wrong tooltip for the company select button in the AI debug and performance rating windows [FS#4053] (r20556, r20555)
Fix: In old savegames aircraft can have an invalid state (r20528)
Fix: Crash when the content download tried to get a MD5 checksum of an ´originally´ loaded NewGRF [FS#4038] (r20519)
Fix: Draw error messages in white by default, they may not have a colour set when coming from a NewGRF (r20514)
Fix: Entering half the ´generation seeds´ in the console´s ´newgame´ command failed to set the correct seed [FS#4036] (r20512)
Fix: Desync when vehicles change NewGRF properties such as visual effect when changing railtype [FS#3978] (r20505, r20504, r20503, r20502)
Fix: Desync when converting rail all as trains with a part on the converted rails need updating and not only the engines (r20500)
Fix: Ignore the non-stop state when comparing one order type to another order type, otherwise non-stop nearest depot orders fail [FS#4030] (r20498)
Fix: Non-dedicated servers failing to load a game caused the introgame to be the server´s game causing desyncs when people tried to join [FS#3960] (r20497)
Fix: [NoAI] checking whether water tiles are connected failed in some cases [FS#4031] (r20489)
Fix: Statues were not removed when towns would be removed (r20481)
Fix: Do not spend cash when building a statue fails [FS#3985] (r20469, r20227)
Fix: Adding ´goto nearest depot and stop´ orders in one go was denied. This caused both AI adding those orders and backed up order restoration to fail [FS#4024] (r20441)
Fix: For docks ´facing´ north, i.e. having the watery part a the northern side, the station joiner had an off-by-one to the north w.r.t. the station spread against the actual other (correct) building tools [FS#4022] (r20438)
Fix: Make snow on bridges depend on bridgeheight and make snowyness of bridgeheads depend on the tileheight at the entry [FS#3947] (r20424, r20423, r20422, r20421, r20420)
Fix: During world generation the snow-mapbits are not yet available, so test the snowline variable directly (as they were before) [FS#4017] (r20418)
Fix: PBS reservations were always displayed on halftile foundations if the railtype uses overlays [FS#4013] (r20408)
Fix: Make the default minimum width for editboxes 10 pixels to prevent crashes [FS#4010] (r20394)
Fix: Prevent buying more vehicles than allowed or buying companies when you´d get too many vehicles [FS#3993] (r20393, r20392, r20391, r20390)
Fix: Initialize fund-industry buttons when opening window (r20386)
Fix: Update cursor dimensions when reloading grfs resp. changing base graphics, so the cursor does not glitch if it becomes bigger (r20384)
Fix: Stop vehicle following after zooming out [FS#3989] (r20361)
Fix: [NoAI] Ship depots were constructed along the wrong axis [FS#4004] (r20348)
Fix: Fallback font selection due to missing glyphs did not work as intended (r20296)
Fix: When it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read (r20247)
Fix: The caption of the ´Available vehicle´ lists was black, whereas for building those vehicles, which uses the exact same window, it was white (r20244)
Fix: [NoAI] Clarify the documentation for AIBaseStation::GetLocation (r20238)
Fix: Refit costs from refit orders are subtracted from the vehicle yearly income [FS#3988] (r20234)
Fix: Road vehicles could be dead locked with one way roads. This allows one wayness to be removed if there are vehicles on a tile; it does not allow you to add one wayness to roads that have vehicles on them as it makes turning vehicles jump [FS#3961] (r20230)
Fix: ´Service at nearest depot´ behaved the same as ´Go to nearest depot´ [FS#3986] (r20229)
Fix: Depot did not become unsnowy, when snowline rises [FS#3976] (r20224)
Fix: Strip non-printable characters before showing it in an edit box, so when renaming a vehicle type you won´t get the ´SETX stuff´ that some NewGRFs use [FS#3974] (r20220)
Fix: NewGRFs that defined a vehicle without either loaded or loading groups could crash OpenTTD [FS#3964] (r20199)
Fix: [NewGRF] GetNearbyTileInformation can be used to get the terrain type of a MP_VOID tile [FS#3963] (r20197)
Fix: [NewGRF] Vehicle var FE bit 6 did return incorrect values for new railtypes (r20175)
Fix: Inconsistencies w.r.t. to km/h vs km-ish/h as ´base´ unit for aircraft speeds [FS#3870] (r20164)
http://www.openttd.org/
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August 30th, 2010, 20:05 Posted By: wraggster
News via http://www.scummvm.org/news/20100828/
You're Doralice, the cutest airline captain of the Paris-Miami flight. During your last trip, a dying passenger asked you to deliver top secret vials. Will you succeed in your mission, avoiding deadly traps and solving every mystery?
Currently, the PC versions of Fascination are missing an AdLib player, but everything else is there. Please note that the CD version requires some manipulations and the ScummVM tools to extract the required files.
Get the latest daily build of ScummVM and your version of the game and give Fascination a try! Please post any bugs and unrecognized versions you can find to our bug tracker, following the bug submission guidelines.
And if you find interesting sights, be sure to submit your screenshots.
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August 28th, 2010, 12:52 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15504.html
The GemRB Game Engine is is a port of the original Infinity Engine (the one of Baldur´s Gate, Icewind Dale, Planescape: Torment, etc...) to Linux/Unix, MacOs X and Windows with some enhancements.
Quote:
A new basic SDLAudio plugin intended for use on resource limited devices (faster but poorer audio).
Some files in core/ moved into subdirs.
Pass -DSTATIC_LINK=Yes to cmake, to link all plugins (and gemrb_core) into gemrb
The sample config now generates the GemRBPath, GemRBOverridePath,
GUIScriptsPath and PluginsPath at build time and is put in the build dir.
GemRB.cfg.subdir.sample was removed
http://gemrb.sourceforge.net/
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August 28th, 2010, 12:47 Posted By: wraggster
Newly released today
features•Through strong, authentic characterization and compelling narrative, the mature storyline will make you understand the pull and impossible escape of life in the Mob
•Take part in heart-stopping car-to-car gunfights, white-knuckled hand-to-hand combat and intense gunplay, all of which come together to form an intense and exciting experience
•2K Czech’s next-generation engine, allows gamers to travel from beautifully rendered outdoor environments to intricately designed interiors seamlessly without the need for loading times
•The writing team from Mafia I returns to deliver another powerhouse script that portrays a stunning tale of survival, camaraderie and the pitfalls of pursuing the American Dream
•Players will be immersed in the Golden Era of America as Mafia II features tracks from some of the era’s most influential artists
descriptionBorn the son of a poor immigrant, Vito is a beaten down Italian American who is trying to secure his piece of the American Dream. Looking to escape the life of poverty that consumed his childhood, Vito is soon swayed by the lure of power and wealth that a life of Organized Crime can bring.
A petty criminal his whole life, Vito, along with his childhood friend, Joe, will descend into the world of Organized Crime. Together, they will work to prove themselves to the Mob as they try to make their names on the streets of a cold and unforgiving city.
http://www.play-asia.com/SOap-23-83-...j-70-3enx.html
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August 27th, 2010, 20:57 Posted By: wraggster
When hackers crash Windows in the course of developing malware, they'll often accidentally agree to send the virus code straight to Microsoft, according to senior security architect Rocky Heckman. 'It's amazing how much stuff we get.' Heckman also said Microsoft was a common target for people testing their attacks. 'The first thing [script kiddies] do is fire off all these attacks at Microsoft.com. On average we get attacked between 7000 and 9000 times per second.
http://tech.slashdot.org/story/10/08...e-To-Microsoft
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August 25th, 2010, 22:33 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15491.html
FreeOrion is an open source project that aims to provide a free and platform-independent game in the tradition of the Master of Orion games (released under the GPL).
Quote:
Changes since the last release include:
Added scriptable species definitions in species.txt. Species have names, icons, focus settings, evironmental preferences, food consumption and effects associated with them. Many data-table based meter modifications have been moved into species effects, including population and health dependence on planet environment level for a species.
Removed secondary focus setting, and removed the balanced focus option. Planets now have only a single focus selection, all of which much be specific and (hopefully) more interesting to play with and easier to create content for.
Made focus settings moddable as part of Species defintions. Available foci on a planet can depend on arbitrary conditions, which may make for interesting gameplay changes with advancing tech or situational changes during a game. Each species can have a distinct set of available foci as well.
Fixed issue with custom ship designs that would frequently crash the game when they were built.
Modified behaviour of design screen when modifying a design: the incomplete design´s info is now shown in the encyclopedia panel whenever the design is modified or if the main panel is clicks. Clicking a part or hull once shows info about that part or hull, as before. The information about ship designs in the encyclopedia is also greatly expanded.
Added right-click popup menu command on the list of completed designs on the design screen: "Delete Design". This lets players remove designs from the list that appears on the production screen, and from the completed designs list itself on the design screen.
Added species property to planets and to ships, which is used when colonizing to determine the species of the new colony. Built colony ships get the species of the planet where they were built.
Added an indication of ships´ species next to the design name of a ship on the fleets window, and planets´ species in their population tooltip.
Modified colonization UI to require a *single* colony ship to be selected before showing the colonize button for colonizable planets. The colonize button now shows the initial (determined by the colony ship capacity) and target planet population (determined by the species to be colonizing) on the colonize button.
Added some Python library files in a zip in the main FreeOrion directory in the Win32 installer. This should fix issues with nonfunctional AI when Python hasn´t been installed on a user´s system.
Removed the homeworld special, and modified species to track all the planets which are their homeworld, which are set during universe generation. Multiple planets can be a homeworld for a species, which is helpful as there are presently only two species available.
Fixed (hopefully) some issues with directories-finding code on Linux.
Modified apperance of meter bars on the sidepanel, to support showing current value, change in current value, and target / max value, even if the target is less than the current value.
Added a food consumption meter type, which is shown on the planet panels on the sidepanel, next to health and population.
Planet population icons use their species icon, rather than a generic population icon.
Added a droplist to pick species during single or multiplayer game setup.
Replaced contents of empire_names.txt with various generic empire names, rather than the species names that were there, since species are now a separate concept from empires.
Modified how empires and players information are stored in and retreived from save files, to make it easier to get this information when loading games without needing to load the whole save file
Made loading games much less likely to crash the client or server. Any errors that occur will abort the load and (hopefully) show an error message, and likely return the player to the intro screen, rather than crash.
Fixed issue with saving or attempting to write to an unwritable log file, which could previously crash the client or server.
Added some logging of the time it takes to execute various initialization tasks, to help future performance tuing.
Added an "inherent" meter cause type, for a few default/basic meter levels that are set automatically to make the game mechanics, particularly for stealth, work better.
Reworked Meter concept. Now meters have just a single value, instead of a current a max as before. Some meters have associated meters that are used like a max or target value, but not all, which is useful because various uses of meters don´t need a max or a target value.
Added new meter types for max and target meters, as these are now separate meters internally.
Modified the population growth mechanics to account for food allocation meter values and the possibility of larger population than target population.
Removed upper bounds on meter values. This may cause some UI problems if values are larger than can be shown in the available space, but we´ll deal with this when it becomes a problem.
Modified tooltips to handle new paired (or unpaired) meters.
Changed clickable links in sitrep entries and encyclopedia entries to be always distinctly coloured rather than underlined when moused over.
Modified effect parsing for new meter system, and accordingly updated content files.
Moved various data table-based meter modifications into effects.
Modified parts palette on the design screen to not show buttons for classes of parts for which none exist.
Changed resource output calculation to use meter values, rather than a more complicated multiplication and scaling between meter value and planet population. The resource output can still depend on population by making the effect that sets the resource meter value depend on population. This makes understanding output and where it comes from simpler.
Tweaked colour of industry meters.
Added Dump functions to various gamestate objects, which can be used for debugging or logging.
Added numerous content scripting object properies and modified existing ones, including adding a string property type, and properties such as object name, species, building type name, planet focus, ship design id, fleet id of a ship, planet id of a building, system id for any object, final and next and previous system id for ships, and the number of ships in a fleet.
Added a SetSpecies effect and a Species condition.
Changed Homeworld condition to use new system of species having one or more homeworld objects, rather than working with a special. Homeworld condition can match any homeworld, or can take a list of species names whose homeworlds should be matched.
Modified FocusType condition to take a list of focus type names to match. Planets with those foci will be matched.
Modified BuildingType condition to takte a list of building type names.
Fixed some issues with CMake build system.
Wrapped some code in try-catch blocks to prevent some crashes when parsing stringtable entries.
Fixed issue where empires would lose visibility of starved planets, and never actually observe them being stared, so would perpetually think they were in the state they were immediatly before starving.
Disabled the message box that popped up to inform players they had won, as this was annoying, particularly when playing a game with no AIs, in which case a player would always win on the first or second turn.
Replaced ship health meters with structure and max structure, as health meters were changed to health and target health, and it doesn´t make sense to have more structure (-al integrity) than the max, even though a planet could have (temporarily) more health than its long term stable health value.
Renamed some tooltip resource "production" strings to "output", to avoid confusion with the separate "production" concept in game.
Consolidated some stringtable entries related to meter tooltips, which now use standard meter name stringtable entries.
Modified victory sitreps by adding a text parameter that can be filled in with an entry in the stringtable by the client.
Added VarText support (in stringtable entries) for building types, specials, ship hulls and parts.
Fixed some meter value discrepancies between server and client.
Changed conditions and effects evaluation to use the initial value of a meter on a given turn, so that meter values can be repeatedly recalculated and not accumulate as a result.
Removed several resource output object properties from content scripting, since these are now redundant with the resource meter values.
Added new hull design backgrounds.
Removed unused ship icons.
Fixed some app bundle isues on MacOSX
Removed "previous" value from meters... which contained the value of the meter on the previous turn, as this wasn´t being used anywhere.
Tweaked behaviour of code that sets default rendering settings dependent on graphics card GL version support, which is intended to reduce the number of crashes on older rendering hardware.
Tweaked behaviour of stealth threshold slider on galaxy map.
Fixed crash when clicking between FleetWnd and other windows and the map surface.
Added initial code to 3D combat system to support cached rendering of objects.
Improved simultaneous server/client combat timestep updating.
Fixed issue with server logging that was shutting down before all logging was complete. This should make server log files more useful after crashes.
Fixed a minor graphical glitch on the encyclpedia panel, where a border line wouldn´t be rendered.
Fixed issue with autogenerated condition / effect descriptions that treated a "Value" in a SetMeter effect as a property of the source object, rather than the target object that is should be.
Various stringtable changes / updates, etc.
http://www.freeorion.org/
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August 25th, 2010, 22:32 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15490.html
FreeCol is an open source project that aims to provide a free Colonization clone. FreeCol is released under the GPL.
Quote:
FreeCol 0.9.4 has been released.
Several serious bugs, including a memory or reference leak that caused 0.9.3 to slow to a crawl, have been fixed. A graphical modification (mod) by misiulo adds new graphics for goods and resources. Translations for several languages have been considerably improved.
http://www.freecol.org/
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August 25th, 2010, 22:21 Posted By: wraggster
Microsoft's gotten a little carried away with its Internet Explorer 9 excitement and posted an early screenshot of the browser up on its Russian site. The post and the image have since been diligently pulled, but not before Mary-Jo Foley managed to snag the pictorial evidence. What's new to see? A resoundingly minimal interface, that's what. The Chrome comparisons should be raining down thick and heavy if this snapshot is anything to go by, as Microsoft has done a fine job of ridding its browser from pesky menus, consolidated its controls into a few icons in the top right, and combined the search and address bars into one. Of course, given the earlier leak of screenshots, those menus could still just be hiding somewhere nearby, ready to spring at us. Another similarity to Chrome (and Firefox and Safari) is the new ability to "tear off" tabs from one window and reposition them independently. We'll see how closely the Beta aligns to what we see here when it debuts for real on September. 15.
http://www.engadget.com/2010/08/25/i...soft-russia-s/
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August 24th, 2010, 20:51 Posted By: wraggster
Exploit code for the DLL loading issue that reportedly affects hundreds of Windows applications made its appearance on Monday. HD Moore, the creator of the Metasploit open-source hacking toolkit, released the exploit code along with an auditing tool that records which applications are vulnerable. 'Once it makes it into Metasploit, it doesn't take much more to execute an attack,' said Andrew Storms, director of security operations for nCircle Security. 'The hard part has already been done for [hackers]
http://tech.slashdot.org/story/10/08...it-In-the-Wild
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August 21st, 2010, 13:05 Posted By: wraggster
Newly released
features•Deep, engrossing political simulation with dozens of government types
•Detailed economy with over 50 different types of goods and various production factories
•Over 200 different playable countries, from 1835 to the onset of WWII and with the possibility to export a saved game at the end of the game into Hearts of Iron 3
•Advanced technological system with thousands of inventions to discover
•Advanced spheres of influence system, where the great powers battle over the control of the world
descriptionVictoria 2 is a grand strategy game played during the colonial era of the 19th century.
Carefully guide your nation from the era of absolute monarchies in the early 19th century, through expansion and colonization, to finally become a truly great power by the dawn of the 20th century. Victoria 2 is a grand strategy game played during the colonial era of the 19th century, where the player takes control of a country, guiding it through industrialisation, political reforms, military conquest and colonisation. Experience an in-depth political simulation where every action you take will have various consequences over all the world. The population will react to your decisions based on their political awareness, social class, as well as their willingness to accept or revolt against their government.
http://www.play-asia.com/SOap-23-83-...j-70-3xlf.html
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