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January 2nd, 2010, 14:26 Posted By: wraggster
kabome writes with this excerpt from a story about an alleged drug dealer who was located by law enforcement thanks to World of Warcraft:
"Roberson’s subpoena was nothing more than a politely worded request, considering the limits of his law enforcement jurisdiction and the ambiguity of the online world. 'They don’t have to respond to us, and I was under the assumption that they wouldn’t,' said Roberson. ... Blizzard did more than cooperate. It gave Roberson everything he needed to track down Hightower, including his IP address, his account information and history, his billing address, and even his online screen name and preferred server. From there it was a simple matter to zero in on the suspect's location."
http://games.slashdot.org/story/10/0...rested-Via-WoW
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January 1st, 2010, 23:47 Posted By: wraggster
New from Divineo China
Converts two Wii Classic Controllers to PC USB. All buttons, D-pads, and analog sticks are recognizable in Windows Gamepad setup. Long USB cable makes up for short length of controller cords allowing for more reach.
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December 31st, 2009, 17:53 Posted By: wraggster
Wanted on drug dealing charges, Alfred Hightower skipped the country after a warrant was issued for his arrest. But he didn't stop playing World of Warcraft and that's how police caught him.
The Howard County Sheriff's Department in Indiana discovered that Hightower, was a big fan of some "warlock and witches game", eventually piecing together that it was World of Warcraft.
The investigating deputy contacted Blizzard to see if they would help track him down, the Kokomo Perspective reports.
"They don't have to respond to us, and I was under the assumption that they wouldn't," Roberson told the Perspective. "It had been three or four months since I had sent the subpoena. I just put it in the back of my mind and went on to do other things. Then I finally got a response from them. They sent me a package of information. They were very cooperative. It was nice that they were that willing to provide information."
Blizzard provided the sheriff the suspect's IP address, account information and history, his billing address, and his online screen name and preferred server. Deputies then used the information to pinpoint Hightower's location in Canada.
Hightower, who was wanted on charges of dealing in a schedule III controlled substance and dealing in a schedule IV controlled substance, and two charges of dealing in marijuana, was picked up by Canadian authorities and will be returned to Howard County on Jan. 5.
While it's good to see Blizzard helping out law enforcement, it is a touch Big Brothery to hear just how much information they track and keep and are so willing to give away... even when not legally required to do so.
http://kotaku.com/5437861/blizzard-h...ed-drug-dealer
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December 30th, 2009, 21:26 Posted By: wraggster
news via http://www.aep-emu.de/PNphpBB2-file-...c-t-14279.html
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.14.194
* Fixed: The program could freeze when a player ship was destroyed
v1.14.193
* Fixed: Powerups will not be able to float into blocked segments anymore
* Improved: Savegames will not be written each time a player dies anymore during UDP/IP multiplayer games, thus reducing potential temporary program freezes
v1.14.192
* Fixed: Textures sometimes were partially messed up (had gray stripes)
* Fixed: OGG music wasn´t played by the 64 bit versions of D2X-XL
v1.14.191
* Fixed: A bug in the sound channel management could cause sound problems and program crashes
v1.14.190
* Fixed: OpenMP version of D2X-XL crashed on Linux
* Changed: Disabling setup test (with ´-check_setup 0´) will now completely disable message boxes on Linux, this avoiding any OpenMotif related problems
v1.14.189
* Fixed: Kills in multiplayer games crashed the game
* Fixed: D2X-XL could crash when OpenMP multithreading was enabled and more than two cores were available
v1.14.188
* Fixed: Mines dropped randomly by destroyed player ships in multiplayer games sometimes moved extremely fast for the other participants
v1.14.187
* Improved: Stuff dropped by an exploding player ship will now behave more similar (e.g. drift to the same directions) for all participants of a multiplayer game
v1.14.186
* Fixed: Sometimes powerups that should have been dropped weren´t in multiplayer games
* Fixed: Player profile occasionally got damaged after multiplayer games
* Fixed: If cheats had been enabled for multiplayer games, they even worked in competition mode
* Improved: In UDP/IP multiplayer games, stuff dropped by an exploding player will not be created randomly by each participant, but will be replicated and behave exactly as it does for the exploding player (Descent 2 handled this differently to reduce network load)
v1.14.185
* Changed: Decreased UDP/IP packet size
v1.14.184
* Improved: Joining netgames has been accelerated
* New: Packet loss is displaye on the HUD in multiplayer games
v1.14.183
* Fixed: The program crashed when trying to connect to a game host
v1.14.182
* Fixed: Powerups etc. disappearing too soon in multiplayer games
* Fixed: Multiplayer games getting out of sync and players being unable to join and/or sync properly with a running game
* Fixed: Game crashing on Linux when displaying OpenMotif message boxes
* Changed: Multiplayer game sync´ing packets will now be sent faster (depending on the host´s packets per second setting)
* Changed: Plasma blobs will fly straight again
v1.14.181
* Fixed: The game crashed when connection errors occured while starting or joining a multiplayer game
v1.14.180
* Changed: Plasma projectiles will follow a spiraling trajectory (only singleplayer and if the Plasma gun hasn´t been modded)
* Improved: Objects will be removed from multiplayer games more reliably
v1.14.179
* Fixed: Missions with long names could crash the program in the new game menu
* Fixed: Player names were cut off in the HUD
v1.14.178
* Fixed: Sorting players by score didn´t work
* Fixed: Sometimes ships of disconnected players remained visible
* Fixed: The netgame info dialogs didn´t work
v1.14.177
* Fixed: Teams didn´t get balanced when new players joined
v1.14.176
* Fixed: The score goal was too low
* Fixed: Presence of demo data wasn´t properly checked
* Fixed: Presence of addon texture data wasn´t properly checked
* Fixed: A few Linux related issues
v1.14.175
* Fixed: Players were always put on the blue team in team games
v1.14.174
* Fixed: The multiplayer game host´s maximum play time setting didn´t stick and D2X-XL always assumed 5 minutes
v1.14.173
* Fixed: Multiplayer games could only be joined by one player less than allowed by the game host even if the level allowed for more
* Fixed: Player colors weren´t shown on low resolution ships in multiplayer games
v1.14.172
* Fixed: Player ship colors and cockpit elements weren´t rendered properly in multiplayer games for players 9 and up
v1.14.171
* Fixed: Players who joined a multiplayer game after another player had been disconnected could have the wrong ship colors
v1.14.170
* Fixed: The game crashed when the ninth player entered a multiplayer game
v1.14.169
* Fixed: D2X-XL always used only 8 player start positions even if there were more in a level
* Improved: D2X-XL will now disconnect any players in excess of a level´s start positions that had been admitted to the game by the host before launching the game
* Improved: D2X-XL will not admit players in excess of a level´s start positions to a game in progress
v1.14.168
* Fixed: When trying to join a multiplayer game, players always got an error message about a level version mismatch
v1.14.167
* Improved: D2X-XL will now use max. 8 players in standard level and max. 16 players in D2X-XL levels, thus staying compatible with other Descent 2 versions
http://www.descent2.de/
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December 30th, 2009, 21:25 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14280.html
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.1.0
* Built-in editor
* Expanded ruleset format:
* Unit classes
* Movement restrictions
* Can limit which terrains a unit can enter
* River-boats
* Wheeled units
* Which units another unit can transport
* Migration
* Plague
* Bases
* Calendar effects
* Additions to default ruleset:
* New terrains: Deep Ocean and Lake
* Triremes are not restricted to tiles next to land, but to (shallow) Ocean tiles
* Buoys
* Ruins
* New nations
* Some adjustments to how different power plant improvements work together
* Scripting improvements
* AI difficulty level: Cheating
* Rewritten borders system
http://freeciv.wikia.com/wiki/Main_Page
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December 30th, 2009, 21:25 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14281.html
Hexen II: Hammer of Thyrion is a source port based on Hexen II and HexenWorld. Supported platforms are Linux, BSD, Mac OS X and Windows.
Quote:
Hexen II: Hammer of Thyrion (uhexen2), CVS snapshot / pre-release,
Version 1.4.4-pre8 / Dec. 27, 2009
Changes since the HoT-1.4.3 release:
* bumped the hexen2 engine version to 1.22, and hexenworld engine version
to 0.22.
* fixed the broken software renderer binaries from C++ compilers with x86
assembly enabled (do not use the bool keyword of C++).
* compilations using the new gcc-4.4 versions are tested and supported.
* added support for 64 bit windows versions (x64).
* added support for mingw-w64 compilers.
* added support for Microsoft Visual Studio 2005 and Visual Studio 2008.
* filesystem: fixed an oversight with builds without user directories, where
the "-basedir" command line argument failed to change the internal userdir
variables.
* net: made the socket api usage compatible with windows especially with
relation to 64 bit windows.
* opengl: fixed an issue that changing resolution from within the game might
crash on Windows Vista.
* software renderer: fixed a long standing stack corruption bug which used
to cause alias models not to be drawn at all.
* stricter checking on the values pulled out of .wav file chunk headers.
* renamed model_t to qmodel_t in order to avoid conflicts on solaris.
* fixed the "mirrored prints" problem of hexen2 console at high resolutions.
* fixed the colored prints of hexenworld console.
* fixed ´array going out-of-bounds´ (utils/map.c) and bogus ´maybe used
uninitialized´ warnings (sbar.c) from gcc-4.3.
* fixes to the SVGALib driver. it is functional now.
* fixed bug #2176384: in windowed mode, when you save using the menus, the
game used to quit the menu without grabbing the mouse properly.
* slightly increased the buffersize for sdl audio. made it to print a little
more detailed info at startup.
* decreased the buffersize of sdlmidi driver from 4096 to 512 in addition to
several minor cleanups and fixes.
* launcher, patching: rewritten the inter-threads log printing and fixed the
erratic crashes on smp systems. launcher version is 1.0.4 now.
* hexenworld master server: unknown packets are properly output as hexdump.
hwmaster version is 1.2.6 now.
* other minor fixes.
* 3dfx gamma hacks are disabled by default at compile time (see the Makefile).
* killed compatibility with user directories from HoT-1.4.0 and earlier which
didn´t operate with a data1 subdirectory. they are ancient history now.
* added initial support for standalone free contents (mods) as an extra patch.
* added extra testing code to support midi when using sdl audio (extra patch).
* utils, qbsp: accept more than one wad file specified in the value of the
"wad" key. the wad file names must be separated by a semicolon. spaces are
allowed in the file names. quoted paths aren´t allowed.
* utils, qbsp: the absolute paths in wad values are not touched, ie. the paths
beginning with a ´/´ on unix or with a drive specifying string like
"C:fooar.wad" on windows. all other values with no path information or
relative path information are prefixed with the project path. this fixes the
issues reported for qbsp usage from within worldcraft.
* added back some unused code for future reference. removed some truly dead
code.
* minor documentation tidy-ups.
http://uhexen2.sourceforge.net/
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December 30th, 2009, 21:24 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14282.html
ODAMEX is a modified Doom source port. Supported platforms are Windows, Mac, Linux and FreeBSD.
Quote:
Odamex 0.4.4 (r1352)
Odamex 0.4.4 was officially released on December 25th, 2009.
Changes
General Odamex Changes:
* General bug fixes and code optimizations.
* Further improved client/server sector desyncs.
* Improved dehacked/bex support.
* Fixed memory corruption issue that affected Plutonia 2 pwad.
Odamex Client Changes:
* Spynext works in cooperative once again.
* Resolved "No Player # Start" disconnect from servers.
* Fixed bug that allowed player to obtain the SSG in Ultimate Doom.
* Odamex will now run with -nomusic in Linux unless a timidity.cfg is found. This prevent a crash caused by SDL_mixer.
Odamex Server Changes:
* Resolved memory leak issues.
* Fixed server crash when using "clearmaplist" on win32 machines
* A new cvar, sv_unblockplayers, allows server administrators to make it so that players may pass through eachother. Useful to prevent forward progression by problematic players in cooperative.
* Random item spawns in CTF appear to be corrected with revision 1284.
* Cheats should work correctly for clients now when they are enabled server side.
Odamex Launcher Changes:
* General code optimizations
* Increased Mac OSX support
http://www.odamex.net/
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December 30th, 2009, 21:23 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14283.html
PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.6 @ 2009-Dec-27
[+]Added the ability to smooth sprites edges ("OptionsGeneralOpenGL OptionsSmooth Sprite Edges"). Might noticeably reduce frame rate. Includes a "gl_mask_sprite_threshold" config variable for the intensity of smoothing (0-100).
[+]Ability to see kills/secrets/items/time statistics in automap mode. Available in the menu at "OptionsSetupAutomap".
[+]Added a "map_use_multisamling" config variable to apply multisampling to the automap.
[+]Added a "movement_shorttics" config variable in addition to the "-shorttics" command line switch.
[+]Added a "gl_shadows_maxdist" config variable.
[+]Added the ability to disable any OpenGL extension via the config instead of disabling all of them with "gl_compatibility" in case your drivers can´t work properly with specific features. The extensions which can be disabled are: gl_arb_multitexture, gl_arb_texture_compression, gl_arb_texture_non_power_of_two, gl_ext_arb_vertex_buffer_object, gl_ext_blend_color, gl_ext_framebuffer_object, gl_ext_packed_depth_stencil, gl_ext_texture_filter_anisotropic, gl_use_stencil.
[+]Added a "-trace_givendamage" command line parameter to trace the latest and total damage inflicted by any specific monsters or players in a level. If a player is selected, its data will be tracked across multiple levels. Available with the Boom HUD only. Usage:
-trace_givendamage ThingID [ThingID] [ThingID]
[+]Added a "map_scroll_speed" cfg variable and GUI setting. "key_speed" doubles the speed.
[+]Added a "sprites_doom_order" config variable for correct sprite sorting. See sectors 99, 115, and so on in Strain.wad map13, for example. This also fixes z-fighting between overlapped sprites in GL mode. [*]Mouselook key and keys bound to game speed change commands do not break cheats being typed. [*]Midi volume is applied to all midi devices when mus_extend_volume is 1. [*]Light level 0 will now be truly lightless with GZDoom lighting mode. [*]Automap grid can now rotate with map (from ZDoom). [*]Now DSSECRET is used when a secret area is found, instead of DSITMBK. The new sound lump is part of prboom-plus.wad and can be replaced through PWADs.
[-]Fixed a crash in software mode at some resolutions when using ´Doom Format´ or ´Fit to Width´ for ´Status Bar and Menu Appearance´.
[-]Now applies fake contrast when using "Fog Based" sector light mode.
[-]Fixed Player´s weapon lighting, that was too dark in GL mode.
[-]Fixed small glitches on Boom HUD graphics in GL mode.
[-]Mouse button now moves camera forward if you have it assigned to move forward.
[-]Fixed software mode bug: if you played a wad with menu graphics big enough to go over the status bar, entering and exiting the menu left a trace of the menu graphic over the status bar. See HR2final.wad, for example.
[-]Flat bleeding on walls won´t incorrectly bleed through walls and floors when motion blur is in effect anymore. This fix requires support of the "GL_EXT_packed_depth_stencil" extension.
[-]Simple shadows and transparent textures don´t sometimes flicker anymore when fog-based lighting is used.
[-]Shadows don´t disappear in some situations anymore.
[-]"-trace_thingshealth 0" now works.
[-]Fixed screen shots at resolutions where width is not a multiple of 4.
[-]Fixed slowdowns on Pentium 4 at 1024x768 (introduced in 2.5.0.3).
http://prboom-plus.sourceforge.net/
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December 30th, 2009, 21:07 Posted By: wraggster
Last year, TorrentFreak awarded Spore the dubious title of Most Pirated Game of 2008 -- this year, the victor (by an overwhelming margin) is Call of Duty: Modern Warfare 2. According to the torrent news site's calculations, the PC version of Infinity Ward's shooter was unscrupulously downloaded 4.1 million times. When combined with the 360 version of the game, that number tops five million. Looks like boycotts do work! And by "boycotts," we of course mean, "mankind's overwhelming desire to get things for free through easily accessible, barely regulated channels."
http://www.joystiq.com/2009/12/29/re...-game-of-2009/
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December 30th, 2009, 14:04 Posted By: wraggster
A recent patent application from Google describes a way to provide 'the collaborative generation of interactive features for digital videos, and in particular to interactive video annotations enabling control of video playback locations and creation of interactive games.' Get into the description and you find it's about building games on top of video submissions, making it sound that Google plans to extend its YouTube site into an associated gaming site.
http://games.slashdot.org/story/09/1...ng-Via-YouTube
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December 29th, 2009, 22:34 Posted By: wraggster
Adobe Systems' Flash and Acrobat Reader products will become the preferred targets for criminal hackers [pdf] in 2010, surpassing Microsoft Office applications, a security vendor predicted this week. 'Cybercriminals have long picked on Microsoft products due to their popularity. In 2010, we anticipate Adobe software, especially Acrobat Reader and Flash, will take the top spot,' security vendor McAfee said in its '2010 Threat Predictions' report (PDF). 'We have absolutely seen an increase in the number of attacks, around Reader in particular and also Flash Player to some extent,' CTO Kevin Lynch told reporters at the Adobe Max conference in October. 'We're working to decrease the amount of time between when we know about a problem and when we release a fix. That used to be a couple of months; now it's within two weeks for critical issues
http://it.slashdot.org/story/09/12/2...Target-In-2010
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December 29th, 2009, 11:59 Posted By: wraggster
The above image could mean a lot of things: that life is fleeting, that every day brings a new challenge, or that maybe you should cancel those plans to visit the Palace of Westminster next year. But according to the official Command & Conquer 4 website, it only means one thing: the RTS series is coming to a brand new medium in 2010, "never created for the C&C franchise before, until now." The image above is a sneak peek, the site says, but doesn't give us anything more than that.
Four color us crazy, but we look at the intricate chiaroscuro, inking, and shading above, and the words "comic book" jump to mind. But maybe that's too obvious. We'll be happy to follow C&C into whatever new medium it has planned, as long as it brings Tricia Helfer along.
http://www.joystiq.com/2009/12/29/co...edium-in-2010/
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December 28th, 2009, 18:18 Posted By: wraggster
We've already seen that early builds of Google's Chromium OS can be hacked onto existing machines, but those Chrome OS netbooks that the software giant has planned for next year have remained curiously elusive until now. According to both IBTimes and Netbook News, the company is in talks with a number of outfits in order to bring at least a few sub-$300 options to the market that are well suited to power through its first non-mobile operating system. For starters, we're told that the 10.1-inch machine will be ARM-based, while NVIDIA's Tegra platform (likely the second generation) steers the graphical ship. There's also promise of a multitouch panel (1,280 x 720 resolution), 64GB SSD, WiFi, 2GB of RAM, integrated 3G connectivity, Bluetooth, an Ethernet jack, an undisclosed amount of USB sockets, webcam, 3.5mm audio jack, a multi-card reader, a 4- or 6-cell battery and optional GPS. Wilder still, a $200 configuration could very well pop up, and it looks as if (at least initially) Google will sell the device(s) directly through its own website -- much like Fusion Garage has done with the Joojoo tablet. 'Course, it'll still take some arm twisting to get the low-end crowd to try anything not labeled "Windows," but if anyone can do it, it's the company that inexplicably kept Gmail in "beta" for over five years.
http://www.engadget.com/2009/12/28/g...out-look-good/
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December 28th, 2009, 18:12 Posted By: wraggster
Ylmf, famous for pirating Windows XP, have just released a version of Ubuntu that looks just like Windows XP. Really, really similar. Apparently because Microsoft were cracking down on the actual Windows XP pirating — though I think they will still suffer for ripping off the GUI exactly."
Of course, if that's the sort of look you like for your desktop, you need not risk any download cooties or language barriers; a reader in the Ubuntu Forums suggests this instructional video for giving Gnome the XP treatment
http://linux.slashdot.org/story/09/1...-Looks-Like-XP
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December 28th, 2009, 18:11 Posted By: wraggster
Today is the birthday of Linus. Just under 19 years ago, on the first day the shops in Helsinki were open after the holidays, Linus rushed out and spent all his Christmas and birthday money on his first PC: a DX33 80386, with 4 Megs of RAM, no co-processor, and a 40 Megabyte hard disc. Today, the kernel he wrote on that system powers 90% of the fastest supercomputers, and is starting to find its way into more and more smartphones — not to mention everything in between. What would the world look like had he spent his money on something else?
http://linux.slashdot.org/story/09/1...Birthday-Linus
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December 28th, 2009, 18:10 Posted By: wraggster
DJ Hero publisher teams up with Centresoft for £30,000 giveaway to UK retailers
Activision and Centresoft have heralded the importance of independent retailers as they seek more participants for their Promote and Devote 2009 initiative.
The promotional event offers support to indies who prominently display Activision’s DJ Hero, with the publisher giving £30,000 to the sector.
Promote and Devote 2009 follows on from the success of the 2008 competition, which revolved around Guitar Hero: World Tour.
“The independents are a key strategic part of our business due to their unrivalled customer access and service being first rate evangelists for the Activision Blizzard business,” said Activision’s senior director of sales Roy Stackhouse.
“As we move into 2010, they will continue to form a key pillar of how we go to market and interact with out customers.”
Centresoft’s commercial director Margaret Pearson added: “Independent retailers are incredibly important to our business and we are delighted to be working with Activision Blizzard on this great initiative.”
The scheme began on December 1st and will continue to January 15th. Centresoft will provide point-of-sale materials for each entrant, and every indie outlet that takes part will be entitled to a prize of £300.
“Indies are historically key in demonstrating new products, such as the Hero franchise in-store,” added Pearson.
“Together with their in-depth product knowledge and marketing support provided by Activision, this should be a very successful campaign.”
Stackhouse added: “The Promote and Devote campaign gives us the opportunity to work in partnership with the independent sector on our key brands at Christmas.
“In-store visibility is critical to the success of the Hero franchise and we have seen some of the best in-store and online displays at indies.”
http://www.mcvuk.com/news/36952/Acti...s-a-key-pillar
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December 26th, 2009, 23:30 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14255.html
A new version of OpenTTD has been released. Quote: "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. OpenTTD is licensed under the GNU General Public License version 2.0. For more information, see the file ´COPYING´ included with every release and source download of the game."
Quote:
1.0.0-beta1 (2009-12-24)
* Feature: Music replacement sets, like graphics and sound replacement sets (r18608)
* Feature: Add shading and unshading of windows FS#2943 (r18588)
* Feature: Initially select the last joined server when going to the server list FS#3311 (r18578)
* Feature: Additional map variety option for TGP landscape generator (r18541)
* Feature: Add the possibility to not make new tree tiles in-game (r18522)
* Feature: Moving of AIs in the AI configuration window FS#3359 (r18516)
* Feature: Make maximum pathfinder penalties for finding depots customisable, also increase it slightly to 20 tiles worth of penalties (r18481)
* Feature: [strgen] Allow G and P to ´select´ substrings of STRINGn for getting their gender (r18444)
* Feature: Make penalty for road stop occupancy user configurable (r18404)
* Feature: Fully scalable, by font size and content, GUI and improved right-to-left language support FS#1905 (r15800-r18350)
* Feature: Set the start time of a timetable (r18294)
* Feature: Show the expected arrival/departure dates in the timetable window (r18285)
* Feature: [NewGRF] Add new price bases for removing industries, building/removing unmovables (new objects), building/removing rail-waypoints/buoys, interacting with town-authority, building foundations, funding primary industries (when not prospecting) and towns (r18283)
* Feature: Founding towns in-game (r18281)
* Feature: [NewGRF] Make price base multipliers related to vehicles only apply to the GRF locally, if it defines engines of that type itself (r18268)
* Feature: [NewGRF] CB 36 for roadvehicle property 09 ´running cost factor´ (r18011)
* Feature: Non-automatic screenshot name can be entered in console (r17938)
* Feature: Make it possible to disable background saving, only via the config file/in game console though FS#2633 (r17893)
* Feature: Automatically select the railtype with the most engines for the autoreplace window/try to avoid showing an empty autoreplace list FS#1760 (r17892)
* Feature: Show maximum tractive effort in the ´exclusive test´/´early offer´/´engine preview´ window FS#1619 (r17891)
* Feature: Double clicking on a NewGRF opens the parameters window (r17890)
* Feature: Double click on a item in the refit list refits without the need to click on the refit button (r17889)
* Feature: [NewGRF] Textstack support for CB 37 FS#1862 (r17802)
* Feature: [OSX] Implement automatic fallback font selection for OSX (r17794)
* Feature: Translatable base sound/graphics set descriptions (r17790)
* Feature: Show the nickname of the person you are PMing FS#3116 (r17741)
* Feature: [OSX] Add a MIDI driver using Cocoa/CoreAudio FS#3223 (r17710)
* Feature: [OSX] Implement clipboard support for OS X FS#2053 (r17708)
* Feature: Possibility to choose (randomise or enter custom) town name before its creation (r17612)
* Feature: [NewGRF] Callbacks for houses to disable drawing foundations and to disable slope changes, like industry tile callbacks 30 and 3C (r17558)
* Feature: [NewGRF] Implement callback 145 (custom station rating) (r17547)
* Feature: Filtering in Add-NewGRF dialog (r17541)
* Feature: Add the date to all logging in the (real, not in-game) console if show_date_in_console is set. For dedicated server binaries the default is ´on´, for the rest it is ´off´ FS#2339 (r17488)
* Feature: Reconnect console command (r17466)
* Feature: Allow building rail stations over existing rail without signals but will upgrade normal rail to electrified rail if necessary (r17460)
* Feature: Crash logger for all Unixy OSes in a similar way as the Windows crash logger (r17453)
* Feature: Open the ´Rename group´ dialog after creating new group (r17281)
* Feature: [NoAI] Older API compatability wrappers, so one can get the 0.7 API in later versions while keeping the real API clean (r17214)
* Feature: The Windows installer can now optionnaly download OpenGFX and OpenSFX (r17191)
* Feature: Sort vehicle lists on (timetable) delay FS#2945 (r17182)
* Feature: Localised decimal separator (r17157)
* Feature: Improved the sample rate conversion a bit (r17146)
* Feature: Allow higher sample rate and higher quality samples (r17140)
* Feature: Sound replacement sets, like graphics replacement sets (r17139)
* Feature: Multi tile waypoints (r17002, r17000, r16993)
* Feature: [NewGRF] Turn variable 0E/8E (vertical offset for trains in depot) and variable 1E/9E bit 3 (wagon width in depot) into grf-local variables (r16867)
* Feature: Highlight whole articulated vehicles in traindepot instead of only the first part (r16818)
* Feature: Ability to enter server and company password via command line when joining a server FS#570 (r16555)
* Feature: Give the town generator a slight tendency to build towns near water by not discarding watery random tiles but by searching for near land FS#2635 (r16147)
* Feature: Configurable digit group separator per language with user override (r16129)
* Feature: Make the first 4 rail building tools behave more like autorail (r16095)
* Feature: Allow sorting stations by the lowest cargo rating instead of only by the highest cargo rating FS#597 (r16045)
* Feature: Allow filtering of vehicle purchase lists by cargo FS#1941 (r16042)
* Feature: Allow (per order) to let a train stop at the near end, middle or far end of a platform from the point of view of the driver of the train that enters the station (r16037)
* Feature: Listen on multiple IPs/sockets and register all IPs to the master server (r16014, r15975, r15973, r15971)
* Feature: Full IPv6 support (r16000)
* Feature: Allow train vehicles to be shorten to 1/8 length, even if not at the end of the train (r15793)
* Add: [NoAI] AIOrder::AIOF_GOTO_NEAREST_DEPOT for goto nearest depot orders (r18518)
* Add: [NoAI] Enable the squirrel standard math library (r17498)
* Add: [NoAI] A vehicle list for all vehicle that are ordered to a specific depot (r17486)
* Add: [NoAI] AISubsidy::SubsidyParticipantType, AISubsidy::GetSourceType, AISubsidy::GetSourceIndex, AISubsidy::GetDestinationType, AISubsidy::GetDestinationIndex for better subsidy management (r17115)
* Change: Forbid industries to clear sea/river when leveling land (r18554)
* Change: Make it visible when you are to pass the next signal on danger and possible to cancel it (r18515)
* Change: Move the ´check online content´ button from the AI list window to the AI configuration window. This makes it consistent with the NewGRF windows FS#3340 (r18507)
* Change: Use zł instead of zl for the Polish Zloty FS#565 (r18434)
* Change: Show different texts in town GUI when the town does not need food the whole year to grow (r18433)
* Change: Make road vehicles behave more like trains ´around´ stations and use pathfinder penalties to determine to which ´part´ to go (r18382)
* Change: Do not split up articulated vehicles in the train details view. If an articulated vehicle it too ´wide´ draw the information on the next line and if there are multiple cargos split that over multiple lines too FS#2923 (r18344)
* Change: Make pause on join pause during the whole joining (including download) phase FS#3287 (r18054)
* Change: Prefer extmidi over allegro midi and allegro over null driver FS#3272 (r17875)
* Change: Several improvements to the performance of CargoPackets/CargoLists; time spent in those functions reduces by 55-85% (r17840, r17836, r17818, r17814, r17812, r17801, r17736, r17735, r17733, r17731, r17730)
* Change: [SDL] make ´update the video card´-process asynchronious. Improvements of 2%-25% (real time) during fast forward on dual core/hyperthreading-enabled CPUs (r17776)
* Change: [NoAI] Make AIEngine:CanRefitCargo() not report refittability to Mail by default for aircraft. It is not necessarily true, and the special case of carrying both passenger&mail is better handled by AIs themself than by the API (r17719)
* Change: [OSX] Do not use deprecated methods/undocumented functions FS#1411 (r17712, r17711)
* Change: Make SDL´s video driver more likely to be loaded than Allegro´s video driver; SDL seems to perform better (r17583)
* Change: Do not assume that there is always ´another´ industry tile after two ´0x18´ industry tiles (r17521)
* Change: Make the performance ratings harder to exploit; only count profitable vehicles and recently serviced stations FS#2459 (r17485)
* Change: When removing a station or waypoint keep the rail unless Ctrl is pressed. This makes the behaviour consistent between the two (r17471)
* Change: Show the client id in join messages at the server (r17467)
* Change: NewGRF price modifiers now take effect everytime when loading NewGRFs instead of once on gamestart (r17433)
* Change: Make a distinction between missing and corrupted data files. If (at least) one data file is missing do not consider the set to be useable. Do also no autodetect sets with missing files (r17241)
* Change: Update MiniLZO to 2.0.3 (r17215)
* Change: Update Squirrel to 2.2.3 (r17195)
* Change: Remove UNICODE notice in windows installer (r17186)
* Change: Apply the subsidy when subsidy´s destination is in station´s catchment area and cargo packets originate from subsidy´s source FS#265,FS#2094,FS#2589 (r17113)
* Change: Subsidies are not bound to stations after awarding anymore, they still apply to town or industry, no matter what station is used for loading and unloading. Awarded subsidies from older savegames are lost FS#1134 (r17113)
* Change: [NoAI] Add AIBaseStation as a parentclass for AIStation and AIWaypoint, and move GetName, SetName and GetLocation to AIBaseStation (r17011)
* Fix: Conditional orders were seen as ´valid´ and as such aircraft with only conditional orders did not crash (r18615)
* Fix: Pressing default for the starting year/snow line height edit boxes of the world generation windows did not work FS#3398 (r18586)
* Fix: [OSX] Try to get a generic RGB colour space if getting the system colour profile failed FS#3198 (r18573)
* Fix: [NewGRF] House property 15 did not work FS#2613 (r18567)
* Fix: Do not try to overtake a vehicle in a road station as overtaking in a station is not allowed FS#3390 (r18561)
* Fix: Make aircraft behave the same on autoreplace/autorenew as other vehicle types (r18553)
* Fix: First do the time-since-last-service check and only then determine whether autoreplace needs to take place. This way they will not keep autoreplacing continuously on failure, but only after some timeout. Also check some minimal requirements (engine availability, refittability) and a heuristic for the needed money when sending vehicles for autoreplace FS#1762 (r18551, r18549)
* Fix: Do not account for path reservation costs when entering a signal block via a ´block´ signal. This way you won´t get double penalties, both red signals and reservation costs, for the block signalled tracks FS#2722 (r18535)
* Fix: [NewGRF] An industry NewGRF that defined a too small size for action0 prop 0A could cause a crash (r18527)
* Fix: Allegro does not like to work with extmidi, so warn the user about that FS#3272 (r18520)
* Fix: When you pass a signal at danger, in a PBS controlled area, do not try to do the ´safe´ thing and stop, but continue going; the user wanted the train to pass the signal at danger so (s)he has to suffer the consequences. Ofcourse one can always stop the train manually FS#2891 (r18515)
* Fix: No error message was created for the first fatal NewGRF error FS#3368 (r18506)
* Fix: Improve airport movement on several airports FS#3169 (r18505)
* Fix: Autoreplace and autorenew always reset their cargo sub type to 0. Now find a sub cargo type with the exact same name and use that, otherwise fallback to 0. So cargo sub types can be maintained via autoreplace *if* the new vehicle supports the same cargo sub type FS#3159 (r18499)
* Fix: Cloning of vehicles could create vehicles with invalid cargo sub types for the build year of the vehicle. Fall back to another cargo sub type with the exact same name, otherwise fallback to cargo sub type 0 FS#2616 (r18498)
* Fix: [NewGRF] Direction is accounted for long before motion counter is updated (r18479)
* Fix: Moving vehicles around/selling vehicle in the train depot could create states that are not allowed by the NewGRF attach callback FS#3146 (r18472, r18470)
* Fix: Unselect an AI in the AI Settings window when it falls out of the range of active AIs FS#3357 (r18436)
* Fix: Road vehicles would not pick an empty drive through stop. Now they will *if* the penalty for driving around is less than the occupancy penalty FS#1944 (r18404)
* Fix: Long (articulated) road vehicles could block loading of others when the following road vehicle already got ´permission´ to go to the next bay even when it could not reach it FS#1495 (r18404)
* Fix: The tree ´which one to draw´ hash wasn´t anywhere near random and thus showed a very visible repeated pattern when only one tree type was used FS#3343 (r18398)
* Fix: [NoAI] Make AIIndustryType::GetConstructionCost() return -1, if the industry is neither buildable nor prospectable (r18276)
* Fix: Use free type ascender/descender metrics to position font offset correctly (r18096)
* Fix: Make the ´pause´ chat message when actually executing the pause command. This to prevent showing paused and especially unpaused to be shown when the state does not change. Output now mentions whether pause changes keep the game paused and what reasons for pausing there ´currently´ are (r18052)
* Fix: [NoAI] Improve behaviour of (AIEngine|AIEventEnginePreview)::GetCargoType() and AIEngine::CanRefitCargo() wrt. articulated vehicles (r17898)
* Fix: [NewGRF] CB15 and CB36 (capacity) were not always called when they should FS#3255 (r17897)
* Fix: Invalidate cache of vehicle vars 40-43 after testruns of certain commands, that change them temporarily (r17894)
* Fix: [OSX] The splash image was not displayed if the Quartz video driver was used (r17793)
* Fix: Do not let aircraft drive a while over the grass when landing at high altitude airports FS#3259 (r17762
* Fix: Make the -c location relative to the current directory instead of the directory of the binary FS#3247 (r17686)
* Fix: Some semaphore signals fell outside of the signal GUI. Now the signals are properly centered which should make that problem go away FS#3242 (r17657)
* Fix: Some inconsistencies with the difficulty settings in the scenario editor. Also re-enable changing some difficulty settings (e.g. max loan) in the scenario editor FS#3219 (r17644)
* Fix: Do not accept cargo produced in the same industry; generalise and improve the check used only for valuables (r17437)
* Fix: Pay only for cargo actually delivered, not for all cargo unloaded at station; can differ with ´stockpiling´ industries (r17436)
* Fix: Improve movement of aircraft; do not make turns bigger then 45 degrees while in flight, do not move while turning on the ground (r17415, r17405)
* Fix: Crash in order GUI when changing some orders with both the mouse and keyboard at the exact same time FS#2859 (r17384)
* Fix: Trains would not show smoke if the load/unload counter was not 0, though there does not seem to be a reason to check that variable anyhow anymore FS#3162 (r17352)
* Fix: One was not offered to take over bankrupt companies anymore; caused by the introduction NoAI, although NewAI had the same problem too FS#2769 (r17345)
* Fix: Minor improvements of the airport state machines (r17338, r17337, r17334)
* Fix: Road vehicles forgetting their servicing order when the path takes them away (in bird distance) from their destination first FS#3057 (r17333)
* Fix: Mention of Ctrl modifier was missing from some tooltips FS#3120 (r17300, r17297)
* Fix: Keep vehicle news and viewports following vehicles, when autoreplacing/renewing them FS#3048 (r17147)
* Fix: Inconsistency between signs of stations and waypoints FS#3081 (r17040)
* Fix: NewGRF stations would be triggering assertions for waypoints all over the place when using the more advanced station types FS#2996 (r16909)
* Fix: Skipping a ´nearest depot order´ because none could be found could cause multiple orders to get skipped FS#2925 (r16457)
* Fix: Makedepend cannot handle the amount of files we have and it also miss some dependencies. So use our custom implementation of makedepend (r16307)
* Fix: Autopause and manual pausing conflict with eachother, new game + pause on new game + autopause make the game not unpause on the first join FS#2864 (r16242)
* Remove: [NoAI] AIVehicle::SkipToVehicleOrder as it was a duplicate of AIOrder.SkipToOrder (r18504)
* Remove: OPF for RVs and NTP for trains; both the oldest path finders (r18362)
* Remove: Support for gcc2. It has not been able to compile OTTD for months. All attempts to do another workaround failed (r16492)
http://www.openttd.org/
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December 24th, 2009, 11:14 Posted By: wraggster
…well not quite, but Victorian-styled nonetheless.
In the same vein as his previous creation, [Jake] decided to steampunk his new monitor. However, this time around, he managed to squeeze a full pc into the retro case. A custom aluminum chassis had to be designed and safely house the disk drives and motherboard behind the monitor. Since the 350W PSU was a bit too clunky to mount behind the screen, [Jake] rebuilt the base of the unit around it. The P4, 250GB SATA hard drive, and gold painted cooling fan allow the machine to run Kubuntu “Gusty Gibbon” smoothly. Coupled with a typewriter-inspired keyboard, [Jake's] got a cutting edge antique setup
http://hackaday.com/2009/12/23/19th-...e-pc/#comments
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December 24th, 2009, 11:00 Posted By: wraggster
News of the upcoming NASA MMO, Astronaut: Moon, Mars, and Beyond, has been scarce since its announcement in 2008, but NASA recently revealed that a "mini demo game" is coming in January that will show off some of what they've completed so far. "Moon Base Alpha utilizes actual NASA Constellation program design details developed by NASA for mankind’s return to the Moon in 2020. Timelines in the much anticipated Astronaut: Moon, Mars and Beyond MMO will be set even farther in the exciting future (2035+), but the ability to explore our own near-future moon missions is also planned for in the forthcoming game facilitated by the NASA Learning Technologies and Innovative Partnerships Programs." They're provided a slideshow and a brief video, and one of the developers spoke about the game with Edge last month.
http://games.slashdot.org/story/09/1...ing-In-January
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