PC Gaming News is a News and downloads site for the PC, We have all the latest emulators, hack, homebrew, commercial games for PC and all the downloads on this site,, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
News Flash
Check out
Nintendo video games
THE LATEST NEWS BELOW
|
December 7th, 2009, 21:59 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14084.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:
0.7.4 (2009-12-01)
------------------------------------------------------------------------
- Fix: Endianness issue with saving the zoom level [FS#3333] (r18351)
- Fix: [NewGRF] When starting a new game the values of action D variable 13 were incorrect [FS#3324] (r18207)
0.7.4-RC1 (2009-11-15)
------------------------------------------------------------------------
- Change: Prefer extmidi over allegro midi and allegro over null driver [FS#3272] (r17875)
- Change: [NewGRF] Apply default refitmasks only when the NewGRF did not set any of the three refittability properties (xor mask, positive classes, negative classes) (r17663)
- Fix: Crash when an articulated RV is turning on a drive through road station that gets forcefully (bankrupt) removed [FS#3310] (r18049)
- Fix: GCC 4.5 compiling (r18045)
- Fix: AIs failed to load their data from savegames by crashing them when they tried [FS#3290] (r18038)
- Fix: Screen jumped a bit for at least SDL and Allegro when right-click-dragging (r18030)
- Fix: [NewGRF] Improve parsing of RIFF data. Skip unknown chunks and check chunk sizes (r17999)
- Fix: When you start giving money (input window for amount), then get moved to spectators and you click ´Ok´ a crash would occur (r17953)
- Fix: Use 24bpp BMP format instead of 32bpp for screenshots. Saves space and is supported by more image viewers (r17943)
- Fix: Close BMP file when making screenshot fails (r17941)
- Fix: Deadlock when trying to create screenshot with too long name (including path) (r17936)
- Fix: Crash when closing NewGRF parameter window with no NewGRF selected [FS#3291] (r17922)
- Fix: 32bpp BMP screenshots were in wrong colours on big endian machines and broken when screen width was not a multiple of 4 (r17910, r17909)
- Fix: Uninitialised values in some paths of loading TTO savegames [FS#3288] (r17908)
- Fix: Make the plane speed setting unchangeable in network games because it can be read by NewGRFs on game load and thus if it changes cause desyncs (r17902)
- Fix: [NewGRF] ´subtract-in´ is also signed for production callback version 0 (r17857)
- Fix: [NewGRF] _date_fract runs from 0 to 73 since r2041. Variable 0x09 should not (r17824)
- Fix: Do not fail hard when no soundcard could be detected; just fall back on the null-driver [FS#3268] (r17788)
- Fix: CJK languages do not have spaces, so for adding newlines (multi line strings) we need to (properly) handle the case when there are no spaces instead of truncating the string [FS#3264] (r17772)
- Fix: Powernaut Helicopter got wrong ´load amount´ (r17758)
- Fix: [NewGRF] ´last_value´ and ´reseed´ are shared between procedure and main chain, ´scope´ and ´count´ are not (r17672)
- Fix: Count only active clients (not those waiting for map download) when checking min_active_clients limit (r16506)
http://www.openttd.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 21:58 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14083.html
HHeretic is a Linux port of Heretic.
Quote:
HHeretic ChangeLog
v0.2.1
- added packed attribute to some disk data structures which were
accidentally missed in hheretic-0.2.0.
- fixed player movement for environments where the char type is
unsigned by default.
- made detSideFloat() and findIntersectionVertex() to compile
without optimizations, at least for gcc >= 4.4, providing some
partial solution to opengl clipping problems.
- added -nomidi as a new command line option.
http://hhexen.sourceforge.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 21:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14081.html
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.1.9
* Added commandline parameter to set hostname visible on metaserver. PR#40755
* Restored http://meta.freeciv.org/metaserver.phtml as default metaserver. GNA#13407
* Record players total score to civscore.log. GNA#13403
* Put spaceship state to civscore.log instead of score given by spaceship. GNA#13402
* Write civscore.log in the beginning of the turn, immediately after values are calculated. Write also final values when game ends. GNA#13419
* Show correct Requirement and Obsolete by tech for wonders in win32-client help browser. PR#40765
* Fixed sdl-mixer support. GNA#13444, GNA#14751
* Improved access levels ported from Warclient. GNA#13433
* Fixed a bug that even if wonder set as improvement requirement for unit was built, unit was not buildable. PR#39530
* Fix lost hack access in single player mode. GNA#13494
* Fix bug causing wrong player nation select. PR#40773
* Added proper error message to case where user tries to add Settlers to city owned by ally. GNA#13539
* Avoid crash due to corrupted worked field. GNA#13498
* Improved voting code ported from Warclient. GNA#13515
* Make GTK2 client more small-screen friendly. GNA#13524, GNA#13525, GNA#14100
* Fixed Hydro Plant help text. PR#40805
* Added ruleset loading time check that MAX_NUM_REQS is not exceeded. GNA#13600
* Fixed help browser crash when ruleset has fuel using unit for which there is no suitable carrier unit. GNA#13649
* Show ping of actual player connection instead of player´s first connection, which may be observer. GNA#13725
* Fix bug in tech score when player has no techs. GNA#13733
* Hide production part of full citybar from enemy cities for player observers. It used to show all enemy cities always building "Airport". GNA#13723
* Added support for units taller than 1.5 x terrain tile height in isometric tilesets. GNA#13671
* Backport of improved goto code from trunk. GNA#13736, GNA#13742, PR#40536, PR#40563
* Fixed creation of GGZ page. GNA#13791
* AI does not ask for help against players not met. GNA#13559, PR#39700
* Display flags at start page player list. GNA#13726
* Changed ggz profile to point to freeciv.ggzgamingzone.org instead of non-functional pubserver. PR#39923
* Fixed partisan appearance to require Guerilla Warfare to be known by someone. GNA#13944
* Fixed a crash when lua script triggered by "tech_researched" gives another technology to player. GNA#13819
* Fixed a crash when unload all command is issued to multiple units. GNA#14031
* Fixed a team play crash when ruleset defines global init techs. PR#20855
* Leave no units to current tile when bouncing them. GNA#14078
* Fixed a crash when several members of the same team have same initial tech. GNA#14259
* Fixed /cmdlevel bugs. GNA#14237
* Prevented /rulesetdir after savegame of already running game has been loaded. GNA#14230
* Don´t navigate through unaccessible territorial waters. GNA#13928
* Use amplio electric ages sprites for cities. Use modern style as alternative for other tilesets. GNA#14376
* Added /cancelvote command, ported from Warclient. GNAPATCH#1292
* Make notify.all and notify.player working in lua scripts. GNA#14221
* The loss of the last human player doesn´t transform the game into an autogame, causing the clients freezing. GNA#14036
* Sharing vision when the fog of war is disabled don´t let black square over vision giver units. GNA#14275
* Disallow embassy creation if Marco Polo´s Embassy is built. GNA#14448, GNA#14548
* Do not bounce units on empty enemy cities on terrain changes. GNA#14532
* Consider that AI explorers moved when they changed tile instead of if their moves decreased (could be wrong on railroads for example). GNA#14533
* Loading a scenario begins at turn 0 and not -2. GNA#14658
* Display trade route lines at map and infos in city dialog even if the trade route doesn´t give trade bonus. GNA#14745
* Added support for Haiku OS. GNA#14715
* Fixed clicking of technologies on research report. GNA#14812
* Updated translations: ca.po da.po de.po es.po fi.po
http://freeciv.wikia.com/wiki/Main_Page
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 21:55 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14080.html
FreeCol is an open source project that aims to provide a free Colonization clone. FreeCol is released under the GPL.
Quote:
FreeCol-0.9.0-alpha2
After several weeks of bug-fixing, we are proud to announce FreeCol-0.9.0-alpha2, the second pre-release of FreeCol 0.9.0.
This is expected to be the last pre-release on our way to 0.9.0, which we hope to release before the end of the year. Several features were improved, but no new features were added for this release.
FreeCol-0.9.0-alpha
We have just released 0.9.0-alpha. In addition to numerous bug fixes, we are proud to announce the following new features:
Graphics
* building graphics (thanks to NewCol and the defunct SweCol project)
* prettier panels and dialogs due to the use of MigLayout
* more useful for small displays (1024x600)
* pretty borders
* some more anti-aliasing
AI
* AI breeds horses more effectively
* AI uses pioneers more effectively
* AI distributes workers more effectively
* AI creates and assigns soldiers more effectively
* AI constructs more advanced buildings
Rules
* stockades no longer prevent abandoning a colony
* together with a custom house, de Witt circumvents boycotts
* the Treaty of Utrecht
http://www.freecol.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 21:54 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14079.html
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r1374
Nov, 27, 2009
+ fixed multiple pickup maps event
+ fixed sounds in battle being clipped. Stop battle music at end of battle summary.
+ added new mixer code, alternative sound load update code, reduce memory usage
Nov, 8, 2009
+ fixed heroes fadein/fadeout
+ fixed multiple maps event
+ update mixer
+ added options alt resource, support ogg sounds
+ added options hide ai move
+ fixed obelisk action, updated open puzzle algorithm
+ added builtin icon (mingw32, mingw32ce)
+ update artifact Arm of the Martyr
+ added artifact Spell Scroll
+ fixed heroes action (meetings/battle) with other heroes (shipmaster)
+ added rescan path for heroes with new day
+ added check full bag artifacts for heroes;
+ added ActionToTravelersTent and ActionToBarrier
+ fixed battle: fix flag, fix count troop visible
+ fixed 65k count for battle troop
Oct, 22, 2009 - Development build, 1299
+ Updated size army for heroes/castles info
+ Updated save file format version
+ Updated AI move, fix redraw status window
+ Added support translation for name and description maps, maps messages
+ Fixed recruit hero with empty army
+ Fixed restore magic point for heroes
+ Added tap delay settings, update high scores dialogue
+ Added buy magic book for pocketpc version
+ Fixed capture abandoned mine, add AI action abandoned mine
+ Fixed AI move midi cd music
+ Added store high scores and update high scores dialogue
+ Added force lang options
+ Added translation for original map files (sign, rumors, events message, sphinx riddle)
+ Added emulation the right mouse button for tap mode
+ Added low memory actions
+ Update pocketpc dialogues
+ Fixed more problems with troops moving too close in battle.
+ Keep battle win/lose music from looping. Play the puzzle music when not using midi.
+ Fixed incorrect battle results being displayed when battling AI.
+ Fixed trolls starting with much more health than they should in battle.
+ Fixed various problems in battle causing troops to attack from too far away.
Oct, 7, 2009 - Development build, 1235
+ Fixed for Battle: DrawShadow and DrawCell support 8 bit for default depth, fast move cursor for battle scene, fix left click for move current troop, set cursor WAR_NONE after kick
+ added puzzle dialogue for pocketpc version, fix for redraw heroes move
+ added binary save format
+ few updates for pocketpc version
+ added buy boat and marketplace dialogue for pocketpc
+ added tap mode and offset pointer settings for pocketpc (one touch as mouse click)
Developers
+ added WITHOUT_EDITOR, WITHOUT_ZLIB and WITHOUT_XML build options
Sep, 28, 2009 - Development build, 1210
+ More updates for pocketpc version
http://sourceforge.net/projects/fheroes2/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 21:53 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14078.html
Ultima 6 Project is a project to remake and rebuild Ultima VI: The False Prophet. Thanks to Superlevel for the news.
Quote:
It is with much pleasure that we announce the release of Team Archon´s next milestone of the Ultima 6 Project, Milestone 8 Beta (M for Dungeon Siege 1 (PC and Mac). This is the beta release for the project, which will be followed shortly by the 1.0 release. Some things to look forward to in this release:
* The entire world is now complete, and ready for players to explore.
* All NPC’s are in place, and all the quests have been implemented.
* New weapons are available for the player to discover.
* Tangle Vines are now in game, and should pose a nasty surprise to unwary travelers.
* Enhancements have been made to the map and journal systems, and the Compendium is now available as part of the Journal.
http://www.u6project.com/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 21:48 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-14077.html
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.14.164
* Improved: Score goal will be checked even if the reactor has been destroyed
v1.14.163
* Improved: D2X-XL will now check the kill goal in multiplayer games more reliably
v1.14.162
* Improved: D2X-XL will try to check TGA image integrity and only read valid image files
v1.14.61
* Fixed: Transparency still wasn´t rendered properly in single threaded mode
* Fixed: Picking up powerups or killing robots could crash the game
v1.14.160
* Fixed: Transparency wasn´t rendered properly in single threaded mode
(Delete the contents of the subfolders 256, 128 and 64 of the textures folder if you are experiencing this problem)
v1.14.159
* Fixed: Object triggers could get messed up when being loaded from savegames
v1.14.158
* Changed: Increased max. segment count to 8000
* Improved: Waterfall effect rendering
v1.14.157
* Fixed: Object trigger actions depending on the object being damaged to a certain amount weren´t executed
* Improved: Savegame loader is more stable when encountering messed up boss data
v1.14.156
* Improved: Object trigger handling is more robust now
v1.14.155
* Fixed: Bosses that didn´t end the level didn´t die
* Fixed: Bosses that didn´t end the level when destroyed and were spawned in robot generators didn´t fire
* Fixed: The program could crash when bosses were spawned in robot generators
v1.14.154
* Fixed: Master trigger semaphores didn´t work
* Fixed: Recently gained score wasn´t displayed properly
* Changed: Teleporting to a marker now costs 50.5 energy and 25.5 shield
* Changed: Robot triggers cannot be delayed
v1.14.153
* Fixed: D2X-XL will now take proper care of semaphores for master triggers from older level and savegame versions
v1.14.152
* Fixed: Master trigger semaphores didn´t work right, causing master triggers to be erroneously activated
v1.14.151
* New: Added a semaphore value to master triggers (the trigger will only be enabled when the semaphore is zero)
v1.14.150
* Fixed: Fixed: Robot master triggers now work
v1.14.149
* Fixed: The ship could be driven halfway into huge faces
* Fixed: Boss robots had no explosion sounds during their death roll and when detonating
http://www.descent2.de/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 20:43 Posted By: wraggster
64-bit support for an OS designed primarily for low-powered netbooks may not be at the top of everyone's list, but it looks like those hoping crank Chrome OS up a notch are now finally in luck. While it's of course still completely unofficial, and pre-alpha, the OS is now available in a 64-bit port called ChromiumOS64, which even includes niceties like Xen virtualization support and a relatively modest 1GB download size. Hit up the link below to get started.
http://www.engadget.com/2009/12/07/c...l-64-bit-port/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 18:42 Posted By: wraggster
Newly released today
Rogue Warrior is a story-driven shooter that provides team-based tactical combat set in massive, contiguous levels using Unreal 3 streaming technology. Central to the game's single and multiplayer experience is the idea of a freeform battlefield, where players are given the freedom to choose how to complete a given objective, allowing for creativity and surprises, rather than heavily scripted events and tightly contained spaces traditionally used in this genre.
An advanced AI system allows NPCs to react and fight realistically, see and hear others, and respond as a team. Rogue Warrior offers a new take on the multiplayer experience, with 10 gameplay modes and a system whereby maps are created using tiles that are selected by each team. Rogue Warrior's tiling system allows users to experience over 200 maps in both day and nighttime settings. In addition, the campaign features solo and on-the-fly cooperative play for up to four players, where anyone can join or leave an existing campaign game at any time without having to go to menus or save progress.
In Rogue Warrior, you play Dick Marcinko, leader of an elite SEAL unit trapped behind enemy lines in North Korea on a covert mission to assess the threat posed by North Korea’s nuclear arsenal. When war breaks out between North and South Korea, you must try to lead your team back into South Korea while greatly outnumbered and with no support and limited resupply. Your journey will take you through a variety of never-before-seen environments inside of North Korea, including submarine pens, shipbreaker yards, prison camps, and more.
http://www.play-asia.com/SOap-23-83-...j-70-2tky.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 12:37 Posted By: wraggster
Ah, the blessings of market fragmentation. If you thought that, in its efforts to differentiate the Starter Edition from its beefier Windows 7 offerings, Microsoft chopped off the ability to share wireless connections between compatible devices, we've got good news: it didn't. Turns out that ad-hoc networking is very much a part of Windows 7 Cheap Edition, and the only thing missing from it is the dialog you see above. Thrifty Edition owners will have to find the application themselves -- through the shockingly difficult process of a Start Menu search -- but once they do it'll behave exactly as if they'd bought the Extra Awesome variety. Great job, Microsoft -- you keep hiding features and we'll keep installing Chrome OS on our netbooks, deal?
http://www.engadget.com/2009/12/07/w...ction-sharing/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 7th, 2009, 10:19 Posted By: wraggster
The recently released KDE SC 4.4 Beta 1 has introduced tabbed windows as a new feature. It is now possible to tab together windows from different applications. This looks like it will be a very good productivity tool. Like the tabbed browsers, this may well end up as a feature in all desktop environments in the years ahead.
http://tech.slashdot.org/story/09/12...Next-Big-Thing
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 6th, 2009, 22:03 Posted By: wraggster
Facebook has been trumpeting the fact that Farmville, the most popular game on its site, has more users than Twitter, with 69 million playing over a month and 26 million playing each day. Combined with Facebook's announcement that they have hit 350 million users, that means one out of every five people on Facebook is playing Farmville. Gamasutra has a post taking a critical analysis of Farmville, its deceptively slow level grind, how a number of gameplay features end up as simply decorative since they aren't balanced with the benefits of raising crops, and discussing why Farmville succeeds so well in virally spreading itself and addicting people
http://games.slashdot.org/story/09/1...-and-Addiction
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 5th, 2009, 19:47 Posted By: wraggster
Star Trek Online is 2010's first big MMO launch (February 5 is the date) and yet, we haven't had a chance to lock the development team in a room and go nerd mental. Until now.
While he was probably too afraid to actually speak to us in a real, physical manor, lead designer, Al Rivera did agree to answer some of our obsessive queries via electronic mail.
Get the shower going, because after reading these fanatical words you're going to feel dirty.
http://www.computerandvideogames.com...VG-General-RSS
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 4th, 2009, 20:25 Posted By: wraggster
Newly released today:
features
Immerse yourself in James Cameron’s world. Peer deep into the heart of Pandora and see James Cameron’s universe, from your own perspective
Engage in a massive conflict between two worlds. Fight for you cause; RDA or Na’vi. Customize more than 60 RDA and Na’vi weapons, combined. Choose your skills: 20 for each clan. Drive all of the vehicles and ride the animals. Expand the battleground in online multiplayer
Develop your character and acquire new skills Create your very own character and acquire skills as you progress through the game
description
James Cameron’s Avatar: The Game is the official video game based on the highly anticipated film James Cameron’s Avatar. The video game will take you deep into the heart of Pandora, an alien planet that is beyond imagination. Gamers will encounter the Na’vi, Pandora’s indigenous people and discover other life forms the likes of which have never been seen in the world of video games before. When conflict erupts between the RDA Corporation, a space-faring consortium in search of valuable resources, and the Na’vi, gamers will find themselves thrust into a fight for the heart of a planet and the fate of a civilization.
http://www.play-asia.com/SOap-23-83-...j-70-3mz1.html
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 4th, 2009, 14:00 Posted By: wraggster
As a follow-up to Epic Games' release of a free version of the Unreal Engine last month, the company has now posted over 160 video tutorials which demonstrate the various uses of the Unreal Development Kit. Roughly 20 hours of footage were created by technical education company 3D Buzz, with topics ranging from user interface to game physics to cinematics.
http://games.slashdot.org/story/09/1...Unreal-Dev-Kit
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 3rd, 2009, 19:49 Posted By: wraggster
Intel unveiled a completely new processor design today the company is dubbing the 'Single-chip Cloud Computer' (but was previously codenamed Bangalore). Justin Rattner, the company's CTO, discussed the new product at a press event in Santa Clara and revealed some interesting information about the goals and design of the new CPU. While terascale processing has been discussed for some time, this new CPU is the first to integrate full IA x86 cores rather than simple floating point units. The 48 cores are set 2 to a 'tile' and each tile communicates with others via a 2D mesh network capable of 256 GB/s rather than a large cache structure.
http://hardware.slashdot.org/story/0...-x86-Processor
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
next » |