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
|
August 31st, 2009, 12:15 Posted By: wraggster
A British company has patented what can only be described as an orange goo that could save your laptop or iPod after a nasty fall. The amazing material is soft and malleable like putty, but the substance becomes solid instantly after impact. You can punch your fist into a ball of the material sitting on a desk and not feel a thing, according to the staff at PC Pro who have been testing the material, called 3do. It's being used by the military, the US downhill ski team, and motorcycle clothing manufacturers to provide impact protection in the event of a crash. However, it's also appearing in protective cases for laptops and MP3 players
http://tech.slashdot.org/story/09/08...ve-Your-Laptop
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 |
|
|
|
|
|
August 28th, 2009, 23:01 Posted By: wraggster
Newly released today
Batman: Arkham Asylum" exposes players to a unique, dark and atmospheric adventure that takes them to the depths of Arkham Asylum - Gotham's psychiatric hospital for the criminally insane.
Gamers will move in the shadows, instigate fear amongst their enemies and confront The Joker and Gotham City's most notorious villains who have taken over the asylum.
Jump into the den of the most memorable villains. Blood thirsty and crazy, but definitely not stupid, the residents in the Asylum are every citizen's nightmare come true. Become the true light of Gotham city, wipe out the evil before they wipe out the city.
Play around with Batman's many different gadgets. Watching the action unfold in the movie is exciting, this game, however pushes the excitement to a new level, a true mission that only the fittest of the superheroes can partake.
The game is available on multiple platforms:
Xbox360™
Batman: Arkham Asylum ASIA US$ 49.90
Batman: Arkham Asylum US US$ 64.90
PlayStation3™
Batman: Arkham Asylum ASIA US$ 49.90
Batman: Arkham Asylum US US$ 64.90
PC Game
Batman: Arkham Asylum (DVD-ROM) ASIA US$ 34.90
Batman: Arkham Asylum (DVD-ROM) US US$ 49.90
http://www.play-asia.com/SOap-23-83-...-255-84-n.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 |
|
|
|
|
|
August 28th, 2009, 16:04 Posted By: wraggster
Wed Aug 26 10:00:38 CDT 2009: Slackware 13.0 x86_64 is released as stable! Thanks to everyone who helped make this release possible — see the RELEASE_NOTES for the credits. The ISOs are off to the replicator. This time it will be a 6 CD-ROM 32-bit set and a dual-sided 32-bit/64-bit x86/x86_64 DVD. We're taking pre-orders now at store.slackware.com. Please consider picking up a copy to help support the project. Once again, thanks to the entire Slackware community for all the help testing and fixing things and offering suggestions during this development cycle. As always, have fun and enjoy!
http://linux.slashdot.org/story/09/0...e-130-Released
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 |
|
|
|
|
|
August 27th, 2009, 21:19 Posted By: wraggster
Only one month after Microsoft released Linux code to improve the performance of Linux guests on Windows, Red Hat has done the reverse. Red Hat has quietly released a set of drivers to improve the performance of Windows guests hosted on Linux's Kernel-based Virtual Machine (KVM) hypervisor. The netkvm driver is a network driver and viostor is a Storport driver to improve the performance of high-end storage. This release includes paravirtual block drivers for Windows. Linux and Windows — virtually coming together at last.
http://linux.slashdot.org/story/09/0...alization-Code
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 |
|
|
|
|
|
August 27th, 2009, 21:17 Posted By: wraggster
The Free Software Foundation today launched a campaign against Microsoft Corp.'s upcoming Windows 7 operating system, calling it 'treacherous computing' that stealthily takes away rights from users. At the Web site Windows7Sins.org, the Boston-based FSF lists the seven 'sins' that proprietary software such as Windows 7 commits against computer users. They include: Poisoning education, locking in users, abusing standards such as OpenDocument Format (ODF), leveraging monopolistic behavior, threatening user security, enforcing Digital Rights Management (DRM) at the request of entertainment companies concerned about movie and music piracy, and invading privacy. 'Windows, for some time now, has really been a DRM platform, restricting you from making copies of digital files,' said executive director Peter Brown. And if Microsoft's Trusted Computing technology were fully implemented the way the company would like, the vendor would have 'malicious and really complete control over your computer.
http://tech.slashdot.org/story/09/08...n-New-Campaign
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 |
|
|
|
|
|
August 26th, 2009, 22:06 Posted By: wraggster
After introducing the next C&C game with a placeholder numbered title, EA Los Angeles has settled on a name that only slightly evokes thoughts of sparkly vampires: Command & Conquer 4: Tiberian Twilight.
EA let the fans choose the name they felt best fit the game, and I'd say the fans made a very wise choice. Twilight fits quite nicely, both as a reference to this being the final chapter in Command & Conquer's Tiberium Saga and in regards to humanity's impending extinction at the onset of the game. Command & Conquer 4 producer Mike Glosecki agrees.
"Our sophisticated fans are a tremendous community with a great love for the series. We really wanted to involve them in Command &Conquer 4 – what better way than to have them create the title? "We were blown away by all the creative names they came up with but the most popular selection, Tiberian Twilight, seemed the best fit, embodying that the saga is coming to a powerful and epic conclusion."
And there you have it. The fans have chosen, and now they wait for Command & Conquer 4: Tiberian Twilight's 2010 release. Sure makes for some sexy box art, doesn't it?
http://kotaku.com/5346165/command--c...ts-a-real-name
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 |
|
|
|
|
|
August 26th, 2009, 21:53 Posted By: wraggster
As much as I'm looking forward to StarCraft 2, there's a new RTS gaming tech that has me even more enthused. The Escapist Magazine has posted interviews and footage of the upcoming 'meta-time strategy game' Achron, which was announced at GDC earlier this year. It's a multiplayer RTS where you can send things through time. The official site has some gameplay footage as well, and it looks like their tech is useful outside of gaming.
http://games.slashdot.org/story/09/0...th-Time-Travel
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 |
|
|
|
|
|
August 26th, 2009, 01:50 Posted By: wraggster
Blu-ray is the format that's replacing DVDs, but it appears that it arrived too late to be the last major optical format for computers. That title goes to the DVD.
According to iSuppli, only 3.6% of PCs sold this year were shipped with a BD drive. And by 2013, that figure is only expected to rise to 16.3%, far from a solid attach rate.
With install discs being replaced more and more often by downloads, movies being downloaded instead of watched on disc and the insanely cheap price of mass storage, it's no wonder people aren't willing to shell out the scratch for a BD drive. They just aren't that useful.
The era of physical media is over, and Blu-ray was just too late to the party to really catch on like past formats. It'll still have a relatively successful life in the home theater world and with enthusiasts, but it'll never come close to touching the saturation level of DVD. And really, that's fine with me.
http://gizmodo.com/5345323/blu+ray-w...ers-supposedly
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 |
|
|
|
|
|
August 26th, 2009, 01:42 Posted By: wraggster
An anonymous reader points us to a very detailed post by Geoff Chappell, first put up early this year, explaining how the 4GB memory limit commonly bandied about for 32-bit Windows (he is writing mainly about Vista) is more of a licensing preference then an architectural limit. The article outlines how Chappell unlocked his system to use all the memory that is present, but cautions that such hackery is ill-advised for several reasons, including legal ones.
"If you want [to be able to use more than 4GB in Vista] without contrivance, then pester Microsoft for an upgrade of the license data or at least for a credible, detailed reasoning of its policy for licensing your use of your computer's memory. ... [C]onsider Windows Server 2008. For the loader and kernel in Windows Vista SP1 (and, by the way, for the overwhelming majority of all executables), the corresponding executable in Windows Server 2008 is exactly the same, byte for byte. Yet Microsoft sells 32-bit Windows Server 2008 for use with as much as 64GB of memory. Does Microsoft really mean to say that when it re-badges these same executables as Windows Vista SP1, they suddenly acquire an architectural limit of 4GB? Or is it that a driver for Windows Server 2008 is safe for using with memory above 4GB as long as you don't let it interact with the identical executables from Windows Vista SP1?"
http://tech.slashdot.org/story/09/08...32-Bit-Windows
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 |
|
|
|
|
|
August 25th, 2009, 18:18 Posted By: wraggster
Frequent contributor Bennett Haselton writes with an idea that he thinks could help keep browsing on Microsoft's browser more secure for users — and benefit Microsoft as a result.
"Tests show that IE's malware filter performs well against other browsers that use the Safe Browsing blacklist from Google. But wouldn't IE's filter be even more effective if it used both filter lists at the same time? And are the political obstacles to that really so insurmountable?
http://it.slashdot.org/story/09/08/2...s-Malware-List
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 |
|
|
|
|
|
August 25th, 2009, 16:42 Posted By: wraggster
This seems as good a time as any to try and summarize the impact of Windows 7 E getting EUthanized. Without the Europe-specific browserless version clouding things up, Microsoft was freed to offer in-place upgrades to current Vista users, and it has sagely done exactly that. The October 22 release date will see both full and upgrade versions available on European shelves, and the UK Home Premium upgrade has been priced at £79.99 (MSRP), which is set to jump to £99.99 on January 1. If you're quick, you can currently pre-order the full version for the lower price from the MS online store. The Family Pack option also makes a welcome appearance, costing £149.99 to upgrade three machines, but it too will be a limited time offer.
http://www.engadget.com/2009/08/25/w...ope-after-all/
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 |
|
|
|
|
|
August 25th, 2009, 01:26 Posted By: wraggster
You'll likely remember almost two months ago when Blizzard announced there would be no LAN support for StarCraft 2. No? It was that time you tried angrily tearing your favorite Kerrigan poster in twain before collapsing breathlessly on the floor of your grandmother's rumpus room.
It may be lucky your attempt failed, though: Blizzard tells Shacknews it's working on a "pseudo-LAN" solution to the problem, that might allow play very similar to a regular LAN party, with Battle.net only being pinged once or periodically for authentication purposes.
Even better, Shacknews also reports that a similar system will be included with Diablo III. While it's not quite offline play, we're hoping it's close enough to keep both developers and fans happy.
http://www.joystiq.com/2009/08/24/st...-lan-solution/
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 |
|
|
|
|
|
August 24th, 2009, 20:42 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13237.html
Doom64 EX is a clone of the Nintendo64 game Doom64. Thanks to Emu-France for the news.
Quote:
******************************************
******** Doom64 EX Changelist ********
******************************************
---------------------------------------------
1.4
---------------------------------------------
+ libpng library support added
+ I_ScreenShot: Writes PNG file instead of bitmap
+ External music file support (mp3/ogg etc)
+ Workaround for video cards without the GL_ARB_texture_non_power_of_two extension
+ W_CacheLumpNum: Avoid changing PU_STATIC data into PU_CACHE, unless its another type of tag
+ Massive update and cleanup for texture system
+ PNG texture support now implemented. GFX system deprecated. Massive cleanup to several rendering files (leftover trash from Doom3D source).
+ Optimized memory allocations on game initialization
+ Optimized fire sky caching
+ Z_Strdupa added
+ Calls to alloca replaced with Z_Alloca
+ Numpad key bindings supported
+ Z_PrintStats now called in D_DeveloperDisplay
+ Updated zone.c from Eternity Engine
+ D_DoAdvanceDemo: Updated order. Legals screen is first, followed by the intro map and then title, followed by credits and demos. Sequence no longer advances to next screen when player is in the options menu (stays at title screen until user idles at the main menu).
+ All screens (credits, legal, demo etc) excluding title screen will jump back to the title screen when player presses a key or click on the mouse.
+ Proper callback for channel finished playing
+ Sound´s tag are no longer modified (always set to PU_STATIC).
---------------------------------------------
1.3
---------------------------------------------
+ Networking support added (ported from Chocolate Doom)
+ WadGen utility updated
+ Improved mouse grab
+ Video menu functional
+ Fixed Y offset per console line text. Y values were incorrect based on screen resolution.
+ New chat system
+ Echo effects added
+ Fixed mouse grab bug in windowed mode
+ Removing mouse motion effecting cursor movement in menus
+ Fixed bug with A_SpidRefire where actor continued to attack enemy even while dead.
+ Hooking all cvars to actions config file
+ TU mappings for ceilings corrected (flipped)
+ Mid texture rowoffsets inaccuracies fixed.
+ Improved linetypes 214 and 241
+ Fixed line special 246 (restart macro). Wasn´t properly restarting a macro sequence. (Map13 dart room bug)
+ Mobj gravity/fall speed updated to match disassembly
+ Subsector rendering with the LEAFS lump now supported.
+ SDL_putenv("SDL_VIDEO_CENTERED=1") added to force centering the window
+ New laser firing code
+ Emulating doom64´s friction/slide calculation
+ forwardmove, sidemove, and angleturn ticcmds updated to accurately match disassembly. Player moves slightly slower and accelerated turning is now a lot more smoother.
+ More line types identified
+ Password system implemented
+ Intermission now displays the password when completing a level
+ Removed the need to check for GL version 1.4
+ Shaders removed
+ Minor optimizations
+ Improved wipe/melting effect
+ Accurate switch line behavior
+ Optimized ceiling/floor culling
+ I_Printf now outputs to game console
+ Console now prints to stdout.txt
+ I_Error now prints to stderr.txt
+ Halved size needed to allocate echo versions of sounds.
+ P_DamageMobj: Thrust calculations updated. Emulation support for non-sliding floating enemies.
+ A_Punch: Damage calculations updated to match disassembly
+ A_Saw: Damage calculations updated to match disassembly
+ Switch behavior updated
+ F_InterDrawText: Text Y position is now centered.
+ AM_Drawer: Updated artifact drawing. More precise to original game.
+ P_UnArchiveMobjs: Fixed crash due to Mobjfunc corruption. Indexes are now restored to properly assign mobjfunc to a mobj.
+ mobj->target and mobj->tracer added to savegames
+ Sky backdrop UV coords tweaked
+ Fixed artifact/laser weapon bug. Laser powerup was affected based on what artifact the player has, not how many artifacts the player has.
---------------------------------------------
1.2
---------------------------------------------
+ Ported to OpenGL/SDL
+ Console re-added
+ Shaders added to make up the majority of d64ex´s rendering
+ Proper CON_Printf function added
+ Updating default bindings
+ Console prints out gl information (vendor, renderer, compatible extensions etc).
+ Adjusting scroll tics for floor scrolling (shader)
+ Fixing totalkill++ count when spawning mobjs. (Total Kill intermission bug)
+ Added alpha outline checks to prevent ´sky holes´ from being seen on masked textures and sprites.
+ Strict checks for GLSL support
+ Adjusted automap triangle sizes to a more accurate scale
+ Adjusted player projectile offset to represent the actual n64 behavior.
+ Re-enabled the weapon slot hud (ported from d3d version)
+ Updating random table to match n64´s version
+ Updating damage calculations for Possessed, Shotguy, Bruiser, Imp, Demon and Cacodemon to match that of n64´s version
+ Replacing A_PlayAttack1 with A_PossAttack. Same memory address according to disassembly.
+ Updating chaingun xy jitter randomness to match N64 version
+ Updating recoil view pitch amount as stated from disassembly.
+ Updated Boss behavior and attacks according to disassembly.
+ Updating P_SpawnBlood to match disassembled version
+ Updating A_MissileSetAlpha, A_FadeAlpha, A_SkullSetAlpha, A_PainDie, and A_PainDeathEvent according to disassembly.
+ Updating damage calculations for A_FireLaser as noted from disassembly
+ Updated P_BossExplode to match the explosion randomization algorithm with disassembly.
+ Updated A_CyberDeathEvent and A_RectDeathEvent to match that of disassembly.
+ Projectile system completely redesigned according to disassembly.
+ Imp, Baron/Knight, Mancubus, Cyberdemon, Cacodemon, Baby, and Pain Elemental projectile spawning updated to match disassembly
+ A_Tracer updated to match diassembly
+ F_Finale: Proper alignment for flipped sprites.
+ Trigger command which allows the user to trigger a line special through the console.
+ Replaced the quake/camera shake mechanic to match that of disassembly.
+ Implementing W_Init function that specifically checks for IWAD and setups up global lump variables/functions.
+ New fire sky ported from disassembly.
+ Secondary random table added for M_Random
+ Redesigned mobj alpha fade system to match disassembly
+ T_MobjFadeThinker updated to match disassembly
+ New level setup and wad loading mechanics similar to disassembly
+ Resurrected Z_FreeMemory for future purposes
+ Resurrector boss now plays see sound at full volume
+ Player bots no longer target enemies
+ Aggressive checks for culling out unwanted segs/subsectors from the view frustrum. This applies to closed doors, raised lifts or whenever ceiling height is equal to floor height. Skips check if sky texture is being used.
http://sourceforge.net/projects/doom64ex/files/
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 |
|
|
|
|
|
August 24th, 2009, 20:39 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13236.html
Open Sonic, an open source project that aims to provide a free Sonic clone .
Quote:
Open Sonic is a free open-source game based on the "Sonic the Hedgehog" universe. It introduces a different style of gameplay called cooperative play, in which it´s possible to control 3 characters simultaneously. Unlike most similar games, Open Sonic provides a greater level of interaction between the player and the levels. It´s more than just a jump´n´run; the user must come up with some strategy in order to get through the levels.
Open Sonic is available for Windows, Linux, Mac OS X (experimental) and Dreamcast. The latest release is 0.1.2 (July 23rd, 2009). Main features:
* No installation is required + small download
* Sonic-style physics (360° movement engine)
* Available in 4 languages: English, Portuguese, Spanish and French
* 2 levels + innovative items + extras
* You can make your own levels using the embedded level editor
* Good performance even on old computers*
http://opensnc.sourceforge.net/home/index.php
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 |
|
|
|
|
|
August 24th, 2009, 17:05 Posted By: wraggster
If you're keeping score at home, Microsoft needs to bring two heavies to a fight with Google, but it can lay the smack down on an AV software firm like Sophos all by itself. Richard Jacobs, chief technology officer and master of inflammatory rhetoric at Sophos, points out that Windows 7's XP Mode makes computers vulnerable to attack due to it operating independently from the underlying OS and therefore not having the same firewall and anti-virus protection. For those who actually go to the trouble of buying and updating security software -- like say, most businesses -- this essentially doubles costs for each new Windows 7 machine. Microsoft has countered with the fact that big businesses will be using its MEDV management software, while smaller shops will be able to update the virtualized XP in the same fashion as they would a physical PC. Storm in a teacup, then? Absolutely, but you'll want to give these a read if only for the passive aggressive silliness that ensues.
http://www.engadget.com/2009/08/24/s...ers-chill-pil/
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 |
|
|
|
|
|
August 24th, 2009, 00:34 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13231.html
VMCI is a free implementation of the Heroes of Might and Magic 3 WoG engine.
Quote:
0.72 -> 0.73 (1 Aug 2009)
GENERAL:
* infowindow popup will be completely on screen
* fixed possible crash with in game console
* fixed crash when gaining artifact after r-click on hero in tavern
* Estates / hero bonuses won´t give resources on first day.
* video handling (intro, main menu animation, tavern animation, spellbook animation, battle result window)
* hero meeting window allowing exchanging armies and artifacts between heroes on adventure map
* ´T´ hotkey opens marketplace window
* giving starting spells for heroes
* pressing enter or escape close spellbook
* removed redundant quotation marks from skills description and artifact events texts
* disabled autosaving on first turn
* bonuses from bonus artifacts
* increased char per line limit for subtitles under components
* corrected some exp/level values
* primary skills cannot be negative
* support for new artifacts: Ring of Vitality, Ring of Life, Vial of Lifeblood, Garniture of Interference, Surcoat of Counterpoise, Boots of Polarity
* fixed timed events reappearing
* saving system options
* saving hero direction
* r-click popups on enemy heroes and towns
* hero leveling formula matches the H3
ADVENTURE INTERFACE:
* Garrisoning, then removing hero from garrison move him at the end of the heroes list
* The size of the frame around the map depends on the screen size.
* spellbook shows adventure spells when opened on adventure map
* erasing path after picking objects with last movement point
BATTLES:
* spell resistance supported (secondary skill, artifacts, creature skill)
* corrected damage inflicted by spells and ballista
* added some missing projectile infos
* added native terrain bonuses in battles
* number of units in stack in battle should better fit the box
* non-living and undead creatures have now always 0 morale
* displaying luck effect animation
* support for battleground overlays:
- cursed ground
- magic plains
- fiery fields
- rock lands
- magic clouds
- lucid pools
- holy ground
- clover field
- evil fog
TOWNS:
* fixes for horde buildings
* garrisoned hero can buy a spellbook if he is selected or if there is no visiting hero
* capitol bar in town hall is grey (not red) if already one exists
* fixed crash on entering hall when town was near map edge
HERO WINDOW:
* garrisoned heroes won´t be shown on the list
* artifacts will be present on morale/luck bonuses list
PREGAME:
* saves are sorted primary by map format, secondary by name
* fixed displaying date of saved game (uses local time, removed square character)
OBJECTS:
* Fixed primary/secondary skill levels given by a scholar.
* fixed problems with 3-tiles monoliths
* fixed crash with flaggable building next to map edge
* fixed some descriptions for events
* New objects supported:
- Buoy
- Creature Generators
- Flotsam
- Mermaid
- Ocean bottle
- Sea Chest
- Shipwreck Survivor
- Shipyard
- Sirens
0.71 -> 0.72 (Jun 1 2009)
GENERAL:
* many sound effects and music
* autosave (to 5 subsequent files)
* artifacts support (most of them)
* added internal game console (activated on TAB)
* fixed 8 hero limit to check only for wandering heroes (not garrisoned)
* improved randomization
* fixed crash on closing application
* VCMI won´t always give all three stacks in the starting armies
* fix for drawing starting army creatures count
* Diplomacy secondary skill support
* timed events won´t cause resources amount to be negative
* support for sorcery secondary skill
* reduntant quotation marks from artifact descriptions are removed
* no income at the first day
ADVENTURE INTERFACE:
* fixed crasbug occurring on revisiting objects (by pressing space)
* always restoring default cursor when movng mouse out of the terrain
* fixed map scrolling with ctrl+arrows when some windows are opened
* clicking scrolling arrows in town/hero list won´t open town/hero window
* pathfinder will now look for a path going via printed positions of roads when it´s possible
* enter can be used to open window with selected hero/town
BATTLES:
* many creatures special skills implemented
* battle will end when one side has only war machines
* fixed some problems with handling obstacles info
* fixed bug with defending / waiting while no stack is active
* spellbook button is inactive when hero cannot cast any spell
* obstacles will be placed more properly when resolution is different than 800x600
* canceling of casting a spell by pressing Escape or R-click (R-click on a creatures does not cancel a spell)
* spellbook cannot be opened by L-click on hero in battle when it shouldn´t be possible
* new spells:
- frost ring
- fireball
- inferno
- meteor shower
- death ripple
- destroy undead
- dispel
- armageddon
- disrupting ray
- protection from air
- protection from fire
- protection from water
- protection from earth
- precision
- slayer
TOWNS:
* resting in town with mage guild will replenih all the mana points
* fixed Blacksmith
* the number of creatures at the beginning of game is their base growth
* it´s possible to enter Tavern via Brotherhood of Sword
HERO WINDOW:
* fixed mana limit info in the hero window
* war machines can´t be removed
* fixed problems with removing artifacts when all visible slots in backpack are full
PREGAME:
* clicking on "advanced options" a second time now closes the tab instead of refreshing it.
* Fix position of maps names.
* Made the slider cursor much more responsive. Speedup the map select screen.
* Try to behave when no maps/saves are present.
* Page Up / Page Down / Home / End hotkeys for scrolling through scenarios / games list
OBJECTS:
* Neutral creatures can join or escape depending on hero strength (escape formula needs to be improved)
* leaving guardians in flagged mines.
* support for Scholar object
* support for School of Magic
* support for School of War
* support for Pillar of Fire
* support for Corpse
* support for Lean To
* support for Wagon
* support for Warrior´s Tomb
* support for Event
* Corpse (Skeleton) will be accessible from all directions
http://vcmi.antypika.aplus.pl/
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 |
|
|
|
|
|
August 24th, 2009, 00:31 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13232.html
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.14.104
* Fixed: Modded D1 robots that should do a death roll didn´t disappear after having been killed
* Fixed: When launching the same D1 missions several times from the new game menu, a Descent 1 mod wasn´t loaded during any but the first launch even if specified in the new game menu
v1.14.103
* Fixed: No sound was audible when loading a Descent 1 savegame from the main menu
* Improved: Made sure that hires textures with small flaws in their alpha channels were not erroneously considered transparent (which could cause robots behind closed doors to see the player)
v1.14.102
* Fixed: OpenMP versions crashed when executing parallel code
* Improved: You can now set the number of cores available to D2X-XL with the -multithreaded switch
v1.14.101
* Fixed: The ´show reticle´ option got enabled each time the cockpit options menu was left
v1.14.100
* Fixed: Transparent polygonal models (e.g. laser shots) were opaque when rendered against smoke
* Fixed: Cockpit bitmaps weren´t filtered and hence looked very ´low res´
* Changed: You can disable the reticle again in the cockpit options menu
v1.14.99
* Fixed: Unchecking the ´enable effects´ checkbox in the effect options menu didn´t turn coronas off
* Fixed: Powerups were rendered as low res models when effects had been globally turned off in the effect options menu
* New: d2x-xl-w32-omp.exe offers multithreading that will scale better with available CPUs/CPU cores (don´t use on systems with more than 4 cores total)
v1.14.98
* Fixed: Transparent faces were visible through walls at highest render quality when smoke was rendered
v1.14.97
* Fixed: Transparent faces were too dark or not rendered at all with per pixel lighting when smoke was visible
v1.14.96
* Fixed: Invoking the render options menu in-game could crash the program
v1.14.95
* Fixed: The warning sound on low shields option didn´t stick when entering the new game menu and leaving it without starting a game
* Improved: Tweaked the explosion blast effect (d2x-xl data update required)
* New: Added a checkbox to the effect options menu allowing to completely turn all effects off (smoke, lightning, coronas, energy shields, light trails, gatling tracers, energy sparks, etc.)
v1.14.94
* Fixed: The framerate setting in the render options menu didn´t stick when expertmode had been set in d2x.ini
* Changed: Particle light trails are a bit shorter
* New: Added a light color control to the render options menu allowing to turn off colored light or turn off colored light for wreapons only or overall
v1.14.93
* Fixed: Lightmap calculation did not properly handle custom textures containing transparency -> textures will now be loaded before computing lightmaps
* New: Added support for ´autoplay´ triggers (i.e. triggers that are automatically operated by D2X-XL - feature is intended to be used in conjunction with timed triggers)
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 |
|
|
|
|
|
August 24th, 2009, 00:08 Posted By: wraggster
The Google Chrome developers announced on August 19th the immediate availability of a new version of the Google Chrome web browser for Linux, Windows and Macintosh operating systems. Google Chrome 4.0.202.2 is here to fix a lot of annoying bugs (see below for details) and it also adds a couple of features only for the Mac platform. However, the good news is that Dean McNamee, one of the Google Chrome engineers, announced yesterday on their mailing list that a working port of the Chrome browser for 64-bit platforms is now available: 'The v8 team did some amazing work this quarter building a working 64-bit port. After a handful of changes on the Chromium side, I've had Chromium Linux building on 64-bit for the last few weeks. I believe mmoss or tony is going to get a buildbot running, and working on packaging.' Until today, Google Chrome was available on both 32- and 64-bit architectures, but it appears that the latter was running based on the 32-bit libraries. Therefore, starting with Google Chrome 4.0.202.2, 64-bit users can enjoy a true x64 version!"
http://tech.slashdot.org/story/09/08...ux-Goes-64-bit
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 |
|
|
|
|
|
August 22nd, 2009, 12:27 Posted By: wraggster
As part of Blizzard's ambitious plans for the new version of the Battle.net online platform to launch alongside StarCraft II, the company's design chief Rob Pardo revealed plans to allow the mod community to sell content on a StarCraft II Marketplace after launch.
The Marketplace would be a forum for publishing and downloading both free and Premium maps. "A portion of the revenue" from Premium maps would go to the creator.
Pardo envisaged that this would eventually lead to much more highly-evolved mod content from creators with a budget, drawing a comaprison with the Day of the Defeat mod for Counter-Strike. He hoped to see creators able to create more of their own assets than they did with examples like Warcraft III's famous Defence of the Ancients, and to see StarCraft II attract the best amateur game designers away from other platforms like Steam.
The Marketplace would add greater longevity to StarCraft II and help bridge the gaps between official Blizzard content, he said. There would still be plenty of free content, similar to the iPhone app store, and very popular Marketplace maps might have matchmaking or achievements added to them by Blizzard.
The Marketplace would not be added at StarCraft II's launch because he did not want it to delay the game any further. Pardo explained the launch features of StarCraft II Battle.net in detail, which we'll go into in a separate post.
http://www.eurogamer.net/articles/st...-paid-for-mods
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 |
|
|
|
|
|
August 22nd, 2009, 01:22 Posted By: wraggster
Security researchers at Purewire have leveraged vulnerabilities in malware infrastructure to track the criminals behind it. In a three-month long project, they used security flaws in exploit kits to get operators to expose themselves (Obnoxious interstitial ad between link and content) when they access the kits' admin control panels. Data collected shows that 50% of those tracked use Firefox, while 25% use Opera.
http://it.slashdot.org/story/09/08/2...a-Web-Browsers
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 
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
next » |