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June 3rd, 2008, 01:52 Posted By: wraggster
Newly released
features
Command heavily armed bipedal vehicles or switch to more stealthy exploration on-foot
Snowstorms, arctic winds, towering mountains of ice create cinematic stunning visuals!
Immerse yourself in the brutal world of Lost Planet as you labor through waist-deep snow and hear the crunch of ice with each step!
description
Rescued from a veil of ice with only fragments of memory, Wayne Holden struggles to recover his past on a blizzard-ridden world swarming with deadly aliens. With only treacherous Snow Pirates and the mysterious NEVEC Corporation remaining, can anyone be trusted or is everything lost?
http://www.play-asia.com/SOap-23-83-...j-70-2qpg.html
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June 2nd, 2008, 19:50 Posted By: Shrygue
via Computer and Video Games
PC players who feel left out by the lack of the Map Pack for Call of Duty 4 might soon be able to download the entire thing for free, along with the new version 1.6 update.
The Variety Map Pack, which includes Killhouse, China Town, Creek and Broadcast, will be available as of June 5, according to German website PC Games.
Infinity Ward's Robert Bowling had previously written on his blog the developer was working on bringing PC users the content, but the logistics were still being worked out.
We took this to mean they were trying to decide whether to charge for it or not. Evidently they chose wisely.
Employees of Activision were away from their desks when we called, so no confirmation. Yet.
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June 2nd, 2008, 19:38 Posted By: Shrygue
via Gizmodo US
Qualcomm displayed a 3G, $299 mini-laptop today made by Inventec that is supposedly designed to run Windows Mobile 7 in the future (it runs Linux now). Windows Mobile 7, which supports Qualcomm's Snapdragon chipset, will in turn make the company more competitive in the mini-laptop space processor that's currently being dominated by Intel, AMD and Via. This meshes with what NVidia says about its Tegra processors being in Windows Mobile devices, meaning that WM7 could be Microsoft's way of covering both phones and mini-laptops with the same OS.
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June 2nd, 2008, 19:36 Posted By: Shrygue
via Gizmodo
Despite its official unveiling being tomorrow at Computex, Asus couldn’t help but show off its new Eee PC 901 a day early, complete with full specs.
Confirming earlier reports, the next version of the very cool ultraportable laptop will be powered by a 1.6GHz version of Intel’s forthcoming Atom processor and will come with a choice of Windows XP or Linux onboard. Intel isn’t expected to launch the Atom officially until tomorrow. The rest of what's featured is pretty much as previously reported.
It has an 8.9in screen, 1GB of memory and a memory card slot. The Windows version will come with a 12GB solid state drive (SSD) while the Linux version sports a 20GB SSD. The Eee PC 901, which weighs a very bicep-friendly 1.14Kg - will have Wi-Fi and Bluetooth but Asus confirmed that there’s also a Wimax version planned. It will be available in black and white versions. No pricing yet.
Asus will also officially unveil its cool looking Eee PC desktop.
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June 2nd, 2008, 19:34 Posted By: Shrygue
via Engadget
Unlike the sticky situation in Hong Kong (which was in fact resolved), ASUS was under no obligation to provide 5800mAh batteries to buyers in the UK. Officially, the outfit noted that it "offers different solutions in different markets," and although UKers have received 4400mAh batteries in their machines, they also get a lengthened two-year warranty.
Nevertheless, the company is making the right moves once again by offering these very customers a couple of options; first, users can download a firmware update that will reportedly add around 30 minutes of life to their current cell. If that's not enough, owners can send in the 4400mAh pack along with £10 + VAT in exchange for a longer-lasting 5800mAh edition. Looks like a pretty fair deal from this side of the pond.
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June 2nd, 2008, 19:11 Posted By: Shrygue
via Eurogamer
Crytek has told its fans there will be no more patches for Crysis because it has its hands full making something that "will be appreciated by the community".
Word appeared in the first official monthly update, where the developer said sorry and promised more information on its secretive project "very, very soon".
"At this time, there almost certainly will not be a patch 1.3 delivered for Crysis. We are aware that this news will disappoint many of you, and we would like to apologize profusely," said Crytek.
"There is a good reason for this and we hope you understand when you hear more about the reasons why in the very, very near future. Please realize this was an extremely difficult decision, but please do know that we are listening to your comments and are making more consistent community support a high priority.
"We are confident that the things we are working on will be appreciated by the community, and we hope for your continued support."
Earlier this year Crytek apparently filed a trademark to protect the name Crysis Warhead, adding to its Crysis Wars and World In Crysis stable of names. Publisher EA was unavailable for comment.
Crysis is a shooter where you trek through jungle into the heart of a hostile alien-populated area, using your futuristic super-armour to lift up vehicles and behave like a superhero.
It scored well but struggled to sell bucket-loads, resulting in Crytek blaming piracy and vowing to drop its PC-exclusive focus in the future.
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June 2nd, 2008, 03:45 Posted By: JKKDARK
New version of the SNES emulator for PC.
Changelog:
- Many minor bugs are fixed.
- Improved emulation accuracy.
- Language dll and its source code are updated to support latest SNESGT
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June 2nd, 2008, 03:42 Posted By: JKKDARK
New version of the rom manager for PC.
Changelog:
fixed: 1G1R mode uses prefered name instead of standard name for sets
fixed: clearing cache resets profile color even when the dat hasn't changed
fixed: existing nodumps got scanned/checked even if 'ignore' mode is enabled
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June 1st, 2008, 20:49 Posted By: JKKDARK
New version of the front end for PC.
Changelog:
1.9.1
* Removed option to use notepad instead of the interface.
* Removed flyername.png from the picture area. Snapshot filenames still show when scrolling them.
* Changed: History now stretches vertically when a picture isn't available. I prefer this to having a filler image because it optimises the history area. It's obvious there is no picture/snap. The right click menu still triggers above the history text (the 'scroll snaps bar', if you like).
* Removed: Play File...
* Fixed: snappath variable within mame player not updating until restart after changing it.
* Simplified some other areas.
1.9.0 (test)
* Changed: 'Keep console open' now also applies to all recordings and playback of input files.
* Fixed: 'ctrlr' is no longer written as '<NULL> (not set)' if not using a controller cfg.
* Changed: shortcut keys for Vector options from CTRL+V to CTRL+E (so it doesn't conflict with paste).
* Removed: Record WAV + MNG menu items.
* Added: Record AVI menu items.
* Changed: Pictures and History now share the same panel, which is aligned to the right like mame32.
1.8.8
* Fixed: context menu doesn't include the delete / rename snap items if viewed from right clicking either the status bar, or the listview's non item area.
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June 1st, 2008, 14:48 Posted By: wraggster
Newly released:
GRID will take players to beautifully realised and dramatic race locations over three continents to compete in an unprecedented variety of racing events. Packed with the most powerful race cars – new and classic, circuit and drift – players will compete to conquer the most prestigious official race tracks and championships and then go beyond to compete in challenging city-based competitions, through to road events and urban street races.
In Europe, race gamers will compete on the greatest official tracks in prestige Marques including Aston Martin, Koenigsegg and Pagani. Iconic cities across the U.S. – including San Francisco, Washington DC and Detroit and each with their own atmosphere and events – play hosts to diverse street races. Here, high-performance V8 muscle cars set the pace in aggressive closely fought pack competitions.
In the Far East, Japanese racing culture sets the tone where night races, including Drift racing, take drivers through neon illuminated cities and to outlying mountain roads. There is also the opportunity to compete in races that operate on the fringes of legality in the back streets and industrial areas of Yokohama.
http://www.play-asia.com/SOap-23-83-...j-70-2q4c.html
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June 1st, 2008, 14:41 Posted By: wraggster
Newly released:
features
Team-Based, Strategic Missions: Gameplay in Enemy Territory: QUAKE Wars is all about conquering and securing enemy territory, and pushing forward or holding your team's front line. Players must work together using their vehicles, deployables, and character class abilities to complete objectives, defend valuable installations, or execute massive assaults. The gameplay is designed to allow players of every skill level to jump into a match and make a sizeable contribution to the overall mission. Every player's choice of character class, along with their actions play a critical role throughout as they gain rank, upgrade skills and provide specialist abilities necessary for victory.
Unique Teams and Character Classes: With asymmetric gameplay, the characters of both the GDF and the Strogg look, move, and behave uniquely. Bases, characters, vehicles and weapons demonstrate the different technologies and behaviour of each side and require distinctive approaches to combat from each player. For example, a GDF Medic can heal and quickly revive injured or fallen soldiers on the field, while the Strogg Technician may use a GDF corpse as a host body for a waiting Strogg reinforcement. Similarly, the GDF Field Ops will deploy and call-in a laser-guided strategic strike missile, while the Strogg Opressor peppers a GDF convoy with his Plasma Mortar. Players can choose one of five character classes unique to each force, including the GDF's Soldier, Field Ops, Engineer, Covert Ops and Medic, or the Strogg's Aggressor, Opressor, Constructor, Infiltrator, and Technician.
Weapons, Vehicles, Deployables: The weapons, vehicles and deployables in Enemy Territory: QUAKE Wars are much more than standard issue equipment. Each selection truly affects gameplay and is integral to a team's success or failure. Set in the relative near future, the Human arsenal is based on ultramodern updates to today's conventional Earth arsenal, while the Strogg utilize a more advanced technology suitable for conquering vastly different alien worlds. The GDF use weapons, and vehicles such as machine guns, rocket launchers, armoured personnel carriers, and hover-copters, among others. Conversely, the Strogg's technology is built on the manipulation of energy and gravity and includes assets like the Hyper Blaster, Lightening Gun, a giant mech-walker, a hover tank, vertical take-off and landing Hornet, and more. Players will also utilize unique strategic assets like radar, auto targeting anti-personnel or vehicle turrets, artillery or strategic strike missiles all of which are realistically deployed onto the battlefield when and where you choose.
Ground-Breaking Technology: Using id Software's new MegaTexture rendering technology, Enemy Territory: QUAKE Wars renders large, highly detailed and un-tiled outdoor environments all the way to the horizon. Outdoor dynamic lighting allows for every battle to be fought during day or night, with accurate simulation of shadows, atmosphere, vegetation, and weather. Advanced real-time physics, and all new network code support large-scale military combat for up to 24 players through real-world locations, including deserts, glaciers, mountains, and countryside.
description
Serving as the prequel to id Software's legendary QUAKE II, Enemy Territory: QUAKE Wars is the ultimate online team and objective-based multiplayer experience. Set within the epic QUAKE universe in the year 2065, the game pits the Allied troops of the Global Defense Force (GDF) against a new Axis of Evil the barbaric and technologically advanced Strogg - during their initial invasion of Earth.
Gamers choose to play as Human or Strogg in one of five unique character classes. Employing an arsenal of weapons, vehicles and deployable armaments, players engage in an action-packed test of skill and coordinated teamwork through a series of combat objectives. Persistent character growth and achievements reward players for teamwork, while clearly defined mission and class objectives guide new players to meaningful contributions on the battlefield.
In development at Splash Damage, co-creators of the award winning Wolfenstein: Enemy Territory, and in conjunction with id Software, Enemy Territory: QUAKE Wars employs id Software's new MegaTexture graphics technology, delivering large outdoor battlefields of unrivalled detail. These life-like recreations of real-world environments are designed specifically for objective-based team combat and include realistic terrain, lighting, special effects and atmospheric conditions.
http://www.play-asia.com/SOap-23-83-...j-70-2bl8.html
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June 1st, 2008, 14:30 Posted By: wraggster
With the amount of hype, advertising, positive reviews and media attention Grand Theft Auto IV has received over the past few months, we wholly expected it to remain on top of the software sales charts until our video game consoles grew sentient and attempted to purge humanity from the planet. Strangely enough, a dark horse recently overtook Rockstar's well-received crime drama in many European territories -- a horse mounted by a brawny, rippling Cimmerian.
Yes, Funcom's decapitation-rich MMORPG Age of Conan: Hyborian Adventures recently outsold GTA IV in a number of European locations, including Germany and Sweden. Since Rockstar's latest opus is still selling like freshly baked hotcakes in North America, we can't help but wonder if GTA's themes of living the American dream and hooker brutalization got lost in translation as the title crossed the Atlantic -- or whether Age of Conan's musclebound mascot reminds German gamers of a certain pop culture icon who is quite revered in their country.
http://www.joystiq.com/2008/05/31/ag...-iv-in-europe/
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June 1st, 2008, 14:25 Posted By: wraggster
Erik J tips us to news of Valve's announcement that their content distribution system, Steam, will receive an update "in the near future" called Steam Cloud. The new service will allow users to save games and configuration settings online. According to MaximumPC:
"This system will be completely transparent to the user. The files cache locally, and will upload when Steam detects an internet connection. There will be no restrictions on users - no save quotas or file management - the system will 'just work.' Any Steamwork game will be able to support these features, and it'll be free for customers and developers."
http://games.slashdot.org/article.pl.../05/30/0156201
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May 31st, 2008, 04:08 Posted By: JKKDARK
New version of the Windows API emulator for Unix.
Changelog:
Bugs fixed in 1.0-rc3:
2368 Wine loses its X-Window when switching to another virt. desktop in Fvwm
4468 advapi32: Fulltilt Poker hangs (GetCurrentHwProfileA is a stub)
4652 Adobe Dreamweaver MX 2004 installs well but does not run.
6206 riched20:Live Person crashes
7214 wine_dbg_vprintf: debugstr buffer overflow (contents: 'err:msvcrt:demangle_datatype Unknown type ')
7318 supertux 0.3 freezes (dsound bug)
7904 C&C 3 setup displays empty window
7979 S.t.a.l.k.e.r. - some objects appear over-bright or too dark
8043 Dreamfall: speech gets skipped in dialogues
8129 Acomba: Freezes after closing an unsaved invoice
8408 unimplemented function ntoskrnl.exe.memset
9799 Textures on vehicles are too dark in GTA Vice City!
10025 Cyrillic glyphs are missing in built-in Tahoma Bold
11248 fixme:winsock:WSASocketW Unsupported socket family -1!
11389 ABBYY FineReader 7.0 Professional Edition crashes at start
11822 All applications over VNC: Applications freeze for any letters input
11914 DestroyContext in dlls/wined3d/device.c causes regression in Everquest2
11929 Audiosurf: Questviewer.exe crashes with page fault.
11989 Arindal.exe Text-Windows not displayed correctly
11991 OpenGL regression in Hitman 2 and Hitman 3
12192 SupCom Addon: No units visible
12322 Sacrifice game crashes in full screen mode
12455 Warcraft III 1.21b - Crashes with Fatal Error on Switch Desktop
12540 Favourites menu doesn't work as expected
13102 WinterMute Engine drawing window bug
13120 dzh2 crashes on startup
13148 Guitar Pro 5 Crashes (maybe audio problem)
13154 Jedi Academy: launcher freezes when button clicked
13277 Return to Mysterious Island crashes
13342 Winedbg doesn't handle longlong's well
13372 Adobe Acrobat Pro 8 / Acrobat Reader 8 -- install fails
13395 Guild wars not start
13403 fcc hangs , unless using native dbghelp
13420 Hang on first keypress
13475 Sytray icon totally transparent
13476 SQLyog community edition : Cannot connect to a remote DB through gSTM tunnel
----------------------------------------------------------------
Changes since 1.0-rc2:
Alexander Dorofeyev (1):
ddraw: Do not return modes differing only by refresh rate without DDEDM_REFRESHRATES.
Alexandre Julliard (16):
libport: Move the sigsetjmp replacement to exception.h to make it available for Winelib too.
winedbg: Fix compile when poll() is not available.
programs: Use the Wine import libraries when compiling with MinGW.
tests: Use the Wine import libraries when compiling with MinGW.
winetest: Remove the per-file revision info, we now use the global commit id.
winetest: Don't submit test results if we don't have a valid git build id.
winex11: Change the pixel format initialisation to make sure it happens under the X11 lock.
winex11: Make sure that all glX functions are called under the X11 lock.
winex11: Add support for performing GL calls on a top-level window DC.
opengl32/tests: Add a couple of test cases for pixel format handle on window DCs.
msftedit: Explicitly load riched20 to make sure the window classes are created.
winex11: XInitThreads is hopeless, remove it again.
user32: Check for wraparound in the initial window coordinates.
start: Fall back to ShellExecute for unknown binaries in /unix mode.
include: Use WINE_NO_UNICODE_MACROS instead of __WINESRC__ where appropriate.
user32: We no longer need to ensure that the BeginPaint window belongs to the current thread.
Alistair Leslie-Hughes (2):
msxml3: Stopped tests from crashing and a Win98 fix.
netapi32: Fix tests when the machine is on DOMAIN.
Andrej Sinicyn (1):
regedit: Update the German translation.
Austin English (1):
gdi32: Fix a test failure in 2k.
Dan Kegel (4):
winmm: Use HeapAlloc in the capture test instead of using strdup.
fusion: UninstallAssembly test: Fix typo, avoid undefined value.
fusion: Use HeapAlloc, not strdup, to avoid malloc/HeapFree mismatch.
advapi32: Don't test buffer length if buffer is null.
Detlef Riekenberg (1):
avifil32: Resize the dialog to avoid truncated texts.
Dmitry Timoshkov (9):
wininet: INTERNET_InternetOpenUrlW is an internal helper.
msi: Mark some data as constant.
gdi32: Ignore exScale/eyScale when comparing EMREXTTEXTOUT EMF records.
gdi32: If there is no clipping rect, EMREXTTEXTOUT shouldn't have a bounding rect.
gdi32: Make generated EMFs fully match Windows ones.
user32: Implement GetWindowModuleFileName.
user32: Add the tests for GetWindowModuleFileName.
msvcrt: Mark some data as constant.
user32: CBT hook doesn't send window messages.
Dylan Smith (2):
wordpad: Removed spaces between dots in ellipses for english menu text.
wordpad: Added a null terminator needed for a unicode string.
Eric Pouech (6):
dbghelp: Don't crash when parsing the forward declaration of a function.
dbghelp: Fix for SymGetModuleInfo().
msvcrt: Properly handle the extended keys in getch().
winedbg: Removed unneeded variable from print_basic.
winedbg: Fixed the print_basic command when dealing with long long values.
winedump: Fully dump the compiland (V3) structure out of .pdb files.
Francois Gouget (6):
kernel32/tests: Get the tests running again on Win95.
ws2_32: Make sure INVALID_SOCKET is correctly typed.
shell32: s/library/Wine/ for consistency in the license message.
ddraw: Remove trailing spaces in Wine traces.
tests: Add a broken() function to make it possible to handle Windows misbehaviors that we don't want to reproduce in Wine.
regedit: Remove extraneous spaces in '...'.
Gregor Munch (2):
shell32: Update German translation.
winhlp32: Update German translation.
H. Verbeet (5):
d3d: Use an alpha capable backbuffer format in the visual tests.
wined3d: Add WINED3DTOP_ADDSIGNED2X to debug_d3dtop().
wined3d: Fix the nvrc implementation of WINED3DTOP_MULTIPLYADD and WINED3DTOP_LERP.
d3d8: Test our texop implementation.
d3d9: Test our texop implementation.
Hwang YunSong (1):
winecfg: Updated Korean resource.
Igor Tarasov (2):
user32: Further implementation of MNS_NOTIFYBYPOS.
fonts: Tahoma Bold Cyrillic glyphs added.
Jacek Caban (4):
mshtml: Fixed some tests on IE 7.
mshtml: Make Wine behave like IE 7.
mshtml: Fixed more tests on IE 7.
mshtml: Fixed copy&paste typo.
James Hawkins (10):
mshtml: Add missing OLECMDID definitions.
mshtml: Fix a test failure in win2k3.
winetest: Use the win32 API to extract the tests.
shell32: Test against the long form of the path.
rpcrt4: Trace the results of two statuses that return different results across platforms.
usp10: Fix several failing test in win2k3.
kernel32: Remove two tests that produce different results for win9x and NT platforms.
user32: Fix two tests that fail in win2k3 and above.
oleaut32: Disable olefont tests that fail on all platforms.
user32: win2k3's GetWindowModuleFileName does return ERROR_INSUFFICIENT_BUFFER.
Jens Albretsen (2):
ddraw: IDirect3DTextureImpl_Load failed when texture was loading onto itself.
ddraw: Test for IDirect3DTexture_Load of Texture into itself.
John Klehm (2):
winex11: Detect acecad tablet as stylus device.
winex11: Support detection of tablet devices from XExtensionKeyboard type.
Jon Griffiths (6):
msvcrt/tests: Fix 4 tests that always fail on Vista.
msvcrt/tests: Fix 3 tests that always fail on Vista.
msvcrt: Follow Vista behaviour in wcscpy_s.
msvcrt: Fix an RTTI test Failure on Vista.
msvcrt: Fix file test which fails on Vista.
msvcrt: Fix a test that fails on win95.
Kai Blin (2):
ws2_32: Add support for FROM_PROTOCOL_INFO to WSASocket().
ws2_32: Change back magic 127.12.34.56 to loopback on connect().
Kirill K. Smirnov (1):
mshtml: Fix copy/paste error.
Louis Lenders (1):
wine.inf: Add fake glu32.
Maarten Lankhorst (2):
include: Add missing RpcMgmtIsServerListening declaration.
d3d9: Add a test to see whether offscreen surfaces can be locked while a reset occurs.
Michael Karcher (8):
crypt32: Fix integer overflow.
crypt32: Fix order-of-evaluation dependence.
crypt32: Pass on aiKeyAlg on RSA key import.
crypt32: CertGetPublicKeyLength should check only cert encoding type.
oleaut32: Currency to BSTR must use local decimal separator.
oleaut32/tests: Call functions via manually obtained pointers.
advpack: Fix buffer sizes for possibly quoted strings.
dsound: Fix double free in dsound capture.
Michael Stefaniuc (37):
comdlg32: Fix the Catalan translation including some size fixes too.
shell32: Fix the Catalan translation.
comdlg32: Fix the Walon translation.
shell32: Fix the Walon translation.
comdlg32: Fix the Thai translation.
comdlg32: Fix the Greek translation.
comdlg32: Fix the Ukrainian translation.
shell32: Fix the Ukrainian translation.
shell32: Fix the Chinese translations.
user32: Fix the Chinese translations.
notepad: Fix the Walon translation.
winecfg: Fix the Chinese (Traditional) translation.
notepad: Fix the Chinese (Simplified) translation.
regedit: Fix the English (NEUTRAL) translation. Rename SUBLANG_ENGLISH_US to SUBLANG_DEFAULT.
shell32: Fix the Slovak translation.
shell32: Fix the Esperanto translation.
shell32: Fix the Finnish translation.
shell32: Fix the Bulgarian translation.
shell32: Fix the Japanese translation.
notepad: Remove the Slovak "translation" as it is basically only a stale copy of the English resource.
notepad: Fix the Finnish translation.
winhlp32: Fix the Slovak translation.
comdlg32: Fix the Japanese translation.
comdlg32: Fix the Esperanto translation.
mshtml: Fix the Finnish translation.
regedit: Fix the Bulgarian translation.
regedit: Fix the Japanese translation.
regedit: Fix the Hungarian translation.
winecfg: Fix the Hungarian translation.
winecfg: Fix the Bulgarian translation.
winecfg: Fix the placement of a checkbox in the Japanese translation.
cmd: Fix the Japanese translation.
comdlg32: Fix the Hungarian translation.
comdlg32: Fix some control sizes in the default English resource.
mshtml: Fix the Hungarian translation.
shell32: Fix the Hungarian translation.
notepad: Fix the Hungarian translation.
Paul Vriens (18):
setupapi/tests: Close registry key after use.
setupapi/tests: Fix a test on NT4.
setupapi/tests: Turn guid into a global variable.
setupapi/tests: Skip tests on win9x.
setupapi/tests: Cleanup after testDevRegKey.
setupapi/tests: Cleanup after testRegisterAndGetDetail.
setupapi/tests: Cleanup after testGetDeviceInterfaceDetail.
setupapi/tests: Test registry after testDeviceRegistryProperty.
setupapi/tests: Cleanup after testCreateDeviceInterface.
setupapi/tests: Add another test.
setupapi/tests: Test to show cleanup should not be needed.
shell32/tests: Run tests again on win95.
ws2_32/tests: Fix crash on win98.
ddraw/tests: Don't crash on win9x.
user32/tests: Run tests on win95 again.
user32/tests: Prevent writing to not allocated memory.
setupapi/tests: Remove leftovers from old tests.
ole32/tests: Prevent a crash.
Tomasz Jezierski - Tefnet (1):
comctl32/tests: Fix for setting wrong initial position in listbox.
Vitaliy Margolen (4):
shell32: Don't print not initialized value.
winex11: Use memmove for possibly overlapping memory areas.
dxdiagn: A number of FIXMEs can be replaced with TRACEs.
dinput: Convert keyboard buffer from internal data format to user data format.
Vitaly Lipatov (1):
wine.inf: Create default spool dir.
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May 31st, 2008, 00:35 Posted By: Shrygue
via IGN
Evochron Renegades version 1.858 is now available for download and includes the improvements and fixes listed below. The main improvements in this update feature fine tuning of a few cooperative contract/objective elements and several visual enhancements including new missile contrail effects and improved display text. A custom solar system has also been added to the official game by player request.
The installer also works as an updating program for older versions of the game. It can be downloaded at: http://multiplayer.home.att.net/evochron_renegades.exe
The game's official website is at: http://starwraith3dgames.home.att.ne...ades/index.htm (more details about this update are available in the news section at the website). Several new screenshots are available including widescreen shots here: http://starwraith3dgames.home.att.ne...creenshots.htm
Version 1.858 offers the following improvements, fixes, and changes:
- In-game status and player list check option for server browser menu added.
- Text quality for cockpit displays improved and support for more characters added.
- Saving while mining just above the surface of a planet sometimes created respawning problems, now fixed.
- EMP weapon effect often carried over to a respawn, now fixed.
- New solar system added, Lost Rucker.
- Improved missile contrail effects.
- Several minor bug fixes.
The game's customizing and modification kit can be downloaded at: http://www.starwraith.com/evochronrenegadeskit.zip
It provides information and several sample files that can be used to customize the game's graphics, sound, music, and text. The server program can be downloaded here (updated for the new client build): http://www.starwraith.com/ERServer.exe
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May 30th, 2008, 23:33 Posted By: Shrygue
via IGN
Patch 1.50 for publisher Electronic Art's Battlefield 2142 is now live. After going through extensive open beta testing, the anticipated patch adds a number of features and fixes to the multiplayer FPS:
Features
- Added community maps, Wake Island 2142 and Operation Shingle
- Added the ability to use widescreen resolutions.
- Added No Vehicles mode.
- Added Conquest Assault mode.
- Changed the volume control for the Commander Voice Over on request of the esports community.
- Changes made to pod steering mechanism to improve control while limiting pod surfing.
Fixes
- Fixed the loading issue caused by corrupt Radial.cdb file
- Various changes made to prevent cheating.
Download patch 1.50 at the game's official website.
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May 30th, 2008, 21:58 Posted By: Shrygue
via Eurogamer
At a conference on Steam and the future of PC gaming at its Seattle headquarters today, Valve announced that it would be introducing a new feature to its digital distribution platform that allows remote storage of all game data for Steam games.
Steam already allows you to play any games in your Steam library from any PC. Steam Cloud will extend that service to game data - examples given were a progress save from Half-Life, or your keyboard bindings and option settings from Team Fortress 2.
All such data will be automatically saved to back-end servers, accessible from any PC, and kept forever at no cost to the player, or the developer of the game. There will be no quota or storage restrictions of any kind; even video replays and screenshots can be stored as part of the Steam Cloud.
In practice, this means that you can uninstall a Steam game halfway through, delete all save files, and resume it years later on another PC, exactly where you left off.
The first games to offer Steam Cloud support will be the Half-Life series, CounterStrike and Team Fortress 2, and forthcoming co-op shooter Left 4 Dead. Steam Cloud will be available as part of the Steamworks set of developer tools.
Steam developer John Cook also mention a slew of other updates to the Steam platform that Valve plans for the near future: auto-updating of your computer's device drivers, social features including events and calendar systems, 'official' community pages for games, pricing localised to your country's currency, Amazon-style recommendations and shopping cart systems, and more payment options.
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