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March 13th, 2014, 22:10 Posted By: wraggster
Klei Entertainment's turn-based espionage game Invisible, Inc remains in alpha testing, but to whet players' appetites, the developer has cobbled together the above trailer to demonstrate the additions found in the game's latest update.
Highlights of the update include a new 360-degree field of vision for agents, stronger guards and the addition of "augments." These special upgrades enhance an agent's abilities beyond normal human levels, but each occupies a permanent space in a player's augment cache, forcing tough decisions about which skills are most crucial for a virtual spy. On the other hand, this update also adds a tutorial to Invisible, Inc, which should make the spy game a bit less confusing.
Full details on the update can be found on the Klei forums. Or, if you're totally sold on Invisible, Inc, you can join the game's ongoing alpha test by forking over $20. For that money, you'll be granted alpha access, the game's soundtrack and two copies of the final version of Invisible, Inc.
http://www.joystiq.com/2014/03/13/in...from-the-cold/
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March 12th, 2014, 23:36 Posted By: wraggster
An anonymous reader sends this quote from OLPC News about whether the One Laptop Per Child project can expect to continue much longer:"Here is a question for you: 8 years on, would you recommend anyone start a new deployment with XO-1 laptops? With the hardware now long past its life expectancy, spare parts hard to find, and zero support from the One Laptop Per Child organization, its time to face reality. The XO-1 laptop is history. Sadly, so is Sugar. Once the flagship of OLPC's creativity in redrawing the human-computer interaction, few are coding for it and new XO variants are mostly Android/Gnome+Fedora dual boots. Finally, OLPC Boston is completely gone. No staff, no consultants, not even a physical office. Nicholas Negroponte long ago moved onto the global literacy X-Prize project."A response from OLPC says their mission is "far from over." They add, "OLPC also has outsourced many of the software and development units because the organization is becoming more hardware and OS agnostic, concentrating on its core values – education."
http://mobile.slashdot.org/story/14/...d-winding-down
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March 12th, 2014, 23:17 Posted By: wraggster
Sales of computers pre-installed with Windows 7 are to end in October this year.
Microsoft’s lifecycle fact sheet was recently updated to state that computers pre-installed with the Home Basic, Home Premium and Ultimate versions of the operating system would be halted on October 31st 2014.
Windows 7 Professional is yet to have a similar end of pre-installed sales date announced.
The end of mainstream support for the OS, which was released in 2009, was previously announced to be January 15th 2015, with extended support to stop almost exactly five years later, on January 14th 2020.
http://www.mcvuk.com/news/read/no-ne...ctober/0129455
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March 12th, 2014, 23:16 Posted By: wraggster
There’s a host of new gaming bundles available to customers who splash out on Nvidia’s top hardware.
The GPU maker has detailed two new bundles for its GTX GeForce graphics cards and GTX-powered notebooks, which includes a digital code for Daylight or £90 of in-game currency for Heroes of Newerth, Path of Exile and Warface.
Buyers of Nvidia’s flagship GTX Titan, in addition to the GTX 780 Ti, 780, 770, 760, 690, 680, 670, 660 Ti and 660 will also get their hands on a digital copy of Zombie Studio’s Daylight upon its relase on April 11th.
The procedurally-generated thriller is the world's first game built on Unreal Engine 4 and places players in an abandoned hospital, guided by only the illumination of their mobile phone.
Meanwhile, consumers who buy the GTX 650, 650Ti, 750 or 750Ti GPUs or selected GTX powered laptops will receive £90 of in-game currency for free-to-play titles Heroes of Newerth, Path of Exile and Warface. Players will receive £30 of currency for each title.
Three of the most popular free-to-play titles on the market, the trio of games currently boast a collective player base in excess of 65m worldwide.
http://www.mcvuk.com/news/read/nvidi...undles/0129450
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March 12th, 2014, 22:56 Posted By: wraggster
Facebook's director of EMEA platform has, unsurprisingly, suggested that the social network is vital to finding success on mobile platforms.
"There is a new pattern in the world of gaming, which is that if you want to be big on mobile, you have to start on Facebook," Julien Codorniou told The Telegraph.
"People want to play games all the time. They want to play on PC when they are at work or at home; they want to play on the phone when they are commuting or waiting in a line at Starbucks; they want to play on an iPad when they are watching TV. That cross-platform scenario that Facebook makes possible is what defines the next generation of gaming companies."
During the interview, Codorniou, who worked with Microsoft before joining Facebook in 2011, pointed to Soho start-up Space Ape. He said Facebook helped the company with the development of its first title, which, three weeks after launch, was making £50,000 a day in revenue from payments.
"This shows that when you have good IP, good games, good content, putting it on the Facebook platform gives you worldwide availability."
He also revealed that 260 million people play games on Facebook every month, and 600,000 people a day pay for games. Currently, 55 per cent of the top 100 grossing apps have used Facebook mobile app ads.
http://www.gamesindustry.biz/article...gaming-success
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March 12th, 2014, 22:47 Posted By: wraggster
 Yes, Epic Games' Unreal Engine 4 can be used to create large, dramatic demon gods, but that doesn't mean it's only used to create large, dramatic demon gods. It's also used to create sneaky thief demos! Oh, and as Mozilla demonstrates this morning with video of Unreal Engine 4 running from within Firefox, the engine can be used for much smaller-scale applications as well (such as the basic 2D platforming game seen in the video below the break). All this is to demonstrate that developers can use web clients (Firefox at least) to create games that are "almost indistinguishable from ones [you] might have had to wait to download and install" -- the demo is running without plugins at "near-native" speeds. Apparently Unreal Engine 3 support simply wasn't enough? We'll be sure to ask when Mozilla shows off UE4 in Firefox next week at the Game Developers Conference.
http://www.engadget.com/2014/03/12/u...ine-4-firefox/
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March 12th, 2014, 22:47 Posted By: wraggster
 Thanks to the appearance of a curiously thin MSI gaming laptop at CeBIT a few days ago, we had an inkling that NVIDIA's new batch of laptop GPUs were inbound. Indeed, the 800M series has just become official, with a number of features geared toward portability and battery life. For a start, the lower half of the stack -- the 830M, 840M, 850M and 860M -- has been endowed with the company's latest Maxwell architecture, which allows gaming credentials to be claimed by thinner and lighter machines. The new Gigabyte P74 is a decent example: It contains an 860M inside a 21mm-thick chassis and we managed to play BioShock Infinite on it, running at 1080p and max settings with a frame rate above 40 fps -- that's a level of performance that NVIDIA says would have required a 55mm-thick laptop three years ago. The other big promise with this generation concerns battery life, and it comes courtesy of a setting called "Battery Boost."
http://www.engadget.com/2014/03/12/n...p-gpu-maxwell/
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March 12th, 2014, 22:46 Posted By: wraggster

We know that the NSA has been ramping up its efforts to collect data from computers, but it's now clear that the intelligence agency has the tools to compromise those computers on a grand scale. Information leaked by Edward Snowden to The Intercept has revealed that the NSA has spent recent years automating the way it plants surveillance software. The key is Turbine, a system launched in 2010 that automatically sets up implants and simplifies fetching data; agents only have to know what information they want, rather than file locations or other app-specific details. A grid of sensors, nicknamed Turmoil, automatically spots extracted info and relays it to NSA staff. The combined platform lets the organization scrape content from "potentially millions" of PCs, instead of focusing only on the highest-priority targets.
http://www.engadget.com/2014/03/12/n...lance-details/
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March 12th, 2014, 22:38 Posted By: wraggster
Blizzard has officially launched Hearthstone: Heroes of Warcraft on PC and Mac.
A free-to-play collectible card game set in the World of Warcraft universe, Hearthstone is available to download from Battle.net.
Blizzard says: "As soon as you jump in you'll challenge iconic Warcraft characters, including the ferocious Hogger, the mischievous Millhouse Manastorm, and the wise Lorewalker Cho. As you progress through these introductory missions, you'll hone your card-slinging skills in preparation for a climactic battle against Illidan Stormrage.
"Once you've completed the introductory missions, you'll have access to all of Hearthstone's exciting offerings. Practice against the AI and you'll be on your way toward unlocking all nine of the original World of Warcraft classes: Mage, Priest, Druid, Rogue, Shaman, Hunter, Paladin, Warrior, and Warlock.
"You can also challenge your friends to a duel, test your might against other players in ranked and casual Play mode matches, or fine-tune your mastery of deck construction for fantastic rewards in the Arena. An endless variety of decks are just waiting for you to build and play."
To coincide with the game's launch, Blizzard has released a Hearthstone patch introducing new features, balance changes and bug fixes.
At BlizzCon in November 2013, Blizzard revealed that Hearthstone is in development for iPhone and Android, in addition to PC, Mac and tablet devices.
http://www.computerandvideogames.com...ally-launches/
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March 12th, 2014, 22:30 Posted By: wraggster
Carbine Studios' sci-fi MMORPG WildStar will launch worldwide on June 3.
The NCsoft-published title, which uses template-based "skill shot" targeting and a limited action set to encourage real-time movement and positioning, will open for pre-order on March 19.
Customers who pre-order the standard edition for $59.99, or the Digital Deluxe version with extra in-game content for $74.99, can participate in a three-day headstart beginning May 31. Pre-orders also come with exclusive in-game housing customizations and storage bags.
"We're stoked to launch WildStar," executive producer Jeremey Gaffney said in a statement. "We're looking forward to seeing the first players begin their journey on the unexplored planet of Nexus. Both noobs and MMO vets will have a blast with our fast-paced combat, while experienced guilds and groups will build complete battle-fortresses using our Warplot system and tackle some truly epic raids.
"We've aimed for fun and unique content for MMO gamers of all stripes from level one to level cap and beyond. WildStar is a brand new IP and new universe that has attracted more than 1.4 million beta signups already, so it seems like other gamers are also eager for something new and different in the MMO space."
WildStar was first announced for PC in August 2011. Each purchase of the game comes with 30 days of play time, after which players can either subscribe for $15 a month or spend in-game cash to buy time-extending credits from other players.
http://www.computerandvideogames.com...ldwide-june-3/
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March 12th, 2014, 21:45 Posted By: wraggster
22Cans has relaunched Godus with a new 2.0 version - and designer Peter Molyneux has insisted it's completely revamped the game.Godus 2.0 launches with new features, a new land type and a redesigned method for interacting with the world. It's been overhauled to the point where there is "virtually no clicking", Molyneux said. The game had been labelled a "click-fest" after it launched on Steam Early Access last year."We collated all your feedback and we realised we needed to make these vast changes to the game," Molyneux said."We needed to make it because of the feedback we got from you that it was a click-fest, you didn't know what you were doing or why you were doing it, there wasn't enough variation in gameplay, and not many people were playing the story or multiplayer games. So we went back to the drawing board on the foundation stones of our features."The reason we did that is because we really, truly want to make a great game. So, it has taken us the whole of November, the whole of December, the whole of January and the whole of February to get the game into a state we feel happy with."Now, the game revolves around a click, hold and drag mechanic. You can drag the land in any direction to sculpt it, whereas before you had to tap repeatedly, which felt more like chiselling than pulling."This feels delightful, smooth and delicious to do," Molyneux said. "Your hand doesn't get tired."You also click, hold and move the cursor to collect belief from your people. And rather than use the "dreaded" totem to direct your followers, drag the cursor over them.Elsewhere, Molyneux mentioned farming towns, mining towns and trading towns, which let you interact with other players. You can build pubs, theatres and houses of ill repute within your settlement.The user interface has been changed so that when you click on something in the world, such as an abode or a tree, the game gives you more information about it.Now, chests hold stickers, which you use with your timeline. This starts at 5000 BCE - the primitive age - and, currently, ends at 200 CE.Molyneux also discussed a new mode where your people discover a dock, invent boats then go on voyages of discovery. If they find new land, they will explore it."There's a huge amount in here," he said. "I hope when you play it you're going to feel like this game is really moving on to getting to be a finished game. I still don't think it's quite at 50 per cent. There's still a lot of polish to put in there. But it is joyously different. It's a zen-like experience. And we really listen to you. Thank you so much for your patience."Please play Godus and realise the game you had before is nothing like the game you'll get now."
http://www.eurogamer.net/articles/20...ly-no-clicking
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March 12th, 2014, 00:19 Posted By: wraggster
PC gaming network Raptr has reached 22m members worldwide, the company has revealed.
Raptr CEO Dennis Fong announced that the service is now being used in over 100 countries, adding that an average of 1.5m new players join each month – thanks in large part to the firm's recently released PC game optimization platform.
The service goes through a user's PC game library and determines recommended settings for each title. Fong states that members have optimized their games over 3m times; keeping Raptr's recommendations 91 per cent of the time.
“We are excited to help make the PC gaming experience better in a meaningful way,” Fong said. “Some of the most popular games in the world, like League of Legends, are actually several years old and are being played on older PCs.
“We are unlocking the power of PCs people already own and turning them into capable gaming machines. The response has been overwhelming as our growth rate has practically doubled every month.”
AMD has partnered with Raptr to bring the optimization platform to its customers as well.
http://www.mcvuk.com/news/read/raptr...-month/0129425
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March 12th, 2014, 00:07 Posted By: wraggster
Zotac has announced details of its new Zbox E-series gaming Mini-PCs as well as the Zbox nano AQ02 series at this year’s CeBIT show.
The E-series mini-PCs incorporate Intel Iris Pro 5200 graphics and are available with two processor choices, a 4th gen Intel Core i7 or Core i5. Both processor options feature quad cores and Intel TurboBoost technology for maximum performance in a mini-PC form factor.
The nano AQ02 series features an AMD A8-5545M APU and AMD Radeon HD 8510G graphics processor for high-definition video playback and competent 3D graphics for light gaming tasks.
The Zotac Zbox E-series gaming mini-PCs and Zbox nano AQ02 series palm-sized mini-PC are available as barebone or Plus models. The Plus model comes preinstalled with memory and a hard drive.
Full specs for new Mini-PCs below:
Zotac Zbox EI700 series
Zotac Zbox EI750 series
- Intel Core i7 4770R
- 3.2 GHz, quad-core, 6MB L2 cache
- TurboBoost up to 3.9 GHz
Zotac Zbox EI730 series
- Intel Core i5 4570R
- 2.7 GHz, quad-core, 4MB L2 cache
- TurboBoost up to 3.2 GHz
Plus models available with preinstalled memory and hard drive
- 8GB DDR3
- 1TB HDD
- All-black 3rd Generation Zbox chassis
Zotac Zbox nano AQ02 series
- AMD A8-5545M APU
- 1.7 GHz, quad-core, 4MB L2 cache
- Turbo up to 2.7 GHz
- AMD Radeon HD 8510G
- High quality HD video processing
- 802.11acWi-Fi&Bluetooth4.0w/external Wi-Fi antenna
- Gigabit Ethernet
- Bundled VESA75/100 mount
Plus models available with preinstalled memory and hard drive
- 4GB DDR3
- 500GB HDD
http://www.pcr-online.biz/news/read/...nveiled/033490
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March 12th, 2014, 00:06 Posted By: wraggster
Intel is to release a cable that can transfer up to 800Gbps.
The firm said that the ultra-fast cables would become available in the second half of 2014, aimed primarily at use in supercomputers and data centres.
The cables are based on Intel's Silicon Photonics technology, which allows speeds of up to 25Gbps (25,000Mbps) to flow through each fibre.
The cables will contain the new ‘MXC’ connector, developed in partnership with Corning, comprised of up to 64 fibres (32 each for transmitting and receiving), meaning 800Gbps can be transferred in each direction – with up to a total of 1.6Tbps (1,600,000Mbps) running through the cable at any one time.
"MXC cable assemblies have been sampled by Corning to customers and will be in production in Q3 2014," said Intel of the technology.
"US Conec [has] announced that it will sell MXC connector parts to Corning and other connector companies."
In addition to the 64-fibre cables, customers will also be able to purchase connectors with 8, 16, or 32 fibres. Prices are yet to detailed.
http://www.pcr-online.biz/news/read/...a-cable/033492
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March 11th, 2014, 23:51 Posted By: wraggster

PC players will have to spend quite a bit longer waiting for their Titanfalldownload to drop than those on Xbox One. The PC download of Titanfall clocks in at a substantial 48 gigabytes, considerably larger than the 17GB download on Xbox One. The reason for the size discrepancy, developer Respawn tellsEurogamer, comes down to uncompressed audio.
Respawn opted to use uncompressed audio in the PC version to account for less powerful hardware configurations, specifically dual core machines, which meet the minimum specs required by Titanfall. The concern, according to Respawn lead engineer Richard Baker, was that "a two-core machine would dedicate a huge chunk of one core to just decompressing audio," so the studio decided to use completely uncompressed audio – 35 gigs of it – in order to optimize performance.
If you haven't started your download yet, you might want to get on that.
http://www.joystiq.com/2014/03/11/ti...pressed-audio/
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March 11th, 2014, 01:49 Posted By: wraggster
via http://www.emucr.com/
OpenTTD v1.4.0-beta5 is released. OpenTTD is an open source simulation game based upon the popular Microprose game "Transport Tycoon Deluxe", written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Features
OpenTTD is modelled after the original Transport Tycoon game by Chris Sawyer and enhances the game experience dramatically. Many features were inspired by TTDPatch while others are original.
Significant enhancements from the original game include:
bigger maps (up to 64 times in size)
stable multiplayer mode for up to 255 players in 15 companies, or as spectators
dedicated server mode and an in-game console for administration
IPv6 and IPv4 support for all communication of the client and server
in game downloading of AIs, NewGRFs, scenarios and heightmaps
new pathfinding algorithms that makes vehicles go where you want them to
autorail/-road build tool, improved terraforming
canals, shiplifts, aqueducts
larger, non-uniform stations and the ability to join them together
mammoth and multi-headed trains
different configurable models for acceleration of vehicles
clone, autoreplace and autoupdate vehicles
the possibility to build on slopes and coasts
advanced/conditional orders, share and copy orders
longer and higher bridges including several new designs, plus fully flexible tracks/roads under bridges
reworked airport system with many more airports/heliports (e.g. international and metropolitan)
presignals, semaphores, path based signalling
support for TTDPatch NewGRF features offering many options for graphics and behaviour configuration/modification
drive-through road stops for articulated road vehicles and trams
multiple trees on one tile
bribe the town authority
many configuration settings to tune the game to your liking
save games using zlib compression for smaller sizes, while not interrupting gameplay
significant internationalisation support. OpenTTD has already been translated into over 50 languages
dynamically created town names in 18 languages, plus NewGRF support for additional languages
freely distributable graphics, sounds and music
framework for custom (user) written AIs
zooming further out in the normal view and zooming out in the small map
Lots of effort has been put into making OpenTTD easy to use. These include:
convert rail tool (to electrified rail, monorail, and maglev)
drag&drop support for almost all tools (demolition, road/rail building/removing, stations, scenario editor, etc)
sorting of most lists based on various criteria (vehicle, station, town, industries, etc.)
mouse wheel support (scroll menus, zoom in/out)
autoscroll when the mouse is near the edge of the screen/window
sell whole train by dragging it to the dynamite trashcan
cost estimation with the 'shift' key
advanced options configuration window, change settings from within the game
Graphical/interface features:
screenshots can be in BMP, PNG or PCX format (select in game options menu)
more currencies (including Euro introduction in 2002)
extra viewports to view more parts of the game world at the same time
resolution and refresh rate selection for fullscreen mode
colourful newspaper after a certain date
colour coded vehicle profits
game speed increase (through fast forward button or by pressing the TAB key)
snappy and sticky windows that always stay on top and neatly align themselves to other windows
more hotkeys for even less mouse-clicking
support for 32 bit graphics
support for right-to-left languages
support for other (sized) fonts where the user interface scales based on the font and translation
OpenTTD v1.4.0-beta5 Changelog:
- Feature: Warn the user about empty setting search results, and about missing setting search results due to filtering (r26322, r26321)
- Feature: [NewGRF] Extend object variable 0x60 to also return the view [FS#5696] (r26316)
- Feature: Allow map sizes up to 4096x4096 (r26319)
- Feature: [NoGo] Allow GS to hide story page date (r26307)
- Feature: [NoGo] More story APIs: RemovePageElement, GetCompany, GetDate, SetDate (r26306)
- Feature: [NoGo] ScriptStoryPageElementList() - a list of all story page elements for a given page (r26305)
- Feature: [NoGo] ScriptStoryPageList() - a list of all story pages (r26303)
- Change: improve the performance of map generation (r26313, r26312, r26311, r26310, r26309, r26308)
- Fix: Station sizes > 8 were always allowed [FS#5929] (r26375)
- Fix: [NewGRF] Mixed up callback mask flags in station inspect window [FS#5928] (r26374)
- Fix: Calling DoCommandP during the gameloop cleared pending persistent storage changes [FS#5831] (r26371)
- Fix: [Windows] Use a separate event to indicate that the drawing thread has finished initialising, preventing potential deadlocks (r26367)
- Fix: [Windows] Protect the whole video driver from concurrent access (r26366)
- Fix: [Windows] Do not draw the cursor when its sprite is not ready and set _screen.dst_ptr immediately when the buffer changes [FS#5867] (r26365)
- Fix: Writing out of the bounds of the rail type map [FS#5892] (r26364)
- Fix: Reset the default window size icon size just like all the other cached icon sizes [FS#5906] (r26362)
- Fix: ClientSizeChanged is only called via WndProcGdi which already has the mutex [FS#5922] (r26360)
- Fix: Some order options do not combine with others, e.g. go via + full load [FS#5845] (r26357)
- Fix: Protect all VideoDriver_SDL methods with the (now recursive) _draw_mutex (r26351)
- Fix: Make sure link graph jobs can delete themselves after SLA_NULL [FS#5898] (r26347)
- Fix: Call Layouter::ReduceLineCache from GenerateTownName in all cases to keep cache size in check [FS#5870] (r26346)
- Fix: Rewrite SmallStack so that it does not use a pool and is reentrant (r26343)
- Fix: Reroute cargo when automatic distribution is switched off [FS#5902] (r26341)
- Fix: Do not redraw the link graph overlay if it is empty [FS#5908] (r26338)
- Fix: Some inconsistencies regarding link graph (job) IDs (r26331)
- Fix: The case of rerouting cargo from one VehicleCargoList to another (r26330)
- Fix: Take care of next_station when reassigning from MTA_DELIVER to MTA_TRANSFER [FS#5901] (r26327)
- Fix: when autosaving the message about a save already happening could be shown, even though the code's intention was to not show it [FS#5871] (r26326)
- Fix: Check whether NewGRF change vehicle capacity when they are not supposed to, and truncate cargo appropiately if they are allowed to [FS#5897] (r26317)
- Fix: The giant-screenshot confirmation window only triggered for rediculously big screenshots, for ludicrously big ones [FS#5899] (r26314)
http://www.openttd.org/download-testing
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March 11th, 2014, 01:39 Posted By: wraggster
via http://www.emucr.com/
vJoy v2.0.3 Beta (2014/03/07) is released. vJoy is a Virtual Driver for Windows (XP and later) Emulates Joystick/Gamepad.
vJoy Features:
- Virtual Device and device driver
- PPJoy replacement
- Configurable: Up to 8 axes, up to 32 buttons and optional 4 POV Hat Switch
- Package include: Unified x86+x64 installer
- Download-able: Full sources, SDK, Demo feeder applications, documentation
- Typical audience: Application writers that want to emulate joystick behaviour
- Under development: Force Feedback (FFB) capabilities - co-operation sought
vJoy v2.0.3 Beta Changelog:
- Periodic update of position data - as outcome: default positions
http://www.sendspace.com/file/grahf9
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