|
|
January 5th, 2011, 00:48 Posted By: wraggster
It may not exactly look like a huge shift in the chart above, but 2010 did represent something of a milestone year for Google's Chrome web browser. It started out 2010 with a market share of just over five percent, and managed to double that over the course of the year to close things out at a nice, even ten percent, according to stats from Net Applications. Those gains, as you might expect, came largely at the expense of Internet Explorer, which is continuing its slow, slow decline, but still hangs onto a commanding 57 percent market share. As for the rest of the major players, both Firefox and Opera slipped ever so slightly over the course of the year, while Apple's Safari gained just over one percent to end the year at 5.9 percent.
http://www.engadget.com/2011/01/03/c...r-share-gains/
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 |
|
 |
|
|
|
January 5th, 2011, 00:57 Posted By: wraggster
Microsoft confirmed on Tuesday an unpatched vulnerability in Windows just hours after a hacking toolkit published an exploit for the bug. A patch is under construction, but Microsoft does not plan to issue an emergency update to fix the flaw. The bug was first discussed Dec. 15 at a South Korean security conference, but got more attention Tuesday when the open-source Metasploit penetration tool posted an exploit module crafted by researcher Joshua Drake. Metasploit says successful attacks are capable of compromising victimized PCs, then introducing malware to the machines to pillage them for information or enlist them in a criminal botnet.
http://tech.slashdot.org/story/11/01...-After-Exploit
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 |
|
 |
|
|
|
January 5th, 2011, 01:18 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16137.html
A new version of OpenTTD has been released. OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Quote:
1.1.0-beta2 (2010-12-31)
------------------------------------------------------------------------
- Feature: Command logging using the admin interface (r21668)
- Feature: Concept of automatic station orders; add stub orders for intermediate stations and remove them when not visiting them anymore. This allows you to see what trains visit a station without actually having to order a vehicle to stop at all stations (r21642)
- Add: [NoAI] AIEventTownFounded (r21664)
- Add: [NoAI] AIRail::GetName() to get the name of a railtype (r21663)
- Add: [NoAI] AITown::IsCity() so AIs can find out which towns grow faster than others (r21654)
- Change: Do not show price to build a bridge in the scenario editor as they are free to build there [FS#4358] (r21673)
- Change: Do not highlight tile when selecting a vehicle to clone or an order to skip to (r21616)
- Fix: Estonia introduced the Euro in 2011 (r21670)
- Fix: Autofill timetable had side effects in test mode, possibly causing desyncs in MP [FS#4354] (r21660)
- Fix: Cargo payment graph was not properly invalidated when payment rate changed [FS#4351] (r21658)
- Fix: Use a bool instead of uint8 to store a bool and use the dedicated accessor function when reading boolean settings [FS#4345] (r21656)
- Fix: Infinite loop in the road pathfinder due to bouncing around in an ´one way´ trap; two one ways pointing towards eachother making it impossible to leave [FS#4338] (r21651)
- Fix: Make ´[centre|main] view´ consistent, and make ´[main|global] view´ consistent [FS#4339] (r21650)
- Fix: Newly created skip-to order was created at wrong place (r21633)
- Fix: Ships with the old pathfinder would easily show up as lost, even when it would eventually find a path. Now also the distance from the ´end´ of the pathfinding run to the destination is compared to the current distance to the destination; if the distance to the destination at the end of the pathfinder run is less than the current distance from the destination the ship will not be marked as lost. This means that the ships with the old pathfinder will less likely get marked as lost, but due to the design of the old ship pathfinder there ´lostness´ is merely a best guess. When you still get a lost message you need to build buoys to guide the ship pathfinder [FS#4325] (r21631)
- Fix: Version detection of subversion branches and tags got broken (r21630)
- Fix: Crash under certain circumstances when using autorail [FS#4327] (r21619)
http://www.openttd.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 5th, 2011, 23:42 Posted By: wraggster
diegocg writes
"Version 2.6.37 of the Linux kernel has been released. This version includes SMP scalability improvements for Ext4 and XFS, the removal of the Big Kernel Lock, support for per-cgroup IO throttling, a networking block device based on top of the Ceph clustered filesystem, several Btrfs improvements, more efficient static probes, perf support to probe modules, LZO compression in the hibernation image, PPP over IPv4 support, several networking microoptimizations and many other small changes, improvements and new drivers for devices like the Brocade BNA 10GB ethernet, Topcliff PCH gigabit, Atheros CARL9170, Atheros AR6003 and RealTek RTL8712U. The fanotify API has also been enabled. See the full changelog for more details."
http://linux.slashdot.org/story/11/0...-2637-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 |
|
 |
|
|
|
January 6th, 2011, 23:45 Posted By: wraggster
The PC platform is a "centre of innovation" and key to the future of gaming according to Valve boss Gabe Newell.
Speaking to Develop, Newell explained, "We see [the PC] as the centre of innovation of everything that's going on, whether it's microtransactions, MMOs, free-to-play, or something like CityVille which – after its first month – has 84 million people playing.
"To us, this is just an indication of why open platforms are where innovations are going to occur."
Even thought the traditionally PC-focussed studio behind the likes of Half Life, Portal and Left 4 Dead has now embraced console development too, Newell insisted that he was "tremendously excited about the future of PC gaming."
Despite many commenters' claims that PC gaming has seen better days, a number of high profile developers have joined Newell in sticking up for the platform in recent months.
Back in October, Blizzard's Rob Pardo said, "I always laugh because as long as I've been in the games industry, every year I'm asked 'is PC gaming dead?' But it keeps on growing despite the fact it's been pronounced dead 20 times."
And in September, id Software boss Tim Willits told Eurogamer, "In my opinion the PC will always be the core of the gaming industry - it is the timeless stable platform that as developers we will always be able to rely on.
"Unlike consoles, the PC doesn't disappear because one company decided it wasn't profitable or decided to make a new version. The PC platform is always evolving but staying stable."
Next up from Valve is Portal 2, due out on PC, PlayStation 3 and Xbox 360 on 21st April.
http://www.eurogamer.net/articles/20...-of-innovation
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 |
|
 |
|
|
|
January 7th, 2011, 00:02 Posted By: wraggster

Technabob has spied a delightful (not so) little laptop case mod from Lenovo during a CES preview. Designed by modder Dean Liou, the case allows you to turn your adequately sized laptop into an arcade machine in seconds, by sliding it underneath the dock's fight stick controller, and plugging said controller into your computer's USB port. Sadly, Lenovo is just showing off the dock as a proof of concept -- as of right now, there are no plans to take the mod to market.
Sure, this thing would completely eliminate the portability of your lap-sized computer, but, come on. Look at it! It's like an arcade machine for babies. Could you imagine anything cuter than that? Well, an arcade machine for puppies, we guess -- but modern consumer entertainment hardware science is decades away from perfecting that kinda technology. For now, check out a video demonstration of this human laptop arcade mod posted after the jump.
http://www.joystiq.com/2011/01/05/le...rcade-machine/
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 |
|
 |
|
|
|
January 7th, 2011, 22:24 Posted By: wraggster
While the modding community has been having plenty of fun getting Kinect to work on platforms other than the intended Xbox 360, Microsoft has remained quiet on the prospect of official support for Kinect use with PCs. That could all be about to change though.
When quizzed by the BBC whether PC functionality was part of the long-term game plan for its mega-selling device, Microsoft CEO Steve Ballmer said, "We'll support that in a formal way in the right time."
Ballmer went on to explain that Microsoft doesn't see Kinect as purely a gaming device.
"We're trying to move beyond gaming to include the world of socialisation, of movies, of TV, and we're trying to make the whole experience accessible to everybody in the family, not just the traditional gamer."
Back in November, modders released footage of the Kinect being used as a Minority Report-esque PC interface.
http://www.eurogamer.net/articles/20...ect-pc-support
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 |
|
 |
|
|
|
January 9th, 2011, 09:36 Posted By: Nafogel
I am currently working on a "Legend of Zelda" based game programmed entirely in javascript. The reason I am doing in javascript is to make it cross compatible on virtually any system/device with a browser. You can check it out via the link below and let me know what you think :thumbup:
http://www.nafogel.com/games/zelda/
I still have a lot of work to do on the gaming engine but once that is complete all I'll need is a good storyline and some maps. If you view source on the page you can see that every map is comprised of a two layered array of 192 "blocks" and its fairly easy to design maps. If anyone as any ideas for new maps feel free to send them my way (this game is completely open source so as long as you understand javascript I'm open to suggestions).

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 |
|
 |
|
|
|
January 9th, 2011, 22:04 Posted By: wraggster
TransGaming Cedega, the software forked from Wine that allows running Windows games under Linux, is being discontinued and replaced by GameTree Linux. This new software is also free. From the new website: 'TransGaming is pleased to announce the continued development of Cedega Technology under the GameTree Developer Program. This repositioning of the technology that powered the Cedega Gaming Service will allow the entire Linux community to gain free access going forward. Cedega is a cross-platform enablement technology that allows for Windows-native games to be executed on both the Linux desktop and embedded Linux platforms.
http://games.slashdot.org/story/11/0...GameTree-Linux
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 |
|
 |
|
|
|
January 12th, 2011, 00:27 Posted By: wraggster
The fourth instalment of the SEGA Mega Drive Classics collection is available to download to your PC.
Included are Sonic The Hedgehog 2, Gunstar Heroes, Streets of Rage 2, ToeJam & Earl and Wonder Boy III : Monster Lair. Pricing varies from $2.99/£1.99/€2.49/AUS$3.49.
Each games features load/save functionality.
http://www.eurogamer.net/articles/20...-vol-4-hits-pc
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 |
|
 |
|
|
|
January 14th, 2011, 01:29 Posted By: wraggster
Damon Sicore, Senior Director of Platform Engineering at Mozilla, has announced that the company is almost ready to ship Firefox 4. On its mailing list, Mozilla has revealed it has around 160 hard blockers to fix, before proceeding to Release Candidate stage. Both the RC and the final version would arrive in February, according to Sicore. Mozilla was originally planning on having Firefox 4 out by the end of last year, but it had to delay the release till 2011. Last month, Firefox 4 Beta 8 was released for Windows, Mac OS X, and Linux 32-bit/64-bit, with support for 57 languages. Mozilla's roadmap says it still wants to release a Beta 9, a Beta 10, and at least one Release Candidate build before the final version.
http://news.slashdot.org/story/11/01...x-4-Next-Month
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 |
|
 |
|
|
|
January 14th, 2011, 23:17 Posted By: wraggster
When OnLive began testing its flat-rate $10 per month back catalog game offering, Playback, at the beginning of December, the company said that it would officially launch January 15, aka tomorrow. That's not happening -- instead, the Playback beta is being opened up to all users free-of-charge through the end of the month.
Initially, the Playback beta was accessible only to those users accessing the service via the OnLive MicroConsole system; it will now be available to everyone, on every platform, during this extended period. OnLive has promised that the catalog will include around 40 titles when it's out of beta (and people are being charged for it). Right now, it features about a dozen.
http://www.joystiq.com/2011/01/14/on...hrough-jan-31/
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 |
|
 |
|
|
|
January 14th, 2011, 23:23 Posted By: wraggster

Have you found competition in StarCraft 2's online multiplayer "Diamond League" to be unrewarding? Do you hang, effortlessly, from the very highest rungs of the tallest competition ladder? It's time for you to shed your burdensome chrysalis and ascend to your next challenge: the recently launched "Master League," which pits the top two percent of players from each region against one another for true StarCraft supremacy. If you're eligible for the new league, you won't have to do anything special to join; Blizzard automatically elevates top-two-percenters to the Master bracket.
Of course, the raw exclusivity of this new ladder will lose a bit of its luster when Blizzard launches the "Grandmaster League," which will only invite the top 200 players from each region to battle. There's no timetable for the release of this ladder, though we imagine it'll come well before the arrival of the Great-Grandmaster League, which forces the very best player on the planet to play against an evil clone of him or herself all day, every day, for twenty years. You get a T-shirt if you win that one, though, so it's totally worth it.
http://www.joystiq.com/2011/01/13/bl...for-grandmast/
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 |
|
 |
|
|
|
January 16th, 2011, 00:04 Posted By: wraggster
Mozilla today officially released Firefox 4 Beta 9 and it's a big improvement over previous betas and a parsec beyond the Firefox 3.6.x experience. At this stage, after months of development, Mozilla developers are clearly nearing the end of this development marathon.' After Firefox beta 9, a beta 10 and a single RC are scheduled (this road map can change, of course). The main features of Firefox beta 9 are IndexedDB and tabs on titlebar (just like Chrome and Opera). IndexedDB allows sites to store data on your computer (with your prior authorization). Tabs on titlebar is self-explanatory. Old-schoolers can always turn on the 'show menu bar' to get their familiar GUI back. Oh, and Fx beta 9 is fast and starts fast. Firefox beta 9 available here and in lots of official mirrors.
http://tech.slashdot.org/story/11/01...bs-On-Titlebar
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 |
|
 |
|
|
|
January 17th, 2011, 20:31 Posted By: wraggster
Rumours are spreading that Microsoft is already working on the official SDK which would see Kinect functioning on Windows PCs, a development which Microsoft executive Steve Ballmer hinted at to the BBC during CES.
Speaking in a brief interview with BBC online tech program Click, Ballmer said that PC Kinect was something which Microsoft "will support...in a formal way in the right time". Now, speculative blog WinRumours believes it has evidence that that support may be closer than first thought.
WinRumours' information comes from an anonymous source, states that official drivers could be on the scene in as little as a few months, and are likely to be released in beta status as part of an XNA preview package to allow coders to facilitate the Kinect sensor into their programming.
Kinect has already been shown performing various tasks on Windows PCs as hackers have explored the device's potential, something which Microsoft have shown very little concern over - even pointing out that the platform was designed to be relatively open to allow this sort of tinkering. For the latest hacks and tricks which the tech community is pulling from Kinect, head over to the report at Digital Foundry, part of sister site Eurogamer.
http://www.gamesindustry.biz/article...ows-kinect-sdk
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 |
|
 |
|
|
|
January 17th, 2011, 20:38 Posted By: wraggster
Remember when the UK started distributing free laptops to poor schoolchildren in order to encourage them to get online? Well, a new, more frugal government is now in charge, and while the original scheme has been scrapped, today we're hearing of alternative plans to help economically disadvantaged people leap onto the worldwide surfer's web. The coalition government intends to offer £98 ($156) computers -- which include an LCD monitor, keyboard, mouse, warranty, and a dedicated helpline -- paired with subsidized £9 ($14) per month internet connections in its effort to show that the web doesn't have to seem (or be) unaffordable. The cheapest machines will be refurbished units running open-source Linux distros, meaning that if this Race Online 2012 trial turns out well, we could see a whole new group of Linux loyalists rising up. The more the merrier!
http://www.engadget.com/2011/01/17/u...with-98-linux/
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 |
|
 |
|
|
|
January 17th, 2011, 21:10 Posted By: wraggster
Do you really want third-party app developers on Facebook to be able to access your mobile phone number and home address? Facebook has announced that developers of Facebook apps can now gather the personal contact information from their users. Security firm Sophos describes it as 'a move that could herald a new level of danger for Facebook users' and advises users to remove their home address and phone numbers from the network immediately.
http://yro.slashdot.org/story/11/01/...-Phone-Numbers
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 |
|
 |
|
|
|
January 19th, 2011, 23:38 Posted By: wraggster
It seems Blizzard is not at all pleased with the work of one modder who combined the World of Warcraft's multiplayer elements with StarCraft to make an MMO mod titled 'World of StarCraft'.
The creation, made with the StarCraft 2's comprehensive editor tools, impressed fans and even us when we reported on its achievements earlier today, but the men in suits at Blizzard don't appear to be nearly as happy.
According to a follow-up report on Rock, Paper Shotgun, the modder responsible has received copyright infringement warnings and had his YouTube demo videos removed from the site (although the one we posted earlier still works).
The modder, obviously, is rather miffed. "You created a tool that allowed us to do anything with your assets. You encouraged us to use your assets and were eager to see what we might come up with. You had to have seen this coming?" he said in response.
"If you have a problem with what I am doing... or would like to talk about it. I'm all ears," he added, later even saying he's be happy to change the title of the mod if it's only that which is causing the problem.
Can't say we're surprised, to be honest.
http://www.computerandvideogames.com...VG-General-RSS
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 20th, 2011, 01:33 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16226.html
A new version of OpenTTD has been released. OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Quote:
1.1.0-beta3 (2011-01-09)
------------------------------------------------------------------------
- Feature: Configurable limit amount of tiles that can be cleared/terraformed by a company [FS#4331] (r21728)
- Feature: Show a list of companies in the owner legend and allow them to be toggled for visibility (r21720, r21718)
- Feature: Console command ´list_ai_libs´ to get a list of recognized AI libraries [FS#4372] (r21703)
- Feature: Allow changing the AI configuration in the scenario editor / in game [FS#4362] (r21696)
- Change: Tune ´realistic´ acceleration even more to make more trains reach their top speed, and make it behave more like TTDPatch (r21712)
- Change: Display the minimum height of the tile in the LandInfo window instead of the height of the northern corner. So it is more useful for NewGRF and AI developers, and maybe more transparent for players (r21711)
- Fix: The diagonal iterator would iterate twice over some tiles [FS#4395] (r21747)
- Fix: [NewGRF] Canal variable 83 accessed water random bits also for non-water tiles (e.g. watery industries or objects) (r21746)
- Fix: [NewGRF] Canal variable 80 shall return consistent heights within a lock (r21745)
- Fix: Allow Ctrl+Clicking automatic orders for scrolling to their destination (r21744)
- Fix: Coast tiles were not drawn under bridges [FS#4386] (r21743)
- Fix: Make clearing refit orders work again [FS#4388] (r21739)
- Fix: Start loading when cur_order_index points to the destination station, i.e. after deleting not-reached automatic orders [FS#4384] (r21738)
- Fix: A loading order was also marked as ´not part of orders´ when the order before the current order was deleted (r21737)
- Fix: Admin bots were not always notified of password changes [FS#4377] (r21727)
- Fix: Vehicle sprite was cached into a 16 bit variable, causing incorrect sprites to be displayed (r21709)
- Fix: [NewGRF] Report TTDPatch flag 4A (newobjects) as set (r21708)
- Fix: The old ship pathfinder is too stupid to provide ´lost´ notices; it would even get lost while following its own path [FS#4370] (r21706)
- Fix: Do not perform any more checks after the connection is closed [FS#4374] (r21704)
- Fix: Changing AI settings ingame was impossible when the difficulty level was other than custom (r21694)
- Fix: Due to an error in the Debian changelog building of Debian/Ubuntu packages failed (r21682)
http://www.openttd.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 20th, 2011, 01:36 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16236.html
A new version of the 2D Fighting Game Engine M.U.G.E.N. has been released.
Quote:
Version 1.0
18 Jan 2011
Engine Changes
* Title screen F1 info box text can now be customized in system.def.
* SND files with invalid WAV files now log a warning instead of causing MUGEN to abort.
Bug Fixes
* CNS: Fixed associativity of := for fvars.
* Fixed a bug that caused some sounds to be played on incorrect channels or with incorrect stereo panning.
* Storyboard: Replaced broken soundX.volume parameters with soundX.volumescale.
* Fixed incorrect character positioning in win and results screens.
Doc Changes
* Some documentation was updated.
License Changes
* The license has been updated to permit inclusion of the MUGEN executable into free non-commercial bundles. See readme.txt.
http://elecbyte.com/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 20th, 2011, 23:50 Posted By: wraggster
A lone StarCraft 2 modder has been courted by League of Legends developer Riot Games, following an apparent conflict with Activision-Blizzard over his creation.
'Ryan' was working on a home-made MMO using StarCraft II's Galaxy Editor, which he bravely chose to title 'World of StarCraft.'
Following the mod's coverage on various websites, YouTube pulled his work in progress videos, claiming copyright infringement notices sent by 'Activision Games Inc.' So far, only the videos are affected; the mod's forum and the project itself is yet to receive any such order.
Ryan claimed not to have been contacted by Blizzard directly, meaning the exact reason for the copyright notice was ambiguous. Some have speculated the take-down was purely to do with the inevitably troublesome name, and others the very nature of the project.
Following a public protestation and plea for clarification as to whether he could continue to work on the mod, he claimed last night that " I just spoke with a Blizzard official, and the issue is being worked on.
"Because of the sensitive nature of what's going on, I'm going to wait until the dust has settled to comment further."
In the meantime, Riot Games design director Tom Cadwell, previously a World of Warcraft designer, contacted Ryan with a possible offer of employment.
"When I see a modder with a lot of drive that has done something cool, I tend to contact them," he confirmed on Riot's forums. "I shot him an email recently asking if he was interested in exploring an opportunity here. As to what comes of that, who knows -- that depends on the mutual fit and his own goals."
He also offered his own thoughts on the Blizzard wrangle. "I don't know because I'm not a Blizzard employee, but I seriously doubt this is anything other than the fact he named the mod World of StarCraft, which has an air of legitimacy that borderline infringes on Blizzard.
"Blizzard is very supportive of their modders, but also vigorously depends certain aspects of their IP (as they should and must)."
Ryan later told PixelatedGeek that "I would be a complete idiot not to... I've waited my whole life for something like this."
Blizzard is yet to respond to requests for clarification.
http://www.gamesindustry.biz/article...zzard-conflict
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 |
|
 |
|
|
|
January 21st, 2011, 22:27 Posted By: wraggster
It's all smiles for Ryan Winzen, creator of head-turning StarCraft II mod World of StarCraft. After an ominous start to the week when Activision's legal team blocked videos of the mod on YouTube, Winzen now finds himself with a job offer from League of Legends developer Riot Games and an invite to Blizzard HQ by the StarCraft II and World of Warcraft maker itself.
Blizzard is happy for the mod to live on, but the name must be changed - World of StarCraft, Winzen confirmed on his forum, is a trademark owned by Blizzard.
"The Deputy General Council from Blizzard contacted me last night to discuss the details of the World of StarCraft project. We talked for a while and apparently some people from Blizz were concerned I was developing the game somehow outside of SC2," Winzen explained.
"Anyway, I explained the details of the project to him and made it clear this mod was to be developed within SC2. After that was clear he obviously wanted the name to be changed.
"I'm trying to work with him to get the name StarCraft Universe (Currently in holding by Mille25) or StarCraft Chronicles.
"I am fully respectful of Blizzard's intellectual property," Winzen added, "and they DO in fact own a copyright on World of StarCraft and have EVERY RIGHT to do what they did. If I want to continue this project I'm at the mercy of Blizzard's good graces since they OWN it all."
World of StarCraft puts the assets of StarCraft II into a World of Warcraft mould. The video shows a character selection screen as the demonstrator flicks through the available class options. The footage also shows a group battling monsters in the StarCraft II world. Action is third-person, as in WOW, and the requisite health bars and skill bars of an MMO user interface are present.
"It was never our intention to stop development on the mod or discourage the community from expressing their creativity through the StarCraft II editor," said Blizzard in a statement. "As always, we actively encourage development of custom maps and mods for StarCraft II, as we've done with our strategy games in the past."
"With the name so closely resembling that of World of Warcraft, we wanted to discuss the title of the mod with the developer, and as part of our routine procedure, we contacted YouTube to request the video be removed while that discussion took place.
"We were also curious about the project and wanted to discuss with the developer what the mod entailed," Blizzard added.
Winzen went on to explain that while Riot Games expressed an interest in his work and talent, he is "not special" and will still have to go through the company's job application service to apply for a game design role.
"I'm not exactly sure what I'm going to do at the moment," admitted Winzen. "There's a lot going on outside of what I've even mentioned here.
"Literally overnight I've grown from a nobody to a guy that half a million people want to design a mod. I've had professional composers contact me, dozens upon dozens of game designers and programmers and organizers. Many professionals seeking a fun hobby project even though there is NO MONEY TO BE MADE."
http://www.eurogamer.net/articles/20...raft-trademark
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 |
|
 |
|
|
|
January 21st, 2011, 22:29 Posted By: wraggster
Publisher 2K has confirmed that, after 13 years of development, first-person shooter Duke Nukem Forever will be released on May 3 2011 in the US, and May 6 in other territories.
Gearbox Software took over development on the title last year, after original creator 3D Realms collapsed in 2009.
"The moment fans all over the world have been waiting for is almost here," said Christoph Hartmann, president of 2K.
"May 3, 2011 marks Duke's return as he unleashes his brash and brutally honest wit on the world. His return is going to be epic and one that will make video gaming history."
Added Gearbox president Randy Pitchford, "When I said goodbye to 3D Realms and the original Duke Nukem 3D team in 1997 and soon after founded Gearbox Software, I never in my wildest dreams imagined that a day like today would come.
"Today I am proud, humbled and even astounded to announce that the day is coming at last for all gamers to be a part of video game history: Duke Nukem Forever will launch worldwide this May."
http://www.gamesindustry.biz/article...a-release-date
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 |
|
 |
|
|
|
January 21st, 2011, 22:41 Posted By: wraggster
It's been nearly three years since the PC Gaming Alliance announced its formation at GDC 2008, promising to 'advance the PC as a worldwide gaming platform.' Since then, Activision-Blizzard has publicly left the alliance, Sony DADC – developer of the controversial SecuROM DRM software – has signed up and some people are wondering if the PCGA is really acting in the best interests of PC gamers. However, in December 2010 the alliance appointed a new president — Intel's Matt Ployhar — who's promising to make some changes. In this in-depth interview, Ployhar reveals that he wants to tempt Activision Blizzard back to the alliance, saying that 'Activision's Kotick and Blizzard's Morhaime may be more aligned with our future objectives than they may realize.' He also discusses Sony DADC's role in the alliance, and the group's stance on DRM, explaining that its research can 'really help to influence Sony DADC's and other members' awareness of key trends taking place in the PC gaming ecosystem. Given the trend of retail's diminishing presence, free-to-play, games moving towards authentication, game streaming and so on, it's really hard to divine where DRM solutions fit into this equation in the future.'
http://games.slashdot.org/story/11/0...m-Requirements
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 |
|
 |
|
|
|
January 23rd, 2011, 21:49 Posted By: wraggster

We've seen hackers use keyboards to deliver malicious code to computers, and we've seen smartphones used as remote controls for cars and TV -- but we've never seen a smartphone disguised as a keyboard used to control a computer, until now. A couple folks at this year's Black Hat DC conference have devised a clever bit of code that allows a rooted smartphone -- connected to a PC through USB -- to pose as a keyboard or mouse in order to attack and control the computer. The hack takes advantage of USB's inability to authenticate connected devices coupled with operating systems' inability to filter USB packets, which would enable users to thwart such an attack. While utilizing a digital costume to hack a computer is a nifty idea, it doesn't pose much additional risk to users because the method still requires physical access to a USB port to work -- and most of us would probably notice someone plugging a smartphone into our laptop while we're using it.
http://www.engadget.com/2011/01/23/h...k-pcs-via-usb/
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 |
|
 |
|
|
|
January 23rd, 2011, 23:08 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16247.html
WarMUX (fka Wormux) is a free (GNU-GPL) remake of the game Worms.
Quote:
WarMUX is out, at long last, in its first version, 11.01!
It´s a massive change for us (a lot of things under the hood have changed), and for you the end user (speed, bugs and devices to play it)!
Here is a more complete changelog:
Name and numbering (year.month) change!
Android port
Symbian^3 port (number of characters/teams subject to memory constraint)
More toonesque than ever characters! Cuteness not considered a weapon
New maps: Japan-themed "ninja", nature-themed "Birds" and Space-themed "urban heights"
Increased number of teams playable in a single game to 8
Massive memory optimizations, and 16 bits-per-pixel rendering
Massive speed optimization allowing better gameplay
Help is now much richer; please help us translate it even more!
Widget in options menu to edit keybindings
Kinetic scrolling to browse the map
Traditional in-game toolbar clickable, click wind indicator to display touch controls!
Improved minimap: now displays boxes, can be resized through keyboard shortcuts, can be clicked to move around faster
Custom teams
Troublesome bugs fixed: OSX fullscreen, explosion when firing near a wall
http://wormux.org/wiki/en/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 |
|
 |
|
|
|
January 24th, 2011, 01:02 Posted By: wraggster
News via http://www.scummvm.org/news/20110123/
New year, new supported games. And we are proud to announce two of such newly supported games right away!
The first one is the FMV-tastic detective mystery Urban Runner: You are the investigative reporter Max who's being hunted for a murder he didn't commit by both the police and the actual killers. Can you escape your hunters and solve the crime?
The second one is an obscure interactive storybook for children of the Playtoons series: Bambou le Sauveur de la Jungle. We have only managed to find the French version of the game; other language versions may or may not exist. Information on these would be very much appreciated.
So, grab your running shoes and/or jungle hat, the latest daily build of ScummVM, your game CDs and join us in the (bug)hunt! The needed datafiles can be found here and here. Bugs should be reported to our bug tracker, but please follow our bug submission guidelines. Screenshots of both games would be great too!
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 |
|
 |
|
|
|
January 24th, 2011, 23:52 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16265.html
A new version of OpenTTD has been released. OpenTTD is a clone of the Microprose game "Transport Tycoon Deluxe", a popular game originally written by Chris Sawyer. It attempts to mimic the original game as closely as possible while extending it with new features.
Quote:
1.1.0-beta4 (2011-01-21)
------------------------------------------------------------------------
- Feature: [NewGRF] Rail type property to influence sorting of rail types in the drop down list [FS#4394] (r21866)
- Feature: [Network] Console command to change the password of other companies for servers [FS#4368] (r21855)
- Feature: [NewGRF] Introduction dates/required types for rail types; e.g. introduce a particular rail type in 1960 (or when a vehicle using it is introduced), but also allow limiting its introduction to only happen when the required railtypes are available [FS#4393] (r21842)
- Feature: Limit vehicle lateness to the length of a full timetable cycle, e.g. when a cycle takes 50 days and the vehicle is 65 days later reduce the lateness to 15 days (r21832)
- Feature: After building a road or tram bridge/tunnel, connect it to any existing road or tram (r21778, r21777)
- Feature: Display NewGRF object sprites during object picking (r21772)
- Feature: Display NewGRF station sprites during station picking (r21755)
- Change: Allow LMB scrolling with the mouse outside of the extra viewport instead of canceling scrolling when going slightly over the edge (r21838)
- Change: Only show rail/road types that will eventually be available in-game. For example do not show trams when there is no tram NewGRF loaded (r21817)
- Change: Keep aqueducts and road/tram tunnels and bridges after removing a company (r21780)
- Fix: Distant-join station would build at the wrong location when having persistent building turned on and selecting a ´second´ location for the station tile [FS#4430] (r21864)
- Fix: Slowing down of trains was done by reducing the speed by 10%, but also when you are just 1% too fast, so limit the slowdown till the new maximum speed [FS#4423] (r21847)
- Fix: Left-mouse-button dragging would switch over to other viewports instead of staying locked to the viewport you started on [FS#4419] (r21837)
- Fix: When a train was reversed while inside a tunnel/bridge, it would not have (re)set the GOINGUP/DOWN bits after leaving the tunnel/bridge (r21836)
- Fix: Desync debug savegames might not be actually saved in case threading is enabled, which is enabled by default [FS#4427] (r21833)
- Fix: Service orders for trains/aircraft would (sometimes) not get a time when autofilling [FS#4414] (r21831)
- Fix: Crash with the small map window on big endian platforms [FS#4417] (r21830)
- Fix: The expectations from the ´always build infrastructure´ setting name/description did not match the behaviour [FS#4007] (r21826)
- Fix: Allow dragging of combo signals (again) [FS#4378] (r21816)
- Fix: [YAPF] Apply a pathfinder penalty for back of one-way path signals so those arenot preferred over other possibilities [FS#3908] (r21815)
- Fix: Check GRF version from action 8, and disallow usage of GRFs with versions above 7 (r21814)
- Fix: Crash when displaying the owner view [FS#4411] (r21813)
- Fix: Do not create automatic orders when there are no manual orders, and remove unreached automatic orders when reaching an ordered waypoint or depot [FS#4404] (r21809, r21808)
- Fix: Loading a TTO savegame failed after loading a TTDP savegame (r21799, r21798)
- Fix: The size (in characters) of the string inputs was too small for loading some TTD savegames (r21797)
- Fix: Drive through road stop state was not properly converted from TTDPatch savegames [FS#4398] (r21796)
- Fix: Broken usage of GetTileOwner() caused wrong conversion of old savegames (r21793)
- Fix: Terraforming limit was off-by-one when terraforming a single tile height [FS#4407] (r21791)
- Fix: TTDPatch savegames can have train waypoints encoded as buoys [FS#4398] (r21790)
- Fix: When the font misses the fallback character ´?´, use the sprite font´s ´?´ instead [FS#4405] (r21789)
- Fix: Crash due to invalid rail station width and height data stored in TTDPatch savegames [FS#4398] (r21786)
- Fix: Crash when converting savegame with custom waypoint name (r21784)
- Fix: Diagonal tile iterator failed for A * 0 selections [FS#4396] (r21768)
- Fix: Do not limit tile clearing during bankruptcy [FS#4397] (r21767)
- Fix: PBS reservation was not shown on road crossings with NewGRF railtypes [FS#4369] (r21765)
- Remove: The ´stopall´ console command, as its functionality was broken. Group start/stop commands can be used instead [FS#4409] (r21804)
http://www.openttd.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 26th, 2011, 01:32 Posted By: wraggster
Facebook has confirmed that it is indeed making Facebook Credits mandatory for Games, with the rule going into effect on July 1 2011. Facebook says that Credits will be the exclusive way for users to get their 'real money' into a game, but developers are still allowed to keep their own in-game currencies (FarmBucks, FishPoints, whatever). For example, Zynga can charge you 90 Facebook Credits for 75 CityCash in CityVille. ... The company acknowledges that some developers may not be pleased with the news, explaining this is why it is announcing the news five months in advance, so it can 'have an open conversation with developers.' The rule only applies to Canvas games (games that use Facebook Connect aren't affected), and while it's games only at this part, Facebook says that it eventually would like to see all apps using Facebook Credits. It's a move that's been a long time coming — there has been speculation that Facebook would do this for a year now, spurring plenty of angst in the developer community
http://games.slashdot.org/story/11/0...tory-For-Games
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 |
|
 |
|
|
|
January 27th, 2011, 02:18 Posted By: wraggster
Left 2 Die, StarJeweled and Aiur Chef - the three official StarCraft II mods revealed at Blizzcon last year - are now available for beta testing, developer Blizzard has announced.
Left 2 Die is a cooperative take on StarCraft II's Outbreak mission which sees you trying to fend off wave after wave of undead Terrans.
StarJeweled is a riff on PopCap's puzzle classic Bejeweled that sees you launching attacks against your opponent by matching similarly coloured gems.
Finally, Aiur Chef – a pun on the Japanese extreme cooking show Iron Chef – sees you scouring the game map for ingredients to complete various recipes.
"While these custom games are still under development and we don't yet have a release date to share," Blizzard explained in a post on Battle.net, "we wanted to give everyone the opportunity to test them out and give feedback before they're officially released."
To check them out in their current state, go to the Multiplayer tab in StarCraft II and look for the custom games window.
http://www.eurogamer.net/articles/20...t-ii-mods-beta
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 |
|
 |
|
|
|
January 27th, 2011, 03:01 Posted By: wraggster
Thanks to Apple's much-adored tablet, the company has skyrocketed over the past year in computer sales, becoming the #3 computer manufacturer worldwide.
According to a new report, the tablet helped Apple secure a 19% fourth-quarter growth in sales, and an incredibly impressive 241% year-over-year growth. With just 3.8% of the total computer sales worldwide in Q4 2009, the new results show that Apple sold 10.8% of all PCs, when you include the tablet in the figures. That number just edges out Dell, making Apple the new #3 PC Manufacturer in the world.
The report comes from the company Canalys, who controversially decided to include all tablets in their market research. Ahead of Apple in the numbers are Acer, which saw an 8.8% percent growth, and HP which shipped 18.7 million units in Q4. Their year-over-year growth did slip to 2.9%, however companies such as Dell and Lenovo still experienced..
http://modmyi.com/forums/mac-news/74...-pc-sales.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 |
|
 |
|
|
|
January 28th, 2011, 20:57 Posted By: Shrygue
via Computer and Video Games
A Crysis 2 multiplayer demo for PC has been confirmed by Crytek via Twitter.
The studio said via the official Crysis account, "At this time, Crytek & EA are glad to confirm that we'll be releasing a pre-launch Crysis 2 multiplayer demo on PC! Stay tuned for details."
The Crysis 2 multiplayer demo was released exclusively for Xbox 360 on Tuesday although Crytek has had to work on technical issues since.
The game is set for shelves on March 25.
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 |
|
 |
|
|
|
January 28th, 2011, 23:38 Posted By: wraggster
The dates for QuakeCon 2011 are in. The event takes place in August, from 4th-7th, in Dallas, Texas - where limousines are fronted by bull horns.
QuakeCon used to be a place for id Software-related celebrations that usually involved huge old-school LAN parties, i.e. bring your own computer, plug it in and play an hours-long game of Quake.
That essence still remains, but there's a lot more going on now id Software is owned by ZeniMax - parent company of Bethesda.
In August, Bethesda will still have Rage, The Elder Scrolls V: Skyrim and Doom 4 to release. Brink and Hunted will have been on shop shelves long before.
http://www.eurogamer.net/articles/20...ates-announced
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 |
|
 |
|
|
|
January 29th, 2011, 00:20 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16283.html
Warzone 2100 GPL is a port based on the sources of Warzone 2100 for Windows, Mac OS X und Linux.
Quote:
Detailed Changelog:
2011-01-20: Version 2.3.7
General
Fix: Make construction, production and research independent of framerate and number of parallel tasks (b4e33f24a2)
Fix: Changing droid settings now works, even if selecting more than 100 droids (9bab7867c8)
Fix: Reset construction speed upgrades between games (9a28d849f9)
Fix: Don´t gain experience by shooting your own buildings/units (61adc3712a)
Fix: Don´t truncate usernames at the first unicode character (da4a6ea4cc)
Fix: Correct delivery point placement for cyborg factories and repair facilities (b25bc87b3a)
Multiplayer
Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (4c0b8a68af)
Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (9cacfc52a4)
MP Balance (5b863da695)
Mg damage to cyborgs up 10%, to tracks down 10%, and to bunkers down 5%
Cannon damage to buildings and hardpoints up 10% and to bunkers up 25%
UI
Change: Show a savegame´s timestamp tooltip in the current locale (#2303, ec1bbcbbaf)
Change: Show distances and speeds in terms of tiles (e192e8a758)
Fix: Improve UI responsiveness under low framerates (89d8b599d5)
Fix: Prevent some key presses from being ignored (942c2f1fe3)
Fix: Don´t show health bars over empty terrain, when set to always display energy bars (#912, 61a79c761a)
Translations
Updated: Italian (#2367, #2408, 182f6ba3d2, 90658df7e1)
Updated: Turkish (#2376, #2418, 5d93fb0728, 77f651b5ba, #2443, e36b4abac5)
Updated: Brazilian (#2387, 8500268900)
Updated: Polish (#1347, d46cf8f620)
Updated: Spanish (#2442, 10626ae363)
Updated: Russian (4accc26eca)
http://en.wikipedia.org/wiki/Warzone_2100
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 |
|
 |
|
|
|
January 29th, 2011, 00:21 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16284.html
PrBoom-plus is a Doom source port based on PrBoom.
Quote:
2.5.0.9.test @ 2011-Jan-24 00:03 - win32 build, sources
[+]If "-warp" does not have any map number after it, then the game will automatically warp to the first map of all files loaded at the command line. This allows a pwad to be run without concern for where the actual maps start.
[+]Ability to put automap in overlay mode where you want (map_overlay_pos_x/y/width/height config variables).
[+]Added render_patches_scalex/y config variables for custom scaling when "not adjusted" is used.
[+]Emulation of weaponinfo overrun. [*]Added mouse action for single-click use key presses and for backward motion. [*]Noclip side-effect which can occur after "intercepts overflow" should not have any effect after level reloading.
[-]Fixed crash on map21 @ Newgothic with "-complevel 10" and above.
[-]Improved emulation of "missed back side" overrun. There is no more desynch on fez1-924.lmp @ fez1.wad, but you still need to add "-setmem dosbox" or "-setmem dos71" command line parameter, because default "dos622" memory layout causes desynch.
http://prboom-plus.sourceforge.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:23 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16285.html
Privateer: Ascii Sector is a free remake / demake of the classic game Privateer. This version was released at the end of 2010.
Quote:
- Fixed bug with character pathfinding that could crash the game after many launches and landings in one gaming session.
- Fixed bug that made it impossible to dock with a quest ship with the DontMove order.
- Fixed some instances of weight of grenades not being subtracted from your inventory weight when thrown into water or exploding in your hand/backpack. Also fixed weight issue when combining ammunition, ultimate or brilliance clips/containers.
- Fixed instances of the player recovering more than max health.
- Live grenades in your backpack and locker now explode and emit smoke.
- Moving a target character to a ship and then destroying the ship should now result in the mission being completed.
http://www.asciisector.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:24 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16286.html
Free Heroes2 Engine is a free implementation of Heroes of the Might and Magic II engine using SDL.
Quote:
SVN - up to r2241
+ Fixed: artifact: crystal ball level
+ Added: game: localized maps support, add iconv support
+ Update: Spell::RandAdventure
+ Fixed: game: update shipmaster cursor, upgrade monster button, dialog thievesguild reset cursor, hidden campaign button
+ Update: world: passable objects
Jan, 20, 2011
+ Fixed: pocketpc: show army info dialog
+ Fixed heroes: auto move hero after battle
+ Fixed: heroes: restore spell points
+ Fixed: heroes: switch combat formation
+ Fixed: heroes: restore spell points
+ Fixed: heroes: ActionToBoat
+ Fixed: castle: area detect
+ Fixed: castle: open mage guild
+ Fixed: castle: GetArmy with guard hero
+ Fixed: battle: reflect wide troops attack
+ Fixed: battle: Roc and Ghost hit animations
+ Fixed: battle: update ghost attack priority
+ Fixed: world: Arena visit, update visit wide objects
+ Fixed: world: artifact "crystall ball" action
+ Fixed: game: high score window
+ Fixed: game: cursor for shimaster
+ Added: game: localize maps support, add option: "maps charset ="
+ Added: world: customize sec. skills for Witchs Hut
+ Added: world: disable spells support (spells.xml)
+ Added: world: artifacts.xml customize value
+ Added: options: "heroes: pickup artifact + info dialog"
Jan, 12, 2011
+ Added: update translations
+ Fixed: heroes: disable auto move for hero vs monster
+ Fixed: pocketpc: change monster and update resource bar
+ Fixed: battle: attack castle heroes
Jan, 11, 2011
+ Fixed: ai: patrol mode
+ Fixed: castle: necromancer shrine building
+ Fixed: battle: disable luck animation with bless mode (and reverse)
+ Fixed: battle: skip pickup artifacts for retreat/surrender result
+ Fixed: battle: double cell attack for wide troop
+ Fixed: battle: for genie damage abil.
+ Fixed: battle: unicorn blind
+ Fixed: pocketpc: castle dialog
+ Fixed: world: attack to castle with two hero (guest and guardian)
+ Fixed: world: attack few monsters, first monster attack
+ Fixed: world: allow attack from temple
+ Fixed: world: Windmill wood resource
+ Fixed: world: monster count with custom value
+ Fixed: world: initial spell book for barbs and knights
+ Fixed: game: global hostkeys
+ Fixed: heroes: action to sphinx
+ Added: pocketpc: drag drop scroll
+ Added: pocketpc: castle guardians support
+ Added: castle: flash curent building
+ Added: options: "heroes: after battle move to target cell"
Dec, 15, 2010
+ Added: new ttf fonts
+ Fixed: battle: auto battle switch for all players
+ Fixed: battle: simple animation for lightning spells
+ Fixed: battle: bridge animation
+ Fixed: battle: castle walls redraw
+ Fixed: battle: wide troop move
+ Fixed: battle: end game with damage spells
+ Fixed: battle: bless spell exclude good luck, and curse spell exclude bad luck
+ Fixed: battle: genie damage - if genies can kill all then his ability will disabled
+ Fixed: passable for "Lean To" object
+ Fixed: mageguild: click info
+ Fixed: save GUI positions
+ Fixed: heroes visiting objects
Dec, 08, 2010
+ Fixed: disable save binary for loaded game
+ Fixed: WateringHole action
+ Added: hero to castle guardians feature
+ Fixed: spell name width (Armageddon and other)
+ Fixed: AI patrol mode
+ Fixed: battle turn orders
+ Added: show game settings from game
+ Added: new option "fonts small render" and "fonts normal render"
+ fixed: battle order troops move
+ Added: random move for hero with patrol mode
+ Added: "buy all monster" to castle well dialog, (work with option "buy from well")
+ Fixed: bad luck message
+ Added: store puzzle orders to savefile
+ Fixed: ultimate artifact puzzle image (remove objects)
+ Fixed: goodluck sound for battle
+ Added: heroes sleeping mode (default key: z)
+ Fixed: patrol mode, with Kingdom::ApplyPlayWithStartingHero
+ Fixed: event maps for protection tile (first will be a battle)
+ Fixed: battle blind spell (clean after tower attack and damage spell)
+ Fixed: gameover conditions (defeat/loss hero)
+ Fixed: windmill resource (remove wood)
+ Fixed: archers damage with castle walls
+ Fixed: battle attack for wide troop
+ Fixed: battle info damage range correctted
+ Added: 900 ms delay for battle info popup, open log window with last message currently
+ Added: battle luck animation (rainbow)
+ Added: ANDROID build support
Nov, 24, 2010
+ Fixed: castle dialog: resource bar redraw
+ Fixed: bugs #3113888 empty treasure chest, fixed GameResult::CheckGameOver for load game
+ Fixed: redraw gamearea with non standard display size
+ Added: popup damage info for battle
+ Added: wait button for battle interface, also added list logs
+ Fixed: fix sphinx meeting
+ Added: Battle::Speed gui settings
+ Fixed: objects quickinfo dialog
+ Added: numpad keys support
+ Updated: AI update, AI strength update
+ Fixed: AI wins and game over
+ Fixed: marketplace dialog
+ Fixed: crash, empty army after ai::meetings
http://sourceforge.net/projects/fheroes2/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:33 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16289.html
D2X-XL is an OpenGL-port of Descent II. Supported platforms are Linux, Mac OS X and Windows.
Quote:
v1.15.124
Fixed: Level areas not explored by the player, but seen by the Guidebot were shown in the automap when the cockpit´s Guidebot view was turned on
v1.15.123
Fixed: Video sound was distorted
Changed: Re-introduced the "-enable_freecam" command line switch allowing to turn off the free cam
v1.15.122
Fixed: Energy centers didn´t refuel player ships to their capacity depending on ship type, but always to 100
v1.15.121
Fixed: The fullmap powerup was removed from players when entering a new level even if it was specified as built-in equipment
v1.15.120
Fixed: When a player with a local port different from the server port became the game host, other players couldn´t reconnect to his game after having disconnected
Fixed: Damage lightning wasn´t deleted from the system in all cases causing lightning handling to process more and more lightning, causing laggy gameplay
Changed: The amount of damage lightning on an object has been decreased to avoid overburdening the game with their management on weaker systems
v1.15.119
Fixed: The program could crash when operating an exit trigger via a master trigger
v1.15.118
Fixed: When the game host disconnected in a UDP tracker game and another player subsequently became game host, the game became invisible on the tracker
Fixed: When the game host disconnected in a UDP tracker game and another player subsequently became game host, players that disconnected couldn´t reconnect
Fixed: Player shield status wasn´t always properly reported to other players in multiplayer games
Fixed: Thruster flames of other players often weren´t properly rendered in multiplayer games
v1.15.117
Fixed: Players could pick up weapons in multiplayer games they were already carrying
v1.15.116
Fixed: Cameras weren´t always properly rendered on older NVidia hardware
Fixed: In non-expert mode, stereoscopic rendering didn´t always work
v1.15.115
Fixed: Complex polygon models of energy weapons weren´t completely rendered (e.g. fusion blobs from Pumo´s Descent weapon mod)
Improved: Multiplayer level transition handling has been improved to avoid players having to wait in the score screen forever
v1.15.114
Fixed: Data packets containing information about powerups dropped by destroyed robots weren´t properly processed in UDP based games
Fixed: Not all players could enter the next level in coop games after a level had been destroyed and the players had gathered in the score display
v1.15.113
Fixed: Players sometimes couldn´t move in multiplayer games
v1.15.112
Fixed: Stuck robots exploded right away instead of trying to free themselves
v1.15.111
Fixed: Bossed in Descent 1 levels often self-destructed for no apparent reason when trying to find or destroy the player
v1.15.110
Fixed: Transparent objects (like e.g. the modded laser bolts in Pumo Mines) weren´t always rendered anymore
v1.15.109
Fixed: Some network data wasn´t properly processed by a new client connecting to a game host which could cause inconsistencies between host and player game states
Fixed: Headlights didn´t always work right in multiplayer
Fixed: Player name and ´typing´ message weren´t centered on player ships in multiplayer games
Fixed: The game host only sent information about its current ship state (ship type, weapons, damage) when the hosting player first fired a weapon, equipped a another weapon or selected a different ship
v1.15.108
Fixed: Player ship data was corrupted after loading a multiplayer save game
Fixed: Fixed: You couldn´t separately set soft blending for smoke, sprites and sparks as expert user and with highest render quality set
Changed: Previously, for gun shots coming in groups (like lasers), only one shot produced an impact sound. Now, each separate shot will produce on (can cause sound to build up)
v1.15.107
Fixed: At highest render quality, no particle fx, light trails, coronas or 2D gun shots (sprites) were visible
v1.15.106
Fixed: Transparent parts of hires models will now be rendered properly
Fixed: The automap wasn´t rendered properly anymore
Improved: Hires ship headlight beams will now be blurred when glow is enabled
v1.15.105
Fixed: The program crashed when trying to load MetalBeast´s Wolf Beta 1
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 |
|
 |
|
|
|
January 29th, 2011, 00:35 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16290.html
Rockbot is a free (GNU-GPL) remake of the game Megaman / Rockman. The game is made with the SDL library, and ported to Linux, Windows, Dingoo and Playstation 2.
Quote:
After more than two months, we finnaly bring to you a new version.
Go to our downloads section to get binaries for Linux, Ubuntu 10.04, Windows, Playstation 2 and Dingoo (Dingux).
The changelog from beta7 is:
corrigir problema de botões no menu (corrigir esquema de read_input e game_mode)
array de teclas deve ser INT e não CHAR
estrelas maiores devem ser cinza
melhorar “pisca” do player quando invulnerável (está muito rápido)
inimigos tem que ter um hit-timer para ficarem invencÃ*veis por um segundo, como os players
direcionar debug para arquivo stdout.txt
spiked chain não deve ser destruÃ*da no hit
chefes tem que ter um hit-timer para ficarem invencÃ*veis por um segundo, como os players
EDITOR: implementar fator de zoom
direcionar debug para arquivo stdout.txt
ajustar sensibilidade do análogo para PS2 e PC independentemente
implementar direcional digital no PS2
corrigir problema em que player muda tipo de animação no meio do pulo
refinar velocidade e gravidade do pulo
corrigir problema em “got weapon” onde não anda para o meio se passou dele
teleporte voltado para esquerda não está aparecendo
corrigir problema de pulo+espinhos depois de barreira
descobrir porque player fica invulnerável após morte (hit == 1?)
melhorar dano de espinhos
plataformas que se movimentam “derrubam” jogador para dentro das paredes
itens colocados via editor não estão funcionando corretamente
pÃ*lula só deve ser barulho se HP OK – pular sobre escadas ainda está dando problema
corrigir pequena discrepância na posição vertical da tela (área cinza)
implementar morte para 2 jogadores (player reaparece na mesma tela, junto do player que está vivo – não pode ter 2 mortos simultâneos)
(URGENT) corrigir scroll para 2 player mode
(SERIOUS) em 2 player mode, ESC não sai do jogo (PC)
criar flag LINUX, WIN32 e colocar PC (Linux e Windows) no projeto – ajuda com alguns ifdefs
tecla de quit deve funcionar apenas em PC e Dingux
(URGENT) objetos só testam player 1
(SERIOUS) na água, se esbarra em uma parede, volta a gravidade normal (devemos testar meio do player/terrain apenas)
menu deve ser chamado indepententemente para betabot e rockbot
(FEATURE) betabot must shot two projectiles at once
colorcycle deve ser aplicado também sobre nÃ*vel 3 de tiles
implementar sistema de checkpoints (no loadMap, se a posição do mapa for < RES_W, é checkpoint) – na versão 0.2 isso será uma lista em stage
congelamento de tempo só pode parar um único chefe (magebot)
animação de hit deve seguir o player/npc
animações de hit devem sumir quando o player morrer ou trocar de tela OK – new gravity system more similar to megaman games
(SERIOUS) quando atingido, se está segurando o botão de pulo, está pulando automaticamente
add a animation state for transition between stand and moving called OK – add a “scroll lock” terrain type, similar to boss door, but without doors animation/sound
(URGENT) blocks are falling
to not block top and botton in colision. if player leaves by bottom, dies (holes).
fix door/scroll-lock right to left (infinite loop) OK – show 3rd level on “ready”
dying makes the music reset to apebot’s OK – (SERIOUS) stage intro dialog is showing again when player dies
must show player and NPC on boss dialog OK – (SERIOUS) moving left/right platform not working
(URGENT) crashing when loading a stage after beating a boss OK – teleporter is returning to the first used one always
implement teleporters return (for 8 bosses room in skull castle) OK – (URGENT) create a new type of terrain that is meant to be checkpoint
(URGENT): npc grtempaphics are using filename as key. this is wrong, as we can have different NPCs with same graphic file, must use name instead.
(URGENT) when beating a boss and dying, is returning to previous stage (must set checkpoint to new stage)
(see checkpoint terrain) – boss door 1 must save checkpoint – novos npcs: c) DONE – morcegos d) DONE – shooters de teto (atira uma na diagonal, uma reto) e) shooters laterais
allow user to define NPC direction in editor
different damages according to weapon type for bosses OK – (SERIOUS) ready is showing in the top-left after first blink in Dingux, similar problem for Destrin ship
(URGENT) fix jump on stairs
(URGENT) items placed with editor are not being shown in game (do not allow dot in the name)
(URGENT) player is heatting the head too soon
colorcycle is not working well in intro (have to add one extra colorcycle in the start with a very small timer)
user key reading in intro is too slow, so keypresses are being lost (had a bug with new/load screen not showing)
(SERIOUS) item colision check is bad (falling from jump item if a bit to the left) (removed reducer)
(URGENT) intro and dialogs are out of place (showing dynamite in spike)
only show weapons adquired
jump should not pass the screen maximun (y + ph > 4), but must keep the gravity calc
add jet and coil “you got”
TEST – jump is slow in Dingux: need to refactory in order to move the same amount (x axis), but faster (more yinc)
(URGENT) with the new jump gravity system, player if “kicking” in the water
fix star speed by using sdl_surfaces for stars/bg instead of fill_rect
(SERIOUS) check weapon damage in bosses, seems like it is not working
moving cursor in weapons menu should move only to the first available weapon, not empty positions
fix got weapon sound effect repeating
need small music for castle intro
check and improve color-cycling in the game intro (is failing in the dingux)
adjust timings in intro
IA para Apebot
ending (rockbot or betabot over train)
show boss energy
player2 energy must be placed under p1
thinner energy bars
(URGENT) [PS2] intro feeezes (probally due to colorcycle)
INITIAL_HP must be used in NPCs only for bosses
[PS2] the “you got” second line is showing trash
(URGENT) [PS2] teleporters are sending player to the wrong place
[PS2] trash appearing in credits
(URGENT/RE-TEST) [PS2] corrigir problema de botoes do player2 no PS2
The Nintendo DS port is still absent, and should be our focus for RC2.
We hope you enjoy and, if find any problem, tell us.
http://rockbot.upperland.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:38 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16291.html
FreeCol is an open source project that aims to provide a free Colonization clone. FreeCol is released under the GPL.
Quote:
We have released FreeCol 0.10.0-alpha. The new release is not yet stable, but fixes many old bugs and adds numerous new features. It should be able to read all 0.9.x savegames.
Changes to increase Colonization compatibility
secondary production no longer benefits from plowing
horse production consumes less food
treasure from destroyed native settlements is now closer to the original
choice of cargo to loot when winning a naval battle
clearing a tile will sometimes uncover a resource
Spanish national advantage now includes attack bonus against natives
Other user-visible changes
new theme
selectable rules
custom difficulty
new goods type "grain"
"clear forest" accelerator is now "C", "center" is now "Ctrl-C"
display the last sale price of goods at native settlements
many bugs fixed, some quite old:-)
Other changes
better client-server communication, reduces synchronization issues
cleaned up external dependencies (cortado, etc.)
fixed sound for some (most/all?) users
localization files are now encoded as UTF-8
http://www.freecol.org/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:39 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16292.html
Freeciv is an open source project that aims to provide a free Civilization clone (released under the GPL).
Quote:
WHAT´S CHANGED SINCE 2.2
Increased number of simultaneous players - from 30 to 126
Increased maximum map size - from 30.000 tiles to 128.000 tiles
More than doubled the number of playable nations (from 187 to 387). Many improvements to existing nations, such as using native spellings for cities and leaders.
Update of the help texts
Variable city radius (radii between 1 and 5 possible)
Tech upkeep (similar to gold upkeep for improvements)
Reworked settings configuration
Lua improvements
New save game format (old save games can still be loaded)
New save file names (defaults to something like freeciv-T0010-Y-3500-manual)
New rulesets (experimental and multiplayer)
Cleanup of the dialogs in the gtk client
Split AI code into the real AI and advisors code
http://freeciv.wikia.com/wiki/Main_Page
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:40 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16293.html
Hexen II: Hammer of Thyrion is a source port based on Hexen II and HexenWorld. Supported platforms are Linux, BSD, Mac OS X and Windows.
Quote:
2010-11-25: Hammer of Thyrion, 1.4.4-pre11
Version 1.4.4-pre11 of Hexen II: Hammer of Thyrion is released: Changes since the previous uhexen2 beta version:
- fixed a rare game crash when battling bosses with assassin class, using the tome of power and launching at the enemy a lot of projectiles.
- fixed a rare segmentation fault with certain command line arguments (bug was introduced sometime between version 1.3.0 and 1.4.0).
- fixed stuffcmds so that arguments to commands can have ´-´ or ´+´ within their names. A command like "hexen2 +map mymap-01" works properly now.
- fixed a problem in sound effects code where some teleportation sounds might have got lost.
- alsa audio: added workarouds for better behavior on some linux setups.
- hexen2 client: pause/resume midi (background music) along with cdaudio upon pause message.
- opengl: reworked text and HUD scaling menu option.
- windows mouse: fixed behavior upon minimize/restore in windowed mode.
- windows cdaudio: fixed MCI errors when resuming the last track of a cdrom.
- increased default zone memory size to 384kb.
- utils, jsh2color: worked around a stack corruption resulting in crashes due to the code´s way of dealing with TEX_SPECIAL cases.
- utils, lmp2pcx: Tweaked and documented palette file usage and allowed the embedded palette again.
- documentation updates.
- other small updates and fixes.
Along with the full sources, we also posted win32, win64 and dos binary packages, as usual. Mac OS X packages will follow shortly. We´d appreciate any feedback.
In the next release, I plan on adding ogg, mp3 and midi decoders for background music and remove SDL_mixer dependency. If all goes well, support for extra image formats can happen, too. Let´s wait and see.
http://uhexen2.sourceforge.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:45 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16294.html
ODAMEX is a modified Doom source port. Supported platforms are Windows, Mac, Linux and FreeBSD.
Quote:
Odamex 0.5.1 (r2038)
Odamex 0.5.1 was released on December 10th, 2010.
Changes
General Odamex Changes:
General bug fixes and code optimizations.
ZDoom features are slowly being reintroduced. These include, but are not limited to, MAPINFO, ANIMDEFS, ACS, and basic hub travel support.
More centralizing of the game state code into the common base
Non-infinite height actors (z-height) now function.
Xbox is now a standard supported platform and, as a result, there is full joystick support for all platforms.
Odamex Client Changes:
Mouse/Pallete issues fixed for Windows Vista/7 users by using DirectX as default video mode. DirectX mode now sets up the screen with a 32-bit mode and blit the 8-bit surface to it.
Support for resolutions up to 2048x1536.
Improved prediction when moving up/down stairs and similar sectors.
Player color sliders in the menu now move much faster when holding down a direction.
Odamex Server Changes:
Fixed bug where downloading clients were considered in-game.
Fixed bug where exit button could not be used even when fraglimit was exceeded using sv_fragexitswitch.
Odamex Xbox Changes:
Chat macro support
Fixed a bug that makes retrieving/refreshing the server list many times faster on affected Xbox´s.
Fixed DEH/BEX patch loading (mods like Batman Doom and GoldenEye load correctly)
The launcher loads Odamex properly when it uses a long path name
odamex.xbe can be launched directly from an XBMC shortcut with command-line parameters using the tag
Various other bug fixes
Downloads
Coming Soon!
http://www.odamex.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
January 29th, 2011, 00:50 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-16299.html
OpenMW is an open-source engine for the game The Elder Scrolls 3: Morrowind (via OpenMW forums).
Quote:
OpenMW is a free and open-source engine for The Elder Scrolls 3: Morrowind. It aims to be a fully playable (and improved!), open source implementation of the game´s engine and functionality
We are proud to announce the latest version of OpenMW, Version 0.9.0, which was released on 13 January 2011.
New Features
Exterior cells - loading, unloading and management
Character Creation GUI
Character creation
Make cell names case insensitive when doing internal lookups
Music player
NPCs rendering
Downloads
Linux 32 - http://openmw.googlecode.com/files/o...inux32.tar.bz2
Linux 64 - http://openmw.googlecode.com/files/o...inux64.tar.bz2
Windows - http://openmw.googlecode.com/files/openmw-0.9.0-win.zip
Known Issues
Sometimes the music track changes whenever you enter a new cell
Exterior rendering is unoptimized (slow) and has no landscape yet
Character creation must be invoked via script instructions, the tutorial sequence at the beginning of the game isn´t fully working yet.
We have a rate crash bug releated to NPC-rendering.
You can pick up things and use load doors (doors that connect cells). Note that the aiming mechanism is only a placeholder. It lacks precision and causes problems in some cases (it will be replaced in the next version).
If you find any bugs/errors with the latest version of OpenMW, please submit a bug report on openmw.com or at the OpenMW forums.
http://openmw.sourceforge.net/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
 |
|
|
|
|
|