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July 6th, 2014, 01:10 Posted By: wraggster
The forthcoming 1.7.0 release of ScummVM is almost here! This time around, we have a total of five newly supported games:
- Chivalry Is Not Dead
- Mortville Manor
- Return to Ringworld
- The Neverhood
- Voyeur
But before we can release the latest and greatest version of ScummVM, we need help testing out all these new games. Besides the aforementioned new games for this release, the DOS floppy versions of Indiana Jones and the Last Crusade and Loom, require testing running with our AdLib emulator. You can always check out which games still need testing on our wiki. There are also a few other old classics on that list that could use another run through.
A daily build is all that is required to get started. If you happen to find any bugs, please report them on the bug tracker. After completing one of the games, please let us know on the forums so we can post the results up on the wiki page. Be sure to follow our guidelines for release testing, which can be found on the wiki as well.
And while you play through these newly supported games, please submit some screenshots!
http://www.scummvm.org/news/20140616/
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July 6th, 2014, 21:55 Posted By: wraggster
via http://www.emucr.com/
vJoy v2.0.4 Alpha (2014/06/30) 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 v2.0.4 Alpha Changelog:
- Are NOT compatible with PPJoy
- Enable the user to install 1 to 16 vJoy devices
- The number of devices is configurable
- Each device is individually configurable
- SDK provided: C/C++ and C# Development environment
https://www.sendspace.com/file/0h8ik9
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July 6th, 2014, 22:05 Posted By: wraggster
via http://www.emucr.com/
D2X-XL v1.17.52 is released. D2X is a port of Descent 2 to OpenGL. It is an open source project and has received a lot of enhancements compared to Descent 2. My work on this project would not have been possible if hadn't been for the people who initially implemented the OpenGL and SDL code in D2X, so my thanks to them: It is for them that we can still play this great game on modern hardware. My thanks also to the many people who have provided input for this project, be it in the form of bug reports, great ideas, logos, encouragement, or other.
Descent 2 is a pretty old game, and further development has slowed down; so there are a few issues - some still stemming from the original Descent 2 - that have never been adressed or solved in D2X.
As I still like Descent 2 pretty much, I was always looking for a way to get rid of the things that plagued me most in Descent 2. Getting hold of the D2X source files and being able to create a MS Visual C++ 6 project for D2X finally enabled me to fix these annoyances.
D2X-XL v1.17.52 Changelog:
Fixed: Rendering post effects still didn't work right, causing screen flickering
Fixed: Light trails were rendered at the wrong position in spectator mode
Fixed: The program could crash when rendering low resolution models
Fixed: Opening a menu in Oculus Rift mode lead to extremely distorted letters in the menu
Fixed: Some HUD texts were miscolored and/or too dark
Fixed: Players couldn't properly join multiplayer games
Fixed: Players weren't properly assigned to teams in CTF
Fixed: Flags picked up by a player from the opposing team were immediately respawned in CTF
Fixed: The program crashed when returning the own flag to the flag pit in enhanced CTF
Fixed: Players didn't always get a proper team-specific start position in maps containing such start positions
Fixed: Players were occasionally spawning at the same position
Fixed: The program could crash when failing to join a multiplayer game because the game was full
Fixed: Players didn't reconnect properly during the transition from a level to the next
Fixed: If 3D powerups were set to full and the 3D shield's texture was not available, no shield powerups were rendered
Fixed: There were more instances of temporary stuttering due to textures not being pre-loaded to the graphics driver
Fixed: Trying to quit the game in the end level score table (by pressing Esc and chosing to abort the match) didn't work
Fixed: The program could crash when transferring the player from a level to next
Fixed: Loading missions containing RLE encoded bitmaps with row sizes > 255 pixels caused crashes (this affected Descent: The Enemy Within level 1 among others)
Fixed: In the 64 bit executable, the mouse could leave the game window although -grabmouse was specified
Fixed: The complete Descent 2 (512x512) hires texture pack didn't have the textures in the proper subfolder, causing a faulty installation of the textures
Fixed: Players could leave the end level score screen and proceed to the next level although not all other players had finished the previous level
Improved: The hires hostage texture has been made bigger
Improved: The hires hostage texture has been added to the complete Descent 1 hires texture packs
Improved: A multiplayer client that is temporarily unresponsive due to performing lengthy tasks (like loading a level or computing lightmaps) will not disconnect anymore
http://filemarkets.com/fs/8Criemso6nRa2ina90a2/
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July 6th, 2014, 23:57 Posted By: wraggster
via http://www.emucr.com/
OpenTTD v1.4.1 Final 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 v1.4.1 Final Changelog:
- Fix: First send packages about new company, then clients joining it to admin port [FS#6025] (r26616)
http://www.openttd.org/en/download-stable
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July 7th, 2014, 20:39 Posted By: wraggster
Five years after it debuted as a fan-crafted Half-Life 2 modification, and following a lengthy Greenlight campaign, NeoTokyo has arrived on Steam as a standalone release.
Best described as an amalgamation of Counter-Strike's creeping, deliberate gunplay and sci-fi influences that fall somewhere between Neuromancer andGhost In The Shell, NeoTokyo has earned a devoted following over the past half-decade. That should only increase, as the standalone Steam release bears a $0 price tag, and does not require players own Half-Life 2 or any other game containing the Source engine.
Full technical specs and game details on NeoTokyo can now be found on the game's Steam page.
http://www.joystiq.com/2014/07/07/cy...able-on-steam/
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July 7th, 2014, 20:44 Posted By: wraggster

The Kinect 2.0 may have split from the Xbox One, but it will be ready to find new love with PC partners soon. A Microsoft Store listing highlights a July 15 release date for the Xbox logo-less, PC-compatible 3D camera, meaning we can put Xbox head Phil Spencer's belief that people will still buy the Kinect to the test as soon as next week.
The PC version of the Kinect 2 boasts a price tag of a not-insignificant $200 - $100 more than the price difference between a Kinect-less Xbox One and an Xbox One with the peripheral pack-in.
http://www.microsoftstore.com/store/...ctID.298810500
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July 7th, 2014, 21:58 Posted By: wraggster
Divinity: Original Sin has claimed the top spot on Steam during last week's sales period, which included the fading days of the digital distributor’s summer sale.
Wolfenstein: The New Order and Payday 2 finished with their own flourishes, thanks to significant promotional discounts. The pair finished in the runner-up and third spot, respectively.
Chart regular DayZ never faltered in terms of dropping off the list during the sale, taking a relatively solid fifth place finish this past week.
Here's the full list:
- Divinity: Original Sin
- Wolfenstein: The New Order
- Payday 2
- Counter-Strike: Global Offensive
- DayZ
- Skyrim V - Legendary Edition
- Dark Souls II
- Civilization V: Complete Edition
- Borderlands 2 Game of the Year
- Space Engineers
http://www.mcvuk.com/news/read/steam...july-5/0135018
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July 14th, 2014, 21:01 Posted By: wraggster
via http://www.aep-emu.de/
The finale version 1.4.1 of OpenTTD has been released. There seems to be no changes since the release candidate.
OpenTTD is an open source complete recreation of "Transport Tycoon Deluxe"by Scottish games designer and programmer Chris Sawyer (Microprose). It delivers many bug fixes and general enhancements to the game.
Quote:
1.4.2-RC1 (2014-07-03)
- Fix: CargoPacket::SourceStation() returns a StationID (r26660)
- Fix: Days in dates are not represented by ordinal numbers in all languages [FS#6047] (r26657)
- Fix: Production cheat cannot be allowed to be active in multiplayer for desync reasons, even when activated in singleplayer previously [FS#6044] (r26656)
- Fix: Make sure an ´abs´ is used that supports int64 when using ´abs´ on those variables (r26651)
- Fix: Support save/load chunk lengths of up to (1 << 32) - 1 [FS#6041] (r26650)
- Fix: Incorrect usage of string commands in the base language [FS#6037] (r26642, r26640, r26639, r26632)
- Fix: Segmentation fault when encountering a .obg/.obs/.obm with empty string/zero length MD5 checksums [FS#6038] (r26637)
- Fix: The ´Load´ button was not properly enabled/disabled for old savegames without NewGRF information (r26634)
- Fix: If the video driver fails to supply a list of resolutions, display an error message [FS#6012] (r26629)
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July 21st, 2014, 21:06 Posted By: wraggster
via http://www.emucr.com/
D2X-XL v1.17.60 is released. D2X is a port of Descent 2 to OpenGL. It is an open source project and has received a lot of enhancements compared to Descent 2. My work on this project would not have been possible if hadn't been for the people who initially implemented the OpenGL and SDL code in D2X, so my thanks to them: It is for them that we can still play this great game on modern hardware. My thanks also to the many people who have provided input for this project, be it in the form of bug reports, great ideas, logos, encouragement, or other.
Descent 2 is a pretty old game, and further development has slowed down; so there are a few issues - some still stemming from the original Descent 2 - that have never been adressed or solved in D2X.
As I still like Descent 2 pretty much, I was always looking for a way to get rid of the things that plagued me most in Descent 2. Getting hold of the D2X source files and being able to create a MS Visual C++ 6 project for D2X finally enabled me to fix these annoyances.
D2X-XL v1.17.60 Changelog:
Changed: when observing a disconnected player, observer mode will automatically switch to the next connected player or to free roaming mode
Changed: When the final boss or reactor of a level is destroyed, players in observer mode will be dropped into the mine
https://www.sendspace.com/file/8o601m
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July 28th, 2014, 22:11 Posted By: wraggster
A year has passed and ScummVM 1.7.0 is here.
With this release we have added support for 45 completely new games. These are:
- The Neverhood
- Mortville Manor
- Voyeur
- Return to Ringworld
- Chivalry is Not Dead
Also, we have updated the MT-32 emulator, added an OpenGL backend, improved many aspects of the GUI, enhanced the AGOS engine, made Urban Runner's videos less CPU-demanding, fixed tons of bugs in dozens of SCI games, improved sound in Loom and Indiana Jones and the Last Crusade and improved platform portability for the Tony and Tinsel engines.
But this is not all. We have added experimental support for the OUYA console (we couldn't add GCW-Zero support simply because sev still awaits his console from Kickstarter), made major improvements to the PS2 port and merged the Bada with Tizen ports.
The full list with all changes mentioned can be found in our release notes and the release can be obtained as usual from our downloads page.
Everybody Way Oh!
http://www.scummvm.org/news/20140721/
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July 28th, 2014, 23:29 Posted By: wraggster
via http://www.emucr.com/
D2X-XL v1.17.64 is released. D2X is a port of Descent 2 to OpenGL. It is an open source project and has received a lot of enhancements compared to Descent 2. My work on this project would not have been possible if hadn't been for the people who initially implemented the OpenGL and SDL code in D2X, so my thanks to them: It is for them that we can still play this great game on modern hardware. My thanks also to the many people who have provided input for this project, be it in the form of bug reports, great ideas, logos, encouragement, or other.
Descent 2 is a pretty old game, and further development has slowed down; so there are a few issues - some still stemming from the original Descent 2 - that have never been adressed or solved in D2X.
As I still like Descent 2 pretty much, I was always looking for a way to get rid of the things that plagued me most in Descent 2. Getting hold of the D2X source files and being able to create a MS Visual C++ 6 project for D2X finally enabled me to fix these annoyances.
D2X-XL v1.17.64 Changelog:
- Fixed: When particle collision was enabled, the program could crash when rendering smoke in segments with triangular sides
https://www.sendspace.com/file/cibckz
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July 30th, 2014, 00:26 Posted By: wraggster
Microsoft has teamed up with Intel and CircuitCo to create a tiny Windows PC called the Sharks Cove.
The development board is for both Windows and Android and comes with an Intel Atom Z3735G Quad-Core chip, 1GB of RAM, 16GB of flash storage and a MicroSD slot.
“This marks a major milestone in our work, and we’re all pretty excited about it, to say the least,†reads Microsoft’sHardware and Driver Development blog.
“This board is the product of a lot of collaborative effort amongst various groups from Microsoft, Intel, and the product manufacturer, CircuitCo.â€
Microsoft is aiming the device at developers looking to create software and drivers for mobile devices that run Windows. The firm believes it will ‘find a home with independent hardware vendors and hardware enthusiasts alike’.
The Sharks Cove costs $299 – a littler pricier than a Raspberry Pi, meaning general hobbyists will have to be pretty keen to fork out for one. But the blog points out: "That price not only covers the cost of the hardware, but also includes a Windows 8.1 image and the utilities necessary to apply it to the Sharks Cove.
“When you additionally consider that the Windows Driver Kit 8.1 can pair with Visual Studio Express and are both free with a valid MSDN account, the initial outlay for Windows driver developers is a lot less cost prohibitive than it once was.â€
Those interested in getting one can pre-order here.
http://www.pcr-online.biz/news/read/...e-order/034440
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