Archive for June, 2008

OpenFracas 0.5 Released

Sunday, June 29th, 2008

We are proud to announce the release of OpenFracas 0.5. The most notable changes in the 0.5 release are:

* Sounds and Music
* OpenFracas now supports up to 8 players
* New troop count drawing algorithm
o Better placement of troop counts
o Scales troop counts to fit within smaller country
* Options to restart a game or reuse the current map
* Streamlined User Interface
* Map Editor improvements
* More player colours to choose from
* Help documentation, revised from Fracas help, now available

Perhaps most significantly of all: Since the last release, OpenFracas has undergone major changes in its internal organization and structure. This means that OpenFracas is in a better position to begin adding more advanced and complex features in future releases.

A new developer, Eric, has joined the OpenFracas team since the last release, and has produced the new troop count drawing algorithm.

OpenFracas 0.5 is available on the downloads page; please feel free to contact us with any questions, concerns, or bugs on our forums.

Ubuntu users who have added our repository to their package manager will find the new version automatically available as an update.

LGP Introduces Linux Game Copy Protection

Tuesday, June 24th, 2008

For seven years Linux Game Publishing has been selling their Linux-ported games with no form of copy protection on their CD/DVDs, but beginning with their forthcoming port of Sacred: Gold that will be changed. Linux Game Publishing has developed their own Internet-based game copy protection system for Linux, and in this article we have more details on this scheme as well as their motives behind this work.

Read more at Phoronix

Warsow opens donation campaign!

Tuesday, June 24th, 2008

That’s right! After years and years of bravely not having any money involved, Warsow has a public paypal account now! And we are actually raising money now…

What for, you might ask? Seeing as Warsow is a game which shines in competition, on LANs and online, we have decided to give Warsow a little help in this regard. We need a big, nice competition, but we are no LAN organizers… Thankfully, the nice people over at crossfire are, and with their easybash (CDC 3 and 4 have passed with Warsow competitions) they offer a nice platform to promote our game. Sadly, last CDC was less than perfect, with fewer participants than expected, resulting in lower prizemoney and lower interest in general. Now of course, life isn’t all about money, nor is Warsow, or a good quality competition… But money opens doors, and generates interest, does it not?

Read more and make donation at Warsow website

Showtime ! New Warsow Trix movie !

Tuesday, June 24th, 2008

Hello Warsowians,

Mote, the famous french top gamer and also author of Warsow Movement School tutorial videos, is back and just released a very nice new trix movie, Cutting Classes.
Not a single frag inside, nor any racemaps, but awesome runs performed by Mote and his mates Brako and Mdoo, in few classic warsow duel maps, like wdm1, ex-wdm2, wdm3 and wdm5.

Read and look more at Warsow homepage

Tremulous needs help

Tuesday, June 24th, 2008

We are making progress and development of the next version of Tremulous continues. Norfenstein is still testing balance changes with the help of the Mercenaries Guild, by playing on the }MG{ Development Server you will help us create the balance statistics we need to gauge individual changes - so play on the server today! Instructions on how to join are here.

Khalsa and Dasprid have started a series of threads asking for input for the communities input on various topics, starting with the new website, so keep your eyes open for more of those and have your opinion heard today!

Ultimate Stunts 0.7.5

Tuesday, June 24th, 2008

This version contains another major improvement in the track editor: the route information will now be automatically re-calculated when you make changes to the track. This is an important step towards completeness of the track editor. Other changes are a more user-friendly settings editor, and a different slip model, which should make the car handling a bit easier.

Read more at Ultimate Stunts

Hedgewars 0.9.4 updated!

Tuesday, June 24th, 2008

We accidentally left a test feature in our last release, if you downloaded the new version early you probably noticed your hedgehogs have funny little hats. This feature is incomplete (expect it later), we’ve updated the installer to remove it, we’ve also added another new map to tempt you to download it!

Make sure you clear your browsers cache before getting the new version, it should be around 9.1mb in size!

Read more at Hedgewars

Wesnoth 1.5.1: Development Release

Monday, June 23rd, 2008

A new Development release is ready. This is the second release in the 1.5.x tree. A lot was changed since the start of the stable 1.4.x branch and since I am too lazy to list all the great changes in here, better have a look at the forum thread which describes the most important changes. As with the last releases, we continue to offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache…
At the moment only the OpenSolaris and Debian binaries are ready. Once the others are done you can find them at the download page. Please keep in mind that it is a development release which might include quite many bugs. If you find one, report it.

Zero Ballistics Beta for Linux available

Monday, June 23rd, 2008

Zero Ballistics is a unique blend of first person shooter and tank combat, focusing on multiplayer gaming exclusively. An open beta version is now available and - surprise, surprise - there is a Linux client available!

Read more at linuX-gamers.net

Sauerbraten CTF Edition

Sunday, June 22nd, 2008

Go forth and download: http://sourceforge.net/project/showfiles.php?group_id=102911

Quoth the history.html:
* added new MP maps by Nieb (hallo, shipwreck), schmutzwurst (akroseum, berlin_wall), KillHour (hog2), KaiserTodretter (paradiselost), Mayhem & mIscreant (duomo), Mayhem (tejen), Hero & WahnFred (mach2), TUX (capture_night), SATAN!!! (reissen), Redon (c_egypt), and Kal & DairyKing (kalking1)
* added MitaMAN’s new SP campaign: “Private Stan Sauer”
* added Fanatic’s new 10 song soundtrack “Spontaneous Failure”
* added geartrooper’s new MD5 character model: Mr. Fixit
* added ctf and insta ctf game modes
* added support for cloud boxes and cloud layers over sky box
* added in-game text editor for editing cfg files
* texture browser now displays glow, rotation, and offsets
* added console message filter (controlled via “confilter” and “fullconfilter” vars)
* “follow” command now works in first-person (can spectate in third-person via “thirdperson” var or 9 key)
* added support for Cube Server Lister extended information
* added support for Mumble positional audio (contributed by The Conquerors clan)
* added “apply changes now?” dialog using “resetgl” command (toggled via “applydialog” var)
* made clip material coexist with other materials (so water/lava can clip)
* added “death” material for forcing player suicide
* added “fullconsize” var for controlling the percent of the screen the full console occupies
* undo now works with heightmap editing mode
* now automatically pick up ammo boxes when touching a base in normal capture mode (toggled via “autorepammo” var)
* lowered the minimum gridpower to 0
* added “texoffset”, “texrotate”, and “texscale” commands for more easily specifying texture slot parameters
* texture rotation is now done via texture coordinate generation (instead of making copies/wasting memory)
* added “sayteam” command for chatting to teammates (bound to Y key by default)
* added optional t-joint removal to fix world sparklies (toggled via “filltjoints” var)
* made hit crosshair show when successfully hit enemy (duration set via “hitcrosshair” var)
* made teammate crosshair show when aiming at a teammate (toggled via “teamcrosshair” var)
* player is now dumped to an empty map if he does not have the particular map in multiplayer
* added support for soft particles/explosions (toggled via “depthfx” var)
* added support for “pulseglow” shaders in fixed-function mode
* added “texscroll” command for scrolling texture slots
* added cheaper/more-controlled glow/specular bloom (controlled via “glare” var)
* added “texgui2d” var for toggling whether the texture palette uses a 2D or 3D gui
* scoreboard now always defaults to 2D, regardless of GUI settings (controlled via “scoreboard2d” var)
* added “waterfallcolour” command to control coloring of waterfalls separately from water
* optimized water reflection/refraction with scissoring and tighter frustum culling
* added refractive waterfalls (controlled via “waterfallrefract” var, disabled by default due to cost)
* added environment-mapped waterfalls (controlled via “waterfallenv” var)
* added tethers that show who is capturing a base (controlled via “capturetether” var)
* rewrote particle renderer to make it more extensible
* rewrote world renderer to more efficiently batch draw calls
* made lightmaps use a texture atlas to enable better batching of draw calls
* locked physics at fixed rate of 200 Hz (no more variable rate)
* revised handling of slopes in physics to reduce sticking problems
* made underwater fog/caustics fade in instead of turn on immediately at the surface
* added “resetgl” command to restart the renderer while running
* added builtin zoom (toggled via G key or “zoom” var)
* added directional damage indicator to the HUD (toggled via “damagecompass” var)
* smoothed out the shadow boundary caused by the shadowmap depth peeling
* softened water edges now work when under water
* players can now reconnect to private games when disconnected, so long as their IP matches
* added precomputed visibility/PVS system for occlusion culling on 3D cards that don’t support OQ (see editref.html)
* added support for environment-mapped water reflections as a cheap fallback (used if “waterreflect” is off)
* added movement smoothing for other players in multiplayer (reduces jumpiness from packet loss)
* added “fullbrightmodels” var for controlling fullbright-ness of player models
* added MD5 model support with new skeletal animation system (see models.html)
* added OBJ model support (see models.html)
* added new decal system for bullet holes, scorch marks, etc.


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