Archive for August, 2010

Chocolate Doom 1.4.0

Tuesday, August 31st, 2010

Version 1.4.0 of Chocolate Doom was released recently; the project aims to replicate the behavior of the original DOS DOOM releases. I’m a bit of a DOOM purist, so this is the source port I use when I want to play single player. Moreover, developer Simon Howard was interviewed by Fragorama.se about the game:

Simon: There’s such a variety of reasons why people still play Doom. In terms of game play, I think some things are balanced in a unique way that is different to modern games – things like the speed of the player and the selection of weapons. I’ve seen comments to the effect that no other first person shooter is as fast-paced for deathmatch as Doom is. For single player, while modern games have moved on to one-on-one battles with intelligent AI opponents, the Doom gameplay remains enjoyable – slaughtering your way through hundreds of (comparatively dumb) monsters to reach the exit.

Read more at LinuxGames.com

Amnesia: The Dark Descent Gone Gold

Monday, August 30th, 2010

Today we can proudly announce that Amnesia: The Dark Descent has gone gold! So what does this mean? Well, it essentially mean that the game is done! What is left for us now to do is to send it away to our Russian publisher and online retailers. We will also start to focus 100% on doing PR and make sure people know about the game. In less then two weeks it will be released to the world!

It has really been a long journey and Amnesia has been the focal point of our existence for quite some time. With all that work behind us it now feels very nice to be done and we are extremely pleased with end result. I actually enjoyed testing the game until the very end, something I cannot say about Penumbra. I feel we have bettered ourselves on all accounts with Amnesia and are very excited to hear what all of you think about it once it’s released.

Thanks to all who have supported us so far! And please continue helping us spreading the word.

Below follows a brand new gameplay trailer about water, doors and being hunted. And if you are interested in seeing new environments from the game check here and here.



Endgame: Singularity 0.30b

Monday, August 30th, 2010

Version 0.30b of Endgame: Singularity, a rogue self-aware AI sim, is out; changes include assorted bugfixes.

Changes:
- –nosound properly ignores the sound system.(emh, Cyclotron / Daryl for bug report)
- Better appearance when no items will fit in the slot. (emh)
- Knowledge screen is refreshed properly when loading a game. (emh)
- Time Capsule English text no longer assumes the Antarctic. (Phil Bordelon, Avaera8820 for bug report)
- Game pauses when random events occur. (Phil Bordelon, captainsegfault for bug report, justapawn for initial implementation)
- Savefiles are now in sorted order instead of an arbitrary arrangement. (remur_030)
- Additional corrections to de_DE translation. (Christian Gerloff, Developer-KI)
- Really make the Projects do something. (Phil, WvWisokee for bug report)
- “news” and “media” are only synonyms to humans. (FM, captainsegfault for bug report)
- Support the Delete and Keypad Enter keys properly. (Phil, Yoshi for bug report)
- Stopped building additional CPUs from refunding the money previously paid. (FM, Yoshi for bug report)
- Location name fix. (Phil, pederick for bug report)
- Fix a crash with handling scrollbars. (Phil, netantho for bug report)
- Fix a bug where the finance report wouldn’t always display. (Raymond Martinau)
- Updated (but not fully complete) es_AR translation. (Guga)
* New it_IT translation. (Daniele Sapino)
- Fixed a bug where building 0 CPUs made the game crash whenever time was unpaused. (FM, don.ridge for bug report)
- Font sizing has been improved. Most dialogs should no longer appear “bloated”. (FM, Gastón Alonso for bug report)

The Chzo Mythos Gets An Update

Saturday, August 28th, 2010

The Chzo Mythos gets an update; 1213 and Adventures in the Galaxy of Fantabulous Wonderment are released for Linux

After receiving a generous amount of feedback, I have created an updated build of The Chzo Mythos. Changes included revised documentation as well as the inclusion of libraries libXpm.so.4, libXpm.so.4.11.0 , libgstinterfaces-0.10.so.0, and libgstinterfaces-0.10.so.0.21.0 . This should hopefully solve some issues people were having with the original builds as well as allowing the games to run on more systems. The updated builds took about a day to upload as I was forced to do it over a slow Modem connection, so I seriously hope someone will enjoy the end result of the effort.

Read more at LGN

PlayOnLinux 3.8 is available

Friday, August 27th, 2010

Hi everybody!

PlayOnLinux 3.8 is now out!

A lot of bugs have been fixed

- Fixed Bug #22,
- Ukranian file should be called uk.po instead ua.po,
- PlayOnLinux can no longer run in it’s own environement,
- The program does not alert the user that 3D acceleration is not present when mesa-utils packet is not installed,
- Fixed a bug in libraries loading,
- Fixed bug in Wine Import plugin and Offline PlayOnLinux plugin,
- Some cleaning.

A lot of new features

Some plugins are now integrated in our software, adding a lot of features:
- Capture will allow you to record your games,
- Wine Import will allow you to add Wine apps into PlayOnLinux, and uses our features for it,
- Cedega Import will let you import your Cedega games,
- Wine Look will help you to change the color of your Wine application to fit better with your desktop,
- Advanced Wine Configuration will give you access to a lot of tweaks for Wine,
- Offline PlayOnLinux will allow you to run PlayOnLinux without internet access, by running locally a server script.

For scriptors

- POL_GetSetupImages and POL_SetupWindow_InitWithImages will help you to manage top and left images for your scripts. Here is an example:

Code PLAYONLINUX:

POL_GetSetupImages "http://www.mywebsite.com/left.jpg" "http://www.mywebsite.com/top.png" "script_name"
POL_SetupWindow_InitWithImages # Replace POL_SetupWindow_Init

- playonlinux-shell (run it in a terminal) will give you access to PlayOnLinux debugging shell.

Some explanations for 3.7.7 features

- POL_SetupWindow_auto_shortcut will allow you to create a shortcut without giving the name of the directory.
Example:

Code PLAYONLINUX:

POL_SetupWindow_auto_shortcut "my_wineprefix" "My_Program.exe" "My_icon.png" "Program name"

- POL_SetupError will close the script if a command fails.
Example:

Code PLAYONLINUX:

cd /repertoire || POL_SetupError "/repertoire does not exists"

We advise you to update your PlayOnLinux version.

Download

Free-Source 3D Engine And Framework PixelLight Released !

Friday, August 27th, 2010

PixelLight is a free source, cross platform 3D engine and framework released under LGPL3 and GPL3 licenses.

About
PixelLight is a cross-platform application framework for any kind of 3D applications like games, interactive simulations or visualizations. It’s based on a highly flexible scene graph system that allows you to compose and visualize any type of 3D scene for your application.
PixelLight is written in C++ and has been designed with flexibility and extensibility as one of it’s main goals. Therefore, it’s not only a 3D engine, but a consistent framework that allows you to combine all the components that you need for your application without having to care about the differences of the actual libraries, APIs or operating systems that you are using. The underlying systems and libraries are abstracted by a powerful reflection and component system, which makes it easier and more effective to create applications for different platforms and target components such as rendering, sound, physics, network, scripting and so on.

Read more at Linux Gaming News

Some more (L)GPL strategy game love

Friday, August 27th, 2010

Ok, quick update before too much dust gathers around here ;) Just yesterday I stumbled upon this gem of a strategy game over at LGDB:

They call that simple bot???

Its name is Quantum, as some of you might have guessed it is a clone of Dyson/Eufloria. But the game is quite mesmerizing with the strange background noise and your armies of small space tree spores conquering new worlds. But try it yourself!

Now normally clones are not as good as the original, right? Not is this case: Full multiplayer (with master-server and lobby), singleplayer skirmishes, in-game editor etc. are just a small part of the long feature list! Furthermore it’s all available under the LGPL (written in Java). Me = happy puppy :)

Read more at Free Gamer

Official Statement: Steam Not Coming To Linux

Monday, August 23rd, 2010

Steam is a digital distribution, digital rights management, multiplayer and communications platform developed by Valve Corporation. It is used to distribute games and related media online, from small independent developers to larger software houses. Steam also has community features, automated game updates, and in-game voice and chat functionality.

You’ve probably read lots of rumors about Steam coming to Linux but there was no official word about it. GamesIndustry.biz interviewed Valve’s marketing VP Doug Lombardi. The last question was if Valve is working on a Steam version for Linux. Here are the exact question and answer:

Read more at WebUpd8

Wesnoth 1.9.0: Development Release

Sunday, August 22nd, 2010

Wesnoth 1.9.0 has been released. This is the first release of the brand new 1.9.x development series. It include huge, groundbreaking changes. Please have a look this forum thread to get a rough idea about those big changes (and some known problems). To show how the graphics changed, Eleazar created some brand new screenshots that are available on the screenshots wiki page.
We 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 the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too. Please keep in mind that it is a development release which might include quite many bugs. If you find one, please report it to help us fix them in following releases.

Playable alpha for real-time strategy game 0 A.D. released

Thursday, August 19th, 2010

Nine years after it was first conceived and designed on paper, WIldfire Games has announced the arrival of a first alpha version of its free cross-platform, real-time strategy game 0 A.D. The historically-based game is similar to Microsoft’s Age of Empires, in that users create and build civilisations and must defend them against their enemies. The game focuses on the years 500 B.C. to 500 A.D. and includes six unique civilisations and several multi-player modes.

According to the developers, the alpha 1 release, code named “Argonaut”, is “a close approximation of a playable game” and it includes aggressive units that automatically attack enemies on sight.

Read more at H-online