Archive for the ‘Games’ Category

‘Stunt Rally’ Linux Game Updated with new Features and Multiplayer Mode

Thursday, April 12th, 2012

Stunt Rally is a free and open source 3D rally/racing game for Linux. The game is based on VDrift and Ogre engine and comes with a track editor.

Stunt Rally has been been updated to version 1.5 bringing in new features and multiplayer mode.

All changes in this release

70 tracks (+5 new, 5 renewed, -6 old deleted)
Championships and tutorials (game mode to drive series of tracks for score)
Multiplayer (beta)
Keyboard sensitivity and return speed, also presets (slow,medium,fast)
Multi-threaded game (smoother play at lower fps)
Game main menu, new help screen

Read more at Ubuntu Vibes

Trine 2 For Linux Now Available

Thursday, April 5th, 2012

Much awaited game Trine 2 is now available for Linux. Made by Frozenbyte, the game is sequel to one of the most popular action/platfomer game Trine which was released in 2009 and debuted on Linux with Humble Frozenbyte Bundle.

About Trine 2

You play as one of the Three Heroes who make their way through dangers untold in a fantastical fairy tale world. Solve physics-based puzzles with fire, water, gravity and magic and climb the tallest trees and towers in the enchanted forest. Trine 2 also has online co-op mode.

Read more at Ubuntu Vibes

Linux Tycoon: A Game Where You… Build A Distro

Thursday, April 5th, 2012

If first person shooters aren’t your thing, you are not interested in Trine 2, or just too impatient waiting for Source games on Linux, there’s a new Linux game that was released today: Linux Tycoon.

Linux Tycoon is an interesting game, for better or worse. Linux Tycoon is a game where you build your own Linux distribution. Yes, it’s really a Linux distribution building simulation game. For this “game” you get to analyze and select software packages, fix bugs, manage volunteers and paid staff, and manage to keep your distribution at a reasonable size, among other tasks.

Read more at Phoronix

OpenMW 0.13.0 Released!

Thursday, April 5th, 2012

Hot on the heels of 0.12.0, the OpenMW team is proud to announce the release of version 0.13.0! Release packages for Ubuntu are now available via our Launchpad PPA. Release packages for other platforms are available on our Download page. This release notably includes functional NPC dialogue, and beautiful sky!

Please note:

- On OSX, the path to the application cannot contain spaces, or the launcher will not work properly.

Changelog:

- NPC Dialogue window and mechanics implemented
- Reimplemented sky rendering, added weather effects
- Wireframe mode added
- Fix for sounds broken in 0.12.0
- Fix for 3D sounds
- Added sounds for weather, doors, containers, picking up items, and journal
- Various code cleanup and improvements
- Fixed an Ogre crash at the Dren plantation
- Several launcher improvements
- Added fade to black effect for cutscenes
- Added backend for equipping items
- Fix to stop ASCII 16 character from being added to console on its activation in OSX
- Fixed collision shapes being out of place
- Fixed torch lights not being visible past a short distance
- Fixed some transparency rendering problems

Xonotic 0.6 Offers Impressive Game Improvements

Saturday, March 10th, 2012

The open-source Xonotic gaming community has released version 0.6.0 of their DarkPlaces-powered Nexuiz-forked game. Xonotic 0.6.0 offers up some mighty improvements as Xonotic nears version 1.0.

In celebration of Xonotic’s second birthday (the Nexuiz fork began in March of 2010), Xonotic 0.6.0 was released to succeed the earlier 0.5 revision that was made available six-months ago. Xonotic 0.6 provides ClientSide QuakeC networked players, Xonotic player statistics, sRGB lightmap rendering, four new maps, new weapon models, a new game mode, and much more.

Read more at Phoronix

Wesnoth 1.10.1: Maintenance Release

Monday, February 27th, 2012

Wesnoth 1.10.1 has been released. This is a bugfix release for the stable 1.10 series. For information about further changes in this release, please visit this forum thread.
We offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice (and often feels empty because devs tend to forget to add their stuff there) and the (rather) complete changelog with (almost) all the details, which might make your head spin due to the technical terms used every now and then…
At the moment the Windows, Mac OS X and OpenPandora 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. If you find a bug, please report it to help us fix them in following releases.

WarZone 2100 3.1 beta4 has been released! (And beta3 has been skipped.)

Monday, February 27th, 2012

3.1 beta3 has been tagged but not published due to problems, so now here’s beta4.

Changes since beta2: New shortcuts to select units (you need to reset your key configuration for them to become active) and lots of bugfixes, see the changelog below.

If you notice issues with savegames, please try if they’re reproducible with a game started from the current version. Old savegames can probably be loaded, but they might already contain wrong data.

Known Issues:
See also: http://developer.wz2100.net/report/17

Bug Reports:
This release probably contains bugs, please report them so they can be fixed. If you have trouble getting the game to work at all, consider a forum thread, you will probably get help faster that way.

See BugReporting for details, in short:

  • Search the existing tickets for your problem, if the problem has already been fixed in git, the ticket will be closed.
  • If there is an open one already, feel free to add more info to it.
  • If there is no report yet, make a new ticket (one per issue).
  • Be as detailed as possible in both summary and description, and either log in with your forum account or leave an email address so we can contact you if we need more information.
  • The more information we have, the easier it is to fix problems (or the other way around, the harder it is for us to reproduce a problem, the less likely it is to get fixed), so include savegames/instructions to reproduce the bug, crashdumps, backtraces, screenshots for graphical problems… whatever is relevant.
  • When you attach files to a ticket, please add each text/image file separately and uncompressed, so we can view them easily in trac (savegames can and should be zipped, they consist of name.gam, possibly name.es, and the files in the name/ folder).

About the 3.1 series:
The 3.1 series is the first based on the new netcode, with new terrain renderer and many other changes. The main target are systems capable of OpenGL 2.0 (with shaders), but at least the important things like team colours should work with OpenGL 1.4+ (some things might look strange though).

Configuration uses a new directory, if you want to use old mods/maps/savegames, you need to copy them (see FileLocations). Note that savegames from 2.3 and 3.0 are incompatible, only those from newer master snapshots might still work. For mods it depends on what they do, don’t expect old mods to work either.

2.3 is now officially unsupported.

Changes since the 2.3 series:
(Items marked with a * were already in the cancelled 3.0 series)

  • New terrain renderer*
  • Support for 3*/5*/6*/7*/9/10 player maps
  • Targetting by line of sight, preventing shooting through terrain or too early*
  • Gates in multiplayer games
  • New deterministic netcode that makes sure the same things actually happen for all players, should be much more cheating-resistant
  • New power system, power is deducted in full at the start, and when power is low, in the order things were queued
  • Unit targeting is more intelligent, they won’t all shoot one target when one shot is sufficient
  • Remove fog of war/mist options in favour of a combined explored/seen mode
  • Stored templates. Automatically adds a unit design when all needed research is available
  • Command line parameters now need a ‘=’ (which was optional before), e.g. –resolution=1400×1050
  • Apple systems: Drop support for PPC and Mac OS X 10.4, add support for 64 bit Intel on Mac OS X 10.6+

Changelog for 3.1 beta4:
General

  • Change: New keyboard shortcuts for unit selection:
    * Ctrl+C: All cyborgs
    * Shift+C: All cyborgs with weapons
    * Shift+E: All cyborg engineers
    * Shift+G: All ground based attack units including hovers
    * Shift+M: All cyborg mechanics
    * Shift+P: All transporters
    * Shift+R: All tanks with repair turrets
    * Shift+S: All sensor units
    * Shift+T: All trucks
  • Fix: Prevent features with low health from becoming indestructible (#3134, 2fc761a304)
  • Fix: Correctly use unit speed modifiers (#3140, 5a3925391e)
  • Fix: Don’t fire Lassat too many times when clicking fast (#3163, ea8d833e5c)
  • Fix: Clear tile after destroying a feature (#3155, db74b52388)
  • Fix: Correctly check for needed OpenGL versions and extensions (a7d2c06c28)

UI

  • Change: Add a ‘Need more resources’ indicator in the power bar when needed (845d423cb2)
  • Fix: Show correct speed bars when designing VTOLs (#3143, 2e03931307)
  • Fix: Play sound when getting attacked (#3102, 001ef35faf)
  • Fix: Increase component limit in unit design GUI (#3160, 60fb815bf3)
  • Fix: Adapt minimap size to game resolution (#2694, bccb89cf37)

Multiplayer

  • Change: Allow configuring preferred player colour (cefd4179f7)
  • Change: Make the Super Transport faster, lower armour, updated model (78dd89477c)
  • Change: Add in-game kick by right+left clicking over the player’s channel icon (9a005ac66e)
  • Fix: Allow kicking players in non-alliance mode again (#3121, 9a005ac66e)
  • Fix: Make sure we run Nexus AI on the correct players when some players use javascript-based AIs (#3137, 9d616939ec)
  • Fix: Allow private messages to players 8 and 9 (#3141, e581b840d6)
  • Fix: Update hosting screen for ten players, move Limits and Start Hosting buttons (#3157, ac3b802a44)

Campaign

  • Fix: Enable minimap and unit design in away missions when an HQ exists in the remote base (#3182, 391ffb621e)

Mods

  • Change: Remove old-1.10-balance mod, since it was broken (5694a6fded)

Translations

Changelog for older versions: https://github.com/Warzone2100/warzone2100/blob/master/ChangeLog
Full list of changes since 3.1_beta2: https://github.com/Warzone2100/warzone2100/compare/v3.1_beta2…v3.1_beta4

Download:
As usual, downloads can be found on our download page or directly on Sourceforge.

FlightGear v2.6.0 Released

Thursday, February 23rd, 2012

The FlightGear development team is happy to announce the v2.6.0 release of FlightGear, the free, open-source flight simulator. This new version contains many exciting new features, enhancements and bugfixes. Major improvements from v2.4.0 include reduced AI aircraft load times, easier graphics tuning, more sophisticated AI aircraft and improved usability.

Founded in 1997, FlightGear is developed by a worldwide group of volunteers, brought together by a shared ambition to create the most realistic flight simulator possible that is free to use, modify and distribute. FlightGear is used all over the world by desktop flight simulator enthusiasts, for research in Universities and for interactive exhibits in museums.

FlightGear features more than 400 aircraft, a worldwide scenery database, a worldwide multi-player environment, detailed sky modelling, a flexible and open aircraft modelling system, varied networking options, multiple display support, a powerful scripting language and an open architecture. Best of all, being open-source, the simulator is owned by the community and everyone is encouraged to contribute.

Start downloading FlightGear v2.6.0 for free from FlightGear.org

FlightGear – Fly Free!

fgfs-screen-023

Some of the major changes include:

Aircraft operations:

  • At selected airports, FlightGear can automatically start at an appropriate parking spot based on the size and type of your aircraft.
  • At airports which support this feature, a visual display of the taxi route on the ground guides you to the active runway, while following the correct taxiways.

AI system

  • To reduce stuttering during model loading and take further advantage of multi-core CPUs, MP and AI aircraft models are now loaded in a background thread.
  • To reduce load times still further, only the parts of the aircraft currently visible are loaded from disk.
  • AI and multiplayer aircraft are no longer silent objects, they can produce sounds just like the main aircraft.
fgfs-screen-029

AI Traffic

  • Many new and updated AI aircraft and liveries. Over 80 airlines now populate the virtual skies.
  • The range at which AI aircraft are displayed is now configurable, allowing you to tune FlightGear for best performance.
  • AI controlled pilots have received extensive landing training and now make a more realistic approach and vacate the runway when able.
  • The simulator now assigns an available parking position on startup.

Flight dynamics

  • The JSBSim flight dynamics model received a major overhaul.

Environment

  • The Local Weather package has been further integrated with the FlightGear core, and has been renamed “Advanced Weather”. New rendering techniques allow more detailed clouds with no performance impact. High altitude clouds are rendered more realistically, and clouds move with the wind without impacting performance.
fgfs-screen-194

Interface

  • New replay system. Video-player like controls, including slow motion and fast forward. Pilots can now take over the aircraft at any time during a replay. Great for training particular flight phases such as approach over and over again.
  • Aircraft status ratings are displayed in the FlightGear launcher, allowing you to see at a glance the FDM, model, systems and cockpit quality for rated aircraft.
  • Multiplayer settings can be accessed in-sim. You can now choose your callsign, select an MP server and connect within the simulator.
  • Automatic scenery download is now even easier to use. Simply select the scenery directory to download to, and switch it on.
  • Individual graphics effects can now be configured from within the Rendering Settings dialog, allowing you to fine-tune the performance of FlightGear within the sim.
  • The simulation of radio signal propagation has started and will make the reception of ATC messages and navigation aids more realistic in the future.
  • A new set of options makes it easier to create seamless and zoomable multi screen setups.
  • A new performance monitor shows the time spent in each subsystem.

Highlighted new and improved aircraft

fgfs-screen-166

Project infrastructure

  • CMake is now the official build system on Linux, Mac and Windows.

Visual effects

  • The sea now looks more realistic. Waves align with the wind, and foam appears at high wind speed.
  • Steep slopes now appear rocky.
  • Runways now appear wet during rain showers.
  • To help aircraft developers, a single shader combining bump-map, specular, reflection and light mapping components is now available.
fgfs-screen-019

Other

  • Additional joysticks and rudder pedals are supported out-of-the-box, including the Logitech WingMan Interceptor, Saitek Pro Combat Rudder Pedals and Thrustmaster HOTAS Warthog.
  • FGPanel, lightweight software to render 2D instrument panels, is now included as part of the release.

Bug fixes

  • See our bugtracker for an extensive list of the bugs fixed in this release.

Windows

  • 64bit version restored and its installation integrated in the main fgsetup installer

PlayOnLinux 4.0.14 has been released

Thursday, February 23rd, 2012

Hi everybody

Sorry for being late, I don’t have a lot of free time at the moment. Here’s PlayOnLinux 4.0.14 changelog.

 

Language files updated

Thank you to everybody for helping us to translate PlayOnLinux and PlayOnMac
If you want to help us to translate the program, you can go to launchpad.

New features

- Wine version windows remade. It’s a lot more adapted to small screens
- Ability to choose icon size in main windows
- Size and windows position is saved when PlayOnLinux/PlayOnMac is closed
- wine 0.9.x support (wineprefixcreate)
- New plugin : PlayOnLinux Vault.
- Added POL_Wine_X11Drv (Bug 543)

Bugs fixed

- Slow connexion on IPV6 machines (“PlayOnLinux’s website isn’t available”), increased timeout.
- Register link on login window goes to the good website (Linux or Mac)
- Default size of main window is changed, so that we can see the whole toolbar.
- Bug fixed in python detection
- Bug fixed into POL_Wine_wineboot
- Bug fixed into POL_Wine_OverrideDLL
- Bug fixed into POL_LoadVar_ProgramFiles
- Bug #429 fixed : Unable to use PlayOnLinux Offline
- Messenger is fixed
- Bug report is fixed
- Code is cleaned

- Click here to download PlayOnLinux 4.0.14
- Click here to download PlayOnLinux 4.0.14

Dwarf Fortress 0.34.01

Thursday, February 23rd, 2012

After almost a year of work a new version of Dwarf Fortress has been released. Changes include tombs, dungeons, vampires and werewolves for adventure mode and many bugfixes and improvements for fortress mode.