| newsid | userid | timestamp | news | headline | newstype | gameid |
|---|---|---|---|---|---|---|
| 2419 | 2 | 2002-04-08 08:40:58 | <em>Category:</em> Code Library<br> <em>Avg. Rating:</em> <img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"> <p> <em>Description:</em> A free, portable 3D engine with a ton of features. <p> <em>Changelog:</em> <ul> <li>Lots of changes and improvements to AWS (Alternate Window System). <li>Better handling of lightmap and octree cache. <li>New experimental DrawPolygonMesh() for OpenGL which is a lot faster <li>OpenGL renderer has much better support for recognizing and handling OpenGL extensions in a general way. <li>New cal3dtocs application to convert cal3d animations to CS library files. <li> New options to enable Z-buffer clearing from within a world file and also to control the far plane (after which everything will be clipped). <li>New MESHLIB command in world files to include mesh objects from a library. This allows for modular world files. <li>Some fixes to Map2cs and 3ds2lev. <li>New null 3D renderer/canvas and also a memory canvas which renders to an off-screen buffer. <li>New freetype2 plugin (as opposed to the old freetype1 plugin that we already had). <li>New landscape engine designed with huge landscapes in mind. This is still work in progress. <li>New map loader for the isometric engine. <li>Lots of other small fixes, improvements, and optimizations all over Crystal Space. <li>The DOS port now works. Also Linux, Windows, MacOS/X, OS/2 should now all work fine. <li>There have been a few API modifications between 0.92 and 0.94. They are documented in the appendix of the documentation. In general there is not much that needs to be changed. The changes are rather minor. </uL> | Crystal Space 0.94r001 | updated | Crystal Space |
| 2420 | 3 | 2002-04-09 19:33:52 | <em>Category:</em> Action<br> <em>Avg. Rating:</em> <img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"> <p> <em>Description:</em> A fast-paced 3D FPS with in-game map editing, internet play, and single player. <p> <em>Changelog:</em> <ul> <li>"skill" level now affects monster behaviour in both SP and DMSP (mainly speed of decision making) <li>hitscan monsters now have a "lag" in their aiming (see gameplay). <li>sounds: water enter/exit, monster wake up, door rumble <li>some colour coding for gridlines in editmode: red for tags and green for heightfields <li>SP triggers / opening cubes (see "edittag" & "newent trigger") <li>viewkick <li>some particles have gravity, and they spread better. some improved gfx. <li>new variable "crosshairfx" <li>increased undo/copy/paste buffers to 128^2 cubes max <li>fixed DMSP bugs </ul> | Cube 2002-04-10 | updated | Cube |
| 2421 | 704 | 2002-04-09 20:04:55 | <img src="/images/thumbs/ghiran-office.png" align="right" width="200" height="150" alt=""><em>Category:</em> Role Playing<br> <em>Description:</em> The current virtual manifestation of TSSHP (it will probably never get a physical manifestation) consists of quite a lot of miscellaneous technical info on System Shock and the Ultima Underworlds, a software-rendered engine which is slowly coming up to speed, and quite a lot of blathering on mailing lists about AI, physics etc. The basic idea is to reverse-engineer and then re-engineer System Shock. Why? Well, partly to preserve the legacy of the great Looking Glass studios. Partly to bring a classic game up to date. But mainly because we think it's tremendous fun. | TSSHP 0.2.9 | new | TSSHP |
| 2422 | 5851 | 2002-04-10 12:34:32 | <em>Category:</em> Simulation<br> <em>Description:</em> Vertigo is a flight simulator that focuses on realism of the flight model. Several types of aircraft are selectable. Scenario is a mountain-landscape with an airfield, surrounded by a sea on which an aircraft carrier sails. You can of course (try to) land on the carrier. Also a Moon landing scenario is available. The simulation has been in development since 1995(!), but only recently has a working Linux version been released. | Vertigo Flight Simulator 0.26 | new | Vertigo Flight Simulator |
| 2423 | 4377 | 2002-04-10 13:55:11 | <em>Category:</em> Game-related Utility<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> Jedi Outcast Linux Dedicated Server <p> <em>Changelog:</em> <ul> <li>fixed a uninitialized variable in the glm model loader which *may* have been causing a crash after a player joins. (this was a dedicated only bug) <li>fixed a bug in the code which runs the VMs that was causing the "opStack corrupted in compiled code" (this was the normal executable as well as the dedicated-only binaries.) Thanks to Rick for fixing this nasty little bugger! </ul> | Jedi Knight II:Jedi Outcast Linux Dedicated Server 1.02b | updated | Jedi Knight II:Jedi Outcast Linux Dedicated Server |
| 2424 | 3 | 2002-04-10 20:12:24 | <img src="/images/thumbs/Euchre.jpg" align="right" width="200" height="150" alt=""><em>Category:</em> Cards<br> <em>Description:</em> <br> Euchre is a card game played with the 9s, 10s, Jacks, Queens, Kings, and Aces of all 4 suits. Each player is dealt 5 cards, leaving 4 cards in the deck. The top card of the remaining 4 is then turned over and this is the trump candidate. | Euchre | new | Euchre |
| 2425 | 4377 | 2002-04-11 18:54:44 | <em>Category:</em> Role Playing<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> OpenRPG is suite of role-playing utilities for online and tabletop gaming. <p> From the official website:<br> <i>OpenRPG 1.0.3 is available. Same features as RC1 and RC2, but with less bugs and a hint of lemon. I would like to take this time to thank the developers and users who have help this project over the last 2 years. We certainly aren't stopping at 1.0, but its nice to finally reach it.<br> <br> -Chris Davis</i><br> | OpenRPG 1.0.3 | updated | OpenRPG |
| 2426 | 3 | 2002-04-12 14:27:04 | <img src="/images/thumbs/Xpertmud.png" align="right" width="200" height="150" alt=""> <em>Category:</em> Role Playing<br> <em>Description:</em> Xpertmud is an extensible perl scriptable MUD client. Basically it's just a scriptable telnet, but most people would use it for mudding. It supports multiple windows (which are perl-scriptable, yeah), and if you know perl you can do triggers, aliases, whatever you want for every bit of text that comes from or goes to the server will be processed by your perl script (or some standard perl script). | Xpertmud 2.0beta3 | new | Xpertmud |
| 2427 | 2 | 2002-04-15 11:44:02 | As best as I can tell, some process went out of control on Friday and consumed all available memory, rendering the server unresponsive while it thrashed and thrashed and thrashed.... I wasn't even able to ssh in until someone at VA cycled power for me just now. I'm sorry for the downtime. | We now return to the regularly scheduled Game Tome, already in progress | default | |
| 2428 | -1 | 2002-04-15 19:18:43 | <em>Category:</em> Strategy<br> <em>Description:</em> This is a svgalib, a SDL port would be easy to do, rendition of Nine Men's Morris (malom). | malom | new | malom |