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newsid userid timestamp news headline newstype gameid
2450 4755 2002-04-23 10:17:12 <em>Category:</em> Puzzle<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> Epiphany is a multi-platform clone of BoulderDash. <p> <em>Changelog:</em> <ul> <li>Changed level end policy: if player finds exit, the game continues to next level; <li>Added a nice "Credits page"; <li>Doors won't disappear when passed through; <li>Fixed a bug about flintstones; <li>general bugfixing. </ul> Epiphany 0.2.5 updated Epiphany
2451 2 2002-04-24 09:10:52 <img src="/images/thumbs/xbscreenshot.jpg" align="right" width="200" height="150" alt=""><em>Category:</em> Strategy<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> Real Time strategy game in its purest form where army organisation is critical. <p> <em>Changelog:</em> <ul> <li>Many New Scenarios <li>Improved Campaign Script with support for saving/loading games <li>New feature: Towns producing troops for one side only <li>Experimental client/serveur architecture for multiplayer games using an internet connection <li>Minor AI improvements <li>"Fog of War" bug correction </ul> XbattleAI v1.2.0 updated XbattleAI
2452 2 2002-04-24 09:10:56 <img src="/images/thumbs/panardvision.jpg" align="right" width="200" height="150" alt=""> The previously commercial (but free for noncommercial use) <a href="http://www.panardvision.com">Panard Vision</a> 3d engine has been released under the <a href="http://www.gnu.org/copyleft">GPL</a>. The full announcement and release notes are available <a href="http://www.panardvision.com/v3/article.php?sid=19&mode=thread&order=0">at the Panard Vision site</a>. <p> The Panard Vision website describes the engine this way: <blockquote> It's an attempt to develop a fast generic high quality 3D renderer, with support for the most common used rendering methods, and special FX. this engine is intended to be used in everything which needs a fast high quality rendering. PV is at the cutting edge in realtime 3D algorithms ! PV is not only a polygon renderer or a Quake-like-engine, it's something versatile enough to help you develop near everything which needs 3D, the samples includes a QuakeI&II viewer which handles collision and so on but demonstrates some other features too. PV is not tied, like other engines, to a rendering type but is open enough to suit your needs. </blockquote> Panard Vision 3d Engine source released under GPL new Panard Vision 3d Engine
2453 2 2002-04-24 09:10:00 Dr. Paul Dholakia, Assistant Professor of Management at Rice University sent this request: <blockquote> I am a faculty member in the Jones school of management at Rice University in Houston, Texas (this may be verified using a Google search with "Paul Dholakia", or "Utpal Dholakia"). We are conducting an academic research project, studying social interactions online more generally, and specifically how communities organized around products or brands are formed, from a sociological perspective. <p> In this regard, we are conducting a survey of people who belong to internet-based LINUX groups such as mailing lists, websites etc. seeking information on different elements of their thoughts, feelings, and motivations of participating in such groups, and the value of the group to them... <p> Our survey is available on the web at the following URL: <a href="http://www.surveypro.com/cgi-bin/surveypro/run_survey.cgi?id=2444">http://www.surveypro.com/cgi-bin/surveypro/run_survey.cgi?id=2444</a> <p> Please note that the survey is targeted especially at those individuals who interact with the more-or-less same group of individuals online within the mailing list (as in your case) or on some other online forum (more generally), that is, those who have online friends that they interact with regularly. <p> I was writing to seek your help in publicizing our research, among your community and constituents in an appropriate and minimally intrusive fashion ---perhaps posting a short note at an appropriate location on your linux game tome website might be very effective... Any help you can provide to publicize our research among your large membership of linux gamers would be very useful indeed, since many of them are likely to interact with the same group! <p> Of course, this research is strictly academic, and has no commercial links or interests whatsoever. We hope to publish this research in a sociology journal. <p> As a small token of our appreciation for participants' time, and in the spirit of the philosophy underlying the open-source movement, we will donate a total of $500 to the five favorite organizations/ groups of our participants' choice (we ask the participant's to nominate their favorite groups in the survey). Of course, the findings of the study will be freely available from my website or via email (upon request) in approximately two months. <p> I hope you are able to help our effort. Please let me know if you have any questions. Thank you for your attention. <p> Sincerely,<br> Best wishes,<br> Paul Dholakia<br> </blockquote> Want to participate in a survey about online communities? default
2454 2 2002-04-24 10:56:47 <em>Category:</em> Emulator<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> An Atari 2600 emulator <p> <em>Changelog:</em> <ul> <li>Improved illegal CPU instruction support. Thrust and Qb will now operate correctly. <li>Improved emulation of undefined TIA reads. The ball in Video Pinball finally bounces off of the paddles! <li>More accurate NTSC and PAL palettes. These palettes should be much more like the colors displayed on a real TV. <li>PAL color loss is now emulated. If a PAL game displays an odd number of scanlines then the next frame will be displayed in black & white. <li>TIA emulation improved to fix some problems with Pole Position, Fatal Run, Dolphin, Decathlon, Robot Tank, and Hole Hunter. <li>Support for Pitfall II has been added, however, the enhanced sound provided by the DPC chip found in the Pitfall II cartridge isn't currently emulated. <li>Support added for the Commavid (CV) bankswitching method. <li>Support added for the Megaboy cartridge. <li>Improved Supercharger emulation including a new BIOS that shows the vertical blue progress bars like the real thing. <li>Code for the emulation core has been updated to work with newer C++ compilers compliant with the C++ standard. <li>Basic message support added to the TIA emulation. This allows a short message to overlay the TIA frame. Currently, it's used when switching color modes and difficulty settings. <li>The internal data structure for the stella.pro file was changed from a resizable array to a binary search tree. This results in quicker startup times. <li>An SDL port of Stella is available (requires SDL 1.2.0 or greater) <li>Added option to not load in the whole stella.pro file when starting Stella. This option is enabled on the X11, SDL, and DOS versions. Win32 version is left alone since it's needed for loading multiple games from the UI. Saves on memory usage. <li>Added INI file option to the X11 and SDL versions. Options can be specified in this file instead of entering them on the commandline. Any options entered on the commandline override options in the INI file. File is called stellarc. For the X11 and SDL versions, it can be in either $HOME (as $HOME/.stellarc) or in /etc (as /etc/stellarc). The one in $HOME has higher priority than the one in /etc. <li>Added snapshot support to the X11 and SDL versions. Pressing F12 saves the current screen in PNG format. Requires PNG library. <li>Removed stella.pro file from the binary, resulting in large space savings. The stella.pro file is no longer optional. For the X11 and SDL versions, it can be in either $HOME (as $HOME/.stella.pro) or in /etc (as /etc/stella.pro). The one in $HOME has higher priority than the one in /etc. For DOS and Win32 versions, the stella.pro file must be in the same directory as the executable. <li>Added pause functionality to the core. Implemented in DOS, X11, and SDL versions for now. </ul> Stella 1.2 updated Stella
2455 5128 2002-04-24 10:57:59 <em>Category:</em> Game-related Utility<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 KDE frontend to the Atari 2600 emulator, Stella. <p> <em>Changelog:</em> <ul> <li>Updated to work with (and now requires) Stella 1.2. <li> Data locations for KStella are now customizable. <li>Snapshots/labels are now resized based on window size. <li>Reloading of ROMs now works as intended. <li>Fixed compilation and installation issues on some systems. <li>Created an icon for KStella. </ul> KStella 0.7.0 updated KStella
2456 -1 2002-04-24 21:37:21 <em>Category:</em> Simulation<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> An OpenGL game of pool <p> <em>Changelog:</em> <ul> <li>major changes including SDL support, sound, network play, fullscreen <li>see ChangeLog </ul> FooBillard 1.2 updated FooBillard
2457 4755 2002-04-25 10:39:50 <img src="/images/thumbs/epiph1.png" align="right" width="200" height="150" alt=""><em>Category:</em> Puzzle<br> <em>Avg. Rating:</em> <img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"><img src="/images/star.gif" alt="*"> <p> <em>Description:</em> Epiphany is a multi-platform clone of BoulderDash. <p> <em>Changelog:</em> <ul> <li>Added monster peperon; <li>Added configuration file, for storing last unsolved level; <li>Changes affecting gameplay (player cannot eat an emerald if it is falling); <li>Added new level (level 6); </ul> Epiphany 0.2.6 updated Epiphany
2458 4377 2002-04-26 01:28:47 <em>Category:</em> Emulator<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> Pcsx is a Playstation emulator. <p> <em>Changelog:</em> <ul> <li>Sound is now ok, thanks to Iori <li>More fixes, they increase compatibility <li>Some speedups <li>The recompiler now will run on older machines <li>Added PADstartPoll and PADpoll support, thanks to gunshinn <li>CDRgetBufferSub support (still don't know if really works) <li>Correct Mouse, AnalogJoystick and AnalogPad emulation, contributed by gunshinn </ul> PCSX 1.2 updated PCSX
2459 4181 2002-04-26 05:59:29 <img src="/images/thumbs/civil.jpg" align="right" width="200" height="150" align="right" alt=""><em>Category:</em> Strategy<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> Civil is a wargame simulating battles of the American Civil War. <p> <em>Changelog:</em> <br>After much work, sweat and tears, We're pleased to announce that Civil (a cross-platform, turn-based, networked strategy game, developed using Python, PyGame and SDL -- http://civil.sf.net) has reached version 0.70. It's been a long time coming, but as you can see below the changes have been significant, and very much worth the wait. The full changelog for this version: <ul> <li>Civil is no longer Realtime <li> Civil no longer requires a separate server <li> Full support for Linux, OS , BSD and Windows as of this version <li> Simple and extendable game engine <li> Scenario Handling greatly improved <li> Improved Scenario Editor <li> A player can store their own local scenarios <li> Civil properly creates directories for user local files <li> Initial support for a lounge system <li> Games can be saved and loaded <li> In-game infrastructure for user input <li> Much more efficient graphics updating <li> Screen resolution can be changed in-game <li> The panel has been removed and replaced with floating windows <li> Civil now supports sound effects and background music <li> In-game CD playing now supported <li> All commands for units work <li> Initial support for combat <li> Weapons handled intelligently <li> Weapon ranges displayed in-game <li> New terrain types and objective icons <li> Game Over handled <li> Credits screen added <li> Full support for animation <li> Proper transformations of the docbook manual to XHTML via XSLT <li> XSLT scenario processing updated for new GFX and changes to scenario markup </ul> Civil 0.70 updated Civil