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newsid userid timestamp news headline newstype gameid
3742 3 2003-05-31 13:36:21 <a href="/images/rars.jpg"><img src="/images/thumbs/rars.jpg" align="right" alt="" height="156" width="199"></a> <em>Category:</em> Simulation<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> program a car driver and race against other programmers <p> <em>Changelog:</em> Rars 0.91_2 is mainly a maintenance release of Rars 0.90<ul> <li>It contains a great new feature by Eugen: a human robot controllable with a joystick. To try it, <ul> <li>start Rars <li>place the robot "human" in the selected drivers. <li>set the poplist follow car to "human". <li>Take your joystick and good luck. </ul></ul> Also, it contains the following bugs fixes:<ul> <li>replay of movies works even when the car is not compiled. <li>(Unix) Due that people did RPM distribution of rars, it happens that the Rars directory was not writable. Now, if the current directory is non-writable, the files are written in /tmp/ <li>(KDE) the -nd (no display) works now. </ul> Robot Auto Racing Simulator 0.91_2 updated Robot Auto Racing Simulator
3743 7127 2003-06-02 06:58:52 <a href="/images/pyddr.jpg"><img src="/images/thumbs/pyddr.jpg" align="right" alt="" height="150" width="200"></a> <em>Category:</em> Arcade<br> <em>Avg. Rating:</em> <a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a> <p> <em>Description:</em> A DDR [Dance Dance Revolution] clone written in Python. <p> <em>Changelog:</em> <ul> <li>Two player mode works again. <li>Major graphics optimization patch (1.5x-2x increase in fps) from JZig. </ul> pyDDR 0.6.5 updated pydance
3744 6303 2003-06-02 06:59:45 <a href="/images/neogeo.jpg"><img src="/images/thumbs/neogeo.jpg" align="right" alt="" height="159" width="200"></a> <em>Category:</em> Emulator<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> neogeo emulator <p> <em>Changelog:</em> <ul> <li>Fix Twinkle Star Sprites <li>Add forcepc option to force the startup PC to a correct value. Use it if you have a game that do nothing (blue or black screen) just after loading. <li>Correct a bug in opengl code <li>Add --disable-i386asm to configure script. <li>Press F2 during game take a screenshot and save it under your home. </ul> gngeo 0.5.9a updated gngeo
3745 4 2003-06-02 23:41:51 <a href="/images/cardpics.png"><img src="/images/thumbs/cardpics.png" align="right" alt="" height="200" width="128"></a> <em>Category:</em> Code Library<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> Cardpics is a set of free cards sets. <p> <em>Changelog:</em> <ul> <li>This release changes the installation path. <li>URLs contained within the distribution files were updated. </ul> Cardpics 0.4 updated Cardpics
3746 -1 2003-06-03 08:20:05 <a href="/images/emilia.jpg"><img src="/images/thumbs/emilia.jpg" align="right" alt="" height="150" width="200"></a> <em>Category:</em> Arcade<br> <em>Avg. Rating:</em> <a href="#" title="4.33"><img src="/images/star.gif" alt="4.33" border="0"></a><a href="#" title="4.33"><img src="/images/star.gif" alt="4.33" border="0"></a><a href="#" title="4.33"><img src="/images/star.gif" alt="4.33" border="0"></a><a href="#" title="4.33"><img src="/images/star.gif" alt="4.33" border="0"></a> <p> <em>Description:</em> Emilia Pinball Alpha <p> <em>Changelog:</em> <ul> <li>More work on tables <li>highscore table <li>splashscreen <li>disable-dynamic-lights option </ul> Emilia Pinball 0.3.0 updated Emilia Pinball
3747 -1 2003-06-03 15:01:03 <a href="/images/sshot5.png"><img src="/images/thumbs/sshot5.png" align="right" alt="" height="156" width="199"></a> <em>Category:</em> Puzzle<br> <em>Description:</em> In Krystal Drop, you play on a field on which lines of gems are being dropped by the top of the screen, at a regular basis, or when your opponent makes a combo. You can take or drop gems from the bottom of the screen to make gems disappear. If you move gems in order to create a vertical alignment of at least three gems of the same colour, they will burst and start a chain reaction with all neighbouring matching gems. The aim is to prepare some other chain reactions while the first gems are bursting, in order to make a combo and send lines to your opponent. You lose when some gems reach the bottom of the field. Krystal Drop 0.6 new Krystal Drop
3748 3 2003-06-03 19:12:50 <em>Category:</em> Simulation<br> <em>Avg. Rating:</em> <font color="#ffff80" size="-1">(not yet rated)</font> <p> <em>Description:</em> Simulation construction tools <p> <em>Changelog since 0.3.1:</em> <ul> <li>Fix a compile problem for cygwin. <li>Updated/tweaked doxygen documentation in several areas. <li>Moved quite a bit of low level model management and "state" management code from FlightGear into SimGear and did a substantial amount of restructuring and dependency clean up in the process. Created a "scene" subdirectory with sub-subdirectories for material management, basic model and model animation management, sky rendering, and low level loaders for the "TerraGear" tile object format. <li>Removed support of the flat shaded and non-textured material property varients. You can still do these things, but extra states are no longer set up automatically. <li>Removed 3d clouds from the defaChanges since 0.3.1:ult build ... these need a maintainer or better yet, a complete plib-based rewrite. <li>Moved the FlightGear sound effect manager code over to SimGear. <li>Updated the cloud layer surface to better follow the inverted bowl shape. <li>Much work on cloud/sky coloring, and also much work on sunset/sunrise coloring. <li>Fixed an obscure bug in cloud texture loading which caused each cloud texture to be loaded 5 times. Ouch! <li>Various class and function renaming to make them better fit into the standard SimGear naming scheme. <li>Added some additional convenience functions to the SGPath class. <li>Upgraded the distributed version of metakit. <li>FreeBSD fixes. <li>Irix fixes (better STL/ISO C++ header support.) <li>Mingwin fixes. <li>Better MacOS support <li>MSVC fixes. </ul> SimGear 0.3.3 updated SimGear
3749 3 2003-06-03 19:13:56 <a href="/images/fgds021.jpg"><img src="/images/thumbs/fgds021.jpg" align="right" alt="" height="186" width="200"></a> <em>Category:</em> Game-related Utility<p> <em>Description:</em> FGSD is an OpenSource interactive program that allow its user to design custom sceneries for the <a href="http://www.flightgear.org">FlightGear</a> flight simulator project. It is developed under the terms of the <a href="http://www.gnu.org/copyleft/gpl.html">GNU General Public License</a><p> FlightGear has already sceneries for the whole Earth ( see <a href="http://www.flightgear.org/Downloads/world-scenery.html">here</a> ) but usually, available free data are too coarse to make realistic views of the world, especially for land outside the USA. <p> The basic idea is to use scan of commercial maps and other bitmap data to help users to draw features on top of the image layer. Features includes static 3D objects (buildings for instance), height (hypso) curves, land use contours, roads, railways and powerlines, water area or streams. FlightGear Scenery Designer 0.2.1 new FlightGear Scenery Designer
3750 -1 2003-06-03 19:45:12 <a href="/images/noegnud.jpg"><img src="/images/thumbs/noegnud.jpg" align="right" alt="" height="154" width="200"></a> <em>Category:</em> Role Playing<br> <em>Avg. Rating:</em> <a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a><a href="#" title="4.00"><img src="/images/star.gif" alt="4.00" border="0"></a> <p> <em>Description:</em> an alternate ascii/2D/3D UI for nethack using SDL and OpenGL <p> <em>Changelog:</em> <ul> <li>stability fixes <li>inclusion of support for slashem-0.0.7E1 <li>3 graphical tilesets added </ul> noeGNUd 0.6.1 updated noeGNUd
3751 7127 2003-06-04 10:07:13 <a href="/images/pyddr.jpg"><img src="/images/thumbs/pyddr.jpg" align="right" alt="" height="150" width="200"></a> <em>Category:</em> Arcade<br> <em>Avg. Rating:</em> <a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a><a href="#" title="4.71"><img src="/images/star.gif" alt="4.71" border="0"></a> <p> <em>Description:</em> A DDR [Dance Dance Revolution] clone written in Python. <p> <em>Changelog:</em> <ul> <li>More optimizations from JZig (movies this time) <li>New file formats: Native DWI and SM support <li>".dance" instead of ".step" is now pyDDR's official format. <li> 'any2dance.py' converter for files. <li>Judge rewrite: <ul> <li>Proper speed change handling in Judge <li>Proper miss handling in Judge </ul> </ul> pyDDR 0.7.0 updated pydance