newsid |
userid |
timestamp |
news |
headline |
newstype |
gameid |
52 |
2 |
1999-01-20 12:46:18 |
<a href="http://www.happypenguin.org/images/bfris.jpg"><img src="http://www.happypenguin.org/images/thumbs/bfris.jpg" align=right width=200 height=150></a><a href="http://www.linuxgames.com">Linuxgames.com</a> reports that <a href="http://www.aegistech.com/projects.html">BFRIS</a>, a 3D OpenGL-based multiplayer space combat game for Linux and Windows, has gone gold, and should ship sometime in the near future.
<p>
When this occurs, Aegis Tech's BFRIS will have the distinction of being the first ever shrinkwrapped, playable-out-of-the-box game for Linux. Very cool.
<p>
This game has been in the works for at least I year, I think. Many months back, Aegis released a playable test/demo binary that demonstrated some real pretty graphics, but was awful in terms of control and stability. One hopes they've come a long way since then, and no doubt they have. I'll certainly shell out 40 bucks or whatever as soon as it's available! |
BFRIS shipping soon? |
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53 |
225 |
1999-01-20 18:43:26 |
<em>Category:</em> Cards<br>
<em>Avg. Rating:</em> <img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><p>
<em>Description:</em> Very nice solitaire card game with 20 solitaire variations.<p>
This version supports one new game, namely Canfield, and adds various
assist functions like Autoplay, Automatic face up and Hightlight matching cards. Also you can now change the card background, select timer-based
real-time card animations and probably enjoy some new bugs ;-) |
PySol 2.02 |
updated |
|
54 |
2 |
1999-01-20 22:01:52 |
<a href="http://linuxpower.org">Linuxpower.org</a> is beginning a series of articles on game programming. The series introduction is <a href="http://linuxpower.org/display_story.phtml?id=96">here</a> if you're interested. |
Game Programming series begins at Linuxpower |
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55 |
2 |
1999-01-22 10:49:46 |
<img src="/images/thumbs/AZ38.jpg" align=right width=200 height=150><em>Category:</em> Toy<br>
<em>Avg. Rating:</em> <img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><p>
General Aviation Simulator<p>
Changes in 0.57:
<UL>
<LI> Converted to a simpler frame rate counting method.
<LI> Fixed the AOA reading on the HUD.
<LI> Removed gpc from the Lib section of distribution by request of the
gpc Author. The gpc license is unfortunately not compatible with
the GPL. I may look for an alternative library, or just require
that developers download this library separately.
<LI> First slew of changes from the MacOS porting effort
contributed by "Robert Puyol" <puyol@abvent.fr>.
<LI> Support for an arbitrary number of serial ports +
additional serial port output tweaks.
<LI> Serial output tweaks to make things more robust and act
more like a GPS.
<LI> Portability enhancements for Borland, Solaris, and SGI.
<LI> Some internal class renaming and reorganizations. fgFLIGHT
becomes FGState. fgCONTROLS becomes FGControls.
<LI> Started work on an "external" flight model so the sim can
be driven from external input (serial port, network, file,
etc.)
<LI> Fixed a problem that creeped in with setting the initial
startup altitude. This could cause an unrecoverable bounce
and you'd end up flipped on your back. Should be fixed
now.
<LI> Sun now appears to grow in size as it gets very low in the
horizon.
<LI> Fixed a view frustum culling bug where the scene was not
accurately culled when your view was anything other than
straight forward.
</UL>
|
Flight Gear Flight Sim 0.57 |
updated |
|
56 |
2 |
1999-01-22 11:03:09 |
<em>Category:</em> Action<br>
<em>Avg. Rating:</em> <img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><p>
<em>Description:</em> A Linux port of Raven Software's popular doom-engine game<p>
Wow. Two updates to the Linux Heretic port since I last checked.<br>
0.9.1.1:
<ul>
<li>GGI updates:
<ul>
<li>Now uses DirectBuffer when available and works properly when it is not.
<li>Support for scaling by a factor of 2. (-scale switch)
<li>Support for 8, 15, 16 and 32 bpp modes (24 can be achieved with the alemu target)
</ul>
<li>Proper keyboard handling (the cheats work now ;)
<li>Simple FPS meter for GGI and X11 versions.
</ul>
0.9.0 -> 0.9.1:
<ul>
<li>It is now possible to compile and run Heretic for X11 under Linux/x86, Linux/m68k and FreeBSD. (Alpha doesn't work now.)
(I can't say anything about Linux/Sparc and other Linux-ports)
<li>Added SVGA Version. (code by Nic, see AUTHORS)
</ul>
|
Heretic 0.9.1.1 |
updated |
|
57 |
2 |
1999-01-23 00:41:15 |
In an update that talks mostly about the Macintosh and interface/control abstraction issues, <a href="http://frag.com/doom">glDoom</a> author Bruce Lewis posted a few words about the Linux port of glDoom. Some exerpts from his <a href="http://frag.com/doom">news page</a>:
<blockquote>
Efforts to the get the porting of glDoom under way are proceeding nicely. You can expect the G3 Power Mac
port to be the first of the ports released. With the Linux/Unix port following close behind.<br>
...<br>
I've got all the tools I need for the
Linux/Unix port already but I haven't done much 'X' programming before. Incidentally SCO Unix will also be
one of the porting targets in answer to those of you who have asked. (There are more SCO Unix systems out
there than all other Unix versions combined...)
</blockquote>
Not that I know what I'm talking about, but he shouldn't necessarily <em>need</em> to do any X programming for an OpenGL Doom implementation, should he? |
Linux glDoom port underway |
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58 |
2 |
1999-01-23 21:24:29 |
<em>Category:</em> Action<br>
<em>Avg. Rating:</em> <img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><p>
<em>Description:</em> A Linux port of Boom, which is an enhanced version of Doom from id's source.<p>
If you're gonna play Doom under Linux, this is the best way to do it. This update includes a gazillion bug fixes, alpha support for a Glide (3dfx) framebuffer(!), and improved code portablility.
|
lxDoom 1.3.2 |
updated |
|
59 |
21 |
1999-01-25 01:40:55 |
<em>Category:</em> Action<br>
<em>Avg. Rating:</em> <img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><img src="http://www.happypenguin.org/images/star.gif" alt="*"><p>
A Linux port of Raven Software's popular doom-engine game<p>
This update adds sound support via a separate sound server process. Apparently sound does not yet work with newer versions of SVGAlib, though.
|
Heretic 0.9.2 |
updated |
|
60 |
177 |
1999-01-25 20:37:45 |
<em>Category:</em> Puzzle<br>
From the Pingus home page:
<blockquote>
Pingus is a free Lemmings clone. The complete project is available and licensed under the GPL.
The main platform is Linux, but hopefully there will be ports to others Operating Systems. I started Pingus with XwinAllegro, but now I changed to ClanLib, so it will be playable in both X and Console (800x600).
</blockquote>
<p>
This game is not yet playable, but it excites me because Lemmings is one of the Best Games Ever.
I hereby order all available Linux game programmers to drop whatever they're doing and help get this project underway so I can play it. |
Pingus 0.0.3 |
new |
pingus |
61 |
2 |
1999-01-25 15:12:58 |
Until now, I've tried to limit the Game Tome listings just to games that are actually playable to some degree. My thinking was that a database cluttered with half-finished games isn't that useful to the audience I'm aiming at, the Linux user who wants to play games.
<p>
I still think this is a good rule of thumb, but occasionally I'll get a submission for something that's (IMO) interesting even though it's still in its infancy. <a href="http://www.happypenguin.org/show?Pingus">Pingus</a> and <a href="http://www.happypenguin.org/show?Dave%20Gnukem">Dave Gnukem</a> are two examples of this. When I add a game that's as yet unplayable, I'll make sure this fact is clear in the game's description.
<p>
I've thought about adding a section to the Game Tome for "unplayable" games in the early stages of development. I may still add such a section or category, but right now Real Life isn't allowing me many extra brain cycles to think about Game Tome issues. So for now, I'll continue to put submissions of "new, unplayable" games on hold, and one or two may slip through now and then.
|
Dealing with games under developement |
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