| newsid | userid | timestamp | news | headline | newstype | gameid |
|---|---|---|---|---|---|---|
| 5435 | 7378 | 2005-04-17 10:55:02 | <a href="/images/moagg.png"><img src="/images/thumbs/moagg.png" align="right" alt="" width="200" height="150"></a> <em>Category: </em>arcade<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.45"><img src="/images/star.gif" alt="4.45" border="0"></a><a href="#" title="4.45"><img src="/images/star.gif" alt="4.45" border="0"></a><a href="#" title="4.45"><img src="/images/star.gif" alt="4.45" border="0"></a><a href="#" title="4.45"><img src="/images/star.gif" alt="4.45" border="0"></a></font> <p> <em>Description:</em> A 2d gravity game combining the idea/fun of SpaceTaxi, GravityForce, etc ... <p> <em>Changelog:</em> <ul> <li>Magnets now can be activated, deactivated and toggled via a switch or via the appropriate events, like laser barriers. The tutorial level switches.xml was adapted to demonstrate this.</li> <li>Fuel platforms now can define a fuel_cost property, which means that refueling the ship is not free anymore.</li> <li>SAM batteries now can be destroyed by projectiles too (like turrets).</li> <li>Now every decoration object supports the hide-property and can be shown via the show-event during game flow.</li> <li>Added three new levels to mission1.</li> <li>Fixed a bug, where the initial position of a turret projectile was calculated wrong, thus causing immediate collisions with the turret.</li> </ul> | Mother of all gravity games 0.18 | updated | Mother of all gravity games |
| 5436 | 7378 | 2005-04-17 10:56:42 | <a href="/images/gpcs2p.png"><img src="/images/thumbs/gpcs2p.png" align="right" alt="" width="200" height="139"></a> <em>Category: </em>simulation<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.50"><img src="/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="/images/star.gif" alt="4.50" border="0"></a></font> <p> <em>Description:</em> Text console Casino and Slot Machine Game. <p> <em>Changelog:</em> <ul> <li>ANSI Color Routines abstracted as to allow the loading of different color maps <li>More winning combinations added to the * sevens in High Roller Sevens </ul> | GPC-Slots 2 0.1.5 | updated | GPC-Slots 2 |
| 5437 | 7378 | 2005-04-17 10:58:28 | <a href="/images/nogravity.jpg"><img src="/images/thumbs/nogravity.jpg" align="right" alt="" width="199" height="150"></a> <em>Category: </em>action<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a></font> <p> <em>Description:</em> 3D space combat game <p> <em>Changelog:</em> <ul> <li>Multisampling support. <li>Improved support for resolutions greater than 800x600. <li>Fixes to crashes during Conspiracy missions. </ul> | No Gravity 1.98r9 | updated | No Gravity |
| 5438 | 7378 | 2005-04-17 11:03:27 | <a href="/images/xconq.jpg"><img src="/images/thumbs/xconq.jpg" align="right" alt="" width="200" height="162"></a> <em>Category: </em>strategy<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.67"><img src="/images/star.gif" alt="4.67" border="0"></a><a href="#" title="4.67"><img src="/images/star.gif" alt="4.67" border="0"></a><a href="#" title="4.67"><img src="/images/star.gif" alt="4.67" border="0"></a><a href="#" title="4.67"><img src="/images/star.gif" alt="4.67" border="0"></a><a href="#" title="4.67"><img src="/images/star.gif" alt="4.67" border="0"></a></font> <p> <em>Description:</em> A very flexible strategy game with multiplayer support. <p> <em>Changelog:</em> <ul> <li>Several AI enhancements, including a fix for a crash caused by AI-controlled Fighters in the Default game and a tremendous speedup in AI performance in most games. <li>Unit construction choices are much more spread around. <li>Colonizers don"t mill around aimlessly anymore. <li>The problem with naval units being produced in land-locked cities has now been fixed for all games. </ul> | Xconq 7.5pre7.5. | updated | Xconq |
| 5439 | 7378 | 2005-04-18 06:52:25 | <em>Category: </em>code<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="3.60"><img src="/images/star.gif" alt="3.60" border="0"></a><a href="#" title="3.60"><img src="/images/star.gif" alt="3.60" border="0"></a><a href="#" title="3.60"><img src="/images/star.gif" alt="3.60" border="0"></a><a href="#" title="3.60"><img src="/images/star.gif" alt="3.60" border="0"></a></font> <p> <em>Description:</em> Proprietary Linux drivers for ATI Radeon cards <p> <em>Changelog:</em> <ul> <li>Unreal Tournament 2004: Intermittent hesitation is no longer noticed while playing Onslaught <li>Moving or resizing pseudocolor windows no longer results in corruption being noticed on the desktop <li>The name and version number of the X.org server is now detected correctly at runtime. <li> Attempting to launch any application while Viewperf 7.1.1 is running in the background, no longer results in the Red Hat Enterprise 3.0 version 2. operating system failing to respond <li>64 bit system with 4 GB or more of system RAM, no longer fails to intialize 3D graphic acceleration <li>The ATI FireGL™ V5000 now uses the DDC information correctly and no longer mis-identifies Low Voltage Differential Signal (LVDS) as Transition Minimized Differential Signaling (TMDS) </ul> | ATI Radeon Linux Display Drivers 8.10.12 | updated | ATI Radeon Linux Display Drivers |
| 5440 | 7378 | 2005-04-18 07:15:39 | <a href="/images/vulturesclaw-193-01.png"><img src="/images/thumbs/vulturesclaw-193-01.png" align="right" alt="" width="200" height="150"></a> <em>Category: </em>rpg<br> <em>Description:</em> A fork of the now dead "Falcon's Eye" project <p> An isometric graphics interface to Slashem. The interface was called "Falcon's Eye", because the viewpoint resembles a "bird's eye view". This fork of the original "Falcon's Eye" is called "Vulture's Eye" because it feeds of the corpse of the now dead "Falcon's Eye". | Vulture's Claw 1.9.3 | new | Vulture's |
| 5441 | 7378 | 2005-04-18 12:12:50 | <a href="/images/freeciv2.jpg"><img src="/images/thumbs/freeciv2.jpg" align="right" alt="" width="200" height="160"></a> <em>Category: </em>strategy<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><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></font> <p> <em>Description:</em> Freeciv is a multiplayer strategy game. <p> <em>Changelog:</em> <p> Freeciv 2.0 has many new features, including improved AI and AI diplomacy, an integrated way to start the game using only the client, improved client UI, isometric maps, and more flexible modpack support. </p> | Freeciv 2.0.0 | updated | Freeciv |
| 5442 | 4 | 2005-04-19 13:10:21 | <a href="/images/s05.jpg"><img src="/images/thumbs/s05.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>strategy<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.74"><img src="/images/star.gif" alt="4.74" border="0"></a><a href="#" title="4.74"><img src="/images/star.gif" alt="4.74" border="0"></a><a href="#" title="4.74"><img src="/images/star.gif" alt="4.74" border="0"></a><a href="#" title="4.74"><img src="/images/star.gif" alt="4.74" border="0"></a><a href="#" title="4.74"><img src="/images/star.gif" alt="4.74" border="0"></a></font> <p> <em>Description:</em> A free 3d real-time customizable strategy game. <p> <em>Changelog (since r5):</em> <ul> <li>Changing an assert in the font code to a warning (this should help some people with asserts in font code). <li>Updated README with warnings that SuSE 9.2 ships a broken OpenAL. <li>Fixes a messed up opengl check <li>Fixes a crash in my last random number generator fix <li>Merged kozz/dholms endianess patches </ul> | Glest 1.0.10 r7 | updated | Glest |
| 5443 | 3 | 2005-04-19 16:40:58 | <a href="/images/dominions2a.jpg"><img src="/images/thumbs/dominions2a.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>strategy<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="3.76"><img src="/images/star.gif" alt="3.76" border="0"></a><a href="#" title="3.76"><img src="/images/star.gif" alt="3.76" border="0"></a><a href="#" title="3.76"><img src="/images/star.gif" alt="3.76" border="0"></a><a href="#" title="3.76"><img src="/images/star.gif" alt="3.76" border="0"></a></font> <p> <em>Description:</em> Create your own Gotterdammerung! <p> <em>Changelog:</em> <p> New Features / Game Balance Changes:<ul> <li>Ability to mod different gui looks for different nations. <li>New monster modding commands, #magicboost and #castledef. <li>Shape changing god automatically start with low HP form. <li>Assassination victims will now override a retreat order. <li>#selectitem accepts numbers too. Maximum number of mods increased 50->100. <li>Improved error message when a mod needs to be installed in order to play your turn.</ul> Bug Fixes:<ul> <li>Fixed battlefield grid. <li>Destroyed local enchantments were sometimes still displayed even though they were no longer in effect. <li>Fishes with 'amulet of the fish' can now retreat to land provinces. <li>Goto province works on assassination messages too.</ul></ul> | Dominions II: The Ascension Wars 2.16 | updated | Dominions II: The Ascension Wars |
| 5444 | 3 | 2005-04-19 16:51:29 | <a href="/images/shadows_2.sized.jpg"><img src="/images/thumbs/shadows_2.sized.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>code<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a><a href="#" title="5.00"><img src="/images/star.gif" alt="5.00" border="0"></a></font> <p> <em>Description:</em> OGRE is a scene-oriented, flexible 3D engine written in C++ <p> <em>Changelog:</em> <ul> <li>support for Code::Blocks <li>first release of the official XSI mesh/animation exporter <li>support for Cg 1.3 <li>various bugs fixed </li></ul><a href="http://www.ogre3d.org/index.php?option=com_content&task=view&id=324&Itemid=2">Complete changelog</a><p> | OGRE 1.0.1 | updated | OGRE |