newsid |
userid |
timestamp |
news |
headline |
newstype |
gameid |
715 |
2 |
1999-10-04 15:06:14 |
<em>Category:</em> Code Library<br>
<em>Avg. Rating:</em> <img src="http://happypenguin.org/images/star.gif" alt="4"><img src="http://happypenguin.org/images/star.gif" alt="4"><img src="http://happypenguin.org/images/star.gif" alt="4"><img src="http://happypenguin.org/images/star.gif" alt="4"><p>
<em>Description:</em> A portable, LGPL game development library.<p>
<em>Changelog:</em>
<li>Fixed a problem that caused too many joystick axes to be reported by JS.
<li>Added new Quaternion interpolation routines and reduced complexity of quaternion multiplication routines.
<li>ssgEntity (and hence most SSG classes) didn't make a copy of strings passed to setName() - hence there was a tendancy to leak name memory as objects were deleted. That's fixed but be aware that 'name' is now copied.
<li>sgAddScaleVec functions have been added into SG.
<li>Fixed up some compilation warnings in ssgStateSelector.cxx, fnt.cxx and ssgSaveAC.cxx.
<li>Fixed a potential problem in ssgModelPath/ssgTexturePath that would blow up if you ever passed a local string variable to them. Be sure not to call either function before ssgInit()
</ul>
|
PLib 1.0.18 |
updated |
|
716 |
2 |
1999-10-04 15:10:16 |
<img src="/images/thumbs/tux1.jpg" align=right width=200 height=156><em>Category:</em> Arcade<br>
<em>Avg. Rating:</em> <img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><p>
<em>Description:</em> A 3D search/explore/puzzle<p>
<em>Changelog:</em>
<ul>
<li>Fixed a bug in level.cxx - I failed to fclose the level.dat file.
<li>Got rid of a 'sleep' and provided my own string compare routines so this stuff will compile under Windoze again.
<li>Thanks to Ingo Ruhnke, we now have a 'make install' that works. It places the data files into: <code>/usr/local/share/games/tux_aqfh/*</code> and the executable into: <code>/usr/local/games/tux_aqfh</code>
<li>Also thanks to Ingo, Tux will try to find the appropriate datafiles no matter where it's run from.
<li>The 'building_levels' document is now much more complete.
<li>Changed '@switch' objects to '@switchon' and '@switchoff'.
<li>Cleaned out unimplemented menu entries from GUI.
<li>Fixed problem in mouse interface that prevented Help/About/Credits/History screens from showing up.
</ul>
|
Tux the Penguin - A Quest for Herring 1.0.8 |
updated |
|
717 |
994 |
1999-10-04 15:13:00 |
<em>Category:</em> Arcade<br>
<em>Description:</em> <P>The Ergs are coming.<br>
They're winding their way down through the mushroom patch, and you'd better hope you can blast them all before they reach you. If only they'd stop splitting in half whenever you hit them...</p>
<P>fyi- an erg is a dyne-centimeter</p> |
Erg 0.1.991004 |
new |
|
718 |
994 |
1999-10-04 15:14:38 |
<img src="/images/thumbs/beasts.jpg" align=right width=200 height=140><em>Category:</em> Arcade<br>
<em>Description:</em> <P>Your goal is to rid the world of the fearsome beasts, either by squashing them between two blocks, or by entraping them in a confined space until they go mad and explode.</p>
<P>Your only tools are the blocks that litter the ground around you. They are your weapons and your shields-- with them you can build traps and shelters.</p> |
Beasts 0.9.991004 |
new |
|
719 |
-1 |
1999-10-04 17:52:55 |
<em>Category:</em> Under development - not yet playable<br>
<em>Avg. Rating:</em> <font color=#ffff80 size="-1">(not yet rated)</font><p>
<em>Description:</em> server application of the multiplayer trading game Holsham Traders<p>
<em>Changelog:</em> The basic netwoking code now works, and there have been various documentation updates plus smaller code changes. |
htsserver 0.5 |
updated |
|
720 |
-1 |
1999-10-05 23:22:09 |
<em>Category:</em> Action<br>
<em>Avg. Rating:</em> <img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><img src="http://happypenguin.org/images/star.gif" alt="5"><p>
<em>Description:</em> Its very powerful engine enables YOU to modify ALL the game EASILY !!! Try it !<p>
<em>Changelog:</em> The TUX-ADDON is here, for linux-lovers : call Tux and Tux comes within game !
<ul>
<li>Now, when you shake a lot the screen, the screen 3D-blows !
<li>a new level-addon
<li>a audio-cd addon to play audio-cd within game !
<li>a fully explained installation
</ul>
|
Bomb ô Bomb 1.0.3 |
updated |
|
721 |
2 |
1999-10-06 18:15:23 |
<img src="/images/coin.gif" align=right>Here's a trio of tidbits about our favorite software company, <a href="http://www.lokigames.com">Loki Entertainment Software</a>:<ul>
<li>There's a nice long <a href="http://www.linuxworld.com/linuxworld/lw-1999-10/lw-10-rrtycoon.html">review of Railroad Tycoon II</a> over at <a href="http://www.linuxworld.com">Linuxworld</a>.
<li>Loki has posted a <a href="http://www.lokigames.com/about/lokihack_faq.php3">FAQ page</a> about their upcoming <a href="http://www.lokigames.com/about/lokihack.php3">Loki Hack 1999</a> competition, in which 30 lucky hackers will get to play with the <a href="http://happypenguin.org/show?Civilization%3A%20Call%20To%20Power">Civ:CTP</a> source code.
<li>If you're not all Loki'ed out yet, <a href="http://www.ga-source.com">GA-Source</a> has <a href="http://www.ga-source.com/interviews/loki.shtml">an interview with Scott Draeker</a>. It's the standard Loki interview, except there's a bit of interesting talk about Loki Hack 1999.
<li>We'll finish up with a bad haiku by <a href="mailto:makron@stroggos.com">Makron Stroggos</a>, spotted in <a href="news://news.lokigames.com/loki.games.myth2">loki.games.myth2</a>:
<center>
<i>Loki is awesome,<br>
They are porting Windows games,<br>
To play in Linux.</i>
</center>
</ul>
Oh. That's not a trio, is it?
|
Loki Loki Loki |
default |
|
722 |
2 |
1999-10-07 11:06:09 |
I just spotted this at <a href="http://sunsite.auc.dk/linuxgames">LGDC</a>, who saw it at <a href="http://linuxdev.net/">LinuxDev.net</a>, who found it in <a href="news:comp.lang.python.announce">comp.lang.python.announce</a>:
<blockquote> just came across this posting in comp.lang.python.announce and thought it might be useful to some of you. "Electronic Arts (and its subsidiary Origin Systems) is looking to hire talented Python programmers who are interested in working on massively multiplayer online games. Top salaries, benefits, and relocation (to Austin, Texas) are included. Please contact Jeff Anderson of Origin Systems, Inc. at 512-434-6726. Resumes by email are encouraged, please send them to: <a href="mailto:janderson@origin.ea.com">janderson@origin.ea.com</a>."
</blockquote>
Sounds like fun... |
EA/Origin wants Python programmers |
default |
|
723 |
-1 |
1999-10-07 11:22:23 |
<em>Category:</em> Action<br>
<em>Avg. Rating:</em> <img src="http://happypenguin.org/images/star.gif" alt="4"><img src="http://happypenguin.org/images/star.gif" alt="4"><img src="http://happypenguin.org/images/star.gif" alt="4"><img src="http://happypenguin.org/images/star.gif" alt="4"><p>
<em>Description:</em> ARCHON clone<p>
<em>Changelog:</em>
<ul>
<li>Made the logo screen reappear when the game is paused or has ended.
<li>Shai Roitman <shairoi@ibm.net> sent me AI code for the board. This makes the computer play a lot better on the board.
<li>Dan Hursh <hursh@sparc.isl.net> sent me some sound stuff (code and data).
<li>If pthreads is missing then game will still compile, only without networking support. There is also a --disable-network configuration option to force exclusion of networking code.
<li>Added some more rules to the computer field player, so now the hard skill level is harder, and the medium skill level is like the hard skill level of previous versions.
<li>Changed the rate at which the phoenix and banshee cause damage to their opponent, and also improved the collision detection logic for their cloud weapon. Hopefully, these two creatures will be a bit more useful.
<li>Fine-grained the collision detection logic for the phoenix/banshee cloud weapon, making it somewhat more useful.
<li>With everything being slowed down, the troll and golem were moving at the same speed as everybody else. Now they're slower again.
<li>Like in the original ARCHON, now when the game changes from strategy to battle, the two opposing creatures slide into position. At the end of the battle, the winner slides back to its position on the board.
<li>Many bug fixes.
</ul>
|
X ARCHON 0.40 |
updated |
|
724 |
2 |
1999-10-08 10:38:44 |
<a href="http://www.threeaxis.com">Three Axis Interactive</a> has updated their website with some teaser information about their first release, called Project Abraham. Below is everything posted so far:
<blockquote>
We are currently hard at work on a real-time strategy/action game called Project Abraham.
<p>
We are developing Project Abraham on Linux Intel and for Windoze. There will also be a Linux PPC version; however, to date we have not done any development on the mighty Mac.
</blockquote>
and
<blockquote>
A peaceful world....<br>
a world of hate...
<p>
A battle for survival....<br>
we must survive.
<p>
Please stand by updates will be posted by this weekend.
</blockquote>
<a href="mailto:jason.blackwell@threeaxis.com">Jason Blackwell</a> gave some more information about this upcoming game in a recent <a href="http://happypenguin.org/html/threeaxis.html">Q & A with the Game Tome</a>. |
Three Axis update |
default |
|