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newsid userid timestamp news headline newstype gameid
9569 4 2009-08-07 17:19:06 <a href="/images/mkq.png"><img src="/images/thumbs/mkq.png" 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="4.47"><img src="http://happypenguin.org/images/star.gif" alt="4.47" border="0"></a><a href="#" title="4.47"><img src="http://happypenguin.org/images/star.gif" alt="4.47" border="0"></a><a href="#" title="4.47"><img src="http://happypenguin.org/images/star.gif" alt="4.47" border="0"></a><a href="#" title="4.47"><img src="http://happypenguin.org/images/star.gif" alt="4.47" border="0"></a></font> <p> <em>Description:</em> Jagged Alliance 2 port using SDL <p> <em>Changelog:</em> <ul> <li>Fix a bug which prevented hiring mercs from AIM. <li>Fix a vanilla buffer overflow when loading/saving savegames.</ul> Jagged Alliance 2 - Stracciatella 0.12.1 updated Jagged Alliance 2 - Stracciatella
9570 4 2009-08-07 19:18:49 <a href="/images/libcrtxy-aa.png"><img src="/images/thumbs/libcrtxy-aa.png" align="right" alt="" width="200" height="164"></a> <em>Category: </em>code<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><font color="#FF8" size="-1">(not yet rated)</font></font> <p> <em>Description:</em> Fixed-point math scalable graphics library for creating vector-graphics games <p> <em>Changelog:</em> <ul> <li>Documentation via doxygen <li>Gamma-corrected anti-aliased lines <li>Line intersection test (still buggy) <li>Line groups/collections <li>rockdodge example can run at 'maximum FPS' (press [F] to toggle) <li>crtxy.h now C++ friendly <li>Dirty rectangle updates <li>Bug fixes </ul> libcrtxy - The CRT X-Y graphics library 0.0.3 updated libcrtxy - The CRT X-Y graphics library
9571 4 2009-08-08 20:42:33 <a href="/images/gloom_007.jpeg"><img src="/images/thumbs/gloom_007.jpeg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>action<br> <em>Description:</em> FPS : Human VS Alien spider <p>Gloom is an atmospheric team play modification for Quake II that puts humans against a team of alien spiders. The object of the game is to obliterate the opposing team by killing their troops and destroying their spawn points. Each team has six classes which can be bought with frags earned, as well as two base classes. The depth of Gloom lies in the radical differences between its teams as well as the versatility of the builder classes that have the power to make every game truly unique. The fun of Gloom lies in using teamwork and class advancement to dominate each game. Gloom 1.3 new Gloom
9572 4 2009-08-09 06:39:11 <a href="/images/dump0083.jpg"><img src="/images/thumbs/dump0083.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>rpg<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a></font> <p> <em>Description:</em> Massively Multiplayer space game <p> <em>Changelog:</em> <ul> <li>Asteroid sectors in Deneb now have a disableable turret. When the turret is disabled, a fighter skirmish begins. <li>New detail textures for bone asteroids. <li>Added ice refraction resolution setting for DirectX 9 driver. The High setting uses more video memory. <li>Fixed DirectX 8 driver so it properly fails to load compressed textures instead of displaying white textures. <li>Small optimization for most shaders. <li>Fixed certain missions so they no longer choose training sectors as destinations. <li>NPCs that have logged off no longer show up in the Bar. <li>Fixed problem with DirectX 9 driver that was causing it to not be chosen as the active driver. <li>Fixed crash in OpenGL driver. <li>Significantly improved all crystal and ice graphics. <li>Added OpenGL Antialiasing modes.</ul> Vendetta 1.8.85 updated Vendetta
9573 4 2009-08-09 07:15:11 <a href="/images/tintin.jpg"><img src="/images/thumbs/tintin.jpg" align="right" alt="" width="200" height="171"></a> <em>Category: </em>rpg<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.44"><img src="http://happypenguin.org/images/star.gif" alt="4.44" border="0"></a><a href="#" title="4.44"><img src="http://happypenguin.org/images/star.gif" alt="4.44" border="0"></a><a href="#" title="4.44"><img src="http://happypenguin.org/images/star.gif" alt="4.44" border="0"></a><a href="#" title="4.44"><img src="http://happypenguin.org/images/star.gif" alt="4.44" border="0"></a></font> <p> <em>Description:</em> TinTin++ is a mud client that runs in console mode. <p> <em>Changelog:</em> <ul> <li>This release changes the syntax of the #loop and #parse commands to include a variable. <li>All commands now use trigger regular expressions instead of globs, requiring the use of %* where you'd previously use the * wildcard. <li>The #switch, #case, #default, #foreach, #break, #continue, #else, and #elseif statements have been added and should work more or less as expected. <li>Variables can be nested using square brackets, and when doing so behave like associative arrays. <li>In verbatim mode, leading spaces are no longer stripped.</ul> TinTin++ 1.99.6b1 updated TinTin++
9574 4 2009-08-09 18:15:08 <a href="/images/gamebook-engine-screenshot-0.1.2+code.png"><img src="/images/thumbs/gamebook-engine-screenshot-0.1.2+code.png" align="right" alt="" width="200" height="150"></a> <em>Category: </em>text adv<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><font color="#FF8" size="-1">(not yet rated)</font></font> <p> <em>Description:</em> TGE is the first free, cross-platform engine for writing gamebooks <p> <em>Changelog:</em> <ul> <li>Added Status/Inventory for Javascript gamebook files. Gamebook writers write an html file that tells TGE how to display the status/inventory window. <li>Saving the game now works for Javascript gamebooks. <li>Makefile will now halt if necessary development libraries are not installed. Audio can be disabled at compile time, and you will no longer require ffmppeg, openal, and alut. <li>Added gamebook2html conversion utility, and supporting html/css/js files. You can now convert gamebooks into html/js, and put them on the web. The TGE engine is no longer required to play gamebooks. </ul> The Gamebook Engine 0.2.0 Beta3 updated The Gamebook Engine
9575 4 2009-08-09 19:11:28 <a href="/images/BOH-screenshot3.png"><img src="/images/thumbs/BOH-screenshot3.png" align="right" alt="" width="200" height="150"></a> <em>Category: </em>action<br> <em>Description:</em> Retro-flavoured game of exploration and action. <p>BOH is an original, retro-flavoured game of exploration and action.<br /> You move in claustrophobic, traps-packed, mind-boggling battlefields searching for the Evil Masters, who throw countless enemies at you until you discover and face them in the final battle. Although your quests are made slightly less hard by the bonuses and power-ups scattered all around, carrying out the missions demands lots of concentration and quick reflexes. <p>With BOH the fun never ends: new missions can be added anytime and you can even create your own! And, as if that was not enough, you can also customize entirely its audio-visual aspect! <p>BOH has been created with lots of passion and care to offer, with its oldschool style, a fascinatingly different videogaming experience. <ul>Features: <li>immediate & addictive gameplay; <li>immersive & thrilling action; <li>mind-blowing puzzles; <li>30 challenging missions divided into 5 levels of difficulty; <li>multi-phase missions; <li>battlefields of any size and shape (also spread over multiple floors); <li>AI-driven enemies; <li>hand-pixeled 2D graphics; <li>real-time lighting; <li>atmospheric audio; <li>4 themes; <li>full expandability (themes, missions, translations); <li>English, Finnish, French, German, Italian, Spanish and Swedish translations. </ul> BOH 20090804.1245 new BOH
9576 4 2009-08-09 20:01:38 <a href="/images/sdlmame_sf2t.png"><img src="/images/thumbs/sdlmame_sf2t.png" align="right" alt="" width="200" height="117"></a> <em>Category: </em>emulator<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.23"><img src="http://happypenguin.org/images/star.gif" alt="4.23" border="0"></a><a href="#" title="4.23"><img src="http://happypenguin.org/images/star.gif" alt="4.23" border="0"></a><a href="#" title="4.23"><img src="http://happypenguin.org/images/star.gif" alt="4.23" border="0"></a><a href="#" title="4.23"><img src="http://happypenguin.org/images/star.gif" alt="4.23" border="0"></a></font> <p> <em>Description:</em> SDL fork of MAME <p> <em>Changelog:</em> <ul> <li>a ton of bugfixes <li>MAME emulated in MAME for the first time</ul> SDLMAME 0.133u1 updated SDLMAME
9577 4 2009-08-10 07:52:29 <a href="/images/dungeoncrawl.jpg"><img src="/images/thumbs/dungeoncrawl.jpg" align="right" alt="" width="200" height="150"></a> <em>Category: </em>rpg<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a><a href="#" title="4.50"><img src="http://happypenguin.org/images/star.gif" alt="4.50" border="0"></a></font> <p> <em>Description:</em> actively developed version of Linley's Dungeon Crawl <p> <em>Changelog:</em> <ul> <li>fixed an abundance of bugs</ul> Dungeon Crawl Stone Soup 0.5.1 updated Dungeon Crawl Stone Soup
9578 4 2009-08-10 08:04:20 <a href="/images/aee9be564579eb62d840dce8da2cba4e_medium.png"><img src="/images/thumbs/aee9be564579eb62d840dce8da2cba4e_medium.png" align="right" alt="" width="200" height="150"></a> <em>Category: </em>puzzle<br> <em>Avg. Rating:</em> <font color="#FF8" size="-1"><a href="#" title="4.16"><img src="http://happypenguin.org/images/star.gif" alt="4.16" border="0"></a><a href="#" title="4.16"><img src="http://happypenguin.org/images/star.gif" alt="4.16" border="0"></a><a href="#" title="4.16"><img src="http://happypenguin.org/images/star.gif" alt="4.16" border="0"></a><a href="#" title="4.16"><img src="http://happypenguin.org/images/star.gif" alt="4.16" border="0"></a></font> <p> <em>Description:</em> Puzzle game involving organizing pipes with blocks <p> <em>Changelog:</em> <ul> <li>added moles crawling around the board that could damage the pipes <li>added 'medic' cubes to fix the pipes after mole damage <li>cooler main menu. <li>added support for direct fall (t*tris-style) with Up <li>added support for Hold (t*tris-style) with Tab on PC and B on Wii. <li>every scored points is now showed on the board and then faded away <li>fixed bug when added lines would merge with current block <li>added 'l' as a validate key in menus (vi-key). <li>added version number in title</ul> rezerwar 0.3 updated rezerwar