Autor Thema: Hall of Fame / Game-Klassiker  (Gelesen 5543 mal)

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Offline Jürgen

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Re: Pro Pinball kommt zurück, freie Downloads inklusive
« Antwort #30 am: 14 September, 2012, 02:33 »
Flippern am PC-Bildschirm, mit Maus oder Joystick angeschubst?
Für mich war das schon immer garnix.

Spaß macht mir Flippern nur, wenn ich auch gut dosiert die Handballen einsetzen kann.
Habe schließlich früher auch sehr gerne solche Geräte gewartet und eingestellt, schön steil, ordentlich gewachst und super präzise aufgestellt.
Und dann hätte ich für 50 Pfennig die ganze Nacht spielen können, am Firepower, Gorgar oder Hercules (dem übergroßen mit der Billardkugel)...
Hauptsache Klassiker, ohne Bildschirm oder ähnlichen Blödsinn.

Den Flipperkasten ohne Tilt ein paar Meter zum Tresen zu schieben, um etwas zu bestellen, ohne das Spiel zu unterbrechen, das war damals aber nicht ich, sondern mein kleiner Bruder.
Für die Aktion hatte ich extra ein Verlängerungskabel dran gepackt und frisch gebohnert ;)  

BTW, auf einem Joystick kann man auch kein Bier abstellen u.v.m. ....
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Re: Hall of Fame / Game-Klassiker
« Antwort #31 am: 08 Juni, 2013, 11:36 »
Kennt noch jemand NO EXCUSES vom Amiga?

Sehr geil, gefällt mir immer wieder....
Diverse Satschüsseln DVB-Receiver und -Karten...

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SSega - Online-Sammlung klassischer Sega Mega Drive-Games
« Antwort #32 am: 29 August, 2013, 17:45 »
SSega katapultiert Fans älterer Spielekonsolen zurück in die gute alte Zeit. Die kostenlose Web App hält alles in allem mehr als 1700 Titel des Sega Mega Drive online zum kostenlosen Zocken bereit.

In dieser rieisgen Auswahl werden passionierte Rollenspieler ebenso fündig wie Konsolen-Sportler oder Freunde der gepflegten Monitor-Prügelei. Zur besseren Orientierung sortiert SSega seinen Fundus in verschiedene Kategorien ein, präsentiert auf der Startseite aber zusätzlich empfohlene Games. Auch eine alphabetische Sortierung darf natürlich nicht fehlen.

Hat man im SSega- Bestand sein Wunschspiel gefunden, erklärt die App freundlicherweise noch die Steuerung. Gedaddelt wird hier nämlich mit der Tastatur. Cool zudem: Verschwindet das Browserfenster im Hintergrund, schalten die Spiele automatisch in den Pause-Modus - praktisch, wenn der Chef unvermittelt um die Ecke biegt und beim Spielen stört...

http://www.ssega.com/

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900 Retro-Games bei Internet Arcade
« Antwort #33 am: 03 November, 2014, 13:38 »
Sofern ihr auf Retro-Gaming in Form alter Arcade-Klassiker steht solltet ihr euch dort mal umsehen -> https://archive.org/details/internetarcade ;)

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MS-DOS: Internet Archive bietet ab sofort 2400 kostenlose Games an
« Antwort #34 am: 06 Januar, 2015, 12:45 »
Das Projekt The Internet Archive hat Anfang November rund 900 Spielhallen-Klassiker bereitgestellt, diese können seither (kostenlos) im Browser gespielt werden. Nun folgt der nächste Streich und der ist wohl noch besser: Ab sofort können rund 2400 Klassiker der MS-DOS-Ära (natürlich auch weniger bekannte Titel) gespielt werden.

Für Retro-Freunde oder jene, die einen kurzen Abstecher in ihre Kindheit oder Jugend machen wollen, entwickelt sich die Seite Internet Archive zur wahren Fundgrube (via The Verge). Seit kurzem sind nämlich rund 2400 MS-DOS-Spiele dazugekommen, diese bieten die gesamte Bandbreite dieser frühen Gaming-Ära. Wie es auf der Übersichtsseite heißt, gibt es vor allem Action-, Strategie- und Adventure-Titel.

Der ganze Artikel

Quelle : http://winfuture.de/

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Oolite 1.82
« Antwort #35 am: 03 Juni, 2015, 04:40 »
Changelog
General:
========

* More AI improvements and adjustments. Extensive rebalancing of
combat difficulty for more interesting fights
* Laser damage and heating rates adjusted
* Missile damage adjusted
* Heat cooldown slower
* Installation time now on equipment purchase screen
* OXZ installer now updates dependency check after each install
* Added zooming, scrolling galaxy chart unifying "short range" and "long range"
options
* Internal damage from missiles now more serious
* Damaged equipment now sorts to the top of the status screen
* Adjustments to acceleration, deceleration and top speed of torus drive
* AI reaction to being attacked by ships they can't scan is more useful
* Removed some differences between NPCs and player ship performance
* Advanced Navigational Array now allows for jumping to the next system on
a long route without having to retarget
* Stations will warn if player tries to dock without required clearance
* Docking clearance now defaults to 'on' for new games (no effect on
existing games)
* Keyboard settings can be viewed from game options
* Scrape damage now does not automatically mine asteroids
* Extra detail graphics mode now has more detailed planet textures
* Field of View added as a game option
* Windows port: Improved multi-monitor support
* Windows port: Added support for grabbing mouse inside the game window when
mouse control is active
* Windows and Linux ports: V-Sync can now be controlled via user preferences

Graphics:
=========

* ECM bursts now have an effect on the scanner
* Spacedust fades out when entering atmosphere
* New and more varied explosions

Expansion pack manager:
=======================

* Installation status now updated without having to restart manager
* Missing requirements will be installed automatically if possible
* Ability to filter expansion pack lists by pressing 'f'
* Can view additional information on packs by pressing 'i'
* Can extract a pack to an OXP in your AddOns folder by pressing 'x'
* Update date now visible in OXZ manager

Expansion pack development:
===========================

General:
--------

* mission.setInstructions() can now take an array as its first
parameter. The first element will be a heading on the manifest
screen, with the remaining elements being mission entries.
If multiple entries have the same heading, they are grouped.
* Subentities now inherit their parent's entity personality - useful
for shader randomisation.
* New trade-goods.plist allowing definition of customised trade goods
* New market scripts for JS-based modification of markets
* OXP Developer builds will now warn about deprecated code in OXPs.
* Changes to planet properties made by OXPs will be reverted if the OXP
is uninstalled
* Scenarios may now exclude OXPs and selected core plists
* Maximum star size increased significantly
* Implementation of many core equipment items modified to allow
greater customisation. No difference to effect.
* Waypoints may now have [0,0,0,0] orientation for a non-directional waypoint

New Plists:
-----------

* global-settings.plist: new plist file to hold some properties which didn't
belong in planetinfo.plist
* commodities.plist and illegal-goods.plist replaced by trade-goods.plist
* gui-settings.plist: allows customisation of various GUI options and
chart settings
* explosions.plist: allows custom explosion types to be created

Modified Plists:
----------------

* oolite-font.plist: new f6KernGovernment and f6KernTechLevel options
* equipment.plist: installation_time, repair_time
* equipment.plist: laser properties may be customised using weapon_info and
new laser weapons may be created
* equipment.plist: equipment may 'provide' other equipment
* equipment.plist: can_carry_multiple can be set on non-pylon equipment
* descriptions.plist: long-range-chart-title-G-S now allows chart title
to vary from system to system
Numerous changes due to unification of string formatting systems, see separate
"Format strings" section below
* shipdata.plist: market_broadcast, market_capacity, market_definition, market_monitored, market_script properties for stations
* shipdata.plist: weapon_energy property no longer affects lasers
* shipdata.plist: model_scale_factor property for easy size variations
* shipdata.plist: scanner_hostile_display_color1, scanner_hostile_display_color2
* shipdata.plist: show_damage to control sparks and other damage effects
* planetinfo.plist: all major properties are now coded into the main
planetinfo.plist rather than being generated using random numbers.
* planetinfo.plist: layer property allows overrides of planetinfo to
have different priorities and for JS and plist changes to planetinfo to
coexist more easily.
* planetinfo.plist: coordinates property for system coordinates (may not be
set by JS)
* planetinfo.plist: random_seed property for aspects still requiring random
generation (e.g. the precise detail of planet textures)
* planetinfo.plist: several new properties for customisation - planet_distance,
station_vector, sun_vector, planet_name, sun_name, population_description,
economy_description, government_description, percent_ice
* planetinfo.plist: has_atmosphere can apply to main planets
* planetinfo.plist: market_script property for systems
* hud.plist: MFDs and legends have color property
* hud.plist: allow_big_gui general property for HUDs which don't take up the
bottom six lines of the screen
* hud.plist: new drawCustomImage dial
* hud.plist: 'permanent' can be set on message_gui
* hud.plist: hyperspace destination can be right-aligned
* hud.plist: negative height/width can be applied to HUD bars
* shiplibrary.plist: condition_script property added

Properties:
-----------
* Removed manifest.liquor/wines, manifest.liquorWines, manifest.gemStones
manifest.alienItems aliases for trade goods
* ship.maxYaw, ship.maxPitch, ship.maxRoll, ship.maxThrust, ship.thrust,
ship.maxSpeed, ship.maxEnergy, ship.energyRechargeRate now read/write
* ship.collisionExceptions
* ship.cargoSpaceCapacity now writable
* ship.injectorBurnRate, ship.injectorSpeedFactor properties
* ship.scanDescription
* ship.hyperspaceSpinTime, now writable, now property of all ships not
just player
* ship.scannerHostileDisplayColor1, ship.scannerHostileDisplayColor2
* ship.subEntityRotation
* ship.entityPersonality is now writable
* equipmentInfo.provides
* player.ship.forwardShield, player.ship.maxForwardShield,
player.ship.forwardShieldRechargeRate, player.ship.aftShield,
player.ship.maxAftShield, player.ship.aftShieldRechargeRate are all
now writable.
* player.ship.injectorsEngaged and player.ship.torusEngaged
* player.ship.routeMode
* system.ambientLevel

Methods:
--------
* manifest.comment()
* manifest.setComment()
* manifest.setShortComment()
* manifest.shortComment()
* mission.runShipLibrary()
* systemInfo.samplePrice()
* ship.addCollisionException(ship)
* ship.adjustCargo(commodity,amount)
* ship.removeCollisionException(ship)
* ship.hasEquipmentProviding(eq)
* ship.dumpCargo(amount, preferredtype) second parameter
* player.ship.equipmentStatus(eqKey,true) second parameter
* SystemInfo.setInterstellarProperty(g,s1,s2,l,k,v,[m])

Events:
-------

* gamePaused and gameResumed world events (useful for sound OXPs)
* equipmentAdded and equipmentRemoved ship events
* updateEquipmentPrice(eq,price) condition script event
* allowShowLibraryShip(key) condition script event
* shipWillEnterWitchspace event has second parameter (destination)
* playerRescuedEscapePod(decicredits, reason, rescuee) event
* playerCompletedContract(type,result,fee,contract) event
* playerEnteredContract(type,info) event
* stationReceivedDockingRequest ship event now does what it says
* stationAcceptedDockingRequest new ship event
* playerBoughtNewShip has second 'price' parameter

AI Methods:
-----------
* behaviourWaitHere

Format strings:
---------------
Work has begun on replacing the %@-type formatting strings in descriptions.plist
with ones that work the same as format strings used in scripts. In most cases,
a placeholder like %@ or %d has been replaced with one like [destination] or
[population].
* @-credits -> credits-format
* oxp-containing-messages-list-@ -> oxp-containing-messages-list
* bounty-@-total-@ -> bounty-awarded
* autopilot-station-@-does-not-allow-autodocking -> autopilot-station-does-not-allow-autodocking
* witch-to-@-in-f-seconds -> witch-to-x-in-y-seconds
* witch-blocked-by-@ -> witch-blocked
* witch-galactic-in-f-seconds -> witch-galactic-in-x-seconds
* game-paused-@ -> game-paused
* game-paused-docked-@ -> game-paused-docked
* missile-locked-onto-@ -> missile-locked-onto-target
* ident-locked-onto-@ -> ident-locked-onto-target
* @-armed -> missile-armed and mine-armed
* @-ejected -> commodity-ejected
* @-ready-to-eject and ready-to-eject-@ -> ready-to-eject-commodity
* @-scooped -> scripted-item-scooped
* scoop-captured-@ -> scoop-captured-character
* scoop-rescued-@ -> scoop-rescued-character
* equipment-primed-@ -> equipment-primed
* equipment-primed-hud-@ -> equipment-primed-hud
* mfd-d-selected -> mfd-N-selected
* station-docking-clearance-abort-cancelled-in-f -> station-docking-clearance-abort-cancelled-in-time
* status-hyperspace-system-multi-@-@ -> status-hyperspace-system-multi
* equipment-plural-d-@ -> equipment-plural
* equipment-plural-d-d-@ -> equipment-plural-some-na
* manifest-cargo-quantity-format -> manifest-cargo-quantity
* manifest-cargo-quantity-format2 -> manifest-cargo-quantity-extended
* manifest-@-travelling-to-@-to-arrive-within-@ -> oolite-manifest-person-travelling
* manifest-deliver-@-to-@within-@ -> oolite-manifest-item-delivery
* charts-distance-f -> charts-distance
* charts-est-travel-time-f -> charts-est-travel-time
* short-range-chart-distance-f -> short-range-chart-distance
* short-range-chart-est-travel-time-f -> short-range-chart-est-travel-time
* long-range-chart-distance-f -> long-range-chart-distance
* long-range-chart-est-travel-time-f -> long-range-chart-est-travel-time
* @-commodity-market -> system-commodity-market
* @-station-commodity-market -> station-commodity-market
* cash-@-load-d-of-d -> market-cash-and-load
* sysdata-planet-name-@ -> sysdata-data-on-system
* sysdata-prod-worth -> sysdata-prod-value
* gameoptions-voice-@ -> gameoptions-voice-name
* gameoptions-music-mode-@ -> gameoptions-music-mode
* gameoptions-fullscreen-mode-d-by-d-at-g-hz -> gameoptions-fullscreen-with-refresh-rate
* gameoptions-fullscreen-mode-d-by-d -> gameoptions-fullscreen
* equip-cash-@ -> equip-cash-value
* @-equip-cash-value -> equip-cash-value
* shipyard-price -> shipyard-price-label
* shipyard-cargo -> shipyard-cargo-label
* shipyard-cargo-d-tc -> shipyard-cargo-value
* shipyard-speed -> shipyard-speed-label
* shipyard-speed-f-ls -> shipyard-speed-value
* shipyard-your-@-trade-in-value-@ -> shipyard-trade-in-value
* shipyard-total-available-%@-%@-plus-%@-trade -> shipyard-total-available-with-trade-in
* plus-@ -> shipyard-first-extra and shipyard-additional-extra
* shipyard-forward-weapon-upgraded-to-@ -> shipyard-forward-weapon-upgraded
* shipyard-price-@ -> shipyard-price
* character-a-@-from-@ -> character-generic-description
* sysdata-billion-word has been replaced with sysdata-pop-value, which allows
more flexible formatting of population values
* planetname-derivative-suffix has been replaced with planetname-possessive.
The default planetname-possessive references planetname-derivative-suffix for
compatibility (it isn't used anywhere else).
* New: number-negative
* New: credits-negative
* New: sysdata-tl-value
* New: sysdata-radius-value
* Removed: extra-@-@-(long-description)
* Removed: extra-@-@-@-(passenger-berth-long-description)
* Removed: shipyard-forward-weapon-upgraded-long
* Removed: shipyard-selling-price-@

OXP Verifier:
-------------

* Validates syntax (but not keys) of all plists
* Validates syntax of all JS files
* Updates to shipdata plist verifier

Bug fixes:
==========

* Restore something like the 1.76 behaviour in terms of alloy plates in debris
* Speech synthesis slightly more conservative in detecting 'credits'
abbreviation
* Fixes to some core ship role lists
* Show JS error locations properly
* Better handling of various ZIP formats in the OXZ manager
* Fix slowness in market screen
* Corona_flare property works more consistently
* Better handling of system info changes in Nova mission
* Apply higher safety factor to docking
* Contracts no longer generated to Nova systems
* Suns now display properly at extreme range
* Some missing commands added to the Joystick mapper
* Fix non-alphanumeric characters not being available on mission screen
* Fix problem with large OXZ downloads on Windows
* Fix some problems with docking of fast and fast-turning ships
* Fix display problem with sun corona in rare cases
* Fixed key 5 switching to status screen when used during save game
filename entry.
* Fix Linux uninstall script error handling
* Fix errors with escape pod launch from subentities
* Fix consistency errors on ship library screen
* Ship registration forms now return to interfaces page
* Fix error with "OUTER_SYSTEM" positions in very large systems
* Fix bug where ship.checkScanner would detect a docked player and other
invalid targets.
* Windows and Linux ports: Gamma is now a generic game option, not a save
file one. Fixes unexpected gamma resets when starting a new game.
* Windows port: Fixed unnecessary double OpenGL initializations under
certain resize window conditions.
* Windows port: Fixed bugs in handling a maximized game window.
* Windows and Linux ports: Fix for inability to unset joystick buttons
beyond 16.
* Fix return type of EquipmentInfo.requiredCargoSpace
* Handle sun glare correctly also for too tall or too wide game windows.
* Redefining the currently selected waypoint no longer resets the compass
* Assassins no longer chase players who only take low-risk contracts
* Zero-distance system doubles now handled better on chart
* More docking protocol bug fixes
* Various chart view settings now preserved in the save game
* Some full-screen and multi-monitor fixes
* NPC ships entering hyperspace near massive stations should be clearer
* Destination systems for long-range NPCs now set correctly
* checkScanner method now correctly excludes unpowered ships
* Plasma turrets won't fire when cloaked if cloakPassive is true
* AI errors related to system ID 0 fixed
* Bug making tutorial extremely difficult to complete if player obtained a
bounty fixed.
* Fix error with cargo dumping when reloading save after death
* Fix NPC turret aim
* Some OXZ manager bugs related to duplicate manifest IDs fixed
[close]

http://www.oolite.org/

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Oolite 1.86
« Antwort #36 am: 05 Januar, 2018, 21:45 »
Changelog

Changes between Oolite 1.84 and Oolite 1.86:

General:
========
* Added number of jumps to route information on F6 and F7 screens
* Reinstated rotational velocity also for base entities.
* SDL builds: Expansion Pack Manager can now download OXZs from HTTPS
  addresses.
* Economy, government and Tech Level icons added to commander load
  screen information.
* Default sound volume is now set to mid-scale rather than full-scale.
* Shader now used for rendering planet atmospheres. Old style atmos
  are still available at detail levels less than Extra Detail or if
  the newly introduced shader is not found or fails to compile.
* -nosound command line parameter now available for those who want
  their game to be silent.
* Page Up and Page Down keys are now used on all screens that can have
  more than one page of information.
* Mouse wheel can now be used to control speed when mouse control is on
* Easy start scenario added - start at Tionisla with Cobra MkIII and
  1000Cr.
* Oolite is now DPI-aware on Windows.
* Default ambient light level is now set to 0.25 for all core systems
* Improved planets surface appearance using Perlin3D textures when the
  in-game option Graphic Detail is set to Extra Detail.
* SDL builds: Max supported resolution upped to 7680x4320. 8K-ready.
* OSX port: Entering the OXZ info screen in the OXZ Manager copies
  the OXZ's info URL to clipboard automatically.
* Test Release builds: The planet's relief intensity can now be
  adjusted using the user defaults "p3dnsf" key, which takes a float
  value. Default is 1.0.

Expansion pack development:
===========================

Modified Plists:
----------------
* descriptions.plist: Contains "sysdata-line-1" thru "sysdata-line-16"
  for controlling the layout of information on the F7 system data screen.
* hud.plist: In the drawTargetReticle: selector section, the keys
  target_rgba, target_sensitive_rgba and wormhole_rgba can be used to set
  the target reticle colors for standard targets and wormholes.
* hud.plist: In the message_gui section, text_color and text_comms_color
  can be used to set the color of standard and communication gui messages
  respectively.
* hud.plist: In the message_gui section, background_rgba can now set the
  background color of the message gui area.
* hud.plist: In the message_gui section, background_automatic can now be
  used to define the behaviour of the message gui. Default is yes, which
  makes the background fade out together with the messages. If set to no,
  the background persists while on in-flight screens.
* hud.plist: In the drawWeaponsOfflineText: selector section, the key
  rgb_color can be used to set the color of the Weapons Offline text.
* hud.plist: In the drawFPSInfoCounter: selector section, the key
  rgb_color can be used to set the color of the FPS and objects info text.
* planetinfo.plist: The boolean key perlin_3d can be used for each system
  to determine whether a Perlin3D or a normal texture will be used for it.
* equipment.plist: A "display_color" property has been added, which
  controls the color used to display this item on the Ship Outfitting and
  Status screens.
 
Scripting:
----------
* player.ship.nextSystem property.
* player.ship.compassType read/write property (use with caution).
* player.ship.compassMode read/write property (use with caution).
* player.ship.massLockable property.
* player.ship.primedEquipment read/write property.
* player.ship.addCargoEntity(cargoEntity) method allows cargo ship entities
  to be added to the player ship directly when in space.
* station.canDockShip(shipEntity) method.
* playerDockingClearanceGranted world event.
* playerDockingClearanceCancelled world event.
* playerChangedPrimedEquipment world event.
* Scripts are now notified of the change to forward view when a witchjump
  begins.
* player.ship.requestDockingClearance(station) method can be used to request
  docking clearance from a particular station.
* player.ship.cancelDockingRequest(station) method can be used to cancel a
  previous docking request at a particular station.
* Sound.musicSoundSource() method, returns the music sound source object,
  enabling direct control on music (volume etc.).
* Added optional volume gain parameter to the Sound.playMusic function.
  Gain is capped between 0.0 and 1.0 and is relative to the master gain
* player.ship.reticleColorTarget can set the target reticle's color.
* player.ship.reticleColorTargetSensitive can set the target reticle's
  color when the target is lined up for a direct hit.
* player.ship.reticleColorWormhole can be used to set the reticle color
  when a wormhole is targeted.
* player.ship.messageGuiTextColor property now sets the color of the
  standard gui messages.
* player.ship.messageGuiTextCommsColor property now sets the color of
  the gui messages that are tagged as communications.
* selectedMFDChanged and mfdKeyChanged scripting events added.
* player.ship.setPrimedEquipment method now available.
* weaponsSystemsToggled script event handler. Takes the new weapons
  state as argument.
* player.ship.compassTarget is now a read/write property.
* EquipmentInfo.infoForKey().displayColor can read and write the display
  color used to display equipment items on the ship outfitting and status
  screens.
* global.getScreenBackgroundForKey() and global.setScreenBackgroundForKey()
  added to allow scripting access to background image information held in
  screenbackgrounds.plist.

Bug fixes:
==========
* Fixed Advanced Space Compass not breaking when damaged.
* Fixed fee column alignment in passenger and parcel contract screens.
* Fixed weird behaviour when a startup scenario planet name could not be found
  in planetinfo.plist.
* Fixed custom population description duplication in system data screen.
* Fixed exception when accessing shipyard in interstellar space.
* Fixed equivalentTechLevel sometimes returning NSNotFound.
* Fixed MFDs resetting to number 1 when a HUD change occurred.
* Fixed exception when accessing the market screen while docked in
  interstellar space.
* Fixed event order - now playerEnteredNewGalaxy is executed correctly before
  shipWillExitWitchspace.
* Fixed broken concealment behaviour.
* Fixed native exception when a commander dictionary was requested while not
  docked.
* Linux builds: Fixed freezes when using GNUstep 1.24.9 or later.
* Fixed adjacent systems distances not being equal on F6 and F7 screens.
* Fixed planet strings searching not targeting found planets and inability to
  use Alt + arrows during planet string search.
* Fixed crash due to uninitialized missile_list (issue #204).
* Fixed issue where, when there is more than one page of ships available on the
  Ships For Sale screen, and the display is moved back one page, information
  for the first ship on the page will be displayed, even though the "More"
  item is actually the selected item.
* Fixed mouse control issues where mouse was not reset properly when external
  camera was toggled on and off (issue #237).
* Fixed light color on the system data screen being that of the current system
  than that of the system shown (issue #239).
* Fixed awarding bounty even when the player died while trying (e.g. when
  crashing into an asteroid).
* noteGuiWillChange notification is now emitted also when going to short and
  long range chart screens (issue #233).
* Windows port: Fixed broken first-time window resize when starting the game
  with -nosplash.
* Fixed crash in JavaScript profiler.
* Fixed bogus warning about not setting v-sync even when v-sync was corrrectly
  set.
* Fixed potential mode duplication in screen modes list, which in some cases
  could result in not being able to select desired fullscreen resolution
  properly.
* Fixed nova screen backgrounds when traversing route (issue #225).
* Fixed clouds not being drawn on the system data sceen.
* Windows port: Reset to desktop resolution is now forced on exit, if the game
  was run fullscreen and in a resolution different to that of the desktop.
* OSX port: Fixed broken target reticle direction cue indicator.
* OSX port: Mouse can now be reset.
* Route is not calculated on every frame now when on the Chart screens; it is
  calculated only when the departure system, destination system or Advanced
Navigation Array mode change.

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Doomsday Engine 2.1.1 Build 2919 Unstable
« Antwort #37 am: 30 Dezember, 2018, 21:10 »
The Doomsday Engine is a greatly enhanced port that supports many games including the classic first-person shooters DOOM, Heretic, and Hexen.

The developers aim to retain the original feel of the games yet leverage modern techniques and technologies, including hardware, accelerated 3D graphics and client/server networking. A lot of emphases is placed on good-looking graphics.

Freeware

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Oolite 1.88
« Antwort #38 am: 20 Januar, 2019, 18:10 »
Oolite is inspired by the 8-bit classic Elite, and many aspects of gameplay will be familiar to players of that game. In the tradition of open-world games, there's no overall story: you can be a millionaire trader, a veteran combateer, a feared pirate, a lonely miner, a notorious smuggler, or all of them, or something else entirely, based on your own actions.

Freeware

Changelog

Changes between Oolite 1.86 and Oolite 1.88:

General:
========
* New lighting shaders for physically accurate specular reflections
  and light energy conservation.
* Improved planet lighting to make use of the new lighting system.
* New and improved shader for rendering planets' atmospheres.
* Enabled blending when rendering visual effects for increased
  effects flexibility.
* Specular maps alpha channel can now be used for storing material
  gloss information.
* Updates to the base and shader materials system.
* Number of supported joysticks increased to 4.
* Improved flee AI.
* Energy damage is no longer applied to player occupied escape pods.
* Linux port: Added the command line argument --systemwide-directory
  to chose an installation directory other than the default /opt.
* Improved mousewheel handling. When mouse control is active,
  speed change rate corresponds to mousewheel roll rate.
* Optimization: When an entity explodes outside of its visibility
  range, it is no longer rendered.
* Added multi-page ability to primeable equipment manager.
* Windows DPI awareness applied to all monitors.
* Windows port: Ensure that, in the case of both an integrated and a
  high-performance GPU being available, the high-performance one is
  selected.

Expansion pack development:
===========================

Modified Plists:
----------------
* Introduced the gamma_correct and gloss base and shader materials keys.
* scanner_minimalistic boolean shipdata key introduced, defines a scanner
  without gridlines.

Scripting:
----------
* player.ship.chartHighlightMode property.
* chartHighlightModeChanged world event.
* New mission screen properties:
  "customChartZoom" sets the zoom level of a CUSTOM_CHART, must be between
  1 and 4.
  "customChartCentre" and "customChartCentreInLY" sets the centre point for
  a CUSTOM_CHART.
* New "backgroundSpecial" options for mission screens:
  "SHORT_RANGE_CHART_SHORTEST" to show the shortest distance between the
  current system and destination. ANA equipment required.
  "SHORT_RANGE_CHART_QUICKEST" to show the quickest distance between the
  current system and destination. ANA equipment required.
  "CUSTOM_CHART", "CUSTOM_CHART_SHORTEST", "CUSTOM_CHART_QUICKEST" displays a
  custom chart, based on the customChartZoom and customChartCentre
  properties. ANA equipment required for "SHORTEST" and "QUICKEST" options.
* New player ship scannerMinimalistic property.
* Introduced the %G###### string expander, which works like %J###, but allows
  one to specify both the planet ID and the galaxy number.

Bug fixes:
==========
* Fixed issue where Station JS AI was not triggering an alertConditionChanged
  event.
* Fixed issue with the primable equipment manager not being able to handle
  more than 21 items.
* Fixed temperature due to air friction not rising when more than one planets
  were present in the system.
* Fixed mouse control disabling keyboard speed shortcuts.
* Fixed oddities with mouse control when Caps Lock was active on view
  directions other than front.
* Fixed memory leak when setting screen texture descriptors.
* Fixed erroneous behaviour when NaN was passed via script for pitch, yaw
  and roll.
* playerCancelledJumpCountdown JS event now firing when starting autopilot,
* Fixed occasionally 'stuck' lighting when in witchspace.
* Fixed keyconfig.plist not being reloaded when using in-game Expansion Pack
  Manager.
* Restored orange planet terminator tint, which was accidentally removed
  when the atmosphere shaders were introduced.
* Player comms messages are now fully expanded before shown, just like any
  other ship's messages.
* Fixed inconsistency between script and configuration files setting of sun
  color.
* Windows port: On Windows versions newer than Windows 8, the correct version
is now reported in the log.

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Doomsday Engine 2.1.1 Build 2940
« Antwort #39 am: 21 Januar, 2019, 04:50 »
Changelog

Fixed

    Jan 20 Warning about "conhelp.txt"
    SInce game plugin data is not yet packaged, the file system may see multiple "conhelp.txt" files and doesn't have a way of choosing one. Now it will just pick the first one that is found.

    IssueID #2315
    Jan 20 Time formatting
    The year was printed as "YYYY" instead of a number.

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Doomsday Engine 2.1.1 Build 2962 RC
« Antwort #40 am: 11 Februar, 2019, 17:15 »
Changelog

Doom64

    Feb 10 Added missing gameplay options
    IssueID #2311

Fixed

    Renderer

    Feb 10 Black segments visible in the sky
    Don't clip with polyobj walls in a sky-ceiling sector.

    Calls for a closer investigation as to why the sky gets occluded if this check is disabled.

    IssueID #2306

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AmpShell 1.2
« Antwort #41 am: 02 Juli, 2019, 19:50 »
Play old games that run on DOS on your Windows computer complete with additional parameters and options using this straightforward application.

License: GPLv3

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AmpShell 1.2.1
« Antwort #42 am: 22 Juli, 2019, 18:45 »
Whats new:>>

- New feature : The disc label can be specified (only works if it is a directory)

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AmpShell 1.2.2
« Antwort #43 am: 24 Juli, 2019, 13:35 »
Whats new:>>

- Bugfix : First run crash.

http://ampshell.tuxfamily.org/

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AmpShell 1.2.3
« Antwort #44 am: 30 September, 2019, 17:30 »
Whats new:>>

- Faster startup

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