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Sag noch mal einer das es für Linux keine vernünftigen Spiele gibt. Alleine der Name bürgt doch schon für Qualität. 8)
http://www.cubeengine.com/
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Noch ein.
http://tremulous.net/
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Nur kostenlose?
Sonst wären da m.e. auf jedenfall Nexuiz & Warsow zu nennen! Auch gern spielen tu ich FrozenBubble, einfach ein geiles Spiel^^. Dann gibbet noch OpenArena.
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meine Tochter (8) mag SuperTux, tuxkart und xmoto...
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Spiele waren lange Zeit das Stiefkind der freien Software und der Hauptgrund, warum auch GNU/Linux-User noch eine alte Windows-Installation beibehielten. Doch auch in diesem Bereich gibt es mittlerweile ein beachtliches aber noch relativ wenig beachtetes Angebot: Im April 2007 finden sich auf SourceForge über 17.000 Projekte im Bereich "Garnes". Viele davon sind Erweiterungen für kommerzielle Spiele und Emulatoren wie ZSNES oder ScummVM, aber auch die Liste der eigentlichen Spiele ist mittlerweile so umfangreich, dass es sich lohnt, eine Top-Ten-Liste zu erstellen.
Mehr... (http://www.heise.de/tp/r4/artikel/25/25040/2.html)
Quelle : www.heise.de
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Die 'Spielereien' können sich wirklich sehen lassen. Im März hatte ich mich auf SourceForge mal umgesehen. Die Ego-Shooter welche ich runter geladen habe laufen ohne großes Installieren, einfach nur entpacken, starten und dran erfreuen.
Cedega ist jetzt mit der V.6 nach dem was man so liest wohl auch ein großer Wurf gelungen. Echt erfreulich.
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und wer am hype teilnehmen will hat jetzt auch einen nativen Linux Client für "Second Life" zur Verfügung
http://secondlife.com/community/linux-alpha.php
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Ne... will jetzt auch wirklich keinem zu nahe treten, aber ich find das Spiel nicht so tolle...
Btw, neues Sauerbraten-Release. Und hier mal ein Strategiespiel: Warzone 2100 http://wz.rootzilla.de/site/ (http://wz.rootzilla.de/site/). Bide noch nicht gespielt! Aber letzteres schaut mal interessant aus :)
Kennt ihr eigentlich KBounce? Dass, das bei KDE dabei ist^^ find ich voll lustig ;D
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Warsow ist in neuer Version zu haben.
http://www.pro-linux.de/news/2007/11206.html
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Hier ein schneller Link zu runterladen:
http://warsow.snapcase.org/warsow_0.3_linux.tar.gz
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Infos und Download : http://sauerbraten.org/
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changelog:
* General:
* Change: No longer require space between rearm pads, allow dragging pad production with mouse, and droids may drive over inactive rearm pads (r7701, ticket:569)
* Fix: Various crashes related to failing orders (r7699)
* Fix: Show translations for finished research display (r7730)
* Change: Add more information to the crash dump file (r7740, 7745)
* Fix: Mac users can read in .wz files (r7754)
* Fix: Experience speed adjustment happens after max speed limit; fix bug with speed calculation. (r7761)
* Fix: Numerous issues with NTW mod (r7676-7677, r7713-7716)
* Fix: fix to *never* control the transport in SP games. (really this time!) (r7776, ticket:568)
* Change: Allow droids to grab artifacts and oil drums from up to 1 tile away (r7779)
* Change: Bump up MAX_RESEARCH to 500 from 450. (r7774, ticket:599)
* Fix: Make sure we take xOffset into account, we don't always start at 0 for the FMV text. (r7780, ticket:625)
* Change: When host drops from the lobby, abort the game. (r7787 ticket:583)
* Fix: Make sure either parameter isn't below the minimum screen res. that we support. (r7786)
* Fix: Make sure we take xOffset into account, we don't always start at 0 for the FMV text. (r7780, ticket:625)
* Fix: Clear the keyboard/mouse input on lost focus correctly. (r7797, ticket:515)
* AI:
* Fix: Resolve AI droid traffic jams by clearing orders and make jammed droids stop going for repair (r7700, ticket:597)
* Campaign:
* Fix: Flashing box around mission timer was too small, resulting in a graphics glitch. (r7672, ticket:596)
* Translations:
* Fix: Italian and Slovakian translations updated (r7769, ticket:621, r7772, ticket:615)
* Build system:
* Fix: Various build system issues (r7669, r7664, r7663, r7661, r7655, r7642, r7640)
* Graphics:
* Fix: No more ugly texture seams (r7718, r7724, r7757)
http://wz2100.net/ (http://wz2100.net/)
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Das preisgekrönte Independent-Spiel »Aquaria« erscheint in einer Linuxversion, eine Betaversion kann jetzt ausprobiert werden.
Aquaria erschien schon vor mindestens zwei Jahren für Windows und Mac OS X. Inzwischen hat Ryan Gordon von Icculus.org auf freiwilliger Basis eine Linux-Portierung erstellt. Die Portierung ist jetzt so weit, dass der Entwickler eine Betaversion zum kostenlosen Testen der Linux-Version bereitstellen (http://icculus.org/news/news.php?id=4576) kann.
(http://www.pro-linux.de/NB2/images/indiv/aquaria.jpg)
Aquaria von der unabhängigen Entwicklerfirma Bit Blot ist ein Rollenspiel, das in einer großen Fantasie-Unterwasserwelt angesiedelt ist. Diese Welt ist laut Hersteller mit Leben und uralten Geheimnissen gefüllt. Der Spieler muss die Heldin Naija steuern, die die Welt erkundet, um ihre Familie zu finden. Dabei gibt es auch Abenteuer und Kämpfe zu bestehen. Naija kann dabei mit Hilfe von Liedern Magie bewirken, und sie lernt natürlich im Verlauf des Spiels immer mehr magische Verse. Das Spiel soll sich intuitiv allein mit der Maus steuern lassen.
In der Vollversion ist das Spiel durch einen mitgelieferten Editor nahezu unbegrenzt erweiterbar.
Die Betaversion für Linux ist nach Angaben von Ryan Gordon bereits funktional vollständig. Sie ist zeitlich beschränkt und kann bis Mitte Januar 2010 kostenlos heruntergeladen und getestet werden.
Quelle : http://www.pro-linux.de
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Das Entwicklerteam vom Hedgewars, zu Anfang seiner Entwicklung ein Worms-Klon, hat eine neue Version des Spiels mit der Versionsnummer 0.9.13 freigegeben.
Die Anzahl der Neuerungen (http://hedgewars.org/node/2037) ist groß, so gibt es auch zahlreiche Verbesserungen wie Geschwindigkeitsoptimierungen, Flaggen, neue Waffen, verbesserte Hilfe, erneuerte und neue Grafiken und bessere Effekte und ein Ausbau der Soundpakete. Auch die Physik wurde stark verbessert und das Wasser hat eine Art 3D-Effekt erhalten. Überdies hinaus wurde die Möglichkeit hinzugefügt, Kampagnen und Übungsmissionen mit Hilfe von Lua-Skripten zu erstellen.
(http://www.pro-linux.de/images/NB3/imgdb/o_igel-in-aktion.jpg)
Wer zuvor eine Spende an das Projekt gerichtet hatte, konnte sich einen Hut erstellen lassen, der ihm nun für ca. 6 Monate ganz alleine zur Verfügung stehen wird. Das Geld wird dem Entwicklerteam nach unter anderem in neue Geräte wie das Ipad und diverse Smartphones investiert, um das Spiel auf diese Plattformen zu portieren zu können.
Quelle : http://www.pro-linux.de
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Das seit Jahren von einer Schar von freiwilligen entwickelte Spiel »Open Transport Tycoon«, kurz OpenTTD, ist in der Version 1.0.0 veröffentlicht worden.
Das Spiel Open Transport Tycoon (http://www.openttd.org/), welches auf dem Spiel Transport Tycoon von Chris Sawyer aus dem Jahr 1994 basiert, ist ein typischer Vertreter der Managerspiele. Das Prinzip ist dabei einfach und doch packend zugleich. Der Spieler schlüpft in die Rolle des Managers einer einer kleinen Transportfirma und muss sich um deren Wohlergehen kümmern. In der Mitte des vergangenen Jahrhunderts beginnt man mit einem kleinen Startkapital und steht vor der Herausforderung, innerhalb des simulierten Wirtschaftskreislaufs Transportaufträge zu erhalten. Zur Auswahl stehen verschiedene Fahrzeugarten (Schienen- und Straßenfahrzeuge, Schiffe und Flugzeuge), die mit einer entsprechenden Infrastruktur (Schienenwege, Straßen, Bahnhöfe, Häfen und Airports) unterstützt werden müssen. Die vorhandene Industrie vergibt Transportaufträge. Die transportierten Güter bringen Geld in die Firmenkasse. Dieses Geld muss wiederum in die Reparatur der bestehenden Firmenbesitztümer und den immerzu notwendigen Ausbau des Transportnetzes gesteckt werden. Im Laufe der Zeit entwickelt sich die Technik und der Fuhrpark muss modernisiert und ergänzt werden.
(http://www.pro-linux.de/images/NB3/imgdb/o_openttd-100.jpg)
Die Liste der Verbesserungen gegenüber dem Vorbild ist schier endlos. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan. Verbesserte Wegfindung für Fahrzeuge, gemeinsam nutzbare Fahraufträge und automatischer Fahrzeug-Upgrade lassen auf den nun nahezu unbegrenzt großen Karten ein realisitisches Weltgefühl aufkommen. Im Gegensatz zum Vorbild läuft Open Transport Tycoon ebenso auf unterschiedlichsten Plattformen und unterstützt Auflösungen von bis zu 2560x1440 Pixel. Ferner bietet das Spiel unter anderem eine Mehrspielerunterstützung von bis zu 255 Spielern. Der ausführende Server kann dabei sowohl in einem so genannten »dedizierten Modus«, oder direkt in einer Konsole im Spiel angesprochen werden. Die Client/Server-Kommunikation kann wahlweise über IPv4 oder IPv6 erfolgen.
OpenTTD 1.0.0 unterstützt über 50 verschiedenen Sprachen und kann ab sofort im Quellcode oder als bereits erstellte binäre Dateien von der Seite des Projektes heruntergeladen werden. Neben den Originalgrafiken von Transport Tycoon Deluxe werden ebenfalls freie Alternativen unterstützt und als OpenGFX für Grafiken, OpenSFX für Sounds und OpenMSX für Musik zum Download bereit gestellt. Eine Besonderheit des Spiels stellt die Tatsache dar, dass sich viele Elemente, sei es die KI, die Grafiken oder die Musik, direkt aus dem Spiel von einem externen Server herunterladen lassen.
Quelle : http://www.pro-linux.de
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Über ein Jahr nach der letzten Hauptversion haben die Programmierer des rundenbasierten Strategiespiels »Battle for Wesnoth« die Verfügbarkeit der stabilen Version 1.8 bekannt gegeben.
»Battle for Wesnoth (http://www.wesnoth.org/)« gehört zweifelsohne zu den bekanntesten und erfolgreichsten Open-Source-Spielen überhaupt. Der Schwerpunkt der Entwicklung war laut Angaben der Entwickler, dafür zu sorgen, dass seine Schöpfer Spaß an dem Spiel haben, statt nur einen möglichst großen Markt anzusprechen. Das Ergebnis dieses Versuches ist ein Spiel, das mit Sicherheit nicht jedem gefällt, aber dennoch einigen genug Freude bereitet, um hunderte Stunden damit zu verbringen.
»Battle for Wesnoth« beruht auf einem einfachen Spielprinzip im Stile der »Warcraft«-Reihe. Der Spieler kämpft auf riesigen Karten gegen Orks, Bösewichte und andere Gegner und verfolgt dabei die interessante Geschichte. Der Einzelspielermodus besteht aus diversen Kampagnen. Jede einzelne überzeugt durch eine Geschichte und einem starken Computergegner. Doch auch ein Mehrspielermodus wurde nicht vergessen.
(http://www.pro-linux.de/images/NB3/imgdb/o_battle-for-wesnoth-1.jpg)
Battle for Wesnoth 1.8 enthält die neue Kampagne »Delfador's Memoirs«. Adaptiert wurde die Kampagne von Wesnoth-UMC-Dev-Projekt, wo sie über ein Jahr lang für das Hauptspiel vorbereitet wurde. Ferner wurden auch die anderen Kampagnen überarbeitet. Unter anderen versprechen die Entwickler die Szenarien in »Delfador's Memoirs« umgeschrieben und signifikant verbessert zu haben. Darüber hinaus wurden viele Musikstücke des Spiels überarbeitet. Weitere Verbesserungen musste die KI des Spiels über sich ergehen lassen.
Massive Verbesserungen erfuhr auch die Multiplayer-Komponente des Spiels. So wurde die Lobby komplett umgestaltet. Darüber hinaus will das Team den Cheatern den Kampf angesagt haben. Zu den weiteren Neuerungen gehören Verbesserungen der Internationalisierung. Unter anderem lassen sich nun auch Karten in eine andere Sprache leichter übertragen. Eine Liste aller Änderungen führt das Changelog der neuen Version.
Battle for Wesnoth ist unter der GNU General Public License (GPL) lizenziert. Der Quellcode kann von wesnoth.org heruntergeladen werden. Dort sind auch weitere Informationen zum Kompilieren des Quellcodes für diverse Plattformen zu finden. Für verschiedene Distributionen, MacOS X und Windows stehen auch Binärpakete, der bereits Anfang April veröffentlichten Spiels, zur Verfügung.
Quelle : http://www.pro-linux.de
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Open-Source-Echtzeit-Strategie mit starker Anlehnung an "Die Siedler"; als Anführer eines Stammes muss der Spieler eine funktionierende Siedlung aufbauen und später auch gegen andere Stämme kämpfen, um Land zu erobern; als Einzel- und Mehrspieler-Modus mit verschiedenen Kampagnen spielbar; enthält zudem einen Map-Editor zum Erschaffen eigener Welten.
(http://www.heise.de/software/screenshots/34455.jpg)
Lizenz: Open Source
http://sourceforge.net/projects/widelands/
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Warzone 2100, ein ursprünglich von Pumpkin Studios entwickeltes und seit 2004 unter der GPL stehendes Echtzeit-Strategiespiel, wurde in der Version 2.3.0 veröffentlicht. Die neue Version bringt zahlreiche Neuerungen und Verbesserungen.
Die Handlung von Warzone 2100 spielt fünfzehn Jahre nach einem nuklearen Kollaps, in dem die Erde im Jahre 2085 durch einen Fehler im Abwehrsystem für Nuklearangriffe der NASDA beinahe ausgelöscht wurde. Der Spieler führt eine Gruppe Überlebender, die sich selbst als »Projekt« bezeichnet, und sucht nach Technologien der vergangenen Zeit.
(http://www.pro-linux.de/images/NB3/imgdb/o_warzone-2100.jpg)
Warzone 2100 bietet sowohl einen Einzelspieler- als auch einen Mehrspieler-Modus. In der erstgenannten Variante begleitet der Spieler in diversen Feldzügen einen Kommandeur des »Projektes« und sucht beispielsweise in der ersten Kampagne nach einer Technologie, die als »Synaptische Verbindungen« bezeichnet wird. Die Mehrspielerkomponente bietet dagegen verschiedene Modi und gibt dem Spieler die Möglichkeit, seine Kräfte gegen menschliche Spieler zu messen.
Nach knapp einem Jahr steht nun mit der Version 2.3.0 eine verbesserte Version des Spieles zur Verfügung. Unter anderem führt sie ALT-Tastaturkürzel ein. Ferner ist es auch möglich, Verbündeten beim Bau oder bei Reparaturen der Infrastruktur und Einheiten zu helfen. Bereiche, die von Sensoren noch nicht erfasst worden sind, werden nun dunkel dargestellt, so dass der Spieler einen besseren Überblick über die Deckkraft erhält. Darüber hinaus wurden das Optionsmenü und die Lobby verbessert und die Balance des Spiels korrigiert. So wurde neben der Default-AI in das Spiel auch die DyDo-AI eingebunden. Die Einzelspielerkomponente bietet nun auch einen »Herausforderungsmodus«, in dem es darauf ankommt, wer am ehesten eine bestimmte Kampagne beendet. Der Cheat-Modus lässt sich nun in Einzelspielermodis leichter aktivieren. Eine Liste aller Änderungen bietet das Changelog (http://developer.wz2100.net/wiki/ChangeLog-2.3).
Warzone 2100 steht unter den Bedingungen der GNU General Public License (GNU GPL) und setzt nach einer weiteren Öffnung der Musikstücke und Full Motion Video-Sequenzen im Jahre 2008 vollständig auf freie Komponenten. Als Basis dienen die SDL-Bibliothek, OpenGL und OpenAL. Das Spiel kann ab sofort im Quellcode oder als Binärpakete für Windows und Mac OS X direkt von der Seite des Sourceforge-Projektes heruntergeladen (http://wz2100.net/download) werden.
Quelle : http://www.pro-linux.de
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Version 1.8.1:
* Campaigns:
* Northern Rebirth:
* In Showdown, you recover full gold only if Sisal survived the previous
scenario.
* The South Guard:
* In 'Vengeance', the final objective is now revealed at the beginning of
the scenario.
* Language and i18n:
* Updated translations: British English, Czech, Finnish, French, Galician,
German, Hungarian, Italian, Japanese, Latin, Lithuanian, Polish, Russian,
Serbian, Slovak
* Fixed bug #15653: Made untranslateable strings translateable.
* Fixed bug #15843: Made untranslateable strings translateable.
* Fixed bug #15937: Made untranslateable strings translateable.
* Multiplayer:
* Added the winner of the first Wesnoth map compitition, the 2 player map
"Elensefar Courtyard" by krotop.
* Fixed bug #15865: missing WML Child error.
* User interface:
* Fixed bug #15716: Lobby crash when refreshing with filtered out games
* Fixed bug #15768: Avoid parts of the previous game show in the lobby
* Re-added the old MP lobby
* Added a preference for switching between the old and new lobby in the
preferences dialog in the "Multiplayer" tab. Defaults to the old lobby.
* Miscellaneous and bug fixes:
* Removed the stats upload feature.
* Better fix for bug #14765 now that string freeze is off
* Fixed the ping timeout not waiting for the default ping interval when
ping timeout is not set to 0
* Fixed bug #14730: tab completion not working in the new lobby
* Fixed bug #15846: wesnoth_addon_manager's support for .ign files
* Fixed bug #15902: Strip whitespace characters from .ign patterns
* Fixed compilation for g++ 4.5
http://www.wesnoth.org/
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Version 7.33 of Alien Arena has been released today for windows and linux users! Along with some major optimizations and new features, another new level has been added.
Some of the new features in this release:
* In-game IRC client
* Player rankings in server browser
* Skill level matchmaker on server info
* Vastly improved anti-lag code
* Headshots
* Optimizations and bugfixes
* Various improved graphic effects
For a complete changelog look HERE (http://icculus.org/alienarena/changelogs/7.33.txt)
http://icculus.org/alienarena/rpa/
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In ungewöhnlichen Aktion bietet »The Humble Indie Bundle« fünf bekannte Independent-Spiele zu einem selbst wählbaren Preis an. Ein beliebiger Teil des Preises kann dabei an eine gemeinnützige Organisation gespendet werden.
World of Goo, Aquaria, Gish, Lugaru und Penumbra Overture haben eines gemeinsam: Es sind Nun hat Wolfire Games, selbst Independent-Entwickler und Hersteller des Spieles Lugaru, ein spezielles Angebot (http://blog.wolfire.com/2010/05/The-Humble-Indie-Bundle) geschnürt: Alle fünf Spiele, die übrigens frei von DRM-Maßnahmen und anderen Einschränkungen sind, kann man zusammen erwerben und den Preis dafür selbst bestimmen. Weder nach unten noch nach oben sind dabei Grenzen gesetzt. Der gezahlte Betrag soll ohne Abzüge (außer eventuellen Kreditkartengebühren) direkt an die Hersteller gehen.
Auf Wunsch kann jeder Käufer selbst bestimmen, ob von dem gezahlten Betrag ein Teil oder sogar der ganze Betrag an die gemeinnützigen Organisationen Electronic Frontier Foundation (EFF) und Childsplay gehen soll. Standardmäßig erhalten beide Organisationen den gleichen Anteil, man kann aber auch genau festlegen, wie der Betrag verteilt wird.
Laut den Angaben auf der Bestellseite (http://www.wolfire.com/humble) hat die Aktion in kürzester Zeit bereits über 45.000 Käufer gefunden, die im Schnitt 7,87 US-Dollar zahlten. Die EFF gibt einen zusätzlichen Anreiz: Wer mindestens 100 US-Dollar zahlt, erhält eine Mitgliedschaft der Pioneer-Stufe, zu der unter anderem ein Hut, ein T-Shirt nach Wahl oder ein Buch gehören.
Quelle : http://www.pro-linux.de
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COR Entertainment hat Alien Arena 2010 zum Download freigegeben. Der First Person Shooter, der an 50er Jahre Science-Fiction erinnert, nutzt die freie CRX-Engine.
Alien Arena 2010 trägt die interne Versionsnummer 7.40. Die neue Version lädt Spieler zu den fünf neuen Szenarien ctf-oblivion, dm-oblivion, dm-downfall, dm-warmachine2k10 und ctf-invasion ein. Das Waffenarsenal wurde um einen neuen Disruptor und eine Beamgun erweitert. Die Anzahl der Home/Slow-Rockets wurde auf fünf pro Kampf beschränkt und Unverwundbarkeit durch »Alien Force« ersetzt.
Zahlreiche Änderungen wurden am Renderer vorgenommen, was sich durch verbesserte Schatten oder Lichtgruppen, die eine schnellere Berechnung der Beleuchtung erlauben, bemerkbar macht. Die Schriften der Menüs wurden überarbeitet und Spieler, die einem Spiel betreten, werden im Serverbrowser und IRC-Client Galaxy ausgeloggt und bei dessen Abschluss wieder eingeloggt. Darüber hinaus korrigierten die Entwickler etliche Fehler.
Die Arbeit an Alien Arena begann 2004, das Spiel basiert, wie viele andere Vertreter seiner Gattung, auf der Quake Engine. Ziel des Spiels ist es, möglichst vielen Aliens den Garaus zu machen. Alien Arena 2010 ist auf verschiedenen Spiegelservern (http://icculus.org/alienarena/rpa/aquire.html) für Linux, Mac OS X und Windows verfügbar.
Quelle : http://www.pro-linux.de
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Wolfire Games machte in der letzen Woche mit dem Humble Indie Bundle von sich reden, bei dem Käufer fünf Independent-Spiele zu einem selbst festgelegten Preis erwerben konnten. Sollten die Einnahmen eine Million US-Dollar überschreiten, wollte Wolfire den Quellcode von vier der fünf Spiele als Open Source veröffentlichen.
Die Käufer konnten während der Aktion »Humble Indie Bundle« die Spiele nicht nur zu einem selbst bestimmten Preis erwerben, sie durften sogar angeben, ob der Kaufpreis oder Teile davon an die gemeinnützigen Organisationen Electronic Frontier Foundation (EFF) und Childsplay gehen soll. Die Million kam zusammen und damit einhergehend hat Wolfire begonnen, die Spiele unter einer freien Lizenz zu veröffentlichen.
Den Anfang macht das Actionspiel Lugaru, in dem Spieler sich in der Rolle des rebellischen Kaninchens Turner durch die Kaninchenwelt metzeln müssen, um seine Anhänger vor der Sklaverei zu bewahren. Das Spiel wird zukünftig in Form eines Mercurial-Repositoriums auf icculus.org erhältlich sein, aktuell gibt es einen Schnappschuss des Quelltextes als ZIP-Archiv.
Die Quelltexte der anderen Spiele, Aquaria, Gish und Penumbra Overture, will Wolfire Games ebenfalls so schnell wie möglich veröffentlichen und unter die GPL stellen. Die Aktion Humble Indie Bundle wird weiterlaufen, aktuell hat sie 1.107.192 USD von 121.389 Käufern eingebracht, was pro Kauf eine Summe von 9,12 USD ausmacht. Aus der von Wolfire veröffentlichten Realzeitstatistik geht hervor, dass Linux-Nutzer freiwillig im Schnitt 14,57 USD, Mac-OS-X-Anwender 10,21 USD und Windows-Anhänger 8,01 USD für die Spiele berappen. Dank einer Zuwendung von Amanita Design erhalten alle Käufer auch noch eine Kopie von Samorost 2.
Quelle : http://www.pro-linux.de
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Während die Portierung des bereits vor etlichen Jahren veröffentlichen Unreal Tournament 3 (UT3) für Linux aller Wahrscheinlichkeit nach nie mehr freigegeben wird, zeichnet sich mit dem Action-Adventure »Garshasp« ein Highlight für anspruchsvolle Spiele unter Linux ab.
Als Ende 2007 bekannt wurde, dass die Linux-Variante des Spiels es nicht mehr auf die offizielle DVD des Spieles schaffen wird, dachte kaum jemand daran, dass auch fast drei Jahre später die angekündigte Veröffentlichung immer noch ausstehen würde. Denn wie Ryan C. »Icculus« Gordon, ehemaliger Loki-Entwickler und Autor zahlreicher Portierungen für Linux, im Oktober 2007 versicherte, war die Verspätung nicht auf eine politische Diskussion über den Sinn einer Linux-Variante zurückzuführen, sondern auf fehlende Zeitressourcen.
(http://www.pro-linux.de/images/NB3/imgdb/o_ut3.jpg)
Zwar machten bereits vor über einem Jahr Gerüchte die Runde, wonach die Linux-Variante endgültig tot sei, doch dem widersprach Gordon stets. Der Entwickler beteuerte, bereits an der Beseitigung der letzten Fehler zu arbeiten. Das war Anfang des Jahres. Ein halbes Jahr später schien der Client zwar immer noch nicht fertig zu sein, wie Gordon allerdings auf eine Anfrage bekannt gab, waren die Arbeiten an einer Linux-Variante immer noch andauernd. Wann die endgültige Version erscheinen sollte, wollte der Entwickler allerdings immer noch nicht verraten.
(http://www.pro-linux.de/images/NB3/imgdb/o_szene-aus-garshasp.jpg)
Nun meldete sich auch Epic Games zu Wort und äußerte in einer Antwort auf eine Anfrage der Seite Phoronix wenig Hoffnung, dass UT3 je für Linux freigegeben wird. Demnach gebe es laut Informationen des Herstellers keine Gründe mehr für eine Verspätung. Den Mangel an Fortschritt kann sich Epic Games deshalb nur damit erklären, dass es unwahrscheinlich sei, dass UT3 für Linux je fertiggestellt wird.
Indessen könnte mit Garshasp (http://garshasp.com/) in den kommenden Monaten auch unter Linux ein grafisch und spielerisch anspruchsvolles Spiel erscheinen. Die iranische Produktion des Fanafzar Game Studios baut aufgrund diverser Exportbeschränkungen vollkommen auf quelloffenen Lösungen. So kommen unter anderem Ogre3d als Engine und OpenAL als Programmierschnittstelle zur Erzeugung von dreidimensionalen Soundeffekten und Raumklang zum Einsatz. Eine Portierung des Spieles für Linux ist deshalb relativ einfach, so die Entwickler. Ob es allerdings wirklich zu einer Linux-Variante kommen wird, steht noch nicht fest. Der Hersteller selbst beantwortet die Frage mit »Es würde uns freuen, auch eine Linux-Version anzubieten«.
Doch auch wenn Garshasp nicht für das freie System erscheinen sollte, zeigt das Spiel, dass auch mit vollkommen offenen Technologien sich anspruchsvolle Spiele nicht nur für Windows erstellen lassen.
Quelle : http://www.pro-linux.de
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Wesnoth 1.8.2: Maintenance Release
Tuesday, June 2 2010
Wesnoth 1.8.2 has been released. This is a bugfix release for the stable 1.8 branch. This release does mainly consist of smaller fixes and changes. For information about further changes in this release, have a look at this forum thread (http://www.wesnoth.org/forum/viewtopic.php?f=5&t=30205).
We offer two versions of changelogs: a rather nice to read players changelog that only includes changes every player will probably notice and the (rather) complete changelog with (almost) all the details, which is likely to cause a serious headache...
At the moment the Windows package and the MacOSX packages are ready. You can find them at the download page. Once the others are done you can find them at the download page, too.
http://www.wesnoth.org/
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Changes:
This release finally includes the Playstation music track, thanks to yic2006_44 for providing a lossless copy of it. Some graphical polish was done, like showing background images and videos with correct aspect ratio on non-4:3 screens, and a better map preview and AI slider for multiplayer games. We now have a faster building queueing system - hold down Shift while building to see it in action. And of course, a few bug fixes are included as well. The detailed changelog is listed below.
Download: http://wz2100.net/download
Quelle : http://wz2100.net/
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2.3.1a (windows only!) has been released.
by Buginator on 2010 June 20
We are doing a re-release of 2.3.1 for windows, since it didn't patch a SDL bug that has to do with minimizing Warzone and the mouse cursor.
Quelle : http://wz2100.net/
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Wesnoth 1.8.3 has been released. This is a bugfix release for the stable 1.8 branch. This release does mainly consist of smaller fixes and changes.
http://www.wesnoth.org/
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Trotz der »unauffälligen« Versionsnummer enthält die neue Version wichtige Neuerungen, darunter eine wesentlich verbesserte Unterstützung für Internetspiele mit bis zu acht über Netzwerk verbundenen oder Computer-gesteuerten Spielern und eine Master-Server-Anbindung, damit sich die Spieler besser im Netz finden.
(http://www.pro-linux.de/images/NB3/imgdb/o_mittelmeer-szene-in-mega-glest.jpg)
Mega Glest ist ein 3D-Echtzeit-Strategiespiel (RTS), das teilweise Warcraft ähnelt. Das Open-Source-Spiel wurde Anfang 2010 von Glest (http://www.glest.org/en/index.php) (dessen Weiterentwicklung momentan ruht) abgespalten und wird seitdem eigenständig weiter entwickelt.
Jeder Spieler wählt eines von sechs möglichen Teams (Magier, Techniker, Indianer, Perser, Normannen, Ägypter), baut mittels Arbeitern und Rohstoffen eine Siedlung auf, erforscht neue Techniken und entdeckt und erobert mit seinen Einheiten die über 30 Spielwelten. Zwei Tutorials erleichtern neuen Spielern den Einstieg in das farbenreiche und stimmungsvolle Spiel, das neben Hintergrundmusik, Ambient-Sounds und Soundeffekten auch grafische Wettereffekte beherrscht. Mega Glest bietet Unterstützung für bis zu acht über Netzwerk (Internet oder LAN) verbundene oder computergesteuerte Spieler. Internetspiele können auf einem Masterserver publiziert werden. Das Spiel bietet eine deutsche und derzeit vier weitere Sprachversionen. Fortgeschrittene Spieler können das Spiel über Landschafts- und 3D-Editoren erweitern und zusätzliche Tilesets und Teams (»Factions«) hinzufügen.
Mega Glest (http://sourceforge.net/projects/megaglest/files/) läuft unter Linux und Windows, erfolgreich getestet wurden bisher Ubuntu 10.04 (32 und 64 bit), Windows 7 (32 und 64 bit), Windows Vista und Windows XP. Als Systemvoraussetzungen gelten eine 3D-Grafikkarte mit OpenGL 1.4-Unterstützung (oder 1.3 und GL_ARB_env_crossbar-Extension) und entsprechenden Treibern, ein Soundchip mit DirectX9/OpenAL-Unterstützung und -Treibern, ein Mehrkern-Prozessor, 1 GB RAM, 1 GB Festplattenspeicher und für Internetspiele eine Breitbandverbindung.
Quelle : http://www.pro-linux.de
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Die Entwickler des freien Jump'n Run Spiels »Frogatto« haben die erste stabile Version veröffentlicht. Frogatto steht ab sofort für Linux, MacOS X und Windows zum Download bereit.
Frogatto (http://www.frogatto.com/) ist ein klassisches Jump'n Run Spiel, bei dem man eine Art Frosch spielt. Wie bei anderen, diesem Genre zugehörenden Titeln betrachtet der Spieler die Welt von Frogatto von der Seite und der Charakter bewegt sich zwischen verschiedenen Plattformen. Laut den Entwicklern wurde Wert auf ein möglichst eigenständiges Spielkonzept gelegt. Demnach ist das Spiel keinesfalls ein Klon eines bestehenden Titels, obgleich schon dem Prinzip wegen Ähnlichkeiten zu Sonic oder Mario nicht auszuschließen sind.
(http://www.pro-linux.de/images/NB3/imgdb/o_frogatto.jpg)
Während der Quelltext frei lizenziert (GPL) ist, dürfen Bilder und Musik nicht verändert oder veröffentlicht werden. Als Grund nennen die Programmierer ihr Geschäftsmodell, das einen Verkauf des Spiels für andere Plattformen, wie dem iPhone, vorsieht. Die Grafik des Spiels ist komplett im Pixel-Art-Stil gehalten, allerdings wurden die Bilder mehrfach überarbeitet, so dass diese sich optisch am Ende der Pixel-Art Ära befinden. Unterlegt ist Frogatto mit einer dieser Art Spiele typischer Musikuntermalung.
Frogatto kann auf der Seite für Windows, Linux und OS X heruntergeladen werden, wobei man sich die Software unter Linux erst kompilieren muss. Teilweise gibt es auch Pakete für Debian, diese sind allerdings noch nicht auf dem aktuellen Stand. Eine iPhone-Variante soll in Kürze in Apples Store verfügbar sein. Als Systemvoraussetzungen unter Linux werden ein 500 MHz schnelle CPU, 40 MB RAM und eine Grafikkarte mit OpenGL-Unterstützung angegeben.
Quelle : http://www.pro-linux.de
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The Warzone 2100 Project brings you 2.3.2.
One of the new features in this release is an option to rotate the screen using the middle mouse button. Those of you with no middle mouse button will be able to rotate the screen by holding down the left and right mouse buttons at the same time.
We've also included a new map: 4c-Pyramidal, by Mysteryem.
http://wz2100.net/
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The Warzone 2100 Project brings you 2.3.2.
One of the new features in this release is an option to rotate the screen using the middle mouse button. Those of you with no middle mouse button will be able to rotate the screen by holding down the left and right mouse buttons at the same time.
We've also included a new map: 4c-Pyramidal, by Mysteryem.
http://portableapps.com/news/2010-07-26_-_warzone_2100_portable_2.3.2
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(http://www.golem.de/1007/76845-3224-aa_titel.png)
Die Entwickler von Alien Arena 2010 haben die Version 7.45 veröffentlicht. Die neue Variante des Online-Ego-Shooters bringt weichere Schatten sowie beschleunigte OpenGL-Lichteffekte mit.
Der freie Ego-Shooter Alien Arena 2010 (http://icculus.org/alienarena/rpa/) ist in der Version 7.45 veröffentlicht worden. Die Entwickler haben die Rendering Engine optimiert, um für bessere Licht- und Schatteneffekte zu sorgen. Außerdem bieten die Schatteneffekte jetzt weichere Übergänge. Auch die OpenGL-Lichteffekte wurden beschleunigt und verfeinert.
Für den Spielespaß brachte Alien Arena 2010 7.40 bereits fünf neue Szenarien mit, in denen Spieler mit neuen Waffen - einem Disruptor und einer Beamgun - fiese Außerirdische eliminieren müssen. Die aktuelle Version verzichtet indes auf neue Levels. Stattdessen haben die Entwickler an den Modellen gearbeitet. Sie bekamen ein neues Skelett-Format und etliche überarbeitete Skin-Formate.
(http://scr3.golem.de/screenshots/1007/alienarena/thumb480/aa2k9_1.jpg)
Die in Alien Arena verwendete CRX-Engine basiert in Teilen auf dem Quellcode der Quake-2-Engine, wurde aber mit Erweiterungen versehen, etwa um bei Verzögerungen im Netzwerk gegenzusteuern. Den Entwicklern zufolge soll Alien Arena eine Mischung aus Quake und Unreal Tournament sein und ein eigenes Waffenarsenal mitbringen.
Alien Arena liegt für die Betriebssysteme Windows und Linux vor. Auch wenn die Webseite laut Datum eine vorangegangene Version suggeriert, steht dort die aktuelle Version zum Download zur Verfügung (http://icculus.org/alienarena/rpa/aquire.html). Eine Liste aller Änderungen in dieser Version bietet die Changelog-Datei (http://icculus.org/alienarena/changelogs/7.45.txt), die ebenfalls auf den Servern des Projekts bereitsteht. Das Spiel samt Engine wird von der Firma COR Entertainment entwickelt und unter der GPL v2 veröffentlicht.
Quelle : www.golem.de
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Testing has finished, here is OpenTTD 1.0.3!
It fixes various bugs, including desyncs and a security vulnerability (CVE-2010-2534). We encourage you to update your servers for unstoppable fun!
http://www.openttd.org/en/
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Today, we release 2.3.3, and we strongly urge you to upgrade immediately, since it corrects a memory corruption bug that has been present throughout the 2.3 series. The two problems of 2.3.2, errors with burn damage and map loading, have also been fixed, though that means that for now, the Sk- prefixes are back. This release will not be able to load skirmish games saved in 2.3.2, but the next release will be able to.
http://wz2100.net/
Auch als portable Version auf http://portableapps.com verfügbar ...
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VDrift ist eines der großen Open-Source-Rennspiele der letzten Jahre. Der aufwendig gestaltete Titel wartet mit einer eigenen Physik-Engine auf, die für interessantes Fahrverhalten sorgt, und bietet schicke 3D-Grafik. Der Name deutet bereits an, dass die Stärke dieses Spiels in atemberaubenden Kurvendrifts liegt. VDrift schickt den Spieler in allerlei Fahrzeugen – darunter auch Formel-1-Wagen – auf originalgetreu nachgebildete Rennstrecken wie etwa den Stadtkurs in Monaco. Die Boliden lassen sich wahlweise mit der Tastatur oder per Lenkrad steuern; echte Simulationsfreunde werden letzteres bevorzugen.
(http://www.heise.de/software/screenshots/36524.jpg)
Lizenz: Open Source
http://vdrift.net/
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Version 1.8.4:
* AI:
* Fixed bug #16102: Made AI cancel attacks if a previously valid attack
was made invalid by WML event after move in move+attack sequence.
* Allowed custom eras to define Lua AI modifications for games played with this era.
* Campaigns:
* Delfadors Memoirs:
* Fixed bug #16295: Make Lionel's portrait in Delfador's Memoirs story
screens the same as his unit portrait since there doesn't seem to be a
current higher-res version available
* Descent into Darkness:
* Made 'Alone at Last' slightly easier. Also, Dela is no longer
invulnerable but cannot be assassinated easily.
* Legend of Wesmere:
* Fixed bug #16140: removed gold overlay when defeating both leaders
(patch #1755 by Anonymissimus)
* Reduced the difficulty of scenario 14 and improved the AI of the ally.
* Liberty:
* Increased the difficulty in 'Glory' by making the defenders behave more
intelligently.
* Language and i18n:
* Updated translations: Chinese (Simplified), Galician, Japanese, Serbian,
Vietnamese
* Fixed bug #15934: Flushed image cache when changing language
* Miscellaneous and bug fixes:
* Ensured graceful failure when encountering broken [advancefrom] tag.
* Fixed bug #16219: Handled ToD areas in a LIFO way, so that it is possible
to override them without first removing them
* Fixed bug #16235: Avoided displaying an empty menu and therefore choosing
a random weapon, when there is none
* Fixed bug #16243: Added detection for server replays, as they are missing
the core [lua] tags
* Fixed bug #16260: Fixed attack_end event not raised for uncommon swarm
attacks (patch #1758 by Anonymissimus)
* Fixed bug #16261: Added test for invalidated death due to positive hp
after the 'die' event
* Fixed bug #16283: 1.9 syntax creeped into 1.8.x causing segfaults
* Fixed petrifying in multiround combats
* Fixed reference binded to a temporary, possibly the cause of the failure
on arklinux
* Never allow uploading *.pbl files (case-insensitive) to the add-ons
server from the regular game client
* Patch #1727: Fixed revision.hpp generation with cmake 1.8(.2)
* Patch #1757: Fixed usage of first PKG_CHECK_MODULES inside a shell
conditional
* Patch #1779: Fixed broken attack animation
http://www.wesnoth.org/
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And another release!
Unfortunately, 2.3.3 didn't turn out that well, it didn't fix the burn damage, and I forgot to include the newly added Korean translation in the installer... In its favour, it did include a crash fix I overlooked when writing the changelog.
So now we release 2.3.4, in the hope that it doesn't have serious problems and we can return to our originally planned release schedule, with about 6-8 weeks between releases. Apart from fixing the abovementioned problems there are not many other changes, mainly an update for DyDo-AI, and some translation things.
http://wz2100.net/
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Spring war ursprünglich als Demo-Betrachter für das 1997 erschienene Echtzeitstrategiespiel Total Annihilation geplant. Es dauerte jedoch nicht lange, da war die Fangemeinde des Open-Source-Projekts so groß, dass man beschloss, eine komplette Engine für Echtzeitstrategiespiele zu entwickeln, welche die Karten- und Einheitenformate des Originalspiels unterstützen sollte. Heute ist dieser Vorgang beinahe abgeschlossen und Spring bietet viele Features, die auch in kommerziellen Projekten zu finden sind. Unter anderem stellt man verformbares Terrain inklusive (brennbarer) Bäume, eine eigene Physik-Engine und eine frei verstellbare 3D-Kamera zur Verfügung. Soweit der heimische Rechner das verkraftet, sind Auseinandersetzungen mit bis zu 5.000 Einheiten zwischen mehreren Spielern oder gegen den Computer möglich. Neben den vielen Mods, die teilweise an Total Annihilation, Star Wars oder auch selbst zusammengestellten Szenarien und Universen orientiert sind, wird der Programmcode ständig erneuert und der Funktionsumfang erweitert.
(http://www.heise.de/software/screenshots/46934.jpg)
Lizenz: Open Source
http://springrts.com/
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Detailed changes since 0.82.4:
Engine / General:
* draw icons for cloaked units again
* fix NaNs if map hardness is zero
* fix UnitPreDamaged Lua CallIn
Engine / AI:
* AAI: do not crash on game end if mod did not spawn a commander in the first 450 frames
* E323AI: lots of fixes & support for NOTA & Conflict Terra and AI options
Detailed changes since 0.82.3:
Engine / General:
* fix demo desyncs if commands were issued during pause
* fix abnormal demo speed (during reconnect and temporary lags)
* fix demo runs away from local user
* fix mid-game join
* fix FullScreen mode under Linux
* fix KDE/GNOME detection for error message box
* fix another FPU reset in LuaLobby
* don't reload defaults each time /ctrlpanel command is used (behaves now the same way as /cmdcolors)
* speed up reflection pass a little
* disable heatmapping by default
* fix COB's KILL_UNIT for self-kills
* fix bugged default-argument passing in path-follower
* fix broken return-value handling for UnitPreDamaged
* OBJParser: deal with carriage returns
* fix holdSteady (and sweeping beamlaser) rotations
* fix SEGV when /give'ing features
* fix crash when linking grass shaders on non GLSL system
* fix specs do not see all features
* fix Projectiles do not show up for missile weapons or torpedoes
* fix crash on bad playername message
* disable team highlighting for spectators by default
* fix incorrect ClipPlanes in DrawInMinimap if gl.SlaveMiniMap is used
* fix metal-maker widget
Engine / AI:
* fix crash on capture from/by AI
* fix Python AI Interface
* AAI support version independent mod config files, for example BA.cfg
Engine / Dedicated server:
* fix/re-add sync-check
* possibly fix crash when sending data to improperly-connected autohost socket
Unitsync:
* add support for more then 16 start positions
Installer:
* fix checks for installed .Net version
* add SpringDownloader desktop shortcut
CMake:
* fix _make install-spring_ to work after initial configure
* fix windows linking (related to -lws2_32)
Documentation:
* updated man pages: spring & spring-dedicated
* new man pages: spring-headless & spring-multithreaded
http://springrts.com/
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A bug fix patch release. This version can be used to play online, but 0.82.5.0 is still sufficient.
Detailed changes :
Engine / General:
* fix FPS/direct controlling crash
Engine / multi-threaded:
* fix unit icons/healthbars crash
Engine / AI:
* E323AI: NOTA and XTA support enhanced & lots of improvements
http://springrts.com/
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1.0.4 (2010-09-14)
------------------------------------------------------------------------
- Change: Move removal of bin/data/opentt[dw].grf from distclean to maintainer-clean (r20752)
- Fix: Recent NFORenum does not know '-?' (r20715)
1.0.4-RC1 (2010-08-30)
------------------------------------------------------------------------
- Change: Merge the extra GRF's sources and make it possible to rebuild them easily (r20490)
- Fix: Empty NewGRF presets were not selectable [FS#4087] (r20694)
- Fix: Desync checker checked the wrong variable (r20677)
- Fix: Drawing the 'OpenTTD' text in the intro game caused crashes with very low resolutions [FS#4081] (r20618)
- Fix: Crash when a NewGRF defined an invalid substitute type for a house and the NewGRF was removed during the game, disable houses with different size than their substitute [FS#3702] (r20611, r20610, r20609)
- Fix: Retain information about all base sets that are found and not only the latest version to stop confusing people that use newer versions of the base sets than those available via BaNaNaS (r20607)
- Fix: Let NewGRFs var43 var (information about liveries) for vehicles not be influenced by the local setting determining whether to show liveries or not [FS#4063] (r20605)
- Fix: 'Downscale' a full load order to a load if possible order when removing the order while the vehicle is loading. This to prevent the vehicle from (possibly) staying forever in the station [FS#4075] (r20600)
- Fix: Crash when the tooltip is wider than the window is [FS#4066] (r20596)
- Fix: No (proper) savegame conversion was done when _date_fract got a new value range (r20592)
- Fix: Autoreplace failed while attaching non-replaced wagons to the new chain, if to-be-sold-engines would become front-engines and the unitnumber limit would be exceeded (r20583)
- Fix: Autoreplace can trigger an assertion when at the vehicle limit [FS#4044] (r20582)
- Fix: Go via station and go via waypoint behaved differently when a train went back to the same (unordered) station again [FS#4039] (r20580)
- Fix: Draw bounding boxes using white instead of pure white, so they are recoloured to grey in coloured newspaper instead of blue [FS#4051] (r20578)
- Fix: Scroll button flickering when pressed [FS#4043] (r20577)
- Fix: Warn OpenGFX users when they are using a base set that misses sprites (r20566)
- Fix: Wrong tooltip for the company select button in the AI debug and performance rating windows [FS#4053] (r20556, r20555)
- Fix: In old savegames aircraft can have an invalid state (r20528)
- Fix: Crash when the content download tried to get a MD5 checksum of an 'originally' loaded NewGRF [FS#4038] (r20519)
- Fix: Draw error messages in white by default, they may not have a colour set when coming from a NewGRF (r20514)
- Fix: Entering half the 'generation seeds' in the console's 'newgame' command failed to set the correct seed [FS#4036] (r20512)
- Fix: Desync when vehicles change NewGRF properties such as visual effect when changing railtype [FS#3978] (r20505, r20504, r20503, r20502)
- Fix: Desync when converting rail all as trains with a part on the converted rails need updating and not only the engines (r20500)
- Fix: Ignore the non-stop state when comparing one order type to another order type, otherwise non-stop nearest depot orders fail [FS#4030] (r20498)
- Fix: Non-dedicated servers failing to load a game caused the introgame to be the server's game causing desyncs when people tried to join [FS#3960] (r20497)
- Fix: [NoAI] checking whether water tiles are connected failed in some cases [FS#4031] (r20489)
- Fix: Statues were not removed when towns would be removed (r20481)
- Fix: Do not spend cash when building a statue fails [FS#3985] (r20469, r20227)
- Fix: Adding 'goto nearest depot and stop' orders in one go was denied. This caused both AI adding those orders and backed up order restoration to fail [FS#4024] (r20441)
- Fix: For docks 'facing' north, i.e. having the watery part a the northern side, the station joiner had an off-by-one to the north w.r.t. the station spread against the actual other (correct) building tools [FS#4022] (r20438)
- Fix: Make snow on bridges depend on bridgeheight and make snowyness of bridgeheads depend on the tileheight at the entry [FS#3947] (r20424, r20423, r20422, r20421, r20420)
- Fix: During world generation the snow-mapbits are not yet available, so test the snowline variable directly (as they were before) [FS#4017] (r20418)
- Fix: PBS reservations were always displayed on halftile foundations if the railtype uses overlays [FS#4013] (r20408)
- Fix: Make the default minimum width for editboxes 10 pixels to prevent crashes [FS#4010] (r20394)
- Fix: Prevent buying more vehicles than allowed or buying companies when you'd get too many vehicles [FS#3993] (r20393, r20392, r20391, r20390)
- Fix: Initialize fund-industry buttons when opening window (r20386)
- Fix: Update cursor dimensions when reloading grfs resp. changing base graphics, so the cursor does not glitch if it becomes bigger (r20384)
- Fix: Stop vehicle following after zooming out [FS#3989] (r20361)
- Fix: [NoAI] Ship depots were constructed along the wrong axis [FS#4004] (r20348)
- Fix: Fallback font selection due to missing glyphs did not work as intended (r20296)
- Fix: When it is known the loading an old savegame is going to fail, bail out immediately (using an exception) instead of going on until e.g. the expected number of byte is read (r20247)
- Fix: The caption of the 'Available vehicle' lists was black, whereas for building those vehicles, which uses the exact same window, it was white (r20244)
- Fix: [NoAI] Clarify the documentation for AIBaseStation::GetLocation (r20238)
- Fix: Refit costs from refit orders are subtracted from the vehicle yearly income [FS#3988] (r20234)
- Fix: Road vehicles could be dead locked with one way roads. This allows one wayness to be removed if there are vehicles on a tile; it does not allow you to add one wayness to roads that have vehicles on them as it makes turning vehicles jump [FS#3961] (r20230)
- Fix: 'Service at nearest depot' behaved the same as 'Go to nearest depot' [FS#3986] (r20229)
- Fix: Depot did not become unsnowy, when snowline rises [FS#3976] (r20224)
- Fix: Strip non-printable characters before showing it in an edit box, so when renaming a vehicle type you won't get the 'SETX stuff' that some NewGRFs use [FS#3974] (r20220)
- Fix: NewGRFs that defined a vehicle without either loaded or loading groups could crash OpenTTD [FS#3964] (r20199)
- Fix: [NewGRF] GetNearbyTileInformation can be used to get the terrain type of a MP_VOID tile [FS#3963] (r20197)
- Fix: [NewGRF] Vehicle var FE bit 6 did return incorrect values for new railtypes (r20175)
- Fix: Inconsistencies w.r.t. to km/h vs km-ish/h as 'base' unit for aircraft speeds [FS#3870] (r20164)
http://www.openttd.org/en/
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Engine / General:
* prevent false hang detection trigger
Engine / Rendering:
* fix occasional ATI crash
Installer:
* rename SpringDownloader to Zero-K Lobby
* re-add MSVCR71.dll
http://springrts.com/
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The Warzone 2100 Project staff bring you 2.3.5
Thanks for all your help with the release candidate builds, we really appreciate it! :3
Please submit all bugs via this link, and follow the directions listed at the link, we need every bit of that information in order to fix bugs!
Downloads will be made available at our usual site:
Warzone 2100 file releases on Sourceforge.
Windows build | Mac build | source tarball
NOTE: The reporting of errors is on purpose, people have no idea that they were getting errors, so this was a way to notify them of these issues. This is mainly for windows & mac people since they don't run from a shell.
There is no need to submit bug reports if you don't have a actual crash.
All the maps errors need to be fixed by the authors, not us. The same goes with mods.
2010-09-25: Version 2.3.5
General
* Fix: Fix edit boxes so they correctly calculate the string's pixel borders. (r11668)
* Change: On LOG_ERROR, notify people in-game via the console and a sound effect that there was a error. (r11702)
Multiplayer
* Fix: Don't allow a player to acquire more construction vehicles than the max amount allowed. (r11674, #2175)
* Change: Spawning of oil drums to be host side, and also add a timer between spawn periods. (r11692, #2174)
* Add: Add new icons for "No tanks", "No cyborgs" and "No VTOLs" (r11710)
Translations
* Update: Korean (r11673, #2098)
Mods
* Fix: Fixed the sound problem with - old 1.10 balance (r11703, #2176)
2010-09-12: Version 2.3.5_RC4
General
* Fix: Possible crash when designing units (r11630, #2150)
Multiplayer
* Change: Display no-tank, no-cyborg or no-VTOL icons if the relevant factories are disabled via limits (r11633)
* Fix: Make sure new players are shown immediately (r11650, #2136)
* Fix: Lobby tooltip display (r11647, #2157)
* Balance fixes: #2147, #2158
* Update Rebalance 0.8.3: (r11635)
* Weaken Flak Cannon and Sunburst a lot more. I'm pretty sure this change makes them too weak, but when introducing new weapons it's better to make them too weak than too strong.
* Increase HP of a bunch of VTOL weapons
* Slightly buff Hurricane/Whirlwind
Translations
* Update: Polish (r11624, r11646, #1347), Korean (r11625, #2098), German (r11627, r11644), Brazilian (r11656, #2163)
2010-09-04: Version 2.3.5_RC3
Multiplayer
* Fix: Client side messages for when people leave / drop (r11601, #2144)
* Change: When people are kicked, don't lock them out of all games. (r11605)
* Change: Don't allow Hosts to kick AIs if they are in a skirmish game, unless they are in cheat mode. (r11596, #2139)
Balance (r11600, r11603, r11607)
* Decrease ground-to-air damage modifier of minipod, lancer/TK/scourge cyborgs/VTOLs, Sunburst, and Flak Cannon from 100% to 80%.
* Add air-to-air versions of Sunburst and Flak Cannon
* Increase research/manufacture/build price of Sunburst and Flak Cannon by a lot, to offset the fact that you don't have to upgrade them separately
2010-09-04: Version 2.3.5_RC2
Multiplayer
* Fix: Player Lobby is updated when it should be updated. (r11586, #2136)
* Fix: Tech-tree should be fixed (r11588, #2134)
Balance (r11570)
* Removed Cyclone turret
* Added: AA Flak Cannon (and Emplacement and Hardpoint)
* Flak Cannon is a medium-reload splash weapon
* Prerequisites: HPV
* Added: Sunburst AA Rocket Array (and Site)
* Sunburst is a slow-reload salvo weapon
* Prerequisites: Lancer
* Lancer damage toned down a bit
* Heavy Laser damage increased a bit
2010-09-02: Version 2.3.5RC
General
* Change: Show a placeholder video of where to get the videos when they were not installed (r11566, #2052)
* Change: Don't allow sensor/weapon range display in MP games (r11501)
* Change: Change default video display to 2x (r11576)
* Fix: Disable dragging when in-game menu/popup is up (r11565, #2086)
Multiplayer
* Change: Add in-game kick via the 'scoreboard' - hold LMB+RMB over the channel icon of the player you want to kick (r11490)
* Change: Only clear player name when needed (r11495)
* Change: Show score as '(cheated)' instead of 0 when people have cheated (r11558)
* Change: Don't display scoreboard widgets when players are dead (r11504)
* Change: Allow "@" in chat now (r11545)
* Change: Add numeric ping values in the hosting screen for the host (r11559)
* Change: Show map / game name / hosted by in the tooltip for the lobby (r11546, #2121)
* Fix: Make sure players can't impersonate others (r11449)
* Fix: Try to make the password box more idiot proof (r11492)
* Fix: Host will not pass on bogus messages
* Fix: Non-host players now get info about the research in progress by allied AIs (r11556, #1478)
Graphics
* Update: New detailed weapons textures - new version of page-17-droid-weapons.png (r11534, #2115)
Multiplayer balance (r11560, r11569)
* VTOL balance has been shaken up a bit:
* Removed: Cyclone turret
* Added: AA Flak Cannon (and Emplacement and Hardpoint)
* Flak Cannon is a medium-reload splash weapon
* Prerequisites: Hyper Velocity Cannon
* Added: Sunburst AA Rocket Array (and Site)
* Sunburst is a slow-reload salvo weapon
* Prerequisites: Lancer
* Machinegun is now less overpowered in the early-game:
* HMG now requires APDSB Mk2 instead of TMG
* APDSB Mk2 now requires TMG instead of APDSB Mk1
* Flamer now requires Engineering instead of FIE+MG
* The "mini-rocket" and "rocket" subclasses have been merged:
* Mini-rockets and rockets are now affected by the same upgrades
* The merged subclass has 9 damage upgrades (+25% each), 3 accuracy upgrades (+10% each), and 3 ROF upgrades (-15% reload time each)
* Lancer, TK, BB, Cyborg Lancer, and Super TK Cyborg have their damage adjusted so that their fully upgraded damage remains the same
* These changes should mainly help make MRA more viable
* Slight buff to Heavy Laser, Avenger, and Vindicator damage
* Require HQ for every weapon structure, not just MG Tower
Mods
* Fix: Nexus Total War Ai Slider Bug, and update image for name change (r11508)
Translations
* Fix: More strings (r11539, r11549)
* Updated: German (r11441, r11541, r11551), Korean (r11498, r11544, r11555)
http://wz2100.net/
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Detailed Changelog:
2010-11-28: Version 2.3.6
General
* Fix: Prevent memory corruption in the scripting code (#1656, ddfaeca677)
* Fix: Don't crash in the unit design screen when using unicode strings (#2209, 209e12b665)
* Fix: Don't ignore armor (#2273, 0f3bfba734)
* Fix: Do not activate a radar detector before it has been completely built (#2202, bf058bbf20)
* Fix: Clear a droid's order queue when it gets new orders (5e1a50db8d)
* Fix: Make rearming pads actually repair units (#2234, #2313, 81b29af81b)
* Fix: Projectiles going through terrain due to bad terrain height calculations, terrain shading (08f9fa5878)
* Fix: Prevent possible crash with multi-turret units (8d3cbb0488)
Multiplayer
* Fix: Make power generator output in multiplayer not depend on the game difficulty setting (6752476263)
* Fix: Make sure not to give too many trucks to another player (0a9b3b44a7)
* Fix: Don't crash when players click the "ready" button too often (#2346, b665e9d8cf)
NTW mod
* Fix: Graphics (#1748, e0ced0e4fb)
Translations
* New: Turkish (#2261, #2316, cc728d8f06, 1aad6e751e)
* Updated: French, Polish, Romanian, Spanish (b2ac76f170)
* Updated: Italian (#2199, 39a85bb03e)
* Updated: German (c16bf5807a)
* Updated: Korean (#2098, 134f0c962c)
* Updated: Polish (#1347, 1c2df48599)
http://wz2100.net/
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Das Team um Chefentwickler John Diamond hat mit Alien Arena 2011 eine neue Version seines futuristischen Ego-Shooters herausgegeben. Das Spiel basiert auf der CRX-Game-Engine von id Tech 2 und ist eine Mischung aus Quake und Unreal Tournament, die zusätzlich mit einem Retro-SciFi-Theme kombiniert wurde. Das Hauptaugenmerk liegt auf Multiplayer-Spielen, Anwender können jedoch auch im Alleingang gegen vom Computer gesteuerte Aliens antreten.
Die Bewegungen der Gestalten in Alienarena 2011 werden mit Hilfe der Open Dynamics Physics Engine (ODE) simuliert, die zwei neuen Spielumgebungen Annihilation und Neptune entführen Spieler in noch unbekannte Welten. Die Entwickler überarbeiteten den in Alien Arena integrierten IRC-Client komplett und modernisierten auch Spielermodelle und deren Erscheinungsbild. Das Partikel-Rendering soll schneller ablaufen, für Nachrichten lassen sich jetzt TrueType-Schriften nutzen.
Die Entwickler räumten in dem intern als Version 7.50 betitelten Alien Arena 2011 an vielen Stellen den Code auf, überarbeiteten und verbesserten diverse Shader und spendierten dem Spiel für mehrere Karten neue Musik. Die komplette Liste aller Änderungen (http://icculus.org/alienarena/changelogs/7.50.txt) kann auf den Webseiten des Projekts eingesehen werden.
Alien Arena ist Freeware und läuft unter Linux, Mac OS X und MS Windows, die CRX-Game-Engine steht unter der GPL. Der Egoshooter kann in Form eines 366 MB großen gezippten tar-Archives von mehreren Spiegelservern (http://icculus.org/alienarena/rpa/aquire.html) heruntergeladen werden.
Quelle : http://www.pro-linux.de
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Nach mehr als einem Jahr Arbeit haben die Entwickler Version 0.7 des Kartrennspiels Supertuxkart fertiggestellt.
(http://www.pro-linux.de/images/NB3/imgdb/o_supertuxkart-07.jpg)
Supertuxkart (http://www.pro-linux.de/cgi-bin/DBApp/check.cgi?ShowApp..12573.100) 0.7 ist ein simuliertes Rennen mit Kart-Rennwagen, an dem bis zu vier Mitspieler teilnehmen können. Es stehen zahlreiche Rennstrecken zur Verfügung, die alle liebevoll und detailliert gestaltet wurden und dreidimensional dargestellt werden. Dabei legten die Entwickler allerdings mehr Wert auf den Spielspaß als auf Realitätsnähe. Zur Auswahl stehen ferner eine Reihe von Karts sowie diverse Fahrer, darunter Tux, Konqui, Gnu und viele mehr. Zusätzliche Karts und Rennstrecken stehen als Addons auf stkaddons.tuxfamily.org bereit.
Die neue Version baut auf die 3D-Grafik-Engine Irrlicht. Damit geht auch eine neue grafische Oberfläche einher. Karts und Strecken können dank der neuen Engine erstmals animiert dargestellt werden. Viel Arbeit wurde in neue Strecken, Karts und Gegenstände gesteckt, und die vorhandenen wurden weiter verbessert. Die Spieler können nun Strecken abkürzen oder aus Alternativen auswählen. Außerdem wurden zahlreiche Übersetzungen hinzugefügt und erstmals bringt das Spiel auch asiatische Schriften mit.
Der Download des Quellcodes und von Binärpaketen für Linux, FreeBSD, Mac OS X, Windows und andere Systeme ist von der Webseite des Projekts möglich. Das Team stellt allerdings keine Distributions-spezifischen Pakete bereit. Zum Compilieren des Quellcodes werden Irrlicht, OpenAL, OpenGL, LibVorbis und LibOgg benötigt.
Quelle : http://www.pro-linux.de
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Brutal Chess Portable 1.8.5 has been released. Brutal Chess features full 3D graphics, an advanced particle engine, and several different levels of intelligent AI.
(http://portableapps.com/files/images/screenshots/BrutalChessPortable.png)
Brutal Chess is a 3d chess game with an AI to play against. It's features are relatively spartan, making for simple gameplay. It does make use of OpenGL, so it may run slow on slower PCs or those without OpenGL graphics support. You can disable reflections and shadows to speed up the game by hitting ESC and selecting graphics from the menu.
http://portableapps.com
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Das seit 2006 in Entwicklung befindliche, für Linux und Windows als Open Source verfügbare Rogue-ähnliche Spiel »LambdaRogue: The Book of Stars« ist in der Version 1.6 freigegeben worden.
(http://www.pro-linux.de/images/NB3/imgdb/o_lambdarogue-16.jpg)
Das Spielprinzip von »LambdaRogue: The Book of Stars (http://lambdarogue.net/)« gleicht dem bekannten Prinzip des Rogue-like: Fast die komplette Spielwelt, die Positionen von Gegnern und von Schätzen werden bei jedem Spielstart zufallsgeneriert. Dazu kommt »permadeath«, d.h. wenn der gespielte Charakter einmal tot ist, bleibt er tot und das Spiel muss erneut begonnen werden. Gekämpft wird, indem man in die Gegner hineinläuft. Im Gegensatz zu vielen anderen Rogue-likes zeichnet sich das Spiel durch gute Zugänglichkeit mit einer einfachen Oberfläche und vergleichsweise viel Storylastigkeit aus.
Mit »LambdaRogue: The Book of Stars« 1.6 erscheint über ein Jahr nach der letzten Hauptversion eine neue Aktualisierung, die sich nicht nur der Korrektur der Fehler widmet. So bietet das Spiel einen neues Kapitel und ein neues Gebiet mit neuen Gegnern. Das Inventarsystem wurde verbessert. So belegen beispielsweise bereits angelegte Gegenstände keinen Platz mehr im Inventar. Ferner wurde das Artwork überarbeitet und gestaltet sich nun ein wenig dunkler als zuvor.
»LambdaRogue: The Book of Stars« 1.6 steht ab sofort im Quellcode unter den Bedingungen der GNU General Public License (GNU GPL) zum Download bereit. Fertige Pakete für Linux und Windows können ebenfalls direkt von der Seite des Projektes heruntergeladen werden.
Quelle : www.pro-linux.de
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Detailed Changelog:
2011-01-20: Version 2.3.7
General
* Fix: Make construction, production and research independent of framerate and number of parallel tasks (b4e33f24a2)
* Fix: Changing droid settings now works, even if selecting more than 100 droids (9bab7867c8)
* Fix: Reset construction speed upgrades between games (9a28d849f9)
* Fix: Don't gain experience by shooting your own buildings/units (61adc3712a)
* Fix: Don't truncate usernames at the first unicode character (da4a6ea4cc)
* Fix: Correct delivery point placement for cyborg factories and repair facilities (b25bc87b3a)
Multiplayer
* Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (4c0b8a68af)
* Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (9cacfc52a4)
MP Balance (5b863da695)
* Mg damage to cyborgs up 10%, to tracks down 10%, and to bunkers down 5%
* Cannon damage to buildings and hardpoints up 10% and to bunkers up 25%
UI
* Change: Show a savegame's timestamp tooltip in the current locale (#2303, ec1bbcbbaf)
* Change: Show distances and speeds in terms of tiles (e192e8a758)
* Fix: Improve UI responsiveness under low framerates (89d8b599d5)
* Fix: Prevent some key presses from being ignored (942c2f1fe3)
* Fix: Don't show health bars over empty terrain, when set to always display energy bars (#912, 61a79c761a)
Translations
* Updated: Italian (#2367, #2408, 182f6ba3d2, 90658df7e1)
* Updated: Turkish (#2376, #2418, 5d93fb0728, 77f651b5ba, #2443, e36b4abac5)
* Updated: Brazilian (#2387, 8500268900)
* Updated: Polish (#1347, d46cf8f620)
* Updated: Spanish (#2442, 10626ae363)
* Updated: Russian (4accc26eca)
http://wz2100.net/
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Release Notes http://forums.wesnoth.org/viewtopic.php?f=5&t=32847
http://www.wesnoth.org/
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Das 3D-Echtzeit-Strategiespiel MegaGlest ist in Version 3.4.0 erschienen. Zu den Neuerungen zählen unter anderem Verbesserungen der Netzwerk- und Sound-Komponenten.
(http://www.pro-linux.de/images/NB3/imgdb/o_das-3d-echtzeit-strategiespiel-megaglest.jpg)
MegaGlest ist ein Echtzeitstrategiespiel, in welchem die verfeindeten Gruppen danach trachten, sich gegenseitig den Garaus zu machen. Das Spiel ist teilweise an Warcraft angelehnt und wurde Anfang 2010 von Glest abgespalten, dessen Entwicklung zum Stillstand gekommen ist. Der Spieler wählt in MegaGlest eines von sechs möglichen Teams, baut eine Siedlung auf, erforscht neue Techniken und entdeckt und erobert mit seinen Einheiten die zahlreichen Spielwelten. Das Spiel bietet Unterstützung für über Netzwerk (Internet oder LAN) verbundene oder computergesteuerte Spieler. Internetspiele können auf einem Masterserver publiziert werden. Das Spiel bietet eine deutsche und weitere Sprachversionen.
Die Version 3.4.0 von MegaGlest bietet zahlreiche Verbesserungen in der Netzwerkkomponente. So unterstützt das Spiel eine automatische Router-Konfiguration für Port-Forwarding, sofern das Gerät UPNP unterstützt. Ferner ermöglicht das neue Dateitransfersystem, fehlende Daten direkt vom Server zu beziehen. Darüber hinaus beinhaltet MegaGlest einen neuen IRC-Client in der Internet-Lobby.
Zu den weiteren Verbesserungen der Spielversion 3.4.0 gehören Korrekturen in der Soundkomponente. Unter Systemen, die Texturkompression unterstützen, wird diese nun auch eingesetzt. Neu ist ebenfalls eine verbesserte AI. Laut Aussagen des Teams sollen computergesteuerte Gegner nun schwerer zu eliminieren sein. Ferner bietet das Spiel erstmals auch eine offizielle Unterstützung für FreeBSD an.
MegaGlest steht unter der GPL und ist für Linux und Windows erhältlich. Um das Spiel herum hat sich eine inzwischen recht zahlreiche Gemeinschaft gebildet, welche Karten, neue Einheiten und Übersetzungen beisteuert. Version 3.4.0 steht ab sofort zum Download (http://megaglest.org/download.html) bereit.
Quelle : www.pro-linux.de
-
Detailed Changelog:
2011-01-20: Version 2.3.7
General
* Fix: Make construction, production and research independent of framerate and number of parallel tasks (b4e33f24a2)
* Fix: Changing droid settings now works, even if selecting more than 100 droids (9bab7867c8)
* Fix: Reset construction speed upgrades between games (9a28d849f9)
* Fix: Don't gain experience by shooting your own buildings/units (61adc3712a)
* Fix: Don't truncate usernames at the first unicode character (da4a6ea4cc)
* Fix: Correct delivery point placement for cyborg factories and repair facilities (b25bc87b3a)
Multiplayer
* Change: Retire the current AI top model template with heavy laser in favour of two new ones. First is armed with seraph missiles, the second with both seraph missiles and gauss cannon on a dragon body (4c0b8a68af)
* Fix: Prevent clients from getting confused when trying to leave the game setup screen by pressing the Escape key (9cacfc52a4)
MP Balance (5b863da695)
* Mg damage to cyborgs up 10%, to tracks down 10%, and to bunkers down 5%
* Cannon damage to buildings and hardpoints up 10% and to bunkers up 25%
UI
* Change: Show a savegame's timestamp tooltip in the current locale (#2303, ec1bbcbbaf)
* Change: Show distances and speeds in terms of tiles (e192e8a758)
* Fix: Improve UI responsiveness under low framerates (89d8b599d5)
* Fix: Prevent some key presses from being ignored (942c2f1fe3)
* Fix: Don't show health bars over empty terrain, when set to always display energy bars (#912, 61a79c761a)
Translations
* Updated: Italian (#2367, #2408, 182f6ba3d2, 90658df7e1)
* Updated: Turkish (#2376, #2418, 5d93fb0728, 77f651b5ba, #2443, e36b4abac5)
* Updated: Brazilian (#2387, 8500268900)
* Updated: Polish (#1347, d46cf8f620)
* Updated: Spanish (#2442, 10626ae363)
* Updated: Russian (4accc26eca)
http://portableapps.com
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Cube Portable 2005.08.29 has been released. Cube is a multiplayer and singleplayer first person shooter game. Cube is a landscape-style engine that pretends to be an indoor FPS engine using a combination of techniques.
(http://img233.imageshack.us/img233/8499/cubeportable.png)
Features
Allows in-engine editing of geometry in full 3D (you fly around the map, point / drag stuff to select it / modify it), which can even be done simultaneously with others in multiplayer (a first!). Has simplistic but effective fine grain vertex lighting that looks like lightmapping and can do dynamic lights & shadows. Doesn't need any kind of map precompilation, even lighting is done on the fly. Has very simplistic quad-tree world structure that can do slopes (heightfields with caps) and slants, water, does decent collision detection & physics, has client/server networking that goes a long way in giving a lag-free game experience, and features a Doom/Quake-style singleplayer (2 game modes, savegames) and multiplayer (12 game modes, master server / server browser, demo recording) game with some uncompromising brutal oldskool gameplay.
http://portableapps.com
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What's new: >>
* AI:
* Fixed bug #16406: Fixed broken AI of SoF 1, and improved upgrade procedure
for old-style AI config.
* Fixed bug #16585: made AI move in targeting phase even if for some of the
'best' units moves to targets are impossible
* Campaigns:
* Descent into Darkness:
* Made 'Alone at Last' easier.
* Legend of Wesmere:
* Added another keep in scenario 14.
* Editor:
* Added a standard click sound for brush bar buttons (bug #15635)
* Graphics
* Updated portraits for Drake Fighter and Burner
* Language and i18n:
* Updates fonts: DejaVu 2.32
* Updated translations: Chinese (Simplified), Chinese (Traditional), Czech,
Dutch, Estonian, French, Galician, German, Hungarian, Indonesian, Japanese,
Lithuanian, Polish, Russian, Serbian, Slovak, Vietnamese
* User interface:
* Fixed bug #16653: Avoid markup when calculating the text length for
ellipse text (Debian bug #547476).
* Fix bug #15960 "again", making "Cancel" a separate action and not just
a duplicate of "OK."
* Fix crash when doing teleport+attack to a fogged village
http://www.wesnoth.org/
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Die vierte Alphaversion des quelloffenen Echtzeitstrategiespiels 0 A.D. enthält jetzt einen KI-Gegner. Damit können sich ab sofort auch Einzelspieler in die Antike stürzen und kämpfen.
Die Entwickler von Wildfire Games haben die vierte Alphaversion des quelloffenen Echtzeitstrategiespiels 0 A.D. (http://wildfiregames.com/0ad/page.php?p=14425) veröffentlicht. Erstmals steht auch ein experimenteller KI-Gegner für den Einzelspielermodus zur Verfügung. Die KI kann bereits Rohstoffe sammeln, Gebäude errichten und Soldaten ausbilden, die auch Krieg führen können. Bisher war 0 A.D. nur im Multiplayermodus spielbar.
Die Entwicklung von 0 A.D. begann ursprünglich als Mod für Age of Empires II und spielte sich auch ähnlich. Angesiedelt ist die Handlung in der Antike zwischen den Jahren 500 vor bis 500 nach Christus. Für die aktuelle Veröffentlichung wurde auch die KI der vorhandenen Tiere, wie Löwen oder Elefanten, überarbeitet. Diese wehren sich nun und flüchten vor Gefahr.
Auch optisch hat sich einiges getan. So wurden das Rendering des sogenannten Fog-Of-War und die Geländetexturen überarbeitet. Auch die Treibererkennung wurde verbessert. Zu dem Artwork, welches unter der CC-BY-SA-Lizenz veröffentlicht wird, kamen neue Elemente hinzu. Darunter mehrere verschiedene Schiffe, neue Waffen, aber auch Brücken. Neue Soundeffekte wurden ebenfalls in das Spiel aufgenommen.
Das Spiel 0 A.D. ist aber noch lange nicht fertiggestellt. Es fehlen unter anderem Gameplay-Elemente wie Forschung oder das Befördern von Einheiten. Neben einer Single-Player-Kampagne fehlt ebenso ein Service zur Gegnersuche für den Multiplayermodus. Der Mehrspielerkampf ist nur durch das direkte Verbinden über die IP-Adressen möglich.
0 A.D. Alpha 4 Daedalus steht als Download (http://trac.wildfiregames.com/wiki/LatestRelease) für Linux, Windows und Mac OS X zur Verfügung. Binärpakete für Linux bieten ausgewählte Distributionen in ihren Repositories an. Das Entwicklerteam ist übrigens über jede Hilfe dankbar.
Quelle : www.golem.de
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"Alien Arena" ist ein kostenloser Ego-Shooter, den Sie allein gegen den Computer oder mit Freunden im Netzwerk spielen können. Auf 42 Maps und mit acht Schießprügeln dürfen Sie sich in sieben Spielmodi - Deathmatch, Team Deathmatch, Capture The Flag, All Out Assault, Deathball, Cattle Prod und Duel - austoben.
(http://download.winboard.org/uploads/Image/AlienArena.jpg)
Das Spiel erinnert stark an "Quake 3", bietet aber eine verbesserte Engine und liefert von Haus aus Bots mit. Als Spieler können Sie zwischen elf unterschiedlichen Charakteren wählen, die alle in einem Science-Fiction-Retro-Look gehalten sind.
Some of the new features in this release:
* Extensive rewrite of bsp surface rendering for a massive performance increase.
* Complete rewrite of vertex buffer object code.
* Complete rewrite of post process effects.
* Improvements to shadow mapping for dynamic shadows.
* Variety of graphical updates and bugfixes.
* Three new/revamped levels.
* Added downloading of iqm meshes.
For a complete changelog look HERE (http://icculus.org/alienarena/changelogs/7.51.txt)
http://red.planetarena.org/
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After a long travel through various betas and RCs we finally arrived: Today we released OpenTTD 1.1.0, the new stable version!
Though there was a bit of stumbling involved in the stabilisation process around RC1 and RC2, there was only need for one single fix after RC3. So, enjoy stableness! Alternatively you could enjoy lavishing us with bug reports for 1.1.0 and force a soon 1.1.1 :p
Also note, that this release is again available for Mac OSX, and also the Windows 9x build succeeded. You can find the download and the complete changelog since 1.0.5 behind the links on the top-left of this page.
Have fun with OpenTTD 1.1.0, or only do serious stuff today!
http://www.openttd.org/en/
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Warsow is a fast-paced, multi-player, first-person-shooter game. It features fast-paced game play what focuses on trick jumps and art of move, as well as a complete power-up system including weak and strong fire mode for each weapon.
(http://www.portablefreeware.com/screenshots/scrtfMdp1.gif)
License: Freeware
What's new: >>
Engine/game:
Added identity and context info for mumble 1.2.
Added precaching of playlists (up to 15 files).
Cache resolved addresses for master servers so clicking ‘join game’ doesn’t cause UI or background music to stutter.
OpenAL sound module automatically converts stereo sounds to mono so they can be properly spatialized.
Updated armor skins.
Bugfixes:
Made the fog texture nopicmip.
Changed the default value for s_musicvolume to match default.cfg.
Fixed crash in instagib, which was usually triggered by instajumps.
Shootable doors and buttons worked only once.
Fixed off-by-one error in glDrawRangeElements ‘end’ parameter.
Map fixes: wdm5 teleport placements and layout fixes.
Map fixes: GA spawned only in duel in wdm6.
http://www.warsow.net/
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Open-Source-Clone der bekannten Wirtschafts-Simulation "Transport Tycoon" mit erweiterten Funktionen, etwa mit bis zu 64-mal größeren Karten und einem Multiplayer-Modus für bis zu 255 Spieler über LAN oder Internet.
(http://www.heise.de/software/screenshots/36235.jpg)
Lizenz: Open Source
Hello,
as of today we present the brand new OpenTTD 1.1.2 which got two important bug fixes with respect to its preceeding release candidate which fix potential crashes in cases with unknown or missing languages when using NewGRFs referencing these languages and with some broken savegames.
http://openttd.org/
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Rundenbasiertes Echtzeit-Stategiespiel mit dem Ziel, eine eigene Roboter-Armee zu bauen und den Gegner zu bekämpfen; bietet Einzel- oder Mehrspielerschlachten sowie realistische Physikeffekte und deformierbare Karten; im "Planet-Wars"-Modus können Online-Kampagnen gespielt werden.
(http://www.heise.de/software/screenshots/84890.jpg)
Lizenz: Open Source
http://zero-k.info/
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"Alien Arena" ist ein kostenloser Ego-Shooter, den Sie allein gegen den Computer oder mit Freunden im Netzwerk spielen können. Auf 42 Maps und mit acht Schießprügeln dürfen Sie sich in sieben Spielmodi - Deathmatch, Team Deathmatch, Capture The Flag, All Out Assault, Deathball, Cattle Prod und Duel - austoben.
(http://download.winboard.org/uploads/Image/AlienArena.jpg)
Das Spiel erinnert stark an "Quake 3", bietet aber eine verbesserte Engine und liefert von Haus aus Bots mit. Als Spieler können Sie zwischen elf unterschiedlichen Charakteren wählen, die alle in einem Science-Fiction-Retro-Look gehalten sind.
What's new: >>
1. Variety of new models and textures.
2. Four new levels(Dm-Goregrinder, Dm-Zorn2k11, Ctf-Violator, Dm-Impact).
3. Vegetation shadow mapping.
4. Account system for stats.
5. Improved stats algorithms.
6. Various improved rendering effects.
7. Decoupled renderer from client frame code.
8. Variety of bug fixes and code cleanup.
9. Changes to bot code, particularly in combat and movement.
10. Improvements to anti-camp.
11. Iqm version 2 support added.
12. Some weapon damages made more consistent.
13. Alien Force now has rapid fire on certain weapons.
14. MOTD now has option for display time.
15. Mouse input code cleanup.
16. Insta-Rocket game mode.
17. LOD cutoff distance now scales based on FOV and screen res.
http://red.planetarena.org/
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Changelog:
General
Change: Show damage on all buildings (#2634, commit: eabe72073c5e594f7849cd53460b25ae95b3371e)
Change: Use Ctrl-V instead of Tab to paste in edit boxes (#2830, d2f4b5a162)
Change: Mouse wheel scrolling in research and build menus (#2110, 6a41d3f59f)
Fix: Make units follow their orders better (#2391, 2c31de5247)
Fix: Make sure files in sequences.wz override included ones, so localized videos are always used (#2728, 4830009833)
Fix: Maps can never override game data (#2825, 1838d20c1d)
Fix: Make mod savegames work properly (#2735, #2825, 5886695119)
Fix: Prevent VTOLs from getting stuck on buildings (#2534, d1c93494de, 419ae40633)
UI
Fix: Properly update player colours in the map preview (c52d627b85)
Multiplayer
Change: Some AI improvements from master (2e13cb5420, 07542186d4)
Translations
Update: Dutch (#2723, 4545d492f2)
Update: Turkish (#2727, #2794, #2831, #2840, 09ac275217, bbda88a5ff, a406df2af1, fcec0a3062)
Update: German (#2729, 205120cc0e)
Update: Hungarian (#2738, #2747, #2754, #2782, #2865, 03c83546af, 994e8f9022, 7bb82c66d5, 7189dcf2a4, 67686dd337)
Update: Spanish (#2788, d721bb662c)
Update: Brazilian (#2786, 29e8872533)
Update: Simplified Chinese (#2858, #2869, 989e65c43e, 64067a5b66, 81da3ed307)
Update: Danish (4e6dfcf01d)
http://wz2100.net/
Die portable Version gibts hier : http://portableapps.com
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Open-Source-Clone der bekannten Wirtschafts-Simulation "Transport Tycoon" mit erweiterten Funktionen, etwa mit bis zu 64-mal größeren Karten und einem Multiplayer-Modus für bis zu 255 Spieler über LAN oder Internet.
(http://www.heise.de/software/screenshots/36235.jpg)
Lizenz: Open Source
Sinterklaas might have decided to go for a less reckless speed, thus visited some places early and also dropped a parcel with OpenTTD 1.1.4. While it may not be exactly on time, the bright side is that you'll have it one day early ;-).
Compared to the RC this new release brings you again less crashes, fixes a nasty memory bug and improves handling of ships near locks. As usual you can get the release from our website, bugs, as usual, go to our bug tracker.
http://openttd.org/
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Java-Version des bekannten Strategiespiels Risiko mit Einzelspieler- und Netzwerkspieler-Modi.
(http://www.heise.de/software/screenshots/34646.jpg)
Lizenz: Open Source
12.12.2011 - New verion of Domination is out! 1.1.0.2, new and simple way of choosing maps has been added, as well as many windows 7 bugs fixed.
http://domination.sourceforge.net/
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What's new: >>
Big performance gains on high settings.
Two new levels(ctf/tca).
Entity definition files.
DM lights server option.
Various improved effects.
CTF scoring changes.
Bot AI signifigantly improved.
Optimizations, bugfixes and more!
http://red.planetarena.org/
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Open-Source-Clone der bekannten Wirtschafts-Simulation "Transport Tycoon" mit erweiterten Funktionen, etwa mit bis zu 64-mal größeren Karten und einem Multiplayer-Modus für bis zu 255 Spieler über LAN oder Internet.
(http://www.heise.de/software/screenshots/36235.jpg)
Lizenz: Open Source
As the last bug fix release for the 1.1 series we present you OpenTTD 1.1.5.
It brings a few fixes which affect multiplayer (c.f. CVE-2012-0049 (http://security.openttd.org/CVE-2012-0049)). Thus we recommend all server owners to update.
http://openttd.org/
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Java-Version des bekannten Strategiespiels Risiko mit Einzelspieler- und Netzwerkspieler-Modi.
(http://www.heise.de/software/screenshots/34646.jpg)
Lizenz: Open Source
1.1.0.6
fixed xml not working sometimes when there are unicode chars
fixed, show loading screens when loading data in MapStore
fixed on windows 7, preview map image does not download correctly
1.1.0.5 (04.01.2012)
got rid of Abba dependence, now just uses SwingME
fix for maps that link to existing cards files, such as france.map
fix for MapStore showing local maps with spaces in names
1.1.0.4 (30.12.2011)
fallback to png if can not save jpeg for OpenJDK Linux users
map editor, can load maps with empty missions and spaces in the names
MapStore will show scaled down full image when preview image is missing
Black player on stats panel has a white background
got rid of dependence on AbbaRepository, replaces it with net.yura.cache.Cache
1.1.0.3 (21.12.2011)
when there is a new version out, clicking ok takes you to the website
NewGameFrame will show preview of map even if preview file is missing (shows red dot)
support for java 1.4 again, got rid of the dependence on ToolsME.jar
in network play if a user is missing a map, it will try to download it from the server
special FX on game end :-)
http://domination.sourceforge.net/
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As the last bug fix release for the 1.1 series we present you OpenTTD 1.1.5.
It brings a few fixes which affect multiplayer (c.f. CVE-2012-0049 (http://security.openttd.org/CVE-2012-0049)). Thus we recommend all server owners to update.
http://portableapps.com
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Release Notes: http://www.wesnoth.org/start/1.10/
http://www.wesnoth.org/
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Release Notes : http://freeciv.wikia.com/wiki/NEWS-2.3.1
http://portableapps.com
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Nach sechsmontiger Arbeit haben die Entwickler des Xonotic-Projekts ihren freien First-Person-Shooter (FPS) in der Version 0.6 veröffentlicht. Xonotic wurde vor zwei Jahren als Nexuiz-Fork gegründet und basiert auf der Darkplaces-Engine.
(http://www.pro-linux.de/images/NB3/imgdb/o_xonotic-06-mit-sandbox-zum-einfachen-testen-eigener-ideen.jpg)
In Xonotic 0.6 (http://www.xonotic.org/2012/03/xonotic-0-6-is-now-available/) führen die Entwickler die mit clientseitigem QuakeC (CSQC) vernetzten Spieler ein. Hierbei werden die Spielerentitäten auf dem Client und nicht auf dem Server kontrolliert. Indem die Animation der Models auf dem Client durchgeführt wird, lassen sich Geschwindigkeitssteigerungen ohne visuelle Verluste erreichen. Zukünftig soll diese Technologie auch Ragdolls, zusätzliche Animationseffekte und clientseitige Waffen ohne Latenzzeiten ermöglichen. Mithilfe der Xonotic Spieler-Statistik XonStats können Spieler optional Daten wie Eroberungen, Niederlagen und Treffergenauigkeit auf einen Server übertragen. Neben eigenen Statistiken können dort auch die anderer Spieler abgerufen werden.
Dank sRGB-Lightmap-Rendering werden Umgebungen realistischer dargestellt. Mit Lightspeed, Solarium, Drain und Darkzone gibt es vier neue Karten. Im Bereich der Waffen wurden das drei Jahre alte Modell Minstanex und der Laser überarbeitet. Das Xonotic-Menü wurde vereinfacht und mehrere Übersetzungen aktualisiert. Der neue Spielmodus Sandbox erlaubt es Spielern, die vorhandenen Spielermodelle um eigene Ideen zu bereichern und diese auszuprobieren, ohne den Xonotic-Code verändern zu müssen. Sandbox steht momentan am Beginn der Entwicklung und ist laut den Entwicklern im Funktionsumfang noch recht begrenzt, was sich aber mit zukünftigen Xonotic-Versionen bessern soll.
Xonotic steht unter der GPL und läuft unter Linux, Mac OS X und Windows. Die aktuelle Version des Ego-Shooters kann als 964 MB großes Zip-Archiv von der Webseite des Projekts oder via Bittorrent heruntergeladen (http://www.xonotic.org/download/) werden.
Quelle : www.pro-linux.de
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(http://www.heise.de/software/screenshots/46934.jpg)
Spring war ursprünglich als Demo-Betrachter für das 1997 erschienene Echtzeitstrategiespiel Total Annihilation geplant. Es dauerte jedoch nicht lange, da war die Fangemeinde des Open-Source-Projekts so groß, dass man beschloss, eine komplette Engine für Echtzeitstrategiespiele zu entwickeln, welche die Karten- und Einheitenformate des Originalspiels unterstützen sollte. Heute ist dieser Vorgang beinahe abgeschlossen und Spring bietet viele Features, die auch in kommerziellen Projekten zu finden sind. Unter anderem stellt man verformbares Terrain inklusive (brennbarer) Bäume, eine eigene Physik-Engine und eine frei verstellbare 3D-Kamera zur Verfügung. Soweit der heimische Rechner das verkraftet, sind Auseinandersetzungen mit bis zu 5.000 Einheiten zwischen mehreren Spielern oder gegen den Computer möglich. Neben den vielen Mods, die teilweise an Total Annihilation, Star Wars oder auch selbst zusammengestellten Szenarien und Universen orientiert sind, wird der Programmcode ständig erneuert und der Funktionsumfang erweitert.
Lizenz: Open Source
Major changes:
bugfixes
even more bugfixes
improvements
Spring.TestMoveOrder & Spring.Log
http://springrts.com/
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Changelog:
Version 1.10.2:
* Campaigns:
* Legend of Wesmere:
* Fix bug #19577: some terrain was not snow covered
* Liberty:
* Fixed unknown unit type errors in 04_Unlawful_Orders
* Tutorial:
* Fixed bug #19367: Make a message gender specific
* Under the Burning Suns:
* Fixed bug #19519: UtBS doubled Black Hand dialog
* Fixed appearance of flood on wooden boards
* Language and i18n:
* Fixed two untranslatable strings in the "new" MP lobby
* Fixed an untranslatable string in the Multiplayer Commands help topic
* Updated translations: British English, Chinese (Simplified), Estonian,
Finnish, French, Galician, German, Hungarian, Italian, Korean, Latin,
Old English, Polish, Portuguese (Brazil), Russian, Serbian, Slovak,
Spanish
* Multiplayer:
* Ignore Pango markup in map descriptions (bug #19210)
* Changes to the time of day schedules of Fallenstar Lake and Silverhead
Crossing
* User interface:
* Fixed provided saved game filenames being ignored when requesting to
save a MP game due to a network or OOS error (bug #19562)
* Whiteboard:
* Fixed bug #19581: Leader can still move after a planned recall
* Shortened all context menu items
* WML engine:
* Fixed bug #19498: [modify_unit] duplicating units if x,y changed
* Miscellaneous and bug fixes:
* Made the Wolf raise its head if and only if it is submerged
* Fixed bug #19505: broken stone bridge transitions
* Backported: The Pandora scaling speedup patches
http://www.wesnoth.org/
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OpenTTD, eine freie Implementierung des Wirtschaftssimulation »Transport Tycoon Deluxe«, ist in der Version 1.2 erschienen und bringt viele Neuerungen und Fehlerbehebungen.
(http://www.pro-linux.de/images/NB3/imgdb/n_openttd.jpg)
Verglichen mit dem Original »Transport Tycoon Deluxe« enthält OpenTTD viele Verbesserungen. Dazu zählen beispielsweise deutlich größere Karten, die Unterstützung von bis zu 255 Mitspielern in 15 verschiedenen Firmen, IPv4- und IPv6-Unterstützung, Downloadmöglichkeiten von Künstlicher Intelligenz, New Graphics Resource Files (NewGRFs), Szenarien und Höhenkarten während des Spiels, vielfältigere Gelände und Gebäude sowie Schmiergeldzahlungen an Behördenmitglieder. OpenTTD steht unter der GPLv2 und wurde in über 50 Sprachen lokalisiert.
In OpenTTD 1.2 sind viele Vorgänge benutzerfreundlicher geworden. So unterliegen beispielsweise Anschub-Kredite der gleichen Inflation wie andere Kredite, Hafenanlagen und Landebahnen auf Flughäfen können die Firmenfarbe annehmen und es gibt einen Generator für Flüsse. Scannen Spieler NewGRFs, wird nun ein Fortschrittsbalken angezeigt. NewGRFs unterstützen Alterungsprozesse für einzelne Transportfahrzeuge, Wagons und darin verbaute Teile. Für Wasserfahrzeuge werden die auf Meeren und Flüssen möglichen Geschwindigkeiten angezeigt und in Städten dürfen Brücken über Flüsse und Kanäle gebaut werden. Flughäfen, Lager, Kurven und Straßenenden sind nun an Steilhängen erlaubt.
Spieler erhalten in sämtlichen Schnittstellen mehr Informationen. So sehen sie in OpenTTD, wenn eine Stadt wächst und was dafür erforderlich ist oder wie viele Fahrzeuge zu einer Firma gehören. Die Entwickler führten in OpenTTD 1.2 die NewGRF-Version 8 und die Container-Version 2 ein. Weiterhin gibt es in der freien Wirtschaftssimulation jetzt die Zoomstufen 2x und 4x, Unterhaltskosten für die Infrastruktur und Reichweiten für Flugzeuge. Transparenz-Optionen, die auf einen Industriezweig angewendet werden, wirken sich nun auch auf alle Fahrzeuge aus, die zu diesem Industriezweig gehören. Insgesamt integrierten die Entwickler in OpenTTD 1.2 114 Neuerungen und behoben 139 Fehler.
OpenTTD kann unter Linux BSD, Solaris und Windows gespielt werden. Spieler, die menschliche Gegner bevorzugen, können sich an öffentlichen Servern anmelden. OpenTTD 1.2 ist als Quelltext oder Binärpaket (http://www.openttd.org/en/download-stable) erhältlich.
Quelle : www.pro-linux.de
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Nun auch als portable Version verfügbar -> http://portableapps.com/
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(http://www.portablefreeware.com/screenshots/scr3WdyLP.gif)
Project Invincible is an open source and cross-platform chess game. It has 3D graphics and very good AI.
License: GPL
https://code.google.com/p/project-invincible/
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Version 1.10.3:
* Campaigns:
* Heir to the Throne:
* Fixed bug #19531: scroll to reinforcement units in Blackwater Port
* Fixed bug #19517: The injured sergeant in HttT: Cliffs of Thoria will now
always become visible when he is discovered.
* Under the Burning Suns:
* Made it so that all units are rehydrated quietly upon victory in scenario
two
* Under the Burning Suns:
* Fix bug #19630: unit lost when Nym returns
* Dust Devil no longer comments on cuttlefish
* Wolf Riders now utter fleeing message on easy in scenario 3
* Editor:
* Improved performance of the Editor Settings ToD lighting controls
* Language and i18n:
* Fixed untranslatable Cancel button label in the add-ons server network
status dialog (bug #19659)
* Updated translations: Chinese (Simplified), Finnish, French, Galician,
Irish, Italian, Korean, Latin, Old English, Portuguese (Brazil), Russian
* Multiplayer:
* A New Land:
* Made it so that the "Elvish Shaman" option in the elvish unit selection
menu gets translated. Fixes bug #19677.
* User interface:
* Stop showing a unit's potential moves before moving in a move & attack,
rather than after (more consistent with regular movement)
* Whiteboard:
* Fixed bug #19613: Multiple attacks after planning attacks in whiteboard
* Fixed bug #19619: In local games, units keep ghosted appearance during
opponent's turn
* Fixed bug #19618: Problems with ending turn with impossible moves
* Fixed bug #19615: Can see part of opponents' planned moves in local
multiplayer game
* WML engine:
* Fix $owner_side in capture events fired due to unit movement
* Miscellaneous and bug fixes:
* Fixed: A preprocessor bug looking beyond the end of a buffer.
* Fixed: Binding a temporary in the network code, possibly causing
crashing.
* Fixed bug #19469: Missing scenario hash results in Remote scenario always
added to game description
* Fixed bug #19322: controller=null hides a side in the status table
* Fixed bug #19681: cache is never valid tweaked the number to string
conversion of config_attribute
* Fixed bug #16544: Fail to read `empty' cache files.
* Added shroud_data to the inspection window (FR #19623).
* Fixed: Wrong current side number after side turns (bug #19735)
It also affected the lua field wesnoth.current.side
http://www.wesnoth.org/
auch portable -> http://portableapps.com/
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"Alien Arena" ist ein kostenloser Ego-Shooter, den Sie allein gegen den Computer oder mit Freunden im Netzwerk spielen können. Auf 42 Maps und mit acht Schießprügeln dürfen Sie sich in sieben Spielmodi - Deathmatch, Team Deathmatch, Capture The Flag, All Out Assault, Deathball, Cattle Prod und Duel - austoben.
(http://download.winboard.org/uploads/Image/AlienArena.jpg)
Das Spiel erinnert stark an "Quake 3", bietet aber eine verbesserte Engine und liefert von Haus aus Bots mit. Als Spieler können Sie zwischen elf unterschiedlichen Charakteren wählen, die alle in einem Science-Fiction-Retro-Look gehalten sind.
What's new: >>
Many new rendering features.
Twelve new/rebuilt levels.
Two new player characters, the Overlord and Warrior.
Brand new 'super' weapon, the Minderaser.
Improved antilag code.
Simple items rendering option.
Improved and expanded movement.
Improved Bot AI, particuarly with CTF.
New music, and music 'shifts' in game situations.
Variety of bug fixes and code cleansing.
http://red.planetarena.org/
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Die Entwickler des Blender-Spiels Sintel haben die erste Alphaversion veröffentlicht. Sintel war das letzte Open-Movie-Projekt der Blender-Foundation. Mehrere Freiwillige haben beschlossen, parallel zum Film auch ein Spiel zu entwickeln.
(http://www.pro-linux.de/images/NB3/imgdb/n_szene-im-spiel-sintel.jpg)
Sintel-the-game-Team
Szene im Spiel Sintel
In der Vorabversion des Spiels Sintel sind drei kleine Level enthalten, die einen Vorgeschmack auf das fertige Programm bieten. Der Quellcode steht bislang unter der Creative Commons Attribution 3.0 Unported (CC BY 3.0), später soll Sintel aber unter der GPL veröffentlicht werden.
Das hauptsächlich aus us-amerikanischen und britischen Entwicklern bestehende Team wird von mehreren Helfern rund um den Globus unterstützt. Neben Blender verwenden sie auch die Skriptsprache Python und das Grafikprogramm Gimp. Sintel ist nicht das erste Spiel, das von einem Open Movie inspiriert wird. 2008 erschien das Apricot-Projekt YoFrankie, ein Spiel mit dem fiesen Gleithörnchen aus »Big Buck Bunny«.
Bislang stehen nur für MS Windows ausführbare Binärdateien bereit. Die Nutzer von Linux und Mac OS X müssen selbst zum Kompiler greifen, um die Quelltexte zu übersetzen. Die Entwickler weisen darauf hin, dass ein leistungsstarker, GLSL-fähiger Computer nötig ist, um Sintel flüssig zu spielen. Quellcode und Windows-Binärdateien sind in Form eines ca. 700 MB großen ZIP-Archivs auf mehreren Spiegelservern verfügbar.
Quelle: www.pro-linux.de
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Die Warsow-Entwickler haben ihren bunten, comic-ähnlichen Ego-Shooter in der Version 1.0 veröffentlicht. Das Spiel wird seit 2005 entwickelt und steht unter der GPL.
(http://www.pro-linux.de/images/NB3/imgdb/n_warsow-10.jpg)
In Warsow 1.0 (http://www.warsow.net/forum/thread/14845/1) können Spieler die Kamera so einstellen, dass sie einer Figur folgt. Es werden Ogg-Theora-Videos und PNG-Grafiken unterstützt. Warsow 1.0 setzt auf das Inter-Quake Model (IQM), das auch mehrere andere Ego-Shooter verwenden. Die Script-Engine AngelScript wurde auf Version 2.23.1 aktualisiert. AngelScript erlaubt es Spielern, eigene Spieltypen zu erstellen. Der Warsow-Server prüft jetzt täglich, ob es Updates gibt, die automatisch installiert werden können.
Den Entwicklern ist es gelungen, Warsow 1.0 schneller zu machen. Sie passten dafür die Vertexpuffer-Objekte (VBOs) an, optimierten Bildladevorgänge und führten ein Caching für Model- und Audiodaten ein. Models werden mehr als 300 Prozent schneller gerendert, weil die Entwickler auf GPU-freundliche Skinning-Algorithmen mit dualen Quaternionen zurückgreifen.
Die neuen Maps wdm11, wdm16, wdm17, wbomb6 sowie ein neuer Song von Sean Hollar (Jihnsius) sorgen für Abwechslung. Viele bereits in früheren Warsow-Versionen vorhandene Maps wurden optimiert und retexturiert (wdm6, wda1, wda2, wamphi1), die Maps wdm8, wdm11(old), wdm20, wamphi2 und wca3 haben die Entwickler aus dem Spiel entfernt. Mit Warsow 1.0 führen die Entwickler auch Webprofile ein, in denen unter anderem Statistiken, Freundeslisten und Demo-Downloads enthalten sein können.
Warsow 1.0 kann unter Linux, Mac OS X und Windows gespielt werden. Auf der Downloadseite (http://www.warsow.net/download) werden neben den Quelltexten auch Binärdateien für Ubuntu 12.04, von der Gemeinschaft entwickelte Maps und das Warsow-SDK bereitgestellt.
Quelle: www.pro-linux.de
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Version 1.10.4:
* Campaigns:
* A Tale of Two Brothers:
* Fix bug #19949: Turns left counter initially incorrect when objectives
change and turn limit is extended
* Son of the Black Eye:
* Fixed bug #19686: fixed two variable checks that prevented some strings
from being displayed in Back Home
* Sceptre of Fire:
* Keep recall list at end of scenario 7
* Under the Burning Suns:
* Taking the ring of speed is now optional
* Language and i18n:
* Updated translations: British English, Chinese (Simplified). Chinese
(Traditional), French, Galician, German, Greek, Hungarian, Japanese, Latin,
Lithuanian, Old English, Russian, Serbian, Slovak, Spanish, Ukrainian
* Terrain:
* Improve appearance inside natural cave wall terrain areas (Xu)
* Improve appearance of sand near dirt with transitions
* User interface:
* Trying to initiate movement (or an attack) before previous movement is
finished no longer unselects the current unit (bug #19734). (The new
movement command is still deliberately ignored.)
* Fixed bug #19783: Disable commands while WML menu items are executing.
* Fixed bug #19533: Both damage tooltips now take into account local factors.
* WML engine:
* Fixed CALL_FUNCTION macro (bug #19805)
* Miscellaneous and bug fixes:
* Fix bug #19753, missing hex transition
* Fixed: Allow strict compilation with CMake using the upcoming gcc-4.8.
* Fixed bug #19795: OOS when [message][option] is used in a (single-player)
start event when side 1's controller is null.
http://www.wesnoth.org/
auch portable -> http://portableapps.com/
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TORCS, eine der besten freien Rennwagen-Simulationen, ist in Version 1.3.4 mit vielen neuen Funktionen erschienen.
TORCS (The Open Racing Car Simulator) ist ein Spiel, das Rennwagen und Autorennen simuliert, und darüber hinaus nach Projektangaben auch eine Forschungsplattform. Es wird seit über zwölf Jahren entwickelt. Als die Entwicklung 2006 ins Stocken kam und nach der Version 1.3.1 im Dezember 2008 nichts mehr passierte, gründeten einige Entwickler das Projekt Speed Dreams als Abspaltung von TORCS. Erst seit Anfang 2012 ist TORCS wieder lebendig und hat jetzt die dritte Version in diesem Jahr, Version 1.3.4, freigegeben.
Der ganze Artikel (http://www.pro-linux.de/news/1/19019/autorennen-simulation-torcs-134-freigegeben.html)
Quelle: www.pro-linux.de
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Changes from 1.01 to 1.02
Engine:
- Bugfix: crashes on maps with fog volumes.
UI:
- Bugfix: invert mouse option wasn't at times properly reset.
Gameplay:
- Bugfix: damaging corpses doesn't affect player's damage stats anymore.
Changes from 1.0 to 1.01
UI:
- Bugfix: Server browser didn't query for servers after connecting a server.
- Bugfix: Demoplayer slider didn't work if demo was opened with double click.
- Bugfix: Removed selection of weak and strong crosshair.
- Bugfix: Switching between Match browser and Local game broke 'Instagib' and 'TV' tabs.
- Added option for inverting mouse movement to the UI.
- Server browser now queries for LAN servers.
- Removed screen color depth option.
Engine:
- Bugfix: T_TransformVectorToScreen didn't adjust fov to widescreen - fixes player name locations at top of player models.
- Bugfix: Fixed GLSL compilation errors in dynamic light shader for NVidia/Nouveau.
- Bugfix: Properly reload volatile shaders when needed (fixing shader problems in maps after map loading).
- Renderer now renders up to 4 shadowmaps in 1 pass instead of 1 per pass.
- Removed r_colorbits cvar (+ UI: Removed screen color depth option).
- Added TAB-completion for "alias", "aliasa" and "unalias" console commands.
- Compiled binaries with SSE2 compliant compile flags to restore compability with older CPU's ("Received signal 4" error).
Stats/matchmaker:
- Bugfix: Fixed crash on login if username contained %n.
- Bugfix: Changing userinfo broke "whois" cmd and stats collection.
- Bugfix: Stats sometimes got lost, especially in duel/da due match UUID generating.
Gameplay:
- Bugfix: After running out of ammo, player could change back to empty weapon and firing weapon with empty weapon, which would fire previous weapon with ammo, causing firing have no sound aka "EB ammo bug".
- Bugfix: TDO points didn't work in some maps.
- Bugfix: vid_restart reset cg_clienthud variable to cg_spechud.
- Bugfix: Turret firing-flash shader was missing.
- Bugfix: Automatic respawn didn't work after completing a race.
- Bugfix: Damaging dead things and world objects no longer increases damage stats.
- Bumped Lasergun damage from 6.5 to 6.75 (130 > 135dps).
- Bumped Riotgun damage from 90 to 95 per blast.
- Bumped CA ammo counts: +20 rl +5 rg +5 eb.
- Bumped Bomb ammo counts: +5 eb gl +40 lg +20 pg.
- Electrobolt now always gibs.
Maps:
- New feature: maps can now include custom entities written with AngelScript.
Platform specific fixes:
Windows:
- Bugfix: Removed portable profile option from windows installer. Fixes permission problems after installation with Vista/Windows 7.
Mac:
- Bugfix: Toggling r_swapinterval didn't affect vsync.
- Bugfix: Fixed crash on startup with Mountain Lion.
Linux:
- Bugfix: Fixed segmentation fault when changing fs_game (Linux).
SDK:
- Packaged API documentation for AS was out of date.
http://www.warsow.net/
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Changelog : http://http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.5/changelog (http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.5/changelog)
http://www.wesnoth.org/
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(http://www.portablefreeware.com/screenshots/scr3WdyLP.gif)
Project Invincible is an open source and cross-platform chess game. It has 3D graphics and very good AI.
License: GPL
New in this version:
From now on, the only supported processor architectures are IA-32 and x86-64.
Huge AI performance improvements:
removed mobility evaluation
removed capture extension
dramatically reduced memory allocations
dramatically reduced memory copying
dramatically reduced object initializations
moved some work from a function that the move generator calls all the time into the move generator itself
multithreading
a new technique which I call Aggressive Futility Pruning (AFP)
Added XBoard support.
Implemented animations.
Implemented reflections. In order to not distract, reflections are rather subtle by default, but they can be made more visible in settings.
Added mouse controls.
Implemented Iterative Deepening which causes the AI to repeat the search with ever-increasing depths until the time is up.
Implemented Static Exchange Evaluation (SEE) which makes the AI much stronger. As weak players probably don't want SEE, it can be disabled in settings.
Implemented Tapered Eval which makes the AI stronger during the endgame.
Changed colors: now the background is black, text is white and the link hover effect is transcludent white.
Moved AI settings into a separate tab.
Settings are now saved.
The AI no longer blocks the user interface.
Controls are now disabled when a dialog is shown.
Upgraded the included Liberation Sans font to version 2.00.0.
Enabled font smoothing because Liberation Sans 2.00.0 looks bad without it.
You can no longer move the camera below the chessboard.
Now the AI considers material more important than before.
Fixed: the move generator didn't generate promotions (the most visible symptom was that the AI was unable to promote its pawns)
Fixed: the move generator sometimes generated moves where a pawn moved diagonally out of the board.
Fixed: in the endgame, the AI considered passed pawns way too valuable (for example, it was ready to sacrifice a queen to gain one).
Fixed a bug that reduced AI performance.
Windows: the stdout.txt and stderr.txt files are no longer created.
Windows: updated the SDL library to version 1.2.15.
Unix: improved installing (most importantly, icon cache is now updated on install).
Refactored move generator source code.
Rewrote most of internal text rendering code.
Minor changes.
https://code.google.com/p/project-invincible/
-
New in this version:
New reflection implementation. The old implementation required an optional OpenGL feature called stencil buffer that, to my surprise, is not implemented in many graphics drivers.
Fixed: sometimes a piece was selected when you opened a dialog.
https://code.google.com/p/project-invincible/
-
New in this version:
Improved performance by enabling more compiler optimizations.
Fixed: the focused square was often off by one.
Windows: upgraded the compiler to MSVC 2012. The main advantage is that I can use some C++11 features which improve my productivity.
https://code.google.com/p/project-invincible/
-
(http://www.heise.de/imgs/18/9/6/6/1/4/8/79ac85a99e84b6f7.jpeg)
Über zwei Jahre nach der letzten Version haben die Entwickler des Open-Source-Multiplayer-Shooters "Cube 2: Sauerbraten" ein neues Major Release veröffentlicht. Die neueste Ausgabe trägt den Codenamen "Collect Edition" und enthält 45 neue Maps und die drei neue Spielmodi "collect", "insta collect" und "efficiency collect".
Der ganze Artikel (http://www.heise.de/open/meldung/Neue-Version-des-Open-Source-Shooters-Cube-2-Sauerbraten-1778199.html)
Quelle : www.heise.de
-
Nun auch als portable Version verfügbar -> http://portableapps.com/
-
Infos zu dieser Version : http://wz2100.net/news/10488
http://wz2100.net/
Auch portable verfügbar -> http://portableapps.com/
-
New in this version:
Fixed a random crash when making a move.
Fixed: the evaluation function didn't take passed pawns of black into account.
Fixed bugs which reduced engine performance.
Fixed crash in XBoard mode when told to move in a position without legal moves.
Minor changes.
https://code.google.com/p/project-invincible/
-
(http://www.heise.de/imgs/18/9/8/2/1/9/2/e9e4c499786e48f7.jpeg)
Die Spiele-Entwickler von COR Entertainment haben eine neue Version ihres freien Ego-Shooters mit der Versionsnummer 7.65 veröffentlicht, die den Titel "Alien Arena: Mercury Edition" trägt. Die in Alien Arena verwendete CRX-Game-Engine soll in dieser Ausgabe deutlich schneller sein. Optimiert wurde das Particle-Rendering, hinzugekommen sind unter anderem neue Glas- und Wasser-Effekte.
Der ganze Artikel (http://www.heise.de/open/meldung/Alien-Arena-Mercury-Edition-veroeffentlicht-1802422.html)
Quelle : www.heise.de
-
(https://www.heise.de/software/screenshots/t34646.jpg)
ava-Version des bekannten Strategiespiels Risiko mit Einzelspieler- und Netzwerkspieler-Modi; auch als Android-Version bei Google Play erhältlich
Lizenz: Open Source
1.1.1.3
Online Mini Lobby added to FlashGUI and SwingGUI
Brazilian Portuguese added by Ricardo Gomes Ponce
much more info added to the Testing tab in SwingGUI
game.ini has ai.wait property that can be changed
other game.ini properties work fully now
MapEditor can detect more errors on missions
SwingGUI can remember the players you used last time
new pluggable AI system
NEW AI BY Steven Hawkins
Android 30 fixed: do not show old games when re-connect to lobby
fixed: Threading problem in ViewChooser isEmpty() is false but get(0) throws ArrayIndexOutOfBoundsException
fixed: open 2 games at the same time in lobby gives window is already open error
option to disable tooltips added
new ai
Android 29 can view hint at any point
annihilate button added to battle dialog
show tooltip at start of go
Android 28 can resign from a online game
Android 27 do not allow someone to make a mission online game with a map that does not have missions
display lobby chat messages more correctly
fixed: entering a game half way through a attack, either roll or move armes is not working
online play works for everyone
fixed: nullpointer in MapStore after updateall if select is clicked
Android 26 donate button fixed
double click on online game fix
do not crash on failed to send message for lobby
allow user to close game even in battle mode
notifications will make sound/vibrate/lights
Android 25 timeout for turn in multiplayer game
Android 24 lib missing in v23
Android 23 push notifications for online play
Grasshopper update to send jpg and not png
http.keepAlive=false android hack added
savegame for / or \ in name fix
nullpointer in desktoppane hack added
do not spam logs with known MapServer connections errors
Android 22 online multiplayer Beta for en_GB users
http://domination.sourceforge.net/
-
(http://www.portablefreeware.com/screenshots/scr3WdyLP.gif)
Project Invincible is an open source and cross-platform chess game. It has 3D graphics and very good AI.
License: GPL
New in this version:
New icon. Thanks to the Oxygen project and John T. Haller.
Fixed a deadlock when promoting a pawn.
Fixed crash in positions with a lot of moves.
Minor changes.
https://code.google.com/p/project-invincible/
-
Changelog : http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.6/changelog
http://www.wesnoth.org/
Auch portable verfügbar -> Klick (http://sourceforge.net/projects/portableapps/files/Battle%20for%20Wesnoth%20Portable/WesnothPortable_1.10.6.paf.exe/download)
http://portableapps.com/
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1.3.0 (2013-04-01)
------------------------------------------------------------------------
- Fix: Station rebuilding could leave reserved tiles which caused crashes later on [FS#5510, FS#5516] (r25132)
- Fix: When the count for a scrollbar was 0, the inter distance was subtracted too much causing a scrollbar with a negative size (r25123)
https://secure.openttd.org/www/en/
Portable -> Klick (http://sourceforge.net/projects/portableapps/files/OpenTTD%20Portable/OpenTTDPortable_1.3.0.paf.exe/download)
-
(https://www.heise.de/software/screenshots/t108744.jpg)
Freeware-Schach ist ein portables Schachprogramm mit einem ELO-Wert von circa 1660, was einem guten Vereinsspieler entspricht. Es enthält eine Eröffnungsdatenbank und kann Partien im PGN-Format speichern und laden, zusätzlich unterstützt es die Forsyth-Edward-Notation (FEN). Der Spieler darf Züge zurückziehen und Figuren für ein Schach-Rätsel frei setzen. Das Programm bietet einen einstellbaren Schwierigkeitsgrad, macht auf Wunsch Zug-Vorschläge und hält alle Partien in einem Ereignisprotokoll fest.
http://www.freeware-schach.de/
-
Whats new: >>
1.3.1 (2013-06-01)
------------------------------------------------------------------------
- Fix: When overbuilding a reserved track with a non-track station tile, that tile would remain reserved and eventually trigger a crash upon removal [FS#5540] (r25251)
1.3.1-RC1 (2013-05-17)
------------------------------------------------------------------------
- Feature: Translations of baseset descriptions via language files (r25209, r25205)
- Feature: Faroese and Scottish Gaelic translations (r25198, r25176)
- Feature: Plural form to be used by Scottish Gaelic (1,11; 2,12; 3..10, 13..19; other) (r25078)
- Change: [strgen] Allow any number of colour codes in translations (r25193, r25192, r25191)
- Change: [Win32] MSVC 2010 comes with stdint.h (r25128)
- Change: Be slightly more lenient with trying to detect a subversion repository in case someone has a sparse tags checkout. In that case the .svn folder misses from the $ROOT_DIR because it is in the $ROOT_DIR/.. (i.e. tags) folder (r25107)
- Fix: 'No station' error was given, even when there was a station that way occupied or not yours [FS#5546] (r25243)
- Fix: Crash when AI is executing a command as it is bankrupted (removed from the game) [FS#5547] (r25236)
- Fix: Give bridges owned by noone (from bankrupt companies) to the first company which replaces the bridge. Everyone could have removed/rebuild the bridge anyway [FS#5541] (r25231, r25227)
- Fix: [NewGRF] Revise when vehicle running sound effects 04, 07 and 08 are played; in depot or tunnel, or when crashed or stopped: No sound. Braking: Effect 08 instead of 07 [FS#5538] (r25226)
- Fix: [NewGRF] Play vehicle sound effect also for planes (r25225)
- Fix: [NewGRF] cur_speed is only valid for the front engine, so make other engines in the consist use the speed of the front [FS#5534] (r25224)
- Fix: [NewGRF] Make tick_counters work the same for vehicles (r25223, r25222)
- Fix: [NewGRF] IsCompatibleTrainStationTile() is not a symmetric function. Clarify the parameters and fix the cases were they were swapped (r25221)
- Fix: Consider map border as water with repsect to river/canal continuation (r25220)
- Fix: [Script] Clarify on which tiles IsDesertTile and IsSnowTile work, i.e. the ones without infrastructure or buildings, and introduce GetTerrainType for the cases where IsDesertTile/IsSnowTile do not work [FS#5537] (r25213)
- Fix: The level crossing sound is an ambient sound and not a new year sound (r25200)
- Fix: Original train and road vehicle acceleration did no longer respect bridge speed limits [FS#5523] (r25167)
- Fix: [Win32] Do not statically link to SHGetFolderPath as it may not exist, and improve its emulation [FS#5522] (r25155, r25153)
- Fix: [Win32] Do not store invalid paths in the search path list (r25154)
- Fix: Remove stray reservation from savegames affected by FS#5510 et al. upon loading [FS#5520] (r25152)
- Fix: [Script] XXBase::Chance function did not work for large values (>65535) [FS#5517] (r25148)
- Fix: Several typos/inconsistencies in English strings [FS#5496] (r25144, r25143)
- Fix: When extra dynamite was disabled, towns would be allowed to clear bridges with trams (r25141)
- Fix: Towns are build as OWNER_TOWN, so they also need to be removed as OWNER_TOWN otherwise parts might remain [FS#5519] (r25140)
- Fix: Editboxes could become too small when resizing windows (r25121)
- Fix: Game script language files did not work, when inside a tar [FS#5509] (r25117, r25114)
- Fix: [NewGRF] Acceleration of NewGRF aircraft was too fast, while acceleration of default aircraft was way too slow (r25115)
- Fix: Pass $LDFLAGS_BUILD to all endian_check compilations (r25108)
https://secure.openttd.org/www/en/
Gibts auch schon portable -> Klick (http://sourceforge.net/projects/portableapps/files/OpenTTD%20Portable/OpenTTDPortable_1.3.1.paf.exe/download)
-
(http://cdn.portableapps.com/HedgewarsPortable_small.png)
Hedgewars is a turn based strategy, artillery, action and comedy game, featuring the antics of pink hedgehogs with attitude as they battle from the depths of hell to the depths of space. As commander, it's your job to assemble your crack team of hedgehog soldiers and bring the war to your enemy. This release updates Hedgewars to the latest version and better handles a registry key.
http://portableapps.com/
-
(http://www.portablefreeware.com/screenshots/scr3WdyLP.gif)
Project Invincible is an open source and cross-platform chess game. It has 3D graphics and very good AI.
License: GPL
New in this version:
Dropped support for old GNU/Linux distributions.
All processor architectures are supported again.
Added detection for all draw conditions:
threefold repetition
insufficient material
fifty-move rule
stalemate was already detected
Added undo and redo.
Added options to change piece colors.
Added an option to make knights face sideways.
Added support for the XBoard protocol commands "?", "undo" and "remove".
Now changed settings are applied instantly even when the engine is thinking.
Now the status labels indicate if the game has ended and the reason, if any.
Now the engine can use results from partial searches.
Significantly improved engine performance.
Improved exit time when the engine is thinking.
Added repaints to fix some cases where nothing seems to happen until you move the mouse.
In XBoard mode, now Project Invincible stops thinking when it receives the command "new", "force", "white", "black" or "result".
Improved responsiveness in XBoard mode when a process with higher priority has high CPU usage.
When the engine finds that it can be mated no matter what, now it makes the move that leads to the slowest mate. Previously it made a random legal move.
Improved startup time in XBoard mode.
In XBoard mode, now Project Invincible rejects clearly invalid positions.
Fixed a deadlock when changing the number of threads when the engine is thinking.
Fixed: the process didn't terminate if you attempted to exit the game when the game showed a dialog that asked something.
Fixed an use-after-free on exit if a dialog that asks something has been shown.
Fixed theoretical race conditions.
Fixed minor memory leaks.
Windows: fixed crash on exit with QeffectsGL.
Unix: fixed an error message on exit with the closed source "fglrx" AMD graphics drivers.
Unix: improved performance by enabling more compiler optimizations.
Unix: made the binary smaller by stripping information that you don't need to run Project Invincible.
Unix: when Project Invincible is installed, now it stores its settings in $XDG_CONFIG_HOME or $HOME/.config as required by the XDG Base Directory Specification.
Minor changes.
https://code.google.com/p/project-invincible/
-
Changelog:
1.3.2-RC2 (2013-07-13)
------------------------------------------------------------------------
- Fix: [Admin] End-of-rcon data could not be determined reliably for any rcon command [FS#5643] (r25598, r25588, r25587)
- Fix: [Content] When the server closed the connection, the client would for eternity try to read a packet and never timeout making it impossible to reconnect [FS#5635] (r25597)
- Fix: [Script] Changing the script difficulty level in-game would also change the settings using the default even though they were not allowed to change in-game [FS#5644] (r25592)
- Fix: [Admin] Ensure that sent and received length of json strings are the same [FS#5646] (r25590, r25589)
- Fix: [Squirrel] Stack overflow did not show an error, due to the stack to throw the error already being full [FS#5320] (r25585)
- Fix: [Script] Documentation implied that XXList::AddItem has a default for value if it isn't filled in [FS#5638] (r25579, r25577)
- Fix: Layouter caused significant slowdown with text heavy windows, cache it to make it manageable (r25574, r25570, r25569, r25567, r25564)
- Fix: Make content list appear faster (r25573)
- Fix: Non-ICU layouter started new lines with the space which triggered the linebreak (r25568)
- Fix: If the next order cannot be resolved, reset the current order property instead of leaving it in an intermediate state [FS#5633] (r25562)
- Fix: [Squirrel] Infinite recursion loop in freeing data via a looping set of references [FS#5568] (r25558)
- Fix: One could build bridges over owned land of another company [FS#5524] (r25557)
- Fix: [Script] Texts from scripts were not validated before they were shown, causing an assertion to trigger [FS#5632] (r25555)
- Fix: Provide a warning when no vehicles are available, and tell what to do in that case [FS#5530] (r25553)
- Fix: Possible reading of uninitialised memory due to undefined execution order (r25551)
- Fix: [Windows] Race condition between two drawing threads could crash OpenTTD [FS#5571] (r25550)
- Fix: ICU returns the width of the visual run as if the trailing space was added (in case a newline was added). This caused the width to be more than the requested width, but it would still be drawn correctly [FS#5626] (r25547)
- Fix: Small memory leaks (r25546)
- Fix: [GS] The checks and validations for setting the extra text in the town window became too stringent [FS#5625] (r25544)
1.3.2-RC1 (2013-06-30)
------------------------------------------------------------------------
- Remove: SETX(Y) does not work at all with other than default fonts, so get rid of it (r25454)
- Fix: strndup should not examine strings beyond its upper limit [FS#5621] (r25527)
- Fix: Proper support for Brahmic scripts (e.g. Tamil and Thai) [FS#5481] (r25526, r25525, r25524, r25514, r25513, r25512, r25511, r25501, r25493, r25485, r25483, r25482, r25481, r25478, r25477, r25476, r25474, r25473, r25472, r25471, r25470, r25469, r25468, r25467, r25466, r25465, r25463, r25462, r25455, r25452, r25451, r25450, r25447, r25446, r25445, r25444, r25443, r25442, r25441, r25440, r25439, r25438, r25437, r25436, r25343, r25157)
- Fix: SDL does not give an event when an application gets mouse focus while going to full screen, so manually force the mouse-is-in-window state [FS#5587] (r25523)
- Fix: [NewGRF] When cargo NewGRF define a multiplier to modify vehicle capacities, use the same multiplier to modify loading speed (r25497, r25479)
- Fix: When addings bits to a (train) station, the train trying to stop there could overshoot the (new) stop location and not stop at all [FS#5553] (r25495)
- Fix: The face of the manager differed on clients when the company was started after the clients joined [FS#5610] (r25491, r25490)
- Fix: Do not send encoded texts to names, but decode them into a plain C string and then pass them on [FS#5613] (r25489, r25488)
- Fix: Do not allow control codes in names of things (signs, vehicles, towns, stations, etc), so they have a known maximum fixed size and are, by definition, the same for everyone (r25487)
- Fix: Missing length validation for town and president names in script APIs (r25486)
- Fix: [OSX] OS X SDK versions >= 10.5 always have a non-const iconv declaration (r25480)
- Fix: Disable the depot-refit button in the order GUI, if the consist is not refittable unless it already has a refit order (r25459, r25458, r25457)
- Fix: When town creation failed, removing remnants of the construction failed on protected houses [FS#5603] (r25429)
- Fix: There were two hotkeys to toggle between 'unload' and 'unload if possible' (r25406)
- Fix: The size of station construction windows could oscillate when resizing the window moved the mouse into the window [FS#5596] (r25395)
- Fix: Restrict renaming engines to the server, just like renaming towns (r25394)
- Fix: Loading only 8 bits into a 16 bit variable could cause endianness problems (r25337)
- Fix: Check for zero width space in translations and fail upon finding them [FS#5589] (r25326)
- Fix: [SDL] Keyboard input stopped working after fullscreen toggle [FS#5580] (r25318)
- Fix: Proper size-estimation for numbers with n digits, i.e. not assume a particular number is the widest [FS#5562] (r25314, r25313)
- Fix: Do not focus the editbox in the NewGRF window, if there is no editbox visible (r25307)
- Fix: Game Script APIs that execute a DoCommand were returning the same result as in TestMode during world generation [FS#5561] (r25305)
- Fix: Build railway fences next to objects, even if they are owned by the same company [FS#5565] (r25302)
- Fix: gcc4.6 removed -mno-cygwin option (r25266)
https://secure.openttd.org/www/en/
-
-> http://portableapps.com/
-
(http://cdn.portableapps.com/PowderToyPortable_small.png)
The Powder Toy is a game of physics and fluid mechanics. You can play with different materials whose properties and influences are simulated. And it has explosives! This release updates The Powder Toy to the latest version and adds support for legacy CPUs.
http://portableapps.com
-
(https://www.heise.de/software/screenshots/t34646.jpg)
ava-Version des bekannten Strategiespiels Risiko mit Einzelspieler- und Netzwerkspieler-Modi; auch als Android-Version bei Google Play erhältlich
Lizenz: Open Source
1.1.1.5
annihilate button added to FlashGUI attack screen
Czech and Slovak languages added by Viliam Tomcanyi
del islands tool added to the MapEditor
can load a savegame file by double clicking on it or "Domination.jar c:\test.save"
done: get rid of "[X]" brakets from main menu
strange nativenoresult popups in windows 7 fixed
DONE: make SwingME act like xhdpi on mac retina screen
Android 48 dice stats added - patch by Jerome Abela
undo at end of game fixed
can change ai wait for local games
Android 47 correct console output when trading cards in fixed/italian mode
Android 46 better checks for ai errors
support for new server messages for rename
Android 45 gamesave during gamesetup works again
does not ask to quit game if you are not in game
when you make a new game make sure its visible in the list
Android 44 zero data fix
trade fix by hawkprime
Android 43 10,20,30sec online game timeouts added
fixed: game sometimes auto-saving in a broken state while ai is playing
fixed: move dialogs stay open after timeout
Android 42 images overlapping fix for samsung galaxy s4
Android 41 rules added
no square brackets in main menu
Android 40 newHost command added for changing lobby servers
VenezuEla spelling on luca map fix
AI: minor improvements and refinement of capital planning
DefaultCards_cs PLAYER2 not found fix
Android 39 better notifications
prefActivity theme on Honeycomb fix
Android 38 option for color blind people added
http://domination.sourceforge.net/
-
Changelog : http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.7/changelog (http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.10.7/changelog)
http://www.wesnoth.org/
Auch portable verfügbar -> Klick (http://sourceforge.net/projects/portableapps/files/Battle%20for%20Wesnoth%20Portable/WesnothPortable_1.10.7.paf.exe/download)
http://portableapps.com/
-
Combat Edition now includes the brand new Alpha Demo of Alien Arena: Tactical, a completely new mode of play that is objective oriented, slower paced, and requires precise teamwork in order to defeat the opposing team. The Alpha Demo contains a single map, Tac-Extermination, and serves as a proving ground for the evolution of this new game. We also have released a separate, smaller installer that includes just the Tactical Alpha Demo. We anticipate that the full release of Alien Arena: Tactical will take place in the Spring of 2014.
Key Features for 7.66
1. Overhaul the menu, both cosmetically and organizationally. The server browser, especially, is much more useful now.
2. Rewrite the code to make the ingame server list load faster, while including more servers.
3. Major performance improvements in light bloom and sun rendering. Light bloom uses FBO blitting now, while the sun rendering no longer overuses glReadPixels as much.
4. Major, major input fixes on Linux/Unix.
5. Experimental antilag for some projectile weapons to make the game more playable with poor network connections. Antilag had previously only been applied to hitscan weapons. Now, all non-homing rockets and blasterballs can be antilagged as well. This is a server-side feature, off by default. Look for servers with g_antilagprojectiles listed under "gameplay" in the server browser.
6. Adjust some of the crosshair textures to fix their alignment.
7. Inclusion/creation of Tactical game mode.
http://red.planetarena.org/about.html
-
1.3.3 (2013-11-29)
------------------------------------------------------------------------
- Fix: Aircraft crashing near the map's border due to a lack of airports could trigger a crash [CVE-2013-6411] [FS#5820] (r26134)
1.3.3-RC2 (2013-11-24)
------------------------------------------------------------------------
- Fix: [Script] Prevent scripts from crashing OpenTTD when they send text with command codes to user editable texts such as sign and station names [FS#5818] (r26093, r26092)
- Fix: Occasional hanging when client joins [FS#5811] (r26043)
- Fix: Multi line text was handled incorrectly causing glitches [FS#5809] (r26037, r26036)
1.3.3-RC1 (2013-11-17)
------------------------------------------------------------------------
- Fix: Crash when the ICU layouter thinks a font is corrupted [FS#5711] (r26029, r26018, r26017, r26016, r26015)
- Fix: Make the installer warning about Windows XP SP3 not trigger on the 64 bit Windows XP which is not really Windows XP to start with [FS#5773] (r26028)
- Fix: Only forward key presses to the IME system if an edit box has the input focus (r26023, r25693, r25691, r25689, r25686, r25684, r25682, r25681, r25667)
- Fix: Having trains miss a platform that is just being modified is less of a problem than having trains stop twice without moving [FS#5684] (r26013)
- Fix: --help text of ./configure for packages that require pkg-config (r26011)
- Fix: The AI/GS library name to use in Import, is not the name given by GetName but GetInstanceName [FS#5662] (r26010)
- Fix: [Windows] Conditional expression with enumeral with non-enumeral type (r26009)
- Fix: Game script showing vehicle on e.g. a goal, then the vehicle being removed and eventually being replaced by a non-user vehicle (most likely smoke) causing an assertion to trigger [FS#5804] (r26007, r26006)
- Fix: Crash when transferring savegame from server to client [FS#5478] (r26005)
- Fix: [OSX] Text input into an edit box would trigger hotkeys [FS#5705] (r26003, r25743, r25671)
- Fix: Comma key collided with F12 key for hotkeys; also remove '+' as that is generally not a key (the '+' on the numpad is a separate one) [FS#5679] (r25973)
- Fix: Rail laying sounds of others could be heard in multiplayer [FS#5665] (r25972)
- Fix: [SDL] Recursive mutex locking when changing blitter [FS#5787] (r25970)
- Fix: The wrong vehicle would be taken in a shared order vehicle list window when the ID >= 65536, causing assertions triggering later on [FS#5800] (r25965)
- Fix: [OSX] Compilation under OSX 10.9 [FS#5797] (r25962, r25951, r25950, r25913)
- Fix: [NewGRF] A powered rail type implies it is compatible as well, but some NewGRF did not state that causing the path reservation code to bail out in some cases because there was no compatible path [FS#5779] (r25961)
- Fix: Temporary persistent storage modifications, e.g. command tests or those from GUI, were not properly reset, creating the possibility of desyncs [FS#5772] (r25956)
- Fix: Train's 'force proceed' status gets reset when the track on the other side of the tile has a signal [FS#5723] (r25955)
- Fix: Wrong signal conversions for savegames from before 0.4.5 [FS#5731, FS#5732] (r25954, r25953)
- Fix: Do not skip numbers when skipping spaces and other sorting 'improving' characters [FS#5719] (r25952)
- Fix: Text direction forcing characters were not filtered out, but shown as ? when ICU was not used for layouting. These are included in chat and console messages to force them to be displayed right [FS#5683] (r25949)
- Fix: NewGRF inspect window in RTL mode (r25943)
- Fix: [NoGo] Preserve the relative town growth progress when changing the town growth rate [FS#5786] (r25931)
- Fix: Several drawing overflows in the signal GUI [FS#5733] (r25929, r25928, r25927)
- Fix: Center the edit sign window like all query windows (r25918)
- Fix: Initialization of default objects swapped cost and dates (r25868)
- Fix: Use the actual sprite dimensions for sizing the dropdown arrow of dropdown widgets (r25864)
- Fix: If the child widgets of a NWidgetHorizontal container do not fill the complete container, align them according to text direction [FS#5686] (r25862, r25729)
- Fix: When clearing font cache, also clear layout cache [FS#5737] (r25860)
- Fix: Goto button in order window was not always lowered when it should [FS#5783] (r25858, 25857)
- Fix: Searching for a suitable font failed, if one of the fonts had no '?' glyph, and no baseset is installed [FS#5704] (r25822, r25820)
- Fix: Sprite 0 was considered available, even if no baseset was loaded (r25821)
- Fix: [GS] Language file scanner considered filenames starting with '.' as valid translations, resulting in languages with empty name, which causes trouble [FS#5750] (r25818)
- Fix: [GS] Handle savegames which contain GS translations for languages with empty name more gently [FS#5750] (r25817)
- Fix: [Script] ScriptTile::IsBuildableRectangle could report true for tiles outside of the map, if they happened to wrap around into a valid area [FS#5754] (r25815)
- Fix: [Script] Decoding JSON data with an empty array from Admin port failed (r25809)
- Fix: Ensure the vehicle bar is high enough for the start/stop vehicle graphics [FS#5740] (r25805)
- Fix: Lower sprite and text at the vehicle bar if it is pressed [FS#5739] (r25804)
- Fix: Draw start/stop graphics of the vehicle bar at the right place in RTL mode [FS#5738] (r25803)
- Fix: [NewGRF] Do not allow changing palette when it is set by the NewGRF (r25794, r25793, r25972)
- Fix: Some spelling corrections to Catalan and Latin American town names [FS#5746] (r25775, r25774)
- Fix: If old savegames contain bridges over owned land, keep on drawing the bridges nevertheless [FS#5725] (r25753)
- Fix: Several RTL alignment issues [FS#5692] (r25733, r25732, r25731)
- Fix: NWidgetMatrix used pip_pre and pip_post inconsistently and incorrectly, causing misalignment for RTL [FS#5686] (r25727)
- Fix: Right side of object class string was misaligned (r25726)
- Fix: [OSX] Do not pass -mmacosx-version-min to compilers that do not support it (r25706)
- Fix: Autoreplace/renew also refits free wagons [FS#5700] (r25698)
- Fix: Textbuf caret rendering for complex scripts (e.g. Tamil) (r25696, r25694, r25652, r25651, r25092, r25091)
- Fix: Vehicle::MarkDirty must be called for the front engine [FS#5700] (r25695)
- Fix: [Win32] Several issues regarding conversion of characters (r25677, r25676, r25675, r25674, r25673)
- Fix: [Win32] Handle Unicode characters from outside the BMP correctly (r25672, r25670, r25669, r25668)
- Fix: [OSX] Crash when unhiding the main window [FS#4689] (r25665)
- Fix: [OSX] Bootstrap downloading of a baseset did not work [FS#4847] (r25664)
- Fix: [OSX] Monospace font detection [FS#4857] (r25663, r25662)
- Fix: [OSX] Rework font detection to work even if no default font sprites are present [FS#4847] (r25661)
- Fix: [OSX] The name is OpenTTD, not OTTD (r25660)
- Fix: [OSX] System mouse cursor could become visible during dragging [FS#4420] (r25659)
- Fix: [OSX] The mouse cursor would sometimes jump near the window borders [FS#4392] (r25658)
- Fix: [OSX] The new 10.7 fullscreen code can now also be compiled with older SDK versions [FS#4744] (r25656)
- Fix: [OSX] Mouse cursor was not displayed properly after switching to fullscreen on 10.7+ (r25655)
- Fix: Improve character and word deletion for CJK languages and complex scripts (r25654, r25653)
- Fix: [OSX] Define version constants before they are used (r25643)
- Fix: Some icu_config scripts are too stupid to separate two ldflags by spaces, thus only call it with one (r25642, r25638)
- Fix: Do not suggest a start date for the game when there will be no vehicles available at all (r25640, r25639)
- Fix: City list sort of population and rating are reversed compared to the icon [FS#5666] (r25630)
- Fix: [Script] Give a slightly less generic error when removing inexisting rail [FS#5651] (r25614)
- Fix: [Script] Do not return ERR_UNKNOWN when trying to move an order to its current location [FS#5648] (r25612)
- Fix: Various misreferences in AI and GS changelog [FS#5649] (r25607)
- Fix: [Script] If a NewGRF returned station type that could not be built by an AI via callback 18, an unknown error would be thrown instead of falling back to the default station [FS#5641] (r25605)
- Fix: Only the front engine's date of last service was updated [FS#5550] (r25604)
https://secure.openttd.org/www/en/
-
(http://images.six.betanews.com/screenshots/scaled/1321292084-1.jpg)
PokerTH is an open source Texas Hold'em poker game with which you can play poker against the computer, on a LAN or via the Internet. The game is faithful to the Texas Hold 'em rules and betting system. It allows for up to ten human players, with computer-controlled players filling in if there are not enough humans. Players can also play against other PokerTH users online.
Open Source
Latest Changes
- New web-based spectator mode on http://www.pokerth.net/live (#37)
- New option to allow/disallow spectators when creating a game (#215)
- Show list of spectators in the lobby and on the game table (#196)
- Support for WebSocket connections was integrated in the server
- Show server ping ("application layer ping") in the client (#239)
- Added option to disable emoticons in the chat (#172)
- Avatars are no longer displayed for players which are on the ignore list (#187)
- New option to "unignore" a player in the context menu (#56)
- BUG FIX: context menu in connected player list was fixed (#183)
- BUG FIX: "display idle players" in the lobby was fixed (#136)
- BUG FIX: No longer beep if ignored player uses nickname in chat (#221)
- Translation updates
http://www.pokerth.net/
-
Infos zu dieser Version : http://wz2100.net/news/warzone-2100-version-311-has-now-been-released/
http://wz2100.net/
-
Latest Changes
- BUG FIX: Fixed crash when the first action in the first game times out (#258)
- BUG FIX: Properly refresh the game table graphics after changing settings (#253)
- BUG FIX: The menu on the game table was not clickable sometimes (#242)
http://www.pokerth.net/
-
(http://www.heise.de/imagine/swvz-programme/y2NEXva9mPnWv5jEuWCQCVbxDLY/thumbnail/The-Dark-Mod.jpg)
Fan-Remake des Schleich-Klassikers Thief; in der Rolle eines Meisterdiebes schleichen, klettern und wenn nötig morden sich Spieler durch finstere Steampunk-Level; basierend auf der Shooter-Größe DOOM 3 bietet das Open-Source-Remake moderne Grafik und Physik, ist mittlerweile jedoch als Standalone lauffähig; über einen In-Game-Downloader sind über 40 Missionen verfügbar, ebenso ein Level-Editor.
Betriebssysteme: Windows XP, Vista, 7, 8, Linux
Lizenz: Open Source
http://www.thedarkmod.com/main/
-
(http://www.heise.de/software/screenshots/34455.jpg)
Open-Source-Echtzeit-Strategie mit starker Anlehnung an "Die Siedler"; als Anführer eines Stammes muss der Spieler eine funktionierende Siedlung aufbauen und später auch gegen andere Stämme kämpfen, um Land zu erobern; als Einzel- und Mehrspieler-Modus mit verschiedenen Kampagnen spielbar; enthält zudem einen Map-Editor zum Erschaffen eigener Welten.
Lizenz: Open Source
http://sourceforge.net/projects/widelands/
-
(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Whats new: >>
Fixed:
Fix loading preferences, local saves, and stamps on OSX Mavericks.
Fix sign duplication when loading saves.
Fix excessive CPU usage in save browser.
Fix tag order changing when deleting tags.
Fix bug where Ctrl+X didn't delete stacked particles.
Fix red DEUT.
Fix crash when flood deleting VIRS.
Fixed many bugs in the simulation lua api.
Fix crash when viewing corrupt saves.
Fix comment box resizing bugs.
Fix lua crashes in the graphics and interface apis.
Fix holes in wall line drawing.
Fix occasional missing pixels on the top / bottom of circle brush.
Fix Gravity wall areas not recalculating when deleting them.
Fix state transitions in id:1419883.
Fix WIFI delays
Changed:
Bluescreen on lua panics instead of crashing.
Pressing tab switches between textboxes in the deco editor.
Element search promotes exact matches first.
Signs can be moved onto the zoom window.
Improve "pretty powders", so that the deco doesn't interfere with state changes.
Insulators block ambient heat.
Added:
Implement clipboard support on macs.
Better PROP tool, draws like any other tool and remembers last setting.
Add vertical flip when pasting stamps (ctrl+shift+r).
http://powdertoy.co.uk/
-
(http://cdn.portableapps.com/OpenTTDPortable_small.png)
OpenTTD is an urban planning and simulation game in which the player aims to earn money through shipping of cargo by land, water, and air.
Whats new: >>
Siehe hier : http://ftp.snt.utwente.nl/pub/games/openttd/binaries/releases/1.4.0/changelog.txt
https://secure.openttd.org/www/en/
-
TORCS version 1.3.6 is available for download. First I would like to thank the contributors which helped with patches, bug reports and feedback, these are Wolf-Dieter Beelitz, David Savinkoff and Rick. Thank you all very much.
The most important changes in version 1.3.6 are new racing rules, new race manager configuration options (e.g. a fuel consumption factor from 0 to 5), better handling of penalties, more input device adjustments in the player options GUI, historic car setup adjustments based on real world data, and as usual bug fixes and code cleanups. To learn more about the new configuration options hit read more (http://torcs.sourceforge.net/index.php?name=News&file=article&sid=95) to review the full set of changes.
http://torcs.sourceforge.net/
-
(http://cdn.portableapps.com/PushoverPortable_small.png)
Pushover is a puzzle game with the goal of arranging the dominoes so they all fall down in the time allotted.
http://portableapps.com
-
Die Warsow-Entwickler haben ihren First-Person-Shooter in der Version 1.5 veröffentlicht. Das Ballerspiel mit neckisch bunten Comic-Charakteren basiert auf der QFusion-Engine und steht unter der GPL.
Zu den visuellen Neuerungen in Warsow 1.5 zählt der überarbeitete Charakter der »heroischen Kampfsau« Jason Padpork. Das Spielermodell wurde von dem Entwickler Matteo Pignatelli komplett neu gestaltet und soll frischen Wind in die Warsow-Optik bringen. Die Map Wdm2 wurde ebenfalls modernisiert und mit neuen Texturen sowie Details versehen. Die QFusion-Engine unterstützt die Antialiasing-Methode FXAA (Fast Approximate Antialiasing), mit der sich die visuelle Darstellungen verbessern lassen, wenn andere Methoden wie MSAA (Multisample Anti Aliasing) oder CSAA (Coverage Sampling Anti Aliasing) nicht verfügbar sind. Die Entwickler verbesserten die Bewegungen der Charaktere, die sich ihren Weg in der Regel rennend und hüpfend durch die Spielwelt bahnen. Innerhalb des Spiels können TrueType- und OpenType-Schriften für die Textausgabe verwendet werden. Bitmap-Schriften werden nicht mehr unterstützt.
Der ganze Artikel (http://www.pro-linux.de/news/1/21048/warsow-15-mit-modernisierter-kampfsau.html)
Quelle: www.pro-linux.de
-
(http://cdn.portableapps.com/OpenTTDPortable_small.png)
OpenTTD is an urban planning and simulation game in which the player aims to earn money through shipping of cargo by land, water, and air.
Whats new: >>
With OpenTTD 1.4.1 we have a new stable version in the 1.4 series. Compared to the previous release candidate it fixes a regression with the order of how some packets are sent to the admin port.
https://secure.openttd.org/www/en/
-
Release Notes
Changes from 1.5 to 1.51
Engine:
+ Bugfix: builtin HTTP server now accepts URL-encoded resource URI's in queries.
+ Improvement: faster map loading times.
Renderer:
+ Feature: use binary cache for GLSL programs to improve startup time (cvar "gl_ext_get_program_binary", off by default).
+ Feature: asynchronous texture loader (cvar "r_multithreading", off by default).
+ Improvement: a lightweight GLSL shader is now used for simple materials with no normalmap, gloss or decals.
Sound:
+ Feature: added multithreading support: sound mixer and background music loader now run in separate threads.
+ Improvement: normalized some of the game sounds to 0.9db.
UI:
+ Bugfix: fixed announcer volume slider.
+ Bugfix: other bugfixes.
Models:
+ Improvement: tuned Jason PadPork skin images for better performance and visibility.
HUD:
+ Bugfixes.
Windows:
+ Improvement: Warsow process isn't bound to single CPU core anymore (used to be a workaround for glitches caused by NVidia's 'Threaded OpenGL optimization")
Linux:
+ Improvement: gamma ramp size can now take values up to 4096.
http://www.warsow.net/
-
(http://cdn.portableapps.com/OpenTTDPortable_small.png)
OpenTTD is an urban planning and simulation game in which the player aims to earn money through shipping of cargo by land, water, and air.
Whats new: >>
- Change: Use awk instead of trying to convince cpp to preprocess nfo files (r26708)
- Fix: CMD_CLEAR_ORDER_BACKUP should not be suppressed by pause modes (r26716)
- Fix: [NewGRF] Parameters to SCC_NEWGRF_PUSH_WORD and SCC_NEWGRF_UNPRINT were not skipped during drawing (r26713)
- Fix: [OSX] Compilation fails with some lzo2 versions, if __LP64__ is defined to 0 instead of checking whether it is defined [FS#6069] (r26709)
- Fix: Wrong breakdown sound was played for ships [FS#6015] (r26706)
- Fix: Integer overflows in acceleration code causing either too low acceleration or too high acceleration [FS#6067] (r26702)
- Fix: Discard incorrectly saved order backups when clients join [FS#6066] (r26700)
- Fix: Do not crash when trying to show an error about vehicle in a NewGRF and the NewGRF was not loaded at all (r26699)
- Fix: Slovak uses space as group separator in numbers [FS#6064] (r26695)
- Fix: Tighten parameter bound checks on GSCargoMonitor functions, and return -1 on out-of-bound parameters (r26685)
https://secure.openttd.org/www/en/
-
(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Whats new: >>
Fixed:
Fix tags button being too long.
Fix DRAY's tmp mode.
Changed:
Make tpt.selectedl/r/a and tpt.brushx/y writable, add tpt.brushID.
Command key can be used instead of control key on OS X.
http://powdertoy.co.uk/
-
1.4.3-RC2 (2014-09-14)
------------------------------------------------------------------------
- Fix: Crashes on joining a server with pending order backups [FS#6112] (r26819)
- Fix: Crashes on start due to dereferencing the -1 index of the file names array of music files (r26809)
1.4.3-RC1 (2014-09-07)
------------------------------------------------------------------------
- Fix: TC_NO_SHADE did not work for 32bpp text rendering (r26792)
- Fix: Loading a game with order backups leaked Orders and left unreachable items in the pool (r26787)
- Fix: Buffer overrun in SQCompiler::Error (r26764)
- Fix: Desync due to not always properly restoring game state from the savegame (r26753)
- Fix: [Script] Crashes and infinite loops when using lists in item-descending order [FS#6085] (r26744)
- Fix: Incorrect CFLAGS when enabling gprof profiling (r26737, r26735)
- Fix: Do not reset the last selected airport or layout, unless it is really necessary [FS#6083] (r26732)
- Fix: Use the normal search path to look for xdg-open at Unix [FS#6077] (r26724)
- Fix: Properly check for cargo acceptance of houses [FS#5997] (r26723)
https://secure.openttd.org/www/en/
-
Whats new:>>
- Fix: Image widgets stored 32bit SpriteID in uint16 (r26971)
- Fix: Owner of road depot road types were not properly changed upon bankruptcy [FS#6126] (r26955)
- Fix: Compilation on HAIKU (r26922)
- Fix: Crash when enabling 'Full animation' if multiplayer chat text is on screen [FS#6096] (r26919)
- Fix: Height computation of game script text in town GUI did not consider margins [FS#6119] (r26859)
- Fix: [Squirrel] Debian lintian issues (r26853)
- Fix: Compilation of strgen on various platforms like Solaris (r26850)
- Fix: Better display of refit information for articulated vehicles [FS#6113] (r26849, r26848)
- Fix: Do not assign a next hop when returning cargo [FS#6110] (r26847)
- Fix: The ok-button in the OSK for the signs list should just close the OSK [FS#6116] (r26827)
https://secure.openttd.org/www/en/
-
Changelog : http://www.wesnoth.org/start/1.12/
http://www.wesnoth.org/
-
Infos zu dieser Version : http://wz2100.net/news/312-has-been-released/
http://wz2100.net/
-
(http://cdn.portableapps.com/HedgewarsPortable_small.png)
Hedgewars is a turn based strategy, artillery, action and comedy game, featuring the antics of pink hedgehogs with attitude as they battle from the depths of hell to the depths of space. As commander, it's your job to assemble your crack team of hedgehog soldiers and bring the war to your enemy.
License: Freeware
Changelog
+ New type of randomly generated maps: Perlin Maps.
+ Old Random generated maps are more diverse now.
+ Slider for adjusting land generation detail.
+ Highlander gamemode can now be used with custom weapon schemes (1-8=How probable to get this weapon. 9=All hogs get it)
+ New gameplay mode "Construction Mode"
+ New gameplay mode "TechRacer"
+ New game play mode "DiagonalMaze" (generates a simple diagonal maze)
+ Add 7 target practice missions, now with simple scoring
+ Update RC Plane Challenge: Stats screen reworked and shows now several facts, simple ranking system based on used planes, some taunts in the game
+ New training/multiplayer mission: "Climb Home"
+ Game scheme screen has a "Script parameter" field now. This allows to make more customizable scripts/modes.
+ Network game rejoining. Note: Your team(s) will vanish after 3 turns.
+ Visual and gameplay changes to "sea" - world edge, visual change to wrap world edge to allow seeing through the wrap, visual change to bounce worldedge
+ The map of the Basketball Mission can be selected for regular games again ("BasketballField")
+ New engine command: /togglechat will disable/enable chat display (does not affect chat history display)
+ Change to Racer: first weapon/utility available will be automatically selected on start
+ Added some visual feedback to failed girder placement.
+ Various performance tweaks, especially for very large maps.
+ Allow switching through hogs in reverse order with PRECISE+HOGSWITCH (left shift + tab, by default)
+ Added support for custom Sudden Death music to theme.cfg (e.g. sd-music=hell.ogg ).
+ New Hats: policegirl, fr_tomato, cratehider
* Fixed drill rockets sometimes exploding on impact.
* Fixed trainings broken due to indestructable targets/crates.
* Fixes and tweaks for low qualily rendering.
* Sinegun won't shoot through -solid- land anymore
* Many bug fixes and tweaks.
Frontend / Netgame:
+ High resolution previews!
+ Preview for dynamic maps generated by game style scripts (e.g. "ShoppaMap))!
+ Moved room status filter to top left of rooms list.
Lua API:
+ New library: Params, makes parsing of script parameters easier
+ New library: TargetPractice, used to generate target practice missions (the newly added missions use it)
+ More helpful syntax error messages.
+ New hooks:
onParameters(paramString) -- called when script parameters are configured. the parameter contains the parameter(s) as text string
onPreviewInit() -- called during map preview initialization
onGearWaterSkip(gearUid) -- called when a gear skims the water without drowning (when hitting it with high speed at low angle). By checking gearUid you can figure out which gear that was.
+ New functions:
DismissTeam(teamname) -- removes a team from the game (note: if you used loc() on teamnames, don't forget to the translated teamname here too)
GetGameFlag(gameflag) -- returns true/false
PlaceSprite(x, y, sprite, frameIdx [, landFlag, ... ]) -- sprite refers to an id from the TSprite list
SetWaterLine(waterline) -- moves water level to the specified y. the current value is in read-only global waterline
SetNextWeapon() -- make current hedgehog switch to next weapon. e.g. use in trainings to preselect weapon
SetWeapon(ammoType) -- decide which weapon the current hedgehog should equip
+ Map Drawing:
-- to be used in onGameInit() -- first set MapGen to mgDrawn and then use the commands below
AddPoint(x, y [, width [, erase] ]) -- takes x,y location, a width (means start of a new line) and erase (if line should erase, not draw)
FlushPoints() -- makes sure that all the points/lines specified using the command above are actually applied to the map
+ New global enumerations:
Mapgens: mgRandom, mgMaze, mgPerlin, mgDrawn
TSprite values
LandFlags: lfIndestructible, lfIce, lfBouncy
+ Changed functions:
HogSay(gearUid, text, manner [, vgState]) -- now also allows you to make NON-Hedgehog gears speak, e.g. barrels... wait what?!
+ Changed hooks:
onHogAttack() can now be hooked with new parameter: onHogAttack(ammoType) - to conveniently find out which ammo/weapon is being used
* Fixes:
gfResetHealth is now a available like the other GameFlags
http://www.hedgewars.org/
-
Changelog
* AI:
* Big Animals Micro AI: bug fix for units not attacking when [avoid_unit] is
not set
* Lurkers MAI: bug fix for attack error when lurker runs into ambush
* Lurkers MAI: bug fix for attempting to attack petrified units
* Stationed Guardian Micro AI: bug fix for unreachable stations
* Campaigns:
* Heir to the Throne:
* Tweaked and expanded music playlists for all scenarios.
* Hide unit variations that should not be listed in the help browser.
* Liberty:
* Fixed possibility of no viable routes around guards in 'Hide and Seek'.
* Son of the Black Eye:
* S6 Black Flag: reduce randomness of unit types unloading from galleons
* The Rise of Wesnoth:
* Hide unit variations that should not be listed in the help browser.
* Under the Burning Suns:
* Hide unit variations that should not be listed in the help browser.
* Editor:
* Fixed falcon race missing an icon due to having incorrectly-named image
files.
* Fixed editor startup slowness. <http://r.wesnoth.org/t41421>
* Help browser:
* Unit types that do not include any visible (hide_help=no) variations no
longer generate topic sections.
* Language and i18n:
* Updated translations: French, Portuguese, Russian, Scottish Gaelic, Slovak,
Spanish
* Fixed cmake pot-update target on Debian and other systems that do not use
bash as the default /bin/sh.
* Multiplayer:
* Fixed the Set Password option during game creation not having an effect
due to a misplaced WML attribute in the client's command for the server
(bug #23015).
* Workaround for modifications failing to work with MP campaigns
(bug #22334).
* Fixed Observer crashed on joining non-first scenario of a campaign
(bug #23036).
* Fixed AI-controlled sides being transferred to human players on MP game
reloading (bug #22968).
* Fixed missing scenario title in lobby for reloaded MP campaigns.
* Units:
* Assigned capitalized translatable names to Walking Corpse and Soulless
variations (bug #22902).
* Hid alternate Great Wolf variation from help as it is identical to the
default variation stats-wise.
* User interface:
* Added a Classic theme which restores the 1.10 game UI.
* WML engine:
* Fixed nested macros emitting incorrect bindings to the default 'wesnoth'
textdomain at the end of a substitution instead of the parent textdomain,
thus breaking localization of subsequent strings (bug #22962).
* Fixed special _initial.cfg and _final.cfg file inclusion order not being
honored by Windows builds using Boost.filesystem (bug #22967).
* Fixed dot-files being considered when {including} directories in WML, on
builds using the new filesystem code (regression introduced in 1.11.19).
* Preprocessor #warning messages now conform better to the new WML
parser/preprocessor diagnostics format introduced in version 1.11.10.
* Miscellaneous and bug fixes:
* Fixed non-ASCII characters in the player's profile path preventing Wesnoth
to launch on Windows (bug #22983).
* Fixed wesnoth failing to start on some systems using non-UTF-8 locales.
<http://r.wesnoth.org/t41268>
* Fixed hotkeys for displaying tips on the titlescreen crashing the game
(bug #18926).
* Disallowed toggling Delayed Shroud Updates when not the player's turn as
it causes OOS.
* Fixed problems building wesnothd using cmake if not building the game
* Added several new options to GUI.pyw
http://www.wesnoth.org/
-
(http://images.six.betanews.com/screenshots/1059929704-1.jpg)
Arasan is a chess program that includes an opening book with about 32,000 moves.
Freeware
http://www.arasanchess.org/
-
Changelog : https://raw.github.com/wesnoth/wesnoth/1.12.1/changelog
http://www.wesnoth.org/
Auch portable verfügbar -> http://portableapps.com/
-
Whats new:>>
- Feature: [NewGRF] Display relative offset changes in the sprite aligner [FS#6236] (r27174)
- Fix: Original road vehicle acceleration crashed for vehicles taking over [FS#6255] (r27190)
- Fix: GCC 5 compilation (r27185, r27183)
- Fix: Data race due to lazy initialisation of objects [FS#5969] (r27178)
- Fix: Compilation with MinGW64 (r27176)
- Fix: Use the regular clipping functions in the sprite aligner instead of some magic [FS#6237] (r27173)
- Fix: Windows randomly drops SetCursorPos calls, breaking the RMB-scrolling [FS#6238] (r27172)
https://secure.openttd.org/www/en/
-
Whats new:>>
- Fix: [NewGRF] Add Misc. GRF Feature Flag 6 to enable the second rocky tile set [FS#6260] (r27200)
https://secure.openttd.org/www/en/
-
Changelog : https://raw.github.com/wesnoth/wesnoth/1.12.2/changelog
http://www.wesnoth.org/
Auch portable verfügbar -> http://portableapps.com/
-
Changelog
- Fix: Do not consider road junctions with trivial dead ends as branch points during town growth [FS#6245] (r27260, r27259, r27244)
- Fix: ScriptList::RemoveList failed to remove a list from itself [FS#6287] (r27258)
- Fix: Combined button+dropdown widgets in order and autoreplace GUI had incorrect hitbox when using GUI zoom [FS#6270] (r27255)
- Fix: When building a lock on DC_AUTO-removable water-based objects, the water class was always set to canal [FS#6264] (r27254)
- Fix: When crossing tram tracks with railroads, cost of extra roads was not being counted [FS#6282] (r27253)
- Fix: Invalid infrastructure counting when crossing tram tracks with railroads [FS#6281] (r27252)
- Fix: Broken error message in configure [FS#6286] (r27250)
- Fix: In some cases town growth failure was considered as success [FS#6240] (r27249, r27247)
- Fix: Town labels on smallmap and zoomed-out viewports were not centered [FS#6257] (r27248)
- Fix: Removing a rail waypoint used the remove-rail-station cost [FS#6251] (r27245)
- Fix: Duplicate frees due to pool item classes not having copy constructors [FS#6285] (r27243)
- Fix: Crash when no AIs were installed due to improper handling of non-ASCII characters by the string pointer lexer [FS#6272] (r27233)
- Fix: Compilation on DragonflyBSD [FS#6274] (r27224, r27223)
- Fix: Use the current maximum speed as limited by bridges, orders etc. for all vehicle types alike when considering increased smoke emissions of vehicles [FS#6278] (r27222)
- Fix: Multi-value keys in the desktop entry shall end with a trailing separator (r27221)
- Fix: Draw path reservation on the whole bridge, not only on the bridge heads (r27209)
- Fix: Draw correct overlay sprites for path reservations on bridges and tunnels (r27208)
https://secure.openttd.org/www/en/
-
(https://www.heise.de/software/screenshots/t108744.jpg)
Freeware-Schach ist ein portables Schachprogramm mit einem ELO-Wert von circa 1660, was einem guten Vereinsspieler entspricht. Es enthält eine Eröffnungsdatenbank und kann Partien im PGN-Format speichern und laden, zusätzlich unterstützt es die Forsyth-Edward-Notation (FEN). Der Spieler darf Züge zurückziehen und Figuren für ein Schach-Rätsel frei setzen. Das Programm bietet einen einstellbaren Schwierigkeitsgrad, macht auf Wunsch Zug-Vorschläge und hält alle Partien in einem Ereignisprotokoll fest.
Freeware
Whats new:>>
Bewertung:
Angriff auf gegnerischen König verbessert.
Fehler:
Abbruch Zugberechnung: Zug Mensch nicht zurück genommen
http://www.freeware-schach.de/
-
Changelog : https://raw.githubusercontent.com/wesnoth/wesnoth/1.12.4/changelog
http://www.wesnoth.org/
Auch portable verfügbar -> Klick (http://sourceforge.net/projects/portableapps/files/Battle%20for%20Wesnoth%20Portable/WesnothPortable_1.12.4.paf.exe/download)
http://portableapps.com/
-
(http://images.six.betanews.com/screenshots/1059929704-1.jpg)
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.
Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.
Freeware
http://www.arasanchess.org/
-
(https://www.heise.de/software/screenshots/t108744.jpg)
Freeware-Schach ist ein portables Schachprogramm mit einem ELO-Wert von circa 1660, was einem guten Vereinsspieler entspricht. Es enthält eine Eröffnungsdatenbank und kann Partien im PGN-Format speichern und laden, zusätzlich unterstützt es die Forsyth-Edward-Notation (FEN). Der Spieler darf Züge zurückziehen und Figuren für ein Schach-Rätsel frei setzen. Das Programm bietet einen einstellbaren Schwierigkeitsgrad, macht auf Wunsch Zug-Vorschläge und hält alle Partien in einem Ereignisprotokoll fest.
Freeware
Whats new:>>
Fehler:
"Mensch gegen Mensch" und "Setze Figuren": Schwarz kann nicht beginnen (Danke Peter)
http://www.freeware-schach.de/
-
Changelog
- Change: Auto-complete partial roads when building level-crossings [FS#6283] (r27309)
- Fix: Do not rerandomise the town name when only cost-estimating the founding [FS#6332] (r27341)
- Fix: Make variety distribution not assume that sea level is at height 0.2 / 3 * TGPGetMaxHeight() [FS#6335] (r27331, r27330, r27329, r27328)
- Fix: Remove corner-case optimisation for line drawing, which failed for dashed lines (r27324)
- Fix: Clipping of inclined lines did not account for the 'horizontal width' being bigger than the 'real width' (r27323, r27322)
- Fix: Incorrect owner assignment when adding/removing road/tram to/from bridges [FS#6317] (r27313, r27312)
- Fix: Mark infrastructure window dirty in more cases (r27311)
- Fix: Prevent breaking of tram-reversal points by adding more road pieces [FS#6283] (r27308)
- Fix: Error message window with manager face failed with GUI zoom [FS#6259] (r27307)
- Fix: Account for road-bridges and drive-through-stops in CanFollowRoad [FS#6320] (r27306, r27305)
- Fix: Password window layout with GUI zoom [FS#6321] (r27304, r27303)
- Fix: Speed-only timetables got assigned times in stations [FS#6313] (r27302, r27301)
- Fix: Enforce the company's default service intervals when purchasing another company [FS#6254] (r27282, r27281)
- Fix: Cloning/autoreplace/autorenew did not copy custom service intervals (r27280)
https://secure.openttd.org/www/en/
-
(https://www.heise.de/software/screenshots/t34646.jpg)
Java-Version des bekannten Strategiespiels Risiko mit Einzelspieler- und Netzwerkspieler-Modi; auch als Android-Version bei Google Play erhältlich
Lizenz: Open Source
Changelog
1.1.1.6
OS X java 1.7 maps dir missing deadlock fix
OS X java 1.7 open html help in browser fix
pt_PT update by Pipanni
SwingGUI sends more info on crash and feedback
Android 54 Private games through Google Play Game Services added.
Android 53 Capital achievements only given when game actually won - Amanda Lunn
sort by rating actually uses g+ +1 count now
Android 52 italian achievements added
can view all possible achievements from main menu
Android 51 added google play games services achievements
autoplace works even with no empty countries
Android 50 Send feedback option added
can change default app language
http://domination.sourceforge.net/
-
(http://cdn.portableapps.com/HedgewarsPortable_small.png)
Hedgewars is a turn based strategy, artillery, action and comedy game, featuring the antics of pink hedgehogs with attitude as they battle from the depths of hell to the depths of space. As commander, it's your job to assemble your crack team of hedgehog soldiers and bring the war to your enemy.
License: Freeware
Changelog
0.9.21 -> 0.9.22
+ Extensive changes to TechRacer: Variable terrain types, enhanced parameters, hwmap interpreter, fuel limiter, etc.
+ Map previews can now take script parameters into account and preview waypoints in TechRacer
+ Added a couple new flags
+ Small improvements to the interface and in-game chat
+ Divided teams options will now just be ignored when more/less than 2 teams, instead of displaying a fatal error
+ Added 6 TechRacer maps to TechMaps
+ Added 3 SpeedShoppa Challenges: Shoppa Love, Ropes and Crates, The Customer is King
+ Hammer damage is now rounded up. This means it can be used to execute hedgehogs with only 1 hp.
+ Improved "Art" theme.
* Generated bridges/girders are now connected better to the land mass
* Fixed rubberband sprite
* The game will now fallback to default voicepack if a team's voicepack is not locally installed. (Instead of rendering team voiceless)
* Hammer now does more damage when the Extra-Damage utility is used
* Many other bug fixes
http://www.hedgewars.org/
-
Changelog : https://raw.githubusercontent.com/wesnoth/wesnoth/1.12.5/changelog
http://www.wesnoth.org/
-
(http://s26.postimg.org/tjlf2pmah/screenshot_742.jpg)
Warsow ist ein 3D-Egoshooter auf Basis der Qfusion-3D-Engine. Warsow wird von Spielern entwickelt und richtet sich insbesondere an die eSport-Szene. Um eine hohe Geschwindigkeit beim Spielablauf zu erreichen, lassen sich die grafischen Details umfangreich individuell anpassen – die Grafik kommt generell sehr comicartig daher. Auch ansonsten lassen sich viele Spielelemente individualisieren, so etwa das HUD, das sich je nach eigenem Gusto positionieren und anpassen lässt. Darüber hinaus bietet Warsow Mehrspieler-Features wie globale Leaderboards innerhalb der Community und kostenlos zugängliche Server für Teams, die ungestört zocken wollen. Zentrale eSport-Funktion ist das sogenannte Warsow TV, das Streaming von Matches und Turnieren inklusive Audio-Spuren erlaubt.
Lizenz: Open Source
Release Notes
General:
+ Switched to Creative Commons license for media assets.
+ Added full out-of-the-box gamepad support (XInput on Windows, SDL on Linux and OS X).
+ The engine automatically lowers the frame rate to 24 FPS and enables sleep state when the game is minimized.
+ Multi-threading improvements for the following; fixed race conditions, reduced latency and the amount of context switches.
+ .pk3 files explicitly named as "pure" are now preferred to different .pk3 files.
+ Restricted downloads of binary modules and "pure" content to official Warsow web mirror.
+ Greatly reduced memory footprint for fonts (especially for CJK).
+ Pressing Escape key during the map load or connection set-up will now cancel the process much quicker.
+ New high resolution "flat" icon.
+ Maximum refresh rate now defaults to 250 fps.
+ It is now possible to pause demo playback at the end of a demo file, instead of dropping to main menu (see "demo" command help).
+ Added "flipped view" mode, set "cl_flip" to "1" to enable.
+ Use HTTPS for secure authentication to matchmaker.
Renderer:
+ 30% to 50% overall performance improvement.
+ Greatly reduced VRAM footprint for textures.
+ Added support for texture arrays, used for lightmaps.
+ Added KTX texture format support.
+ Enabled binary cache for GLSL programs to speed up startup time by default now.
+ Enabled multi-threading to speed up map loading by default now.
+ Curved meshes are now optimized to remove excessive polygons.
+ Changed rendering order so that the sky is now rendered after world geometry to minimize overdraw.
+ Fixed infinite far clipping plane calculations.
+ The renderer now queries the operating system for available screen resolutions.
+ Shadowmaps now account for normals of geometry they are cast on, making them less prone to be visible through walls and ceilings.
+ Added "stencilTest" shader keyword.
+ Added per map colour correction support. Toggle-able with cg_colorCorrection 0/1, maps can define colorCorrection <file path> key in worldspawn to use color correction profile.
- Removed "vid_mode", "vid_customwidth" and "vid_customheight" console variables in favour of "vid_width" and "vid_height" for video modesetting.
- Dropped support for "noDepthTest" shader keyword.
- Dropped "r_colorbits" console variable (used to set desktop colour depth).
Gameplay:
+ New Tutorial game mode.
+ Added 3 new awards:
++ First Frag (awarded to the first fragger);
++ Fair Play (say "gg" to your opponents during the post-match using the chat or the vsay);
++ Man of the Match (You must score the most + achieve the ""Fair Play" award). -See above-.
+ Added sounds for Lasergun, Electrobolt and Instagun impacts.
+ New spawn points selection algorithm: returns the furthest point to which there's less than 4 points on the map; otherwise it returns to a random one, excluding the closest 3 points.
+ Ammo packs dropped on a players deaths, now actually contain strong ammo.
+ The movement style now defaults to "old movement", set "cg_movementStyle" to "1" for "new movement".
+ Incorporated a number of movement fixes from Racesow.
+ Ranked servers will now announce a players profile name at warsow.net alongside the nickname of the players entrance to the server.
+ On ranked servers, the "players" command now also prints login names for authenticated players.
+ After joining a server, the game menu is now opened automatically.
+ On ranked servers, certain votes now require players to be authenticated.
+ Votes now ignore AFK players.
+ In round-based game modes, in-active players are not removed until the beginning of the next round.
+ Added bot navigation files for wda5 and wbomb6.
+ Player movement prediction now works properly when riding a moving platform.
+ New RL/GL trail effect, cg_rocketTrail & cg_grenaderTrail merged into cg_projectileTrail.
+ Bots will now ignore chatting players.
+ Reduced respawn sound volume by 35%.
+ Added new callvote options "shuffle" and "rebalance".
+ Decreased weapon respawn timer to 10 in Duel.
+ In bomb, players can now move at crouch speed during the pre-round; upped maximum running speed to 320ups.
- Removed 'Team Domination' game mode.
Graphics:
+ New "illuminati" gibs.
+ New Instagun & Electrobolt decals.
+ New "simple items" sprites.
+ New teleportation\spawn effect.
+ New EB beam texture for cg_ebbeam_old 1.
+ New default EB beam effect.
+ New Lasergun beam, added hit model for LG endpoint.
+ New bullet hit decal and model.
+ Improved rocket launcher projectile texture.
+ Added gloss textures for BigVic and Bobot player models.
+ Added cg_viewBob, viewport smoothing/bobbing to falling/high jumps.
+ Bomb model colour follows the planted state dynamic light color (red when planted, orange normally).
+ Disabling gun "bobbing" now also disables fire and idle gun animations.
+ New damage hit effect (cg_showBloodTrail).
Weapons:
+ Reduced Rocket Launcher pick-up ammo count to 5.
+ Reduced Lasergun and Plasmagun pick-up ammo count to 50.
+ Increased Lasergun and Plasmagun ammo box count to 100.
+ Increased Electrobolt ammo box count to 10.
+ Removed custom gravity and friction from Grenade Launcher projectiles.
+ Unified knockback of Grenade Launcher and Rocket Launcher to 100.
+ Unified minimum knockback of Grenade Launcher and Rocket Launcher to 35.
+ Unified splash radius of Grenade Launcher and Rocket Launcher to 125.
+ Changed Gunblade full recharge and reload time to 600ms.
+ Changed Gunblade projectile damage, splash radius and knockback to 40, 70 and 90 respectively, self-damage ratio increased to 100%.
+ Increased Gunblade melee damage to 50 and decreased reload time to 600ms.
+ New Riotgun spread pattern based on Fibonacci/sunflower spirals.
+ Increased per-pellet knockback for Riotgun to 7 (140 on 100% hit), spread reduced.
+ Increased Rocket launcher reload, damage and projectile speed to 950ms, 80 and 1150ups respectively.
+ Increased Grenade launcher reload, damage and self-damage ratio to 800ms, 80 and 100% respectively.
+ Increased DPS for Lasergun to 140, knockback increased to 14.
+ Increased Machinegun bullet damage to 10, reload time increased to 100ms, spread removed.
+ Increased knock-back for Electrobolt to 80.
+ Increased Plasmagun speed and knockback to 2500ups and 20 respetively.
Maps:
+ New Tutorial map.
+ Improved wdm6.
+ Improved wdm1 item layout.
+ Added colour correction profiles for wdm5, wbomb6, wbomb1.
- Removed wdm3.
- Removed wca2.
Mapping:
+ "target_print" entities can now provide overlay help messages/hints to players (use the the "helpmessage" key in Radiant/map editor of choice).
+ Added support for "target_kill" and "target_teleporter" entities from Quake3.
+ Use "gravity" attribute on the "worlspawn" object to set map gravity.
Localizations:
+ Added 9 new localizations: Belarusian, Bulgarian, Lithuanian, Portuguese (Brazil), Portuguese (Portugal), Romanian, Swedish, Turkish, Ukrainian.
+ Maps can now be localized individually (drop .po files into l10n/maps/<mapname>).
+ Centre-printed messages and map locations are now localizable.
Sound:
+ Added "s_globalfocus" option: when enabled the game will continue to play its sound and music even if the user switches to another application.
+ It is now possible to use .ogv video files as background music tracks.
+ Fixed support for remote .ogg music tracks/streams.
+ Reduced default sound mixer delay from 200ms to 140ms (snd_qf).
+ The background music is now not interrupted at demojumps.
HUD:
+ Added current time to the HUD in the race mode.
+ Added text animation for game awards.
+ All HUD elements are now resolution-independent.
+ Optimized rendering of scoreboard strings.
+ Scripting: it's now possible to pass a non-constant math expression to setFontSize.
+ New spec HUD, added adem HUD.
UI:
+ Added voicecomm menu for Team Deathmatch, Bomb, CTF and CTF: Tactics game modes (bound to Left Shift by default).
+ Revamped title screen, this incorporates a players profile and stats from warsow.net.
+ Added an option for server browser to open a dialogue with suggested game servers after the search is complete.
+ Added quit confirmation dialogue.
+ Added descriptions for game modes.
+ Added pre-load option, enabled by default (set "ui_preload" to "0" to disable).
+ Added several new configurable options.
+ Added confirmation dialogue for "Move to TV" command.
- Removed IRC chat tab.
Server:
+ The built-in HTTP server now runs in a separate thread.
+ Optimized file transfers from the built-in HTTP server.
+ Matchmaker HTTP authentication now respects sv_ip.
WarsowTV:
+ Fixed an issue with the automatic chase-cam, which occasionally goes rampant in round-based game modes.
+ Enabled TCP connections support.
Linux:
+ Switched over to SDL2 for video initialization and input.
NOTE: versions prior to SDL2 suffer from doubled mouse sensitivity. This is expected to be fixed in SDL 2.0.4.
+ ALT+Tab works now.
+ Keyboard input doesn't steal the whole system focus.
+ The game now respects system keyboard layout.
+ Switched over to dynamic linking for support libraries.
Windows:
+ The window can be minimized when the game is running in windowed mode.
+ ALT+F4 works again.
+ The UI now respects system DPI settings.
+ Added support for Japanese and Korean input to the chat.
SDK:
+ Added NetRadiant and Q3Map2 with KTX texture format support, older versions won't load the textures properly.
+ Added .map files and models for all stock maps.
+ Added source files for textures and models.
+ Switched to cmake as the unified build system for C/C++ code.
+ Added Dockerfiles for cross-compilation.
+ Added debian meta-package to install all engine dependencies.
+ Updated to AngelScript 2.29.2.
http://www.warsow.net/
-
Changelog
Last updated: 2015-12-01
Release version: 1.5.3
------------------------------------------------------------------------
Table of contents
-----------------
1.0) About
2.0) Contacting
* 2.1) Reporting bugs
* 2.2) Reporting desyncs
3.0) Supported platforms
4.0) Installing and running OpenTTD
* 4.1) (Required) 3rd party files
* 4.2) OpenTTD directories
* 4.3) Portable installations (portable media)
* 4.4) Files in tar (archives)
5.0) OpenTTD features
* 5.1) Logging of potentially dangerous actions
6.0) Configuration file
7.0) Compiling
* 7.1) Required/optional libraries
* 7.2) Supported compilers
* 7.3) Compilation of base sets
8.0) Translating
* 8.1) Translation
* 8.2) Previewing
9.0) Troubleshooting
10.0) Licensing
X.X) Credits
1.0) About
---- -----
OpenTTD is a transport simulation game based upon the popular game Transport
Tycoon Deluxe, written by Chris Sawyer. It attempts to mimic the original
game as closely as possible while extending it with new features.
OpenTTD is licensed under the GNU General Public License version 2.0,
but includes some 3rd party software under different licenses. See the
section "Licensing" below for details.
2.0) Contacting
---- ----------
The easiest way to contact the OpenTTD team is by submitting bug reports or
posting comments in our forums. You can also chat with us on IRC (#openttd
on irc.oftc.net).
The OpenTTD homepage is http://www.openttd.org/.
You can also find the OpenTTD forums at
http://forum.openttd.org/
2.1) Reporting bugs
---- --------------
First of all, check whether the bug is not already known. Do this by looking
through the file called 'known-bugs.txt' which is distributed with OpenTTD
like this readme.
For tracking our bugs we are using a bug tracker called Flyspray. You can find
the tracker at http://bugs.openttd.org/. Before actually reporting take a look
through the already reported bugs there to see if the bug is already known.
The 'known-bugs.txt' file might be a bit outdated at the moment you are
reading it as only bugs known before the release are documented there. Also
look through the recently closed bugs.
When you are sure it is not already reported you should:
* Make sure you are running a recent version, i.e. run the latest stable or
nightly based on where you found the bug.
* Make sure you are not running a non-official binary, like a patch pack.
When you are playing with a patch pack you should report any bugs to the
forum thread related to that patch pack.
* Make it reproducible for the developers. In other words, create a savegame
in which you can reproduce the issue once loaded. It is very useful to give
us the crash.dmp, crash.sav, crash.log and crash screenshot which are
created on crashes.
* Check whether the bug is already reported on our bug tracker. This includes
searching for recently closed bug reports as the bug might already be fixed.
After you have done all that you can report the bug. Please include the
following information in your bug report:
* OpenTTD version (PLEASE test the latest SVN/nightly build)
* Bug details, including instructions how to reproduce it
* Platform (Windows, Linux, FreeBSD, ...) and compiler (including version) if
you compiled OpenTTD yourself.
* The processor architecture of your OS (32 bits Windows, 64 bits Windows,
Linux on an ARM, Mac OS X on a PowerPC, ...)
* Attach a saved game *and* a screenshot if possible
* If this bug only occurred recently please note the last version without
the bug and the first version including the bug. That way we can fix it
quicker by looking at the changes made.
* Attach crash.dmp, crash.log and crash.sav. These files are usually created
next to your openttd.cfg. The crash handler will tell you the location.
2.2) Reporting desyncs
---- -----------------
As desyncs are hard to make reproducible OpenTTD has the ability to log all
actions done by clients so we can replay the whole game in an effort to make
desyncs better reproducible. You need to turn this ability on. When turned
on an automatic savegame will be made once the map has been constructed in
the 'save/autosave' directory, see OpenTTD directories to know where to find
this directory. Furthermore the log file 'commands-out.log' will be created
and all actions will be written to there.
To enable the desync debugging you need to set the debug level for 'desync'
to at least 1. You do this by starting OpenTTD with '-d desync=<level>' as
parameter or by typing 'debug_level desync=<level>' in OpenTTD's internal
console.
The desync debug levels are:
0: nothing.
1: dumping of commands to 'commands-out.log'.
2: same as 1 plus checking vehicle caches and dumping that too.
3: same as 2 plus monthly saves in autosave.
4 and higher: same as 3
Restarting OpenTTD will overwrite 'commands-out.log'. OpenTTD will not remove
the savegames (dmp_cmds_*.sav) made by the desync debugging system, so you
have to occasionally remove them yourself!
The naming format of the desync savegames is as follows:
dmp_cmds_XXXXXXXX_YYYYYYYY.sav. The XXXXXXXX is the hexadecimal representation
of the generation seed of the game and YYYYYYYY is the hexadecimal
representation of the date of the game. This sorts the savegames by game and
then by date making it easier to find the right savegames.
When a desync has occurred with the desync debugging turned on you should file
a bug report with the following files attached:
- commands-out.log as it contains all the commands that were done
- the last saved savegame (search for the last line beginning with
'save: dmp_cmds_' in commands-out.log). We use this savegame to check
whether we can quickly reproduce the desync. Otherwise we will need...
- the first saved savegame (search for the first line beginning with 'save'
where the first part, up to the last underscore '_', is the same). We need
this savegame to be able to reproduce the bug when the last savegame is not
old enough. If you loaded a scenario or savegame you need to attach that.
- optionally you can attach the savegames from around 50%, 75%, 85%, 90% and
95% of the game's progression. We can use these savegames to speed up the
reproduction of the desync, but we should be able to reproduce these
savegames based on the first savegame and commands-out.log.
- in case you use any NewGRFs you should attach the ones you used unless
we can easily find them ourselves via bananas or when they are in the
#openttdcoop pack.
Do NOT remove the dmp_cmds savegames of a desync you have reported until the
desync has been fixed; if you, by accident, send us the wrong savegames we
will not be able to reproduce the desync and thus will be unable to fix it.
3.0) Supported platforms
---- -------------------
OpenTTD has been ported to several platforms and operating systems. It should
not be very difficult to port it to a new platform. The currently working
platforms are:
BeOS - SDL or Allegro
DOS - Allegro
FreeBSD - SDL
Linux - SDL or Allegro
MacOS X (universal) - Cocoa video and sound drivers
MorphOS - SDL
OpenBSD - SDL
OS/2 - SDL
Windows - Win32 GDI (faster) or SDL or Allegro
4.0) Installing and running OpenTTD
---- ------------------------------
Installing OpenTTD is fairly straightforward. Either you have downloaded an
archive which you have to extract to a directory where you want OpenTTD to
be installed, or you have downloaded an installer, which will automatically
extract OpenTTD in the given directory.
OpenTTD looks in multiple locations to find the required data files (described
in section 4.2). Installing any 3rd party files into a 'shared' location has
the advantage that you only need to do this step once, rather than copying the
data files into all OpenTTD versions you have.
Savegames, screenshots, etc are saved relative to the config file (openttd.cfg)
currently being used. This means that if you use a config file in one of the
shared directories, savegames will reside in the save/ directory next to the
openttd.cfg file there.
If you want savegames and screenshots in the directory where the OpenTTD binary
resides, simply have your config file in that location. But if you remove this
config file, savegames will still be in this directory (see notes in
section 4.2 'OpenTTD directories')
OpenTTD comes without AIs, so if you want to play with AIs you have to download
them. The easiest way is via the 'Check Online Content' button in the main menu.
You can select some AIs that you think are compatible with your playing style.
Another way is manually downloading the AIs from the forum although then you
need to make sure that you install all the required AI libraries too; they get
automatically selected (and downloaded) if you get the AIs via the 'Check
Online Content'. If you do not have an AI but have configured OpenTTD to start
an AI a message will be shown that the 'dummy' AI has been started.
4.1) (Required) 3rd party files
---- --------------------------
Before you run OpenTTD, you need to put the game's data files into a baseset/
directory which can be located in various places addressed in the following
section.
For OpenTTD you need to acquire some third party data files. For this you have
the choice of using the original Transport Tycoon Deluxe data files or a set
of free data files.
Do NOT copy files included with OpenTTD into 'shared' directories (explained in
the following sections) as sooner or later you will run into graphical glitches
when using other versions of the game.
4.1.1) Free graphics and sound files
------ -----------------------------
The free data files, split into OpenGFX for graphics, OpenSFX for sounds and
OpenMSX for music can be found at:
- http://www.openttd.org/download-opengfx for OpenGFX
- http://www.openttd.org/download-opensfx for OpenSFX
- http://www.openttd.org/download-openmsx for OpenMSX
Please follow the readme of these packages about the installation procedure.
The Windows installer can optionally download and install these packages.
4.1.2) Original Transport Tycoon Deluxe graphics and sound files
------ ---------------------------------------------------------
If you want to play with the original Transport Tycoon Deluxe data files you
have to copy the data files from the CD-ROM into the baseset/ directory. It
does not matter whether you copy them from the DOS or Windows version of
Transport Tycoon Deluxe. The Windows install can optionally copy these files.
You need to copy the following files:
- sample.cat
- trg1r.grf or TRG1.GRF
- trgcr.grf or TRGC.GRF
- trghr.grf or TRGH.GRF
- trgir.grf or TRGI.GRF
- trgtr.grf or TRGT.GRF
4.1.3) Original Transport Tycoon Deluxe music
------ --------------------------------------
If you want the Transport Tycoon Deluxe music, copy the files from the gm/
folder from the Windows version of Transport Tycoon Deluxe to the baseset
folder in your OpenTTD folder (also explained in the following sections).
The music from the DOS version as well as the original Transport Tycoon does
not work.
4.1.4) AIs
------ ---
If you want AIs use the in-game content downloader. If for some reason that is
not possible or you want to use an AI that has not been uploaded to the content
download system download the tar file and place it in the ai/ directory. If the
AI needs libraries you will have to download those too and put them in the
ai/library/ directory. All AIs and AI Libraries that have been uploaded to
the content download system can be found at http://noai.openttd.org/downloads/
The AIs and libraries can be found their in the form of .tar.gz packages.
OpenTTD can read inside tar files but it does not extract .tar.gz files by
itself.
To figure out which libraries you need for an AI you have to start the AI and
wait for an error message to pop up. The error message will tell you
'could not find library "lib-name"'. Download that library and try again.
4.1.5) Game scripts
------ ------------
If you want an extra challenge in OpenTTD you can download so-called game
scripts via the in-game content downloader. These game scripts have varying
functionality, though they can generally influence town growth, subsidies, add
goals to reach or provide a different ranking system.
If you download a game script manually you have to follow the same rules as for
AIs, except that game scripts are placed in the game/ directory instead of the
ai/ directory.
4.2) OpenTTD directories
---- -------------------
OpenTTD uses its own directory to store its required 3rd party base set files
(see section 4.1 'Required 3rd party files') and non-compulsory extension and
configuration files. See below for their proper place within this OpenTTD main
data directory.
The main OpenTTD directories can be found in various locations, depending on
your operating system:
1. The current working directory (from where you started OpenTTD)
For non-Windows operating systems OpenTTD will not scan for files in this
directory if it is your personal directory, i.e. '~/', or when it is the
root directory, i.e. '/'.
2. Your personal directory
Windows: C:\My Documents\OpenTTD (95, 98, ME)
C:\Documents and Settings\<username>\My Documents\OpenTTD (2000, XP)
C:\Users\<username>\Documents\OpenTTD (Vista, 7)
Mac OSX: ~/Documents/OpenTTD
Linux: $XDG_DATA_HOME/openttd which is usually ~/.local/share/openttd when
built with XDG base directory support, otherwise ~/.openttd
3. The shared directory
Windows: C:\Documents and Settings\All Users\Shared Documents\OpenTTD (2000, XP)
C:\Users\Public\Documents\OpenTTD (Vista, 7)
Mac OSX: /Library/Application Support/OpenTTD
Linux: not available
4. The binary directory (where the OpenTTD executable is)
Windows: C:\Program Files\OpenTTD
Linux: /usr/games
5. The installation directory (Linux only)
Linux: /usr/share/games/openttd
6. The application bundle (Mac OSX only)
It includes the OpenTTD files (grf+lng) and it will work as long as they
are not touched
Different types of data or extensions go into different subdirectories of the
chosen main OpenTTD directory:
Config File: (no subdirectory)
Screenshots: screenshot
Base Graphics: baseset (or a subdirectory thereof)
Sound Sets: baseset (or a subdirectory thereof)
NewGRFs: newgrf (or a subdirectory thereof)
32bpp Sets: newgrf (or a subdirectory thereof)
Music Sets: baseset (or a subdirectory thereof)
AIs: ai (or a subdirectory thereof)
AI Libraries: ai/libraries (or a subdirectory thereof)
Game Scripts (GS): game (or a subdirectory thereof)
GS Libraries: game/libraries (or a subdirectory thereof)
Savegames: save
Automatic Savegames: save/autosave
Scenarios: scenario
The (automatically created) directory content_download is for OpenTTD's internal
use and no files should be added to it or its subdirectories manually.
Notes:
- Linux in the previous list means .deb, but most paths should be similar for
others.
- The previous search order is also used for NewGRFs and openttd.cfg.
- If openttd.cfg is not found, then it will be created using the 2, 4, 1, 3,
5 order. When built with XDG base directory support, openttd.cfg will be
created in $XDG_CONFIG_HOME/openttd which is usually ~/.config/openttd.
- Savegames will be relative to the config file only if there is no save/
directory in paths with higher priority than the config file path, but
autosaves and screenshots will always be relative to the config file.
Unless the configuration file is in $XDG_CONFIG_HOME/openttd, then all
other files will be saved under $XDG_DATA_HOME/openttd.
The preferred setup:
Place 3rd party files in shared directory (or in personal directory if you do
not have write access on shared directory) and have your openttd.cfg config
file in personal directory (where the game will then also place savegames and
screenshots).
4.3) Portable installations (portable media)
---- ---------------------------------------
You can install OpenTTD on external media so you can take it with you, i.e.
using a USB key, or a USB HDD, etc.
Create a directory where you shall store the game in (i.e. OpenTTD/).
Copy the binary (OpenTTD.exe, OpenTTD.app, openttd, etc), baseset/ and your
openttd.cfg to this directory.
You can copy binaries for any operating system into this directory, which will
allow you to play the game on nearly any computer you can attach the external
media to.
As always - additional grf files are stored in the newgrf/ dir (for details,
again, see section 4.1).
4.4) Files in tar (archives)
---- -----------------------
OpenTTD can read files that are in an uncompressed tar (archive), which
makes it easy to bundle files belonging to the same script, NewGRF or base
set. Music sets are the only exception as they cannot be stored in a tar
file due to being played by external applications.
OpenTTD sees each tar archive as the 'root' of its search path. This means that
having a file with the same path in two different tar files means that one
cannot be opened, after all only one file will be found first. As such it is
advisable to put an uniquely named folder in the root of the tar and put all the
content in that folder. For example, all downloaded content has a path that
concatenates the name of the content and the version, which makes the path
unique. For custom tar files it is advised to do this as well.
The normal files are also referred to by their relative path from the search
directory, this means that also normal files could hide files in a tar as
long as the relative path from the search path of the normal file is the
same as the path in the tar file. Again it is advised to have an unique path
to the normal file so they do not collide with the files from other tar
files.
5.0) OpenTTD features
---- ----------------
OpenTTD has a lot of features going beyond the original Transport Tycoon Deluxe
emulation. Unfortunately, there is currently no comprehensive list of features,
but there is a basic features list on the web, and some optional features can be
controlled through the Advanced Settings dialog. We also implement some
features known from TTDPatch (http://www.ttdpatch.net/).
Several important non-standard controls:
* Ctrl modifies many commands and makes them more powerful. For example Ctrl
clicking on signals with the build signal tool changes their behaviour, holding
Ctrl while the track build tool is activated changes it to the track removal
tool, and so on. See http://wiki.openttd.org/Hidden_features for a non-
comprehensive list or look at the tooltips.
* Ingame console. More information at
http://wiki.openttd.org/index.php/Console
* Hovering over a GUI element shows tooltips. This can be changed to right click
via the advanced settings.
5.1) Logging of potentially dangerous actions
---- ----------------------------------------
OpenTTD is a complex program, and together with NewGRF, it may show a buggy
behaviour. But not only bugs in code can cause problems. There are several
ways to affect game state possibly resulting in program crash or multiplayer
desyncs.
Easier way would be to forbid all these unsafe actions, but that would affect
game usability for many players. We certainly do not want that.
However, we receive bug reports because of this. To reduce time spent with
solving these problems, these potentially unsafe actions are logged in
the savegame (including crash.sav). Log is stored in crash logs, too.
Information logged:
* Adding / removing / changing order of NewGRFs
* Changing NewGRF parameters, loading compatible NewGRF
* Changing game mode (scenario editor <-> normal game)
* Loading game saved in a different OpenTTD / TTDPatch / Transport Tycoon Deluxe /
original Transport Tycoon version
* Running a modified OpenTTD build
* Changing settings affecting NewGRF behaviour (non-network-safe settings)
* Triggering NewGRF bugs
No personal information is stored.
You can show the game log by typing 'gamelog' in the console or by running
OpenTTD in debug mode.
6.0) Configuration file
---- ------------------
The configuration file for OpenTTD (openttd.cfg) is in a simple Windows-like
.INI format. It is mostly undocumented. Almost all settings can be changed
ingame by using the 'Advanced Settings' window.
When you cannot find openttd.cfg you should look in the directories as
described in section 4.2. If you do not have an openttd.cfg OpenTTD will
create one after closing.
7.0) Compiling
---- ---------
Windows:
You need Microsoft Visual Studio .NET. Open the project file
and it should build automatically. In case you want to build with SDL support
you need to add WITH_SDL to the project settings.
PNG (WITH_PNG) and ZLIB (WITH_ZLIB) support is enabled by default. For these
to work you need their development files. For best results, download the
openttd-useful.zip file from http://www.openttd.org/download-openttd-useful
Put the header files into your compiler's include/ directory and the
library (.lib) files into the lib/ directory.
For more help with VS see docs/Readme_Windows_MSVC.txt.
You can also build it using the Makefile with MSYS/MinGW or Cygwin/MinGW.
Please read the Makefile for more information.
Solaris, FreeBSD, OpenBSD:
Use 'gmake', but do a './configure' before the first build.
Linux/Unix:
OpenTTD can be built with GNU 'make'. On non-GNU systems it is called 'gmake'.
However, for the first build one has to do a './configure' first.
MacOS X:
Use 'make' or Xcode (which will then call make for you)
This will give you a binary for your CPU type (PPC/Intel)
However, for the first build one has to do a './configure' first.
To make a universal binary type './configure --enabled-universal'
instead of './configure'.
BeOS:
Use 'make', but do a './configure' before the first build.
MorphOS:
Use 'make'. However, for the first build one has to do a './configure' first.
Note that you need the MorphOS SDK, latest libnix updates (else C++ parts of
OpenTTD will not build) and the powersdl.library SDK. Optionally libz,
libpng and freetype2 developer files.
OS/2:
A comprehensive GNU build environment is required to build the OS/2 version.
See the docs/Readme_OS2.txt file for more information.
DOS:
A build environment with DJGPP is needed as well as libraries such as
Allegro, zlib and libpng, which all can be downloaded from the DJGPP
website. Compilation is straight forward: use make, but do a './configure'
before the first build. The build binary will need cwsdpmi.exe to be in
the same directory as the openttd executable. cwsdpmi.exe can be found in
the os/dos/cwsdpmi subdirectory. If you compile with stripping turned on a
binary will be generated that does not need cwsdpmi.exe by adding the
cswdstub.exe to the created OpenTTD binary.
7.1) Required/optional libraries
---- ---------------------------
The following libraries are used by OpenTTD for:
- libSDL/liballegro: hardware access (video, sound, mouse)
- zlib: (de)compressing of old (0.3.0-1.0.5) savegames, content downloads,
heightmaps
- liblzo2: (de)compressing of old (pre 0.3.0) savegames
- liblzma: (de)compressing of savegames (1.1.0 and later)
- libpng: making screenshots and loading heightmaps
- libfreetype: loading generic fonts and rendering them
- libfontconfig: searching for fonts, resolving font names to actual fonts
- libicu: handling of right-to-left scripts (e.g. Arabic and Persian) and
natural sorting of strings.
OpenTTD does not require any of the libraries to be present, but without
liblzma you cannot open most recent savegames and without zlib you cannot
open most older savegames or use the content downloading system.
Without libSDL/liballegro on non-Windows and non-MacOS X machines you have
no graphical user interface; you would be building a dedicated server.
7.2) Supported compilers
---- -------------------
The following compilers are known to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2005, 2008 and 2010.
Version 2005 gives bogus warnings about scoping issues.
- GNU Compiler Collection (GCC) 3.3 - 4.4, 4.6 - 4.8.
Versions 4.1 and earlier give bogus warnings about uninitialised variables.
Versions 4.4, 4.6 give bogus warnings about freeing non-heap objects.
Versions 4.6 and later give invalid warnings when lto is enabled.
- Intel C++ Compiler (ICC) 12.0.
- Clang/LLVM 2.9 - 3.0
Version 2.9 gives bogus warnings about code nonconformity.
The following compilers are known not to compile OpenTTD:
- Microsoft Visual C++ (MSVC) 2003 and earlier.
- GNU Compiler Collection (GCC) 3.2 and earlier.
These old versions fail due to OpenTTD's template usage.
- GNU Compiler Collection (GCC) 4.5. It optimizes enums too aggressively.
See http://bugs.openttd.org/task/5513 and references therein.
- Intel C++ Compiler (ICC) 11.1 and earlier.
Version 10.0 and earlier fail a configure check and fail with recent system
headers.
Version 10.1 fails to compile station_gui.cpp.
Version 11.1 fails with an internal error when compiling network.cpp.
- Clang/LLVM 2.8 and earlier.
- (Open) Watcom.
If any of these compilers can compile OpenTTD again, please let us know.
Patches to support more compilers are welcome.
7.3) Compilation of base sets
-----------------------------
To recompile the extra graphics needed to play with the original Transport
Tycoon Deluxe graphics you need GRFCodec (which includes NFORenum) as well.
GRFCodec can be found at: http://www.openttd.org/download-grfcodec
The compilation of these extra graphics does generally not happen, unless
you remove the graphics file using 'make maintainer-clean'.
Re-compilation of the base sets, thus also use of --maintainer-clean can
leave the repository in a modified state as different grfcodec versions can
cause binary differences in the resulting grf. Also translations might have
been added for the base sets which are not yet included in the base set
information files. Use the configure option --without-grfcodec to avoid
modification of the base set files by the build process.
8.0) Translating
---- -----------
See http://www.openttd.org/development for up-to-date information.
The use of the online Translator service, located at
http://translator.openttd.org/, is highly encouraged. For getting an account
simply follow the guidelines in the FAQ of the translator website.
If for some reason the website is down for a longer period of time, the
information below might be of help.
Please contact the translations manager (http://www.openttd.org/contact)
before beginning the translation process! This avoids double work, as
someone else may have already started translating to the same language.
8.1) Translation
---- -----------
So, now that you have notified the development team about your intention to
translate (You did, right? Of course you did.) you can pick up english.txt
(found in the SVN repository under /src/lang) and translate.
You must change the first two lines of the file appropriately:
##name English-Name-Of-Language
##ownname Native-Name-Of-Language
Note: Do not alter the following parts of the file:
* String identifiers (the first word on each line)
* Parts of the strings which are in curly braces (such as {STRING})
* Lines beginning with ## (such as ##id), other than the first two lines of
the file
8.2) Previewing
---- ----------
In order to view the translation in the game, you need to compile your language
file with the strgen utility. As this utility is tailored to a specific OpenTTD
version, you need to compile it yourself. Just take the normal OpenTTD sources
and build that. During the build process the strgen utility will be made.
strgen is a command-line utility. It takes the language filename as parameter.
Example:
strgen lang/german.txt
This results in compiling german.txt and produces another file named german.lng.
Any missing strings are replaced with the English strings. Note that it looks
for english.txt in the lang subdirectory, which is where your language file
should also be.
That is all! You should now be able to select the language in the game options.
9.0) Troubleshooting
---- ---------------
To see all startup options available to you, start OpenTTD with the
'./openttd -h' option. This might help you tweak some of the settings.
If the game is acting strange and you feel adventurous you can try the
'-d [[<name>=]<level>]' flag, where the higher levels will give you more
debugging output. The 'name' variable can help you to display only some type of
debugging messages. This is mostly undocumented so best is to look in the
source code file debug.c for the various debugging types. For more information
look at http://wiki.openttd.org/index.php/Command_line.
The most frequent problem is missing data files. Please install OpenGFX and
possibly OpenSFX and OpenMSX. See section 4.1.1 for more information.
Under certain circumstance, especially on Ubuntu OpenTTD can be extremely slow
and/or freeze. See known-bugs.txt for more information and how to solve this
problem on your computer.
Under Windows 98 and lower it is impossible to use a dedicated server; it will
fail to start. Perhaps this is for the better because those OSes are not known
for their stability.
With the added support for font-based text selecting a non-latin language can
result in lots of question marks ('?') being shown on screen. Please open your
configuration file (openttd.cfg - see Section 4.2 for where to find it)
and add a suitable font for the small, medium and / or large font, e.g.:
small_font = "Tahoma"
medium_font = "Tahoma"
large_font = "Tahoma"
You should use a font name like 'Tahoma' or a path to the desired font.
Any NewGRF file used in a game is stored inside the savegame and will refuse
to load if you do not have that NewGRF file available. A list of missing files
can be viewed in the NewGRF window accessible from the file load dialogue window.
You can try to obtain the missing files from that NewGRF dialogue or - if they
are not available online - you can search manually through our forum's graphics
development section (http://www.tt-forums.net/viewforum.php?f=66) or GrfCrawler
(http://grfcrawler.tt-forums.net/). Put the NewGRF files in OpenTTD's newgrf folder
(see section 4.2 'OpenTTD directories') and rescan the list of available NewGRFs.
Once you have all missing files, you are set to go.
10.0) Licensing
----- ---------
OpenTTD is licensed under the GNU General Public License version 2.0. For
the complete license text, see the file 'COPYING'. This license applies
to all files in this distribution, except as noted below.
The squirrel implementation in src/3rdparty/squirrel is licensed under
the Zlib license. See src/3rdparty/squirrel/COPYRIGHT for the complete
license text.
The md5 implementation in src/3rdparty/md5 is licensed under the Zlib
license. See the comments in the source files in src/3rdparty/md5 for
the complete license text.
The implementations of Posix getaddrinfo and getnameinfo for OS/2 in
src/3rdparty/os2 are distributed partly under the GNU Lesser General Public
License 2.1, and partly under the (3-clause) BSD license. The exact licensing
terms can be found in src/3rdparty/os2/getaddrinfo.c resp.
src/3rdparty/os2/getnameinfo.c.
The exe2coff implementation in os/dos/exe2coff is available under the
GPL, with a number of additional terms. See os/dos/exe2coff/copying and
os/dos/exe2coff/copying.dj for the exact licensing terms.
The CWSDPMI implementation in os/dos/cwsdpmi is distributed under a
custom binary-only license that prohibits modification. The exact
licensing terms can be found in os/dos/cwsdpmi/cwsdpmi.txt. The sources
for these files can be downloaded at its author site, at:
http://homer.rice.edu/~sandmann/cwsdpmi/csdpmi5s.zip
X.X) Credits
---- -------
The OpenTTD team (in alphabetical order):
Albert Hofkamp (Alberth) - GUI expert (since 0.7)
Matthijs Kooijman (blathijs) - Pathfinder-guru, Debian port (since 0.3)
Ulf Hermann (fonsinchen) - Cargo Distribution (since 1.3)
Christoph Elsenhans (frosch) - General coding (since 0.6)
Loïc Guilloux (glx) - Windows Expert (since 0.4.5)
Michael Lutz (michi_cc) - Path based signals (since 0.7)
Owen Rudge (orudge) - Forum host, OS/2 port (since 0.1)
Peter Nelson (peter1138) - Spiritual descendant from newGRF gods (since 0.4.5)
Ingo von Borstel (planetmaker) - General coding, Support (since 1.1)
Remko Bijker (Rubidium) - Lead coder and way more (since 0.4.5)
José Soler (Terkhen) - General coding (since 1.0)
Leif Linse (Zuu) - AI/Game Script (since 1.2)
Inactive Developers:
Jean-François Claeys (Belugas) - GUI, newindustries and more (0.4.5 - 1.0)
Bjarni Corfitzen (Bjarni) - MacOSX port, coder and vehicles (0.3 - 0.7)
Victor Fischer (Celestar) - Programming everywhere you need him to (0.3 - 0.6)
Jaroslav Mazanec (KUDr) - YAPG (Yet Another Pathfinder God) ;) (0.4.5 - 0.6)
Jonathan Coome (Maedhros) - High priest of the NewGRF Temple (0.5 - 0.6)
Attila Bán (MiHaMiX) - WebTranslator 1 and 2 (0.3 - 0.5)
Zdeněk Sojka (SmatZ) - Bug finder and fixer (0.6 - 1.3)
Christoph Mallon (Tron) - Programmer, code correctness police (0.3 - 0.5)
Patric Stout (TrueBrain) - NoProgrammer (0.3 - 1.2), sys op (active)
Thijs Marinussen (Yexo) - AI Framework, General (0.6 - 1.3)
Retired Developers:
Tamás Faragó (Darkvater) - Ex-Lead coder (0.3 - 0.5)
Dominik Scherer (dominik81) - Lead programmer, GUI expert (0.3 - 0.3)
Emil Djupfeld (egladil) - MacOSX port (0.4 - 0.6)
Simon Sasburg (HackyKid) - Bug fixer (0.4 - 0.4.5)
Ludvig Strigeus (ludde) - Original author of OpenTTD, main coder (0.1 - 0.3)
Cian Duffy (MYOB) - BeOS port / manual writing (0.1 - 0.3)
Petr Baudiš (pasky) - Many patches, newgrf support, etc. (0.3 - 0.3)
Benedikt Brüggemeier (skidd13) - Bug fixer and code reworker (0.6 - 0.7)
Serge Paquet (vurlix) - 2nd contributor after ludde (0.1 - 0.3)
Thanks to:
Josef Drexler - For his great work on TTDPatch.
Marcin Grzegorczyk - For his TTDPatch work and documentation of Transport Tycoon Deluxe internals and track foundations
Stefan Meißner (sign_de) - For his work on the console
Mike Ragsdale - OpenTTD installer
Christian Rosentreter (tokai) - MorphOS / AmigaOS port
Richard Kempton (RichK67) - Additional airports, initial TGP implementation
Alberto Demichelis - Squirrel scripting language
L. Peter Deutsch - MD5 implementation
Michael Blunck - For revolutionizing TTD with awesome graphics
George - Canal graphics
Andrew Parkhouse (andythenorth) - River graphics
David Dallaston (Pikka) - Tram tracks
All Translators - For their support to make OpenTTD a truly international game
Bug Reporters - Thanks for all bug reports
Chris Sawyer - For an amazing game!
https://secure.openttd.org/www/en/
-
(http://s26.postimg.org/bkvcj8aop/screenshot_750.jpg)
H+Soft Arcade is a collection of 37 FREE retro, 3D, and mini games for your Windows XP or better PC. Formerly from H+Soft Arcade, these games have been recompiled for individual use. They support both game pad and keyboard control. Game Pad: Use your D-Pad or Analog stick to move, and the buttons to perform actions - Some games require the use of two game pads. Keyboard: Space = Pause/Menu, ESC = Exit, Arrow Keys = Move, Left CTRL and ALT keys to perform actions.
Freeware
http://www.hsretrogames.com/FreeGames.htm
-
Changelog
General:
+ Rewinding demos no longer breaks POV switching.
+ Fixed client-side crashes in CTF: Tactics game mode.
+ Corrected the list of assets released under Creative Commons Attribution-NoDerivatives license (see license.txt).
Server:
+ Fixed race condition which was preventing multiple server instances to complete initialization in case they were sharing the same home directory.
+ Bugfixes and improved performance for the built-in HTTP server.
UI:
+ Fixed memory leaks, improved peformance for the server browser with l10n enabled.
Renderer:
+ Automatically disable multithreading if Nouveau graphics driver is detected (Linux).
+ Automatically use discrete GPU's on laptops with both integrated and discrete GPU's.
HUD:
+ Updated adem HUD.
+ Updated strafe.hud for all HUDs.
http://www.warsow.net/
-
Whats new:>>
Erweiterungen:
50 Zügeregel eingebaut (Danke Volkmar)
Meldung wenn Remis-Button aktiv wird
PGN-Datei sichern: Hinter Spielername "Freeware-Schach" wird Schwierigkeitsstufe angeben
http://www.freeware-schach.de/
-
Changelog
General:
* Change: Ping only displayed for multiplayer games (commit:2199ffdd416cb5189c0ee5af4137a6248c3a2ff1)
* Change: Rank display removed for now (commit:30ed6e846faecf2cf186a7d94182318de65fb362)
* Change: Better placement of IP dialog (commit:ea673ca4e32edc41097389948aec0f7bd3883567, ticket:4159)
* Change: Remove hack to support some old systems that breaks with GLEW 1.12 (commit:6a6c611ca3d9d6745e5343f2ee041892772ccae6, ticket:4300)
* Change/fix: Change --savegame command line option into two new options that actually work (commit:6f2f5d91c88005ef632f13af2e8d493aeea24d35)
* Fix: Crash in campaign (commit:f661a7b213b2d7db8053bde8c21e5ab42374f652, ticket:4251)
* Fix: Update included miniUPNP to version 1.219 (commit:512a10d453c52b424f948c78d732f6d1fe627fb8, ticket:4321)
* Fix: 'kill' command for SP games (commit:d44708e1093a457fb110839c029d02ea69623715)
* Fix: 'Assigned to Commander' voice over issue (commit:960ed9dfd82af57421b1c5e417a42bc8890065bc, ticket:1432)
* Fix: Fix assert failure when Nexus AI tries to build a sensor tower (commit:a0b203bc4f570931470f6ff0d6c38d5fcd905ee6)
* Fix: Check if received templates are valid when received (commit:260a88ea12bd26cf2c12a68bb338af591f9ba59f)
* Fix: Many potential issues found with static analysis tools closed
http://wz2100.net/
-
(http://s26.postimg.org/q9wxpjy1l/screenshot_916.jpg)
SuperTux is a free classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GNU GPL.
Changelog
After more than a decade of slow, but hard development the SuperTux team is happy to announce the first stable release after 0.1.3 (which was released on 2005-07-09), 0.4.0.
Compared to 0.1.3, this release features:
a nearly completely rewritten game engine based on OpenGL, OpenAL, SDL2, ...
support for translations
in-game manager for downloadable add-ons and translations
Bonus Island III, a for now unfinished Forest Island and the development levels in Incubator Island
a final boss in Icy Island
new and improved soundtracks and sound effects
new badguys, bonuses and power-ups (air-, earth- and ice-flower)
a halloween tilemap
new graphic effects (glowing objects, particles, ...)
levels and worldmaps are scriptable using squirrel
much more game objects: trampolines, switches, portable stones, wind, moving platforms, ... - most of them have scripting APIs
improved statistics
many invisible changes, like unit tests, efficiency improvements and more bugfixes
much more...
And of course we updated the official levels to make use of all the new features.
Compared to the latest beta, 0.3.5a, this release features:
updated translations
reworked add-on manager to support downloadable and updatable localization packs
many bug-fixes
added iced-graphics to some more badguys
melting animation for some badguys
updated more levels (fix playability, ...)
updated build system, featuring unit tests, libraries as git sub-modules and improved Travis-CI builds to support nightly builds
more levels in Incubator Island
support for horizontal and vertical gradients that span the length / height of a sector. Add (direction "horizontal_sector / vertical_sector") to your gradient.
much more...
http://supertuxproject.org/index.html
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(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Changelog
Version 91.1
Fixed Fix progress bar disappearing on hover in local save browser
Fixed Fix PBCN(LIGH)
Fixed Fix crash when opening saves on OS X
Changed Loop edge mode now allows particles to have velocities greater than the size of the screen
Changed Stickman now has terminal velocity in loop edge mode
Changed Don't remder AMTR as a gas
Added In game changelogs! (actually they were added in 91.0)
Added Ability to enroll in beta updates on the site (fixed)
Version 91.0
Fixed Fix fullscreen on OS X
Fixed Fix bugs creating multiple stickmen, fix stickmen spawning bugs
Fixed Fix FIRE, CO2, and SMKE passing through powder only wall
Fixed Fix FIRE not burning things inside of walls
Fixed Fix empty holes in stamp browser when deleting stamps
Fixed Fix stamp and save thumbnails occasionally getting mixed up
Fixed Fix many obscure crashes
Fixed Cut down the amazon rain forest
Changed CRAY .tmp2 now sets creation offset, just like DRAY
Changed Fix FRZZ/FRZW (didn't work as intended)
Changed Speed improvements to several elements, including EMP, ETRD, and streamlines
Changed Allow DRAY to copy energy particles
Changed STOR automatically transfers to PRTI
Changed CONV tmp value can now be used to set an element to be converted
Changed Tons of other changes and fixes not listed here
Changed Better icon and .desktop file on Linux
Changed Mouse drawing is automatically canceled when moving in / out of the zoom window
Changed Redo profile viewer a bit, and show more information
Changed Default "Large screen" option to on if your screen is large enough
Changed When you are not logged in, you can save local saves without holding ctrl
Changed Disable Newtonian Gravity entirely inside grav wall zones
Added New loop edge mode
Added New ctrl+f shortcut to locate elements
Added Add textbox in save / stamp browsers to jump to any page
Added Ability to publish saves in the browser without resaving
Added Allow PSTN movement amount to be set by PSTN temperature
Added Signs have tooltips now, and have a longer 45 character max
Added New signs: {s:user:jacob1|my saves!} and {aheat}
Added New element: CRMC, melting point gets higher under pressure
Added New wall tool which can erase walls, particles, and signs
Added Deco flood fill, floods decoration based on pixel color
Added .tmp2 shows in the HUD for elements which use it, ambeint heat now shown when enabled
http://powdertoy.co.uk/
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Changelog
General:
+ The client will probe the official Warsow mirror for all .pk3 downloads before attempting to download the file from game server.
+ Third-party .pk3 downloads are stored in a separate directory to prevent them from overriding basewsw assets or shaders.
+ When connected to a pure server, do not fully reload the game assets on map change.
+ Changed default console font to monospace Droid Sans.
+ Changed help messages for 'callvote map' to contain the title of the map being voted for.
+ Added tab-completion of console commands and variables to chat.
+ Downloaded third-party add-ons will now go into separate filesystem directory. Use +set fs_usedownloadsdir 0 on the command line to disable such add-ons altogether.
+ Improved support for Quake 3/Quake Live maps.
Renderer:
+ Offloaded the renderer to a separate thread. r_multithreading 0 reverts to traditional single-threaded mode.
+ Added r_maxfps to cap the refresh framerate in multi-threaded mode, changed cg_showFPS 1 and 2 to display refresh and client framerates respectively.
+ Increased the number of background loader threads to 4.
+ Fixed support for palette-based PNG images with alpha channel.
+ Use optimal VRAM storage format for grayscale lightmaps when deluxemapping is disabled.
Gameplay:
- Don't render flesh hits for RG and MG pellets as they were often mispredicted.
+ In bomb gametype, reset all map entities to their initial state at round start.
+ Allow grenades to be shot straight down.
+ Disabled the minimum walljump height if jump button is pressed.
+ Fixed instagib shots stopping on the first hit player.
Server:
+ The server will now re-open console log file on SIGUSR1.
+ Running multiple servers in the same homedir won't corrupt .pk3 files downloaded via autoupdates.
Modding:
+ Expose "random" entity property to gametype scripts.
+ MeansOfDeath (MOD_RIOTGUN_S, MOD_GRENADE_SPLASH_S, etc enums) is now passed as the fourth argument to "kill" score event in gametype scripts.
+ Added G_ResetLevel() to gametype scripting API. The function resets all map entities to their initial state, keeping clients intact.
+ Added Client::getMMLogin() method to gametype scripting API, which returns the match-maker login for authenticated players.
+ Added hasChallengersRoulette, forceTeamHumans, forceTeamBots, disableObituaries gametype properties to scripting API.
Linux:
+ Changed base data, cache and runtime directory paths to conform to XDG specs.
+ Fixed MOUSE4 and MOUSE5 mouse buttons support.
Mac:
+ Changed base cache directory path to ~/Library/Cache/.
+ Fixed MOUSE4 and MOUSE5 mouse buttons support.
Mapping:
+ Added "random" key support to func_timer and target_delay, specifies delay variance. Total delay = delay +/- random seconds.
+ Added "delay" key support to "target_delay" for backwards compatibility with Q3 maps.
Race:
+ Sector reports are now buffered until the end of the race.
+ Top command to display records in reverse order.
+ More records are now stored (30).
+ Added quickmenu with basic commands.
+ Picking up a weapon doesn't remove it from the map.
+ Associate records with login names when possible.
+ Color- and case-insensitive nickname associations for records.
+ Weapon information is now saved when saving a position.
+ Allow loading prerace-saved positions in prerace.
+ Added setting a speed for the saved position (only in practicemode).
+ Limited announcer sounds to once per player.
+ Simple randmap vote with a pattern to search for.
+ The kill command will now make spectators join.
+ Nice checkpoint feedback in the console.
+ Disabled starting a race while alive after finishing.
+ Fixed the respawner after finishing.
+ Allow racerestart while not racing.
+ Linked kill to racerestart.
+ Fixed displaying of the top scores in the hud. They are now shown when you connect.
+ Save no more than one time per player to the local highscore file, so the highscores are not populated by one player.
+ Print finish and sector times to the console so they can be looked at later.
+ Assign saved top times to their owners when they reappear.
+ Added practicemode with noclip and position save / load commands.
- Disabled warmup.
HUD:
+ Apply localization to scoreboard strings.
+ Expose system mono font to the HUD via con_fontSystemMono.
+ Draw crosshair even when out of ammo.
+ Updated the "connection interrupted" icon.
+ Added drawCleanStatString and drawCleanPlayerName commands for drawing player and team names without color codes and forcing the current color.
+ Added TEAM_ALPHA_NAME and TEAM_BETA_NAME constants to draw team names with drawStatString.
+ drawPlayerName now ignores the current color and defaults to white, only taking the current alpha into account.
WarsowTV:
+ Fixed demo playback.
UI:
+ Fixed random crash on vid_restart.
+ Color correction profile can now be applied to the "worldview" widget by specifying the "color-correction" RCSS property.
+ Improved demo player modal window.
http://www.warsow.net/
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Changelog
1.6.0 (2016-04-01)
------------------------------------------------------------------------
(None)
1.6.0-RC1 (2016-03-01)
------------------------------------------------------------------------
- Feature: [NewGRF] Allow custom sound IDs in RV property 0x12, ship property 0x10 and aircraft property 0x12 (r27507)
- Feature: When viewing online content of a particular type, hide content of other types unless they have been (auto)selected for download (r27469, r27468, r27444)
- Feature: [NewGRF] Move sprite 8 positions in sprite aligner with ctrl+click [FS#6241] (r27451)
- Feature: Lower the sell-vehicle and sell-chain buttons in the train depot GUI while dragging a vehicle over it [FS#6391] (r27450, r27446)
- Feature: Make the object placement GUI an independent window (r27438, r27397, r27346)
- Feature: [Build] Project files and compilation with MSVC2015 (r27385, r27382, r27381, r27380, r27379)
- Feature: [NewGRF] Allow railtype NewGRF to define separate sprites for the fences on either track side [FS#6315] (r27354, r27343)
- Feature: [NewGRF] Increase the maximum amount of industry types to 128 per NewGRF and 240 in total (r27279)
- Feature: Make Ctrl+Remove-Roadstop also remove the road, just like for rail stations [FS#6252] (r27251)
- Change: [NewGRF] Allow static NewGRF to enable the second rocky tile set (r27497)
- Change: Round loading percentage in loading indicators and conditional orders towards 50%, so that 0% and 100% mean completely empty or full (r27426)
- Change: [Build] Rework the configure system to make more use of pkg-config (r27377:r27366, r27361, r27360)
- Change: Enable YAPF cache debugging with desync debug level 2 (r27332)
- Change: [strgen] Default plural subparameter position for CARGO_xxx string control codes is subparameter 1 (r27295)
- Change: [NewGRF] Translate industry variable A6 (r27267)
- Change: Do not consider cargo that is already being loaded as waiting cargo wrt. the station rating [FS#6165] (r27256)
- Change: Tune down terrain generation to reduce amount of long slopes (r27230)
- Change: Generate more detailed curves at the coast (r27229)
- Change: Slightly more water in the non-custom sea levels (r27228)
- Change: Be more lenient about road stop removal when at least one stop could be removed [FS#6262] (r27225)
- Fix: [Win32] Stdin/out/err need to be re-assigned differently if the runtime lib of MSVC2015 is used (r27481)
- Fix: [Haiku] On Haiku use the appropriate system variable to obtain the include dir [FS#6401] (r27472)
https://secure.openttd.org/www/en/
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(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Changelog
Changed Removed April Fool's joke -- but the setting is still there in options for people who liked it
Changed Made 3D mode a little less laggy
Changed THDR is no longer an energy particle
Fixed Fixed 3D effect not working properly on OS X, fix yellow screens when turned off on OS X
Fixed Some fixes to saving edge mode and double scale mode to powder.pref
Version 91.2
Added The feature you've all been waiting for is here! 3-dimensional TPT!
Changed Rewrite parts of the save browser to fix crashes on OS X / windows when opening saves
Changed Remove virus ---- I mean, fix false virus detection with AVG
Changed Note: It has been reported that the 3D doesn't work for some people, and instead TPT turns yellow. Since yellow is such a nice color, this is now a feature.
http://powdertoy.co.uk/
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(https://www.heise.de/software/screenshots/t108744.jpg)
Freeware-Schach ist ein portables Schachprogramm mit einem ELO-Wert von circa 1660, was einem guten Vereinsspieler entspricht. Es enthält eine Eröffnungsdatenbank und kann Partien im PGN-Format speichern und laden, zusätzlich unterstützt es die Forsyth-Edward-Notation (FEN). Der Spieler darf Züge zurückziehen und Figuren für ein Schach-Rätsel frei setzen. Das Programm bietet einen einstellbaren Schwierigkeitsgrad, macht auf Wunsch Zug-Vorschläge und hält alle Partien in einem Ereignisprotokoll fest.
Freeware
Whats new:>>
Erweiterungen:
UCI: Parameterübergabe für gegnerisches Schachprogramm (Danke Norbert)
Bewertung:
Zufall, damit nicht immer dieselben Züge gezogen werden (Danke Bernd)
Fehler:
Schlagabtausch: Vorzeichenfehler korrigiert
http://www.freeware-schach.de/
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Changelog
2016-04-10: Version 3.1.5
* General:
* Fix: Campaign loads and transport missions visibility should now work again. (commit:c5117b0adb7bc1329df91ae170c19af2e2fffb4b, ticket:4354)
2016-04-03: Version 3.1.4
* General:
* Fix: Loading games with teams & alliances now works again (commit:255009d7c18e8013e5f39b471e20a96bf7c9a9b4, ticket:4334)
* Fix: Starting games in alliance mode now always works (commit:dddf05cbe4bb31b87b8fb69c4b4ad4e634edc151, ticket:4343)
* Fix: Order of 'go to transport' now works again (commit:201dc762786ead3f1096d95f6fb949bc3aacbc3a, ticket:4339)
* Fix: Template checks & error messages. (commit:20f95af3f41a43446a93513a1d610519c6006a2b)
http://wz2100.net/
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(http://s26.postimg.org/hnaf6s74p/screenshot_26.png)
Simutrans is a SimCity-style transport and economic simulation game. You can build the railroad networks with platforms, discharging quays, level crossings, signals and much more. Create your own bus company: transport people throughout the city and help make cities grow by laying out bus routes. Explore just how many industrial choices and connections are available.
Note: the graphics of the game are available through downloadable paksets. You can also use download-paksets.exe in the game's root directory.
Freeware
Changelog
FIX: road vehicles search for new route when arriving at intersection and old route is invalid
ADD: depot vehicle filter now uses selected good for weight/speed calculations when possible for multi-good carrying vehicles
CHG:(Vladki) private road signs in the middle of a slope
FIX: trains reserve blocks at positions of now removed signals, prevents step-by-step reserving coupled with ignoring red signal if signal is removed in front of a waiting train
FIX: route search to next depot has to be done synchronous on all clients
ADD: ctrl-click on flat-dock icon to choose orientation
http://www.simutrans.com/en/
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Changelog
* Campaigns:
* Legend of Wesmere:
* Fixed recruit lists for AI sides in MP mode.
* Made it so the campaign displays an error and aborts when started with
Shuffle Sides enabled in MP mode.
* Language and i18n:
* Updated translations: British English, Galician, Italian, Japanese,
Portuguese, RACV, Russian, Scottish Gaelic, Slovak, Spanish, Swedish.
* User interface:
* Fixed minimap buttons appearing without contents or in the wrong state
when the game window is resized, when using debug commands to toggle fog
and/or shroud, and probably a lot of other occurrences that are now
covered by a proper fix on top of the quick hacks shipped with versions
1.11.16 and 1.12.3.
* Fixed MP lobby games list coming up empty when Invert is checked while
Apply Filter is not (bug #23117).
* Fixed Observers icon appearing behind other top bar items in MP games on
horizontal UI resolutions < 1024 (bug #24455).
* Fixed ToD schedule progress indicator appearing behind other top bar items
on vertical UI resolutions < 600.
* Miscellaneous and bug fixes:
* Revert all updates to hot-key handling which broke letter-based short-cuts
on non-US keyboard layouts, where characters are in different key
locations (bug #24186).
* Fixed false positive OOS messages in replay when replaying games from an
older Wesnoth version.
* Fixed saving the game during a replay creating corrupt saves (bug #23310).
http://www.wesnoth.org/
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(http://images.six.betanews.com/screenshots/scaled/1446050232-1.jpg)
TVTower is a humorous business simulation in which you are in the role of a programming director of a TV channel. Whether blockbuster or trash-tv - you decide what your audience can watch - but do they want it? There is a multiplayer mode where can play with your friends over LAN or internet.
Freeware
http://www.tvgigant.de/en/index
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(http://s26.postimg.org/b4x74kuu1/screenshot_94.png)
TORCS is a highly portable multi platform car racing simulation. It is used as ordinary car racing game, as AI racing game and as research platform. It runs on Linux (all architectures, 32 and 64 bit, little and big endian), FreeBSD, OpenSolaris, MacOSX and Windows (32 and 64 bit). The source code of TORCS is licensed under the GPL.
Changelog
Added missing pictures for Doxygen generated documentation (Bernhard).
Fixed all Doxygen (version 1.8.2) warnings (Bernhard).
Adjusted Doxygen configuration (Bernhard).
Added architecture overview to documentation (Bernhard).
Updated documentation in params.cpp (Bernhard).
Improved some currently unused functions in params.cpp (Bernhard).
params.cpp cleanup (Bernhard).
Restructured/improved robottools documentation (Bernhard).
Improved documentation of interfaces (track, graphic, robot, simu) (Bernhard).
Improved pointer checking in RmLoadingScreenSetText (Bernhard).
Improved race manager API documentation (Bernhard).
Added RmGetCategoryName to race manager API, as the name suggests (Bernhard).
Removed obsolete file confscreens.h (Bernhard).
Enabled documentation client side (Javascript) search engine (Bernhard).
Improved ReApplyRaceTimePenalties for cases where drivers did not complete a single lap or the car has been wrecked (Bernhard).
Removed some outdated files from human driver (Bernhard).
TORCS configuration and result files go now to correct place on Windows, e.g. to AppData/Local/torcs on Windows 7 (Bernhard).
Result saving creates directory if not available, matters when creating custom racemanagers or running custom batches with -r (Bernhard).
Improved -r on Windows, paths containing backslashes ('\') are now working (Bernhard).
Added ShFolder.lib to VS 6 project files (required for SHGetFolderPath). For VS 6 builds you will need to install the Windows Server 2003 February Edition CORE SDK (the last one which worked with VS 6) and set the lib and include path in the VS 6 options (Bernhard).
Fixed some gcc 4.8.1 warnings (Bernhard).
Disabled penalties after race finish, reported by MarkP (MarkP, Bernhard).
Added new options to trackgen for testing, see -i, -o (Bernhard).
Added a test suite to generate a bulk of tracks ("test" directory) (Bernhard).
Added blacklisting of button events in player preferences, needed to set up input devices which fire button and axis events on analogue buttons, e.g. L2/R2 of playstation 4 controllers. Add in the drivers section of preferences.xml e.g. <attstr name="blacklisted events" val="BTN7-0,BTN8-0"/> (Bernhard).
Improved wheel velocity calculation (Bernhard).
Improved suspension code to catch damping spikes in extreme conditions and setups, for TRB (Wolf-Dieter, Bernhard).
Added comments in susp.cpp (Bernhard).
Ensure that the third element just produces positive forces (Wolf-Dieter, Bernhard).
http://torcs.sourceforge.net/
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(http://s26.postimg.org/nqbgd7zmh/screenshot_114.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
http://www.launchbox-app.com/
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It's already been several months since the last release of SuperTuxKart, but we have not been idle! The next release, 0.9.2 is coming soon and we are today releasing the first release candidate. Please help us test this new release to make sure that everything works correctly!
This release includes work from Benau, a developer who recently started contributing to SuperTuxKart. Thanks to him, STK now supports recording races and ghost replays (where you can try to beat a recorded race) as well as an AI for the 3 strikes battle and soccer modes, enabling them to be played in single player for the first time (or in multiplayer with more karts). He also rewrote our font handling system to now use TTF fonts, which is a lot easier to maintain for us and should ensure that all characters from all main languages are now available. We thank him for his dedication!
This new release also marks the introduction of a few new tracks :
New "Antediluvian Abyss" track by samuncle
New "Volcan Island" track by Ponzino
New icy soccer field by samuncle and Benau
Quelle, weitere Infos & Download -> https://supertuxkart.blogspot.nl/2016/06/supertuxkart-092-rc1-released.html
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Changelog
- Fix: Compilation and optimisation issues with GCC6 (r27606, r27605, r27595)
- Fix: Compilation with --disable-network [FS#6481] (r27602)
- Fix: [NewGRF] shift-and-add-divide/modulo varadjusts use signed division/modulo (r27600)
- Fix: Company 0 could accept engine previews before they were offered (r27598)
https://secure.openttd.org/www/en/
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Changelog
General
Fix: Clear factory indicators when switching between commanders (75da8d95bd, #1131)
Fix: Do not clear chat on setting structure limits (a10dc95008, #4276)
Fix: Crash while loading map (db886e7be0, #4426)
Fix: Saving/loading of command and repair droids (3c0e4c77da, #4426)
AI
Change: Update the NullBot AI to version 3.06 (11ef362816)
http://wz2100.net/
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Changelog
General
Fix: Cursor flickering on some hardware (ec3eb89550, #4450)
Fix: Assert on burning babas in campaign (31d9772e4c)
Fix: Assert when placing artefacts (commit:commit d3f56e0be196a1ed0f4f7c20f8a71cd144d70ffb)
Fix: Crash on transition between alpha and beta campaign (75778395a1, #4439)
Fix: Disappearing commander designs in campaign (5a1142606b, #4438)
Fix: Wrong hit chance for cyborg grenadier, changed from 70 to 65 (8a929fcbd2, #4436)
Fix: Reorder libs to fix linker error (ff9631198c)
Fix: Incorrect rendering of structure turrets (d1bfaa32c3, #4453)
http://wz2100.net/
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(http://s26.postimg.org/suze2hdw9/screenshot_262.png)
Amiga Racer brings back that 90's Commodore Amiga feeling with a retro gaming experience. It has updated sounds, features and should be familiar to most classic gamers. The coolest thing is all the new cars. Amiga Racer is totally free but they do accept donations if you enjoy it
Freeware
http://amigatec.com/
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Changelog
* Campaigns:
* An Orcish Incursion:
* Linaera can recruit Mage, and cannot recruit Elves
* Heir to the Throne:
* Add journey tracks for 19c/20b path.
* New sprites for Li'sar.
* S10: Clarify objectives and change egg image on capture.
* S19c: Removed the undead and the swamps.
* Tutorial
* Improve translatability for languages with gender-dependent pronouns
* S1: Fix unit being deselected after the select message
* S2: Highlight (outline) talked-about locations
* Legend of Wesmere
* S3: fix bug which silently disabled Urudin retreat AI
* Graphics:
* Updated generic portrait of Mermaid Initiate.
* Added generic portrait for Giant Spider.
* Language and i18n:
* Updated translations: British English, Galician, German, Italian, Japanese,
Polish, Portuguese, RACV, Russian, Scottish Gaelic, Spanish
* Networking:
* Reworked the multiplayer server to use asio functions for networking
operations instead of SDL_net, thus it no longer depends on SDL_net and SDL.
* The client now uses boost::asio for communication with wesnothd too.
* Removed support for SDL 1.2. SDL 2 is now the only supported version.
* Terrains:
* Changed terrain code of Desert Mountains from Mdy to Mdd.
* Editor:
* Allow to set special locations in the editor which can then be read by wml.
* User Interface:
* Fix flickering caused by tooltips, closing windows and tabbing into the game (bug #24532)
* Various design improvements to GUI2 widgets
* New simpler GUI2 loading screen
* New colored cursor graphics
* Fixed Mage of Light halo appearing in the top-left corner of the screen
while the mage is moving (bug #23712).
* Fixed Observers icon appearing behind other top bar items in MP games on
horizontal UI resolutions < 1024 (bug #24455).
* Fixed ToD schedule progress indicator appearing behind other top bar items
on vertical UI resolutions < 600.
* Improved the dialog for choosing what to do when a player leaves in
multiplayer.
* The side overview now also shows allied human sides in sp even if
they aren't discovered yet
* Added an option to disable the loadingscreen animation since it caused
bugs in some configurations.
* Added a gui method to activate loggers (Preferences -> Advanced -> Logging)
loggers activated in the gui print just like loggers activated in the
command line (i.e. messages appear in the console)
* The Lua console screen now has a clear button
* Fix bug #24762: Editor actions are out of sync after resizing.
* Increased the font size for text in buttons.
* Changed unit help topics to use smaller images on smaller monitors.
* WML engine:
* Add color= attribute to [message].
* Add [else], search_recall_list=, auto_recall= to [role]
* Fix some issues with [foreach]
* Fix some issues with backstab-like weapon specials
* Support [effect]times=<integer>
* Add highlight=yes|no to [scroll_to], [scroll_to_unit], [message]
Defaults to no in the first two cases, yes in the third
If yes, the target hex is outlined.
* New ~SCALE_INTO(w,h) IPF which preserves aspect ratio, using bilinear
interpolation scaling.
* New ~SCALE_INTO_SHARP(w,h) IPF which preserves aspect ratio, using
nearest neighbor scaling.
* Support delayed_variable_substitution= in [on_undo], [on_redo]
Note that this means $unit.x and $unit.y may not reflect the unit's
true location, so using [unstore_unit] on $unit may have unexpected effects.
This applies to $second_unit too. The $x1, $y1, $x2, $y2 variables work fine
though, so in most cases they can be used instead. Anything else in $unit
or $second_unit is also fine.
* formula= in SUF can now reference $other_unit via the formula variable "other"
* formula= now supported in location, side, and weapon filters
* Weapon filters now support number, parry, accuracy, and movement_used
* New [has_attack] in standard unit filters; supercedes has_weapon= and
uses full weapon filter.
* lua_function=var.member now works in SUF; however, 'var' still needs to
be a global variable.
* Added new keys name_generator, male_name_generator and female_name_generator
for the [race] tag to declare a context-free grammar to describe how names
are derived
* Modification tags in [modify_unit] now support delayed_variable_substitution
(This means [advancement], [object], and [trait] tags.)
* All looping tags now give an error if they contain no [do] tag.
(They may contain multiple [do] tags, however.)
* Add [message]image_pos=left|right, which mostly supercedes ~RIGHT()
* For [core] authors: New keys for game logo (game_logo, game_logo_background)
* AiWML:
* Filters within [micro_ai] can now use $this_unit, which was previously
impossible due to the config being prematurely parsed.
* Simplified aspect syntax which works for all aspects, present and future:
* All aspects with simple values can be specified as key=value
* Except attacks, all aspects with complex values have a simple tag form
containing only the aspect value (e.g. [avoid])
* All aspects, simple and complex, can be specified using a tag named by
the aspect, whose contents is the same as a corresponding [facet]
* The full [aspect] and [facet] syntax also still works
* [ai] configs no longer recognize the version= key
* ai_algorithm key now selects a preset AI; possible values include
"ai_default_rca", "experimental_ai", and "idle_ai", but custom AIs
defined by eras or modifications with an [ai] tag can also be used
* [leader_goal] now automatically sets facet ID for auto_remove
(Only if using simplified syntax; in full syntax, the ID must still be
specified in two places.)
* The AI config in the gamestate inspector is now split into multiple
sections according to the type of component.
* The following deprecated components have been removed:
* recruitment stage (name=ai_default::recruitment)
* old recruitment candidate action
(name=ai_default_rca::aspect_recruitment_phase)
* old simple move-to-targets candidate action
(name=ai_default_rca::simple_move_and_targeting_phase)
* number_of_possible_recruits_to_force_recruit aspect
* recruitment_ignore_bad_combat aspect
* recruitment_ignore_bad_movement aspect
* The recruitment aspect has been removed from the engine; however,
"recruitment" is now accepted as a synonym for
"recruitment_instructions". Old code should work without changes.
* [goal]name=protect_my_unit
* The following experimental components have been removed:
(Most of these were broken or non-functional)
* Experimental recruitment candidate action
This worked, but was worse than the default recruitment.
* Global fallback candidate action
* Akihara recruitment candidate action
* Fallback stage (functional but useless)
* Strategy Formulation with RCA stage
This worked, but was slow and unmaintained. If a maintainer
steps up, it may be restored later.
* Several of the development AIs available in debug mode in the
multiplayer setup menu
* The "Strong AI" has been renamed to "Default AI (RCA) with Alternate
Recruiting" and is now only available in debug mode.
* Lua components (goals, aspects, stages, and candidate actions)
now support an [args] subtag, which passes any sort of WML data
to the Lua code - this works similarly to [args] in a [lua] tag,
though not quite identically.
* Aspect syntax with [aspect] tag has been fully generalized so that
[aspect], [facet], and [default] are all exactly the same in terms of
what contents they expect. (Except that [facet] additionally takes
turns= and time_of_day=.) The most useful consequences of this:
* You can nest a [facet] inside another [facet] if the outer one has
name=composite_aspect
* You can define a [facet] with the Lua engine
* invalidate_on_tod_change= has been implemented for aspects. It applies
when the bonus resulting from time of day modifiers (excluding any
illumination abilities) changes at any location on the map. Thus, it
occurs on average less often than invalidate_on_turn_start and may
be best combined with an explicit invalidate_on_turn_start=no.
* Minor shorthands have been introduced in the recruitment_instructions
aspect:
* [pattern] tag is like [recruit] with pattern=yes
* [total] tag is like [recruit] with total=yes
* If no [recruit] tag is present, a default is added with importance=0.
This means recruitment will happen even with only [limit] tags.
* Extensions to [modify_ai]:
* [modify_ai]action=change works on aspects, using path=aspect[id].
Useful if you need to change all the facets at once, but note that
it also wipes the [default] facet.
* The [default] facet can be referenced as facet[default_facet].
This should rarely be needed, but is there in case it is.
It also makes them easily identifiable in the inspector.
* Automatically copy over the id= with action=change, if the
new component did not specify one.
* It can add, remove, and change jobs and limits in the
recruitment_instructions aspect. The path to use for this is
aspect[recruitment_instructions].facet[facet_id].recruit[recruit_id].
(For a limit, replace "recruit" with "limit".)
The [recruit] and [limit] tags now support id keys for this.
* Added side_name= attribute in [side], it's now no longer possible to
specify the current_player attribute in the [side] wml.
* unit filters, specially in wesnoth.get_units now have a limit= attribute
to limit the number or matched units.
* Added new attribute "registered_users_only" to MultiplayerServerWML which indicates
that only registered users should be allowed to join the game
* wesnoth now does a stricter check for unit type ids.
* Lua API:
* wesnoth.match_unit can now take a location (rather than a unit) as
the optional third parameter. This will cause the filter to consider
the unit to be on that location instead of its actual location.
This even works for units on a recall list.
* wesnoth.highlight_hex is no longer deprecated, but its effect is
slightly different from the old one. It outlines a hex, nothing more.
* wesnoth.select_hex is now deprecated in favour of the new
wesnoth.select_unit (or u:select). The effect is almost the same
(with the exception that it does not outline the hex if true is
passed as the second argument), but this name change was done to
emphasize that it acts on a unit, more than a location.
* New wesnoth.set_time_of_day function which sets the current time
of day, taken either as the time ID (eg "second_watch") or the index
of the time in the overall schedule (eg, 1 would be dawn in the default
schedule). Optional second argument takes a time area ID, to set
local instead of global time.
* New wesnoth.add_fog and wesnoth.remove_fog functions allow changing fog
on the map. The [lift_fog] and [clear_fog] tags now use this.
* New wesnoth.add_sound_source, wesnoth.remove_sound_source, and
wesnoth.get_sound_source functions to allow manipulation of sound
sources. The [sound_source] and [remove_sound_source] now use these.
* New wesnoth.log function for printing log messages. The [wml_message]
and [deprecated_message] tags now use this.
* New wesnoth.name_generator function builds a name generator and returns
it as a callable userdata. Both the original Markov chain generator
and the new context free grammar generator are supported
* New wesnoth.get_end_level_data() function which can be called in a
victory, defeat, or scenario_end event to access (or change) how
the scenario ends.
* Fix wesnoth.erase_unit failing if the unit was on a recall list.
* WML tables defined in Lua now accept string keys with array values
(where "array" is a table whose keys are all integers). This joins
the elements of the array with commas and produces a single string
value. eg {x = {1,2,3}} is equivalent to {x = "1,2,3"}.
* wesnoth.effects table can now be used to alter the behaviour of
built-in effects - for example, to add a new feature to
[effect]apply_to=attack. It also now supports effect descriptions,
for use by the [trait] tag.
* Additional fields in unit proxy:
* usage, cost - self-explanatory
* traits - list of the IDs of all traits
* abilities - list of the IDs of all abilities
* Additional fields in table returned by wesnoth.get_terrain_info:
* icon, editor_image, light
* Additional fields in unit type proxy:
* race, id, alignment
* attacks, which returns the same thing as unit.attacks
* abilities, same as unit.abilities
* Additional field in side proxy:
* faction (read-only), faction_name (read-only)
* LuaAI:
* The table returned by check_*() now has a "result" field which
gives a description of the action's result; similar to "status"
but more descriptive.
* Target tables now use a descriptive name for "type", instead of
an integer. This applies to the elements of the table returned by
ai.get_targets() and also to the elements of tables returned by
Lua goals. (However, Lua goals that used integers will continue
to work for now.)
* There are some compatibility-breaking changes to Lua candidate
actions - see the release notes or the wiki for full details.
* Lua AI code can now access the AI routines through the global ai
object. This object is only accessible to AI code; it does not exist
in the general Lua global scope.
* When executing Lua goals, aspects, or candidate action evaluations,
the ai is in "read-only" mode - the read_only key is set to true,
and functions that change the gamestate, such as ai.attack(), are
missing from the table. (ai.check_*() functions are still present.)
* The ai.aspects table provides access to every aspect known by the
engine, including several that previously did not have corresponding
ai.get_*() functions. You access them as ai.aspects.avoid, for example.
The table is read-only and raises an error if you attempt to write to it.
* The way to create Lua candidate actions has changed a little. Old code
will require minor changes.
* New wesnoth.micro_ais table contains the loaders for all Micro AIs.
New loaders can easily be installed by add-ons. See any built-in
micro AI (in ai/micro_ais/mai-defs/) for an example of how to do this.
* The attacks aspect can now be defined as a Lua aspect. The code
should return a table with keys "own" and "enemy", each of which may
be either a unit filter table or a function which takes a unit as a
parameter and returns true or false.
* Added wesnoth.game_events.on_mouse_move/on_mouse_actions callbacks
(fr #22635)
* Added wesnoth.special_locations
* [lua] tags now also support the [args] subtag outside events.
* added lua_function= attribute in location filters
* Added on_event.lua which is an eaiser to use wrapper for
wesnoth.game_events.on_event
* Multiplayer:
* Hornshark Island: simplified multiplayer faction determination
* Added "Registered users only" checkbox to multiplayer configuration dialog which
when checked, only allows registered users to join the game
* Wesnoth formula engine:
* Formulas in unit filters can now access nearly all unit attributes
The following attributes were renamed (old names still work, for now):
leader -> canrecruit
total_movement -> max_moves
movement_left -> moves
states -> status
* Nearly all unit type, side, weapon, and terrain attributes available
to Lua code are now also exposed to WFL. The exceptions are mainly
translatable strings.
* Unit and side WML variables are now accessible under "wml_vars".
Since WML variables don't easily translate to formula variables, the
special attributes __all_children, __children, and __attributes provide
specialized views of the variables config as a list, string-list map,
and string-value map, respectively.
* The 'special' attribute of weapons was renamed to 'specials', and it now
contains the special IDs rather than their translateable names.
* New syntax features:
* String interpolation syntax. Within a formula string (enclosed in
'single quotes'), the syntax [some_formula] interpolates the result
of the inner formula into the string. (The simplest use case is
interpolating the values of variables.)
* String can now escape special characters:
['] single quote, [(] open square bracket, [)] close square bracket
* New 'in' operator which tests if a list contains an item or if a map
contains a key.
* New concatenation operator a..b which works on strings and lists
* New range operator a~b which produces a list of consecutive integers
This can also be used for "list slicing" - eg my_list[3~5] returns
a new list containing elements 3 through 5 of my_list.
* Lists can be used as an index for a list. This is "selection indexing"
and returns a new list with only the elements specified by the indexing
list.
* Function definitions (using the def keyword) are now supported in all
formula contexts, which means that they can be used outside FormulaAI.
However, non-FormulaAI functions are currently local to the formula
that declares them.
* Maps containing string keys that are valid identifiers can now be
indexed with the dot operator instead of the indexing operator.
* Strings can now be indexed via 'string'.char[n]. Also supported are
'string'.word[n] and 'string'.item[n] (the latter splits on commas)
* Changes to core functions:
* head() takes an optional argument - if present, a sublist is returned.
* abs(), max(), min() now work on decimal numbers
* reduce() function can specify an optional initial accumulator
This will be returned for an empty list instead of null.
* substring() function can now accept a negative size parameter
This counts backwards from the specified offset
A size of -1 is the same as 1.
* if() can take two arguments; returns null if the condition is false
* tomap() will now invert the effect of tolist()
* debug_print() now shows in chat area if debug mode is on
* New core functions:
* Trig functions tan, acos, asin, atan have been added. (Sin and cos
existed since at least 1.9 but were undocumented until very recently.)
* Other common math functions - root(), sqrt(), cbrt(), log(), exp()
* hypot(x,y) function calculates sqrt(x*x+y*y) with minimal error
* pi() returning the circle ratio
* tail() - opposite of head()
* reverse() function for strings and lists
* zip() function - converts [[1,2,3],[4,5,6]] to [[1,4],[2,5],[3,6]]
* take_while() function returns items from a list until the first one
that fails a condition
* find_string() locates a substring within a string
* replace() replaces a sequence within a string
* type() function checks the type of a formula result
* distance_between() - this was promoted from FormulaAI to core
* pair() function that produces a key-value pair suitable for
passing to tomap() - this also means key-value pairs are now
serializable (relevant in FormulaAI)
* sgn(), trunc() and frac() functions for decimal numbers
* Map generator engine:
* makes now use of the new context free grammar name generator
* ported name generation from english.cfg to [naming]
* Bugfixes:
* Dice operator is now synced (where possible)
* Modulus (%) operator now works on decimal numbers
* Exponentiation (^) operator is now right-associative
* Fix several math operations returning a very large negative number when
the operation was invalid (for example, (-2) ^ 0.5).
Now they return null instead.
* Formula debugger (accessed with the debug() function):
* Now works again, but is skipped unless in debug mode
* No longer explodes on formulas using less-than
* Some better information and formatting in the execution trace
* You can now step through "where" variable assignments
* FormulaAI no longer starts recruiting if a formula evaluates to the
string 'recruit'.
* Deprecated:
* The fai/faiend keywords are deprecated as part of a move to clearly
define the difference between "Wesnoth Formula Language", the language,
and "FormulaAI", the AI engine that uses the language. For now they
still work, but any future code should use wfl/wflend instead.
Use of the .fai file extension is still fine for FormulaAI code;
for other formula code in a separate file, .wfl is recommended instead.
* Miscellaneous and bug fixes:
* Resolve translated logo images not being used (bug #24357)
* Ported the "hexometer" tool from Bash to Python 3
* Recognize hotkey release events
* Allow changing keybindings for scrolling the map.
* Fix the move-to-targets candidate action of the default AI ignoring tunnels
* Fix two rare bugs in the goto candidate action that resulted in goto moves
by other units being skipped after a unit could not get to its goal.
* Replace wmlxgettext tool with new python3 implementation by Nobun:
https://github.com/AncientLich/wmlxgettext-unoff/
* Debug commands that create units now do so for the currently controlled
side instead of always side 1.
* Fixed bug #24696 (Nightstalk ability not working)
* Ported the following scripts to Python 3: TeamColorizer, about_cfg_to_wiki,
campaign2wiki, terrain2wiki
* Wesnoth now ignores unknown arguments that XCode may pass when testing.
http://www.wesnoth.org/
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(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Changelog
Allow favoriting elements from the search UI
Changed Hidden elements now show up in the favorites menu
Changed Allow changing WHOL strengh with .tmp (like BHOL)
Fixed Minor fix to GEL<->SPNG water transfer
Fixed Fix invisible PIPE bug
Fixed Fix crash when using custom lua elements and the favorites menu at the same time
Fixed You can now undo stamp placement
Fixed Note: you can see the old 91.4 changelog on the forums: http://tpt.io/.293623
Fixed Minor text fixes
http://powdertoy.co.uk/
-
(http://s26.postimg.org/riqvs2v89/screenshot_269.png)
D2X-XL is an improved and modernized version of the classic 3D shooters Descent 1 and Descent 2. It uses OpenGL and offers many improvements over the original games, like high-resolution textures, models, sounds and music, effects like smoke, lightning, and glow, multiplayer online matchmaking and gaming via the internet, bigger and better levels, and stereoscopic rendering including Oculus Rift support.
It allows you to play both Descent 1 and Descent 2 with a single program, using appropriate game elements and behaviour for each of the titles. Despite its enhancements, it is 100% faithful to the original games, allowing you to turn off all extras and play Descent 1 and 2 just the way they looked back in the day when they were new.
Due to its many enhancements, D2X-XL offers a significantly enhanced single player experience as well as improved and expanded multiplayer capabilities.
License: Open Source
Whats new:>>
Fixed: Removed a small memory leak
Fixed: Removed a couple of issues in the networking code causing synchronization failures in multiplayer games (particularly for large levels)
Improved: The time to connect to a multiplayer game should now be significantly shorter (particularly for large levels)
http://www.descent2.de/
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(http://images.six.betanews.com/screenshots/1059929704-1.jpg)
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.
Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.
Freeware
Changelog
1) Change/fix root move reordering. After wide search phase, just move
the pv move first and other moves down.
2) Scoring change: limit range of KING_MOBILITY_ENDGAME array.
3) Add scoring for threats of lower-valued pieces and pawns against
higher-valued pieces (previously only pawn threats were scored).
4) Add support for thread affinity via the hwloc library (not enabled
in the release builds; must recompile from source to get this).
5) Add restrictions on SEE pruning: don't prune evasions, and only prune
checking moves if they are not discovered check.
6) Change extension logic: extend checks if not losing or if discovered.
Other checks can be pruned (SEE pruning) or reduced. Remove FORCED2
extension (2 legal evasions).
7) Pick up en passant fixes from Fathom library.
8) Add fixes for Android compatibility (although note: Makefiles still do
not support Android cross-compilation).
9) Fix bugs in Syzygy probing to avoid non-progress in endgames where
a repetition has occurred.
10) Non-POPCNT builds use a better software POPCNT implementation.
11) Change IID conditions: allow IID in check if in PV. In non-PV node,
score must not be too bad (like Protector).
12) In "wide" search mode do not shrink upper bound of search window.
13) Small changes to LMR reduction formula.
14) Fixes to terminate multithreaded searches faster when fail-high
detected.
15) Changes to draw score calculation when ratings are available and
to logic for "accept draw."
16) Fix MVV/LVA calculation for move ordering.
http://www.arasanchess.org/
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(http://s26.postimg.org/suze2hdw9/screenshot_262.png)
Amiga Racer brings back that 90's Commodore Amiga feeling with a retro gaming experience. It has updated sounds, features and should be familiar to most classic gamers. The coolest thing is all the new cars. Amiga Racer is totally free but they do accept donations if you enjoy it
Freeware
Changelog
* new player car: Trabant (yes, of course in light blue)
* new computer car AI (they don't drive as much from behind thru you as it was before, however collisions still can happen if you hasty switch lanes and someone is close behind you in that lane)
* London bus! You have now in the scenario UK also typical UK bus vehicles
* London taxi! You have now in the scenario UK also typical UK black cab's.
* player car Nissan GTR graphics massively improved - no double shadow anymore
* game over picture improved - new and proper outline
* bugfix 100% cpu load when selecting a cloud track - fixed.
* completely new designed ARCS menu (to match the game menu better)
* completely new race start with a brand new stunning looking start frame
* animated grid girls! Now the upper left grid girl waves the racing flag when the race starts
* Multi-Language support! You can now select your language (currently English and German) in the configuration menu
http://amigatec.com/
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(http://s26.postimg.org/6ydvfxnkp/screenshot_26.png)
Logyx Pack is a portable collection of 119 different logic games to test your brain with adjustable options to make them suitable for almost any age player.
Freeware
http://free-zd.t-com.hr/drazen/
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(http://cdn.portableapps.com/LucasChessPortable_small.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints.
Changelog
Long term trainings:
Trans Siberian Railway: is a long run training with a train travel as an excuse.
Expeditions to the Everest: the idea is to play against a collection of games, "Play like a GM" style. All moves are valued and compared with the move of player in the game.
Turn on the lights: it is other way to study tactics, with a velocity component. Divided in levels, all levels works with the same block of positions.
The Washing Machine: done against all engines with an elo less than 3000, creating a game-puzzles-repeating the game will be repeated until no errors.
Start positions:
Scanner of a position: read of start positions images.
Training positions:
Tactics by UNED chess school, included in Training positions and Learn tactics by repetition. Thanks to Juan Carlos Antón, head of UNED chess school that allows to include the positions in the program.
Engines:
Updated:
Stockfish updated to version 7
Cheng updated to version 4.39
Komodo updated to version 8.
DiscoCheck updated to 5.2.1.
Rethoric updated to 1.4.3.
Updated Deepfish 7 (Marco Zerbinati).
New RodentII (Pawel Koziol).
New:
Acqua (844 elo) by Giovanni Di Maria.
Irina v. 0.12 (~1200 elo), it includes program beginners personalities: Monkey, Lion, .... Irina is a weak adaptation of chess engine Winglet of Stef Luijten. Added Steven as a new personality to beginners.
Gull 3 by ThinkALot.
External engines, added option Import of internal engines.
Included 64 bits-BMI2 versions to: stockfish, komodo, deepfish. In Configuration/Engines can be activated.
Play against any engine:
Added Irina personalities to engine selection.
Added Lucas-elo engines to engine selection.
Database :
Changed internally to allow to change/save more information. With more filters... a work in progress.
New translations:
Greek by Nick Delta
Pieces:
kidsdraw, a beautiful new set of pieces to children created by Marc Graziani
Resistance training:
Added "Lost points in a move" as another limit (idea by Michele Tumbarello).
Kibitzers:
Indexes: Rodent II is always used, as stablished by author of formulas, Michele Tumbarello.
Analysis:
Improved the graphics, now interactives. (Remes proposal and maybe others too)
Others:
Clicking on the letters of the board moves forward or backward (PeonPasado)
Removed, voice recognition and database of positions.
http://www-lucaschess.rhcloud.com/index?lang=en
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Whats new:>>
Fixed:
Tourney elo, the personalities don´t appear. (detected by nalbouki and PeonPasado)
Transsiberian Railway, some problems in the end game training (detected by Will H.)
The update system is not working, there is not option to pass from 10.00 to 10.01 via Information/Search for updates.
http://www-lucaschess.rhcloud.com/index?lang=en
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(http://s26.postimg.org/7c1vtokgp/screenshot_48.png)
SpaceCombat is an open source PC game. It's a single player space simulation. Similar (commercial) games were TIE Fighter and Freespace. When you liked these games, you will love SpaceCombat.
License: Open Source
http://spacecombatgame.sourceforge.net/
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Changelog
Version 10.04: some bugs fixed
Bugs:
Closing engines (thanks to lulu)
Launching kibitzers
Reinit in Create your own game, doesn't maintain rival engine when activated previously (thanks to Remes)
Translations updates:
Greek (thanks to Nick Delta)
Arabic (thanks to Mohamad Alhedhed)
Version 10.03: command line in external engines
Bug fixed:
Play like a GM, fixed imports of new GMs. (thanks to anonymous, pierjean)
News:
External engines, added Command option, to create a new external engine as a command line, to test (thanks to mamago92)
http://www-lucaschess.rhcloud.com/index?lang=en
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(http://s26.postimg.org/q9wxpjy1l/screenshot_916.jpg)
SuperTux is a free classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GNU GPL.
Changelog
In-game level editor
Improved levels in Antarctica and Forest Island
Language packs are fixed
Engine performance improvements
Extended the scripting API: gradients are now scriptable
Added a few more tiles and music
New console commands and command line options (related to the editor)
Various other bugfixes of issues reported since the v0.4.0 release
And more (minor) improvements and changes
http://supertuxproject.org/index.html
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(http://s26.postimg.org/nqbgd7zmh/screenshot_114.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
http://www.launchbox-app.com/
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Whats new:>>
Bugs:
Bug in engines processing is some PCs (thanks to Phillip Watts).
Tactics by UNED chess school, Pin missing (thanks to bolokay).
Updated Italian translation (thanks to Michele and Maurizio).
http://www-lucaschess.rhcloud.com/index?lang=en
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Changelog
1) In UCI mode, don't set tb type when a tb path is received if that path
is empty or the string "<empty>". Fixes issues under Shredder GUI.
2) Fixes to Syzygy tablebase handling. Don't correct TABLEBASE_WIN scores
for depth when storing/retrieving from the hash table. Adjust search
scores based on the tablebase score, when available.
3) Make UCI option handling insensitive to the case of the option name,
per the UCI spec. Add some error handling for invalid option names.
4) Remove threat extension and related code.
5) Change razoring margins.
6) Simplify king safety scoring and make most king safety parameters
tunable.
7) Tuner now uses the Texel method by default and supports the ADAM
gradient descent algorithm.
8) Changes to King cover calculation. Give bonus for King cover only if King
on rank <=2, and do not rate cover relative to King rank.
http://www.arasanchess.org/
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Changelog
Version 1.13.6:
* AI:
* Added new high_xp_attack candidate action to default AI. This CA performs
attacks on enemy units so close to leveling that the default AI's combat CA
would not attack them.
* New Micro AI: Assassin Squad AI
* Fix bug #23720, AI units with max_moves=0 do not attack.
* Fix bug #22179: [disable] weapon special is ignored by AI. A second
instance of the AI also ignoring this special under different circumstances
has also been fixed.
* Fix bug of Experimental AI recruiting sometimes failing under shroud
* Fix some mainline campaigns custom AIs not working due to syntax changes
after the AI refactoring for Wesnoth 1.13.5 (e.g. bug #25123)
* Significantly improve move times for AI sides with many guardians
* Micro AIs, other Lua AIs and ai_helper.lua utility functions:
* Correctly and consistently deal with invisible units
* New ai_helper functions get_attackable_enemies, get_visible_units,
is_attackable_enemy, is_incomplete_move, is_incomplete_or_empty_move,
is_visible_unit and robust_move_and_attack
* Renamed function ai_helper.to_triple to LS_to_triples for consistency
with other functions
* Some internal changes to fix rarely occurring bugs and to improve
robustness and speed
* Campaigns:
* Eastern Invasion:
* Fixed broken village encounters.
* Tweaked the balance of Scenario 2.
* Heir to the Throne:
* Reworked the map and added new AI behavior in 'The Princess of Wesnoth'.
* Delfador's Memoirs:
* S9: Resolved inability to end level even when Delfador has the Staff
(bug #24951)
* S17: Resolved Wesnoth units returning to recall list not being healed
properly (bug #24952)
* S19: Resolved undead veterans victory condition not working properly.
* Under the Burning Suns:
* Redesign of all desert elf units (currently optional, selectable through
the difficulty menu).
* Graphics:
* Improved or new terrain graphics:
* New wooden floor variation and transitions.
* New aquatic encampment.
* New aquatic castles.
* Reworked stone walls so they take up less space and improved transitions.
* Added Wooden and Rusty Gates.
* Improved connections between castle and wall terrains, allowing castles and
keeps to be placed adjacent to walls without glitches in most cases.
* New sprite for Tentacle of the Deep.
* Tweaked colors for all time schedules.
* Language and i18n:
* Updated translations: Finnish, Polish, Russian
* Lua API:
* Upgrade to Lua 5.3.3+
Consult http://www.lua.org/ for a full change list and updated documenation.
* bit32 functions removed
* utf8 support added
* Added new function wesnoth.fire_event_by_id to fire an event with a given ID.
* Added new function wesnoth.remove_modifications, which removes applied
modifications of the chosen type from a unit. The most efficient use is to
remove all modifications with a specific duration value.
Also callable as u:remove_modifications.
* The built-in conditionals have_unit, have_location, and variable are now
present in the wesnoth.wml_conditionals table. This means they can be
directly called, extended with new features, or even overridden with custom
implementations.
* New recall_filter field in unit proxy returns the [filter_recall] config
* New variations field in unit_type proxy returns a list of unit variations
Each member is a full unit_type describing that variation.
The table is iterable with pairs().
* Lua side, unit_type, and unit attack proxies can now be compared with ==
with identity semantics. (Previously, each time such a proxy was obtained,
it would produce a new object that did not compare equal to any others.)
* Lua unit_type lists (wesnoth.unit_types and unit_type.variations) are now
countable with the Lua length operator.
* Lua dialog functions now support the stacked widget and the unit preview pane
* New wesnoth.show_menu function shows a dropdown menu at the mouse location
* Lua attack proxy has new read_only field which is true for unit_type attacks
If true, attempts to change the attack will result in an error.
* The name field in Lua attack proxy is now writable
* The attacks field in the Lua unit proxy is now writable
Specifically, attacks may be replaced, appended (by assigning a new ID or
the next valid index), or removed (by setting a field to nil).
* wesnoth.show_message_dialog supports second_portrait and second_mirror keys
in its first argument, which produces a dialog with two portraits.
* The callable userdata returned by wesnoth.textdomain can now be called with
an additional two parameters (a plural string and a count) in order to support
gettext plurals.
* New matches function in team and unit attack metatables, which test if the
side or weapon matches a filter.
* helper.lua metatables are now protected from external access; getmetatable()
will return a descriptive string instead of the metatable.
* ai.aspects.attacks no longer returns a full attacks analysis. Instead it
returns a table with "own" and "enemy" keys containing the valid units
for attackers and targets. The function ai.get_attacks() still returns the
full attack analysis.
* Aspect fetcher functions (eg ai.get_aggression()) are now deprecated in favour
of the ai.aspects table.
* The location_set iter and stable_iter functions can now be called with no argument.
In this case, they return an iterator suitable for use in a for loop.
* New wesnoth.wml_matches_filter function takes a WML table and a WML filter and tests
if the table matches the filter. The filter syntax is as with [filter_wml].
* Music and sound effects:
* Added a preference to pause the music when the game loses focus.
* Now the music fades out between scenarios.
* Networking
* Ported campaignd to use boost.asio instead of SDL_net.
* Removed unit tests for old networking stack. This was the last part that
depended on SDL_net
* Performance:
* When a heuristic determines that it's probably faster, the game predicts
battle
outcome by simulating a few thousand fights instead of calculating exact
probabilities. This method is inexact, but in very complex battles
(extremely high HP, drain, slow, berserk, etc.) it's significantly faster than the
default damage calculation method.
* Units:
* Changed the sound for the melee attack of the
Loyalist Bowman, Orcish Crossbowman and Orcish Slurbow.
* User Interface:
* Trait descriptions in the help are now generated. (This makes user-defined
traits show up in the help as well.)
* Fix game map sometimes showing and buttons sometimes not rendered properly
in story screen (bug #24553)
* Improved font rendering on Windows.
* Redesigned gamestate inspector window.
* Recall dialog no longer shows units that no leader on the map can recall
(due to the [filter_recall] not matching)
* Weapon specials only gained through AMLAs now get a help topic
* The "Cores" button on the title screen is now hidden if no cores other
than the default are installed
* Redesigned game dropdown/context menu appearance
* New categories bar in hotkey preferences allows you to filter hotkeys
* Fix issue with the title screen not redrawing when the window size or
fullscreen setting changes with a dialog open over it.
* Restored descriptions for choices in combobox-based Advanced Preferences
entries (lost in 1.13.3).
* When using the --wconsole option, the game now prints a prompt in the event
of a fatal error to avoid closing the console before the error can be seen.
* Restored GUI2 textbox selection highlight lost in version 1.13.3.
* Added a "Draw Number of Bitmaps" option to the map editor, for terrain
graphics diagnostics.
* Ported file chooser dialog to GUI2, and redesigned it to include a
bookmarks bar with predefined and user-defined shortcuts.
* Tweaked the border/groove color scheme on textboxes and sliders to better
reflect their state and mimic window and button borders.
* The following dialogs have been converted to GUI2: Unit Recall, Unit List,
Game Stats, MP Create, MP Game Lobby, Faction Select, Unit Advance.
* Improved UI responsiveness.
* Tab completion in the Lua console is improved. It can now handle paths
containing square brackets (though it won't complete them) and will not
offer keys that are not valid identifiers.
* WML Engine:
* Added ignore_special_locations=yes|no, default no, to [terrain_mask] to
ignore the special locations given in the mask, leaving all those on the
underlying map unchanged.
* [terrain_mask] starting locations and special locations are relative to
the mask. Existing names replace any in the underlying map regardless of
their location. Each name as a unique location; but a location may have
any number of names. While a map/mask can give only one name per location;
stacking masks allows multiple names. Names cannot be removed.
* Added {HAS_NO_TURN_LIMIT} macro for objectives
* New attributes for [message] with [option]
* Added variable= to [message]: if specified, gives variable name to
receive the [option] index (1..n) selected
only used if any [option] appear
* Added value= to [option]: if specified, gives value to store in variable
instead of index number, only used if variable= appears in [message]
* New second_unit, second_image, second_mirror attributes for showing two
portraits on a single message.
* New attributes for [role]:
* search_recall_list=yes|no|only(default yes) controls where to look
* reassign=yes|no(default yes) if no, check for a unit and do not assign to
another
* [auto_recall] sub-tag, if assigned to recall list, gives [recall]
attributes (no SUF)
* [else] sub-tag, WML to execute if no unit found for the role
* New help_text= key for [trait] to set the description displayed in the
help.
* Added tag id= [fire_event], which allows raising events by id
* [modify_unit] now understands [effect] tags, which it applies directly.
This replaces the use of [object] with no_write=yes (which will be removed
in the next release).
* Add [object]take_only_once=yes|no (default yes) - if set to no, automatic
tracking is disabled for this object (allowing it to be taken multiple
times even if it has an id).
* New [remove_object] tag which removes applied [object]s from matched units;
it can filter on the entire [object] WML. The most efficient use is to
remove all objects with a specific duration value.
* Renamed [foreach] variable= to array=
* Renamed [foreach] item_var= to variable=
* Fixed several bugs in the name generation of the map generator
* Fixed issues with using [endlevel] in victory/defeat events
* The {MAGENTA_IS_THE_TEAM_COLOR} macro is no longer needed in [unit_type]
It is now the default behaviour unless overridden with the flag_rgb key.
* New key type_tree in unit filters - similar to type, but also matches any
possible advancements of the specified unit types.
* [options][combo] in [scenario], [modifications], etc has been renamed
to [choice] (which is more accurate). The old name still works for now.
* ~ADJUST_ALPHA() image path function now takes a WFL formula. It can access
the following variables: x, y, width, height, red, green, blue, alpha.
It no longer accepts a percentage (use ~O() for that).
* Fixed [rule] in [terrain_mask] ignoring use_old=yes
* Fixed filter returning invalid locations if invalid locations were given
in a variable that was used with find_in=
* Moves cave map generator to lua. scenario_generation=cave is now deprecated and
will be removed soon. The Lua version has feature parity with the old one, but
the syntax is a little different. It supports both map_generation and
scenario_generation.
* Tunnel functionality was expanded and the default behavior was altered in
order to make moves through tunnels consistent with all other moves:
* Vison through tunnels is now possible and enabled by default. It can be
turned off by setting allow_vision=no in the [tunnel] tag.
* Own and allied units on tunnel exits do not block the tunnel any more.
The blocking behavior can be reenabled by setting pass_allied_units=no
in the [tunnel] tag.
* Added text_alignment= key to [story][part] to specify horizonal alignment of
text.
* [set_variable] now supports abs= (absolute value), power= (raise to
power) and root= (extracts root, 'square' is the only value currently
supported) keys
* Individual [terrain_graphics] rotations can now be skipped entirely by
using "skip" in the rotations= list.
* Miscellaneous and bug fixes:
* A new way to make units invulnerable for debugging: select the unit and type
";unit invulnerable=yes". This method operates by decreasing the opponent's hit
chance to zero: as a result, it doesn't slow down damage prediction unlike the
"increase HP to ridiculous levels" method.
* The ;choose_level command now works in the tutorial and in [test] scenarios
* Fixed a stray ; character appearing pre-entered in the command console.
* Fixed bug in wesnothd that was causing server crashes if game with
multiple network and local players was ran.
* Added a tab to run the wmlxgettext tool to GUI.pyw
* Fixed problem with Spectre's hitpoint bar positioning.
* Fixed crash when unit with planned actions is killed before those actions are
completed (bug #20071)
* Show correct number of attacks in case of swarm weapon special (bug #24978)
* Fixed bug that icons of buttons under the minimap disappeared when the
player opened and closed a menu.
* Correct unit recall count in statistics when undoing a unit recall (bug #25060)
* Add tip to recall units instead of recruiting them if costs exceed 20 gold (recruitment costs)
* Resolve sides in map editor not having a proper side number and subsequently
causing a crash upon editing (bug #25093)
* Avoid rare cases of mini-map producing a divide-by-zero error (bug #25155)
* [filter_vision]: fix bug of filter not matching own/allied hidden units
* Prevent crash on quitting scenario with planned recruits present (bugs #24022/25193)
http://www.wesnoth.org/
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(http://cdn.portableapps.com/LucasChessPortable_small.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints.
Changelog
News:
Updated stockfish to version 8.
Play like a GM, new option in its configuration window: "Show all evals"
Training openings against a book, added traceback and help options (remes)
Bug:
Chess your Memory in a chessboard, Beginner don´t works (nick delta) - version updated to 10.07.1
Removed bad analysis messages from stockfish 8 (vga) - version updated to 10.07.2
Playing against low rated engines, added take back again (HB) - version updated to 10.07.2
http://www-lucaschess.rhcloud.com/index?lang=en
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(https://i.postimg.cc/MTb21NLz/screenshot-2195.png)
SuperTux is a free classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GNU GPL.
Changelog
Editor: Tilemap: Add an option to change the draw target
Editor: Add an option to snap objects to the grid (this will make it easier to add objects to a nice location in levels)
Editor: Camera: Remove autoscroll option, as it is deprecated and should not be used anymore
Editor: Fix an issue where some areas in the editor would be excessively large relative to the window/screen size
http://supertuxproject.org/index.html
-
Infos zu dieser Version : https://lucaschess.blogspot.de/2016/11/version-1008-some-aesthetic-changes.html
http://www-lucaschess.rhcloud.com/index?lang=en
-
Changelog
Bugs fixed:
Mat in 1/2 freezes (alexxelaart+RU)
Analysis, adding variants, bad num move.
Kibitzers with non english symbols. (massivfat)
Database, edit, paste, read PGN (Tobi)
Information links, don´t works in Linux (Coyote112358)
Changes:
Information panel in a game, added splitter to accomodate sizes between variants and comments
Engines:
Updated Rodent II (Pawel Koziol) to 0.9.64
Updated Stockfish to version 8 in Linux engines.
Updated translations: Greek(Nick Delta), Vietnamese(Toan Luong), French(Max Aloyau)
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(http://cdn.portableapps.com/warzone2100portable_small.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
General
Change: Improved debug menu (e89e162540, 550f6eb01e)
Change: Improved handling of multiplayer map/mod downloads (4b73c266fd)
Fix: Fixed super heavy-gunner dependency (#4490, 116ac5c679)
Fix: Do not crash on invalid research orders (c6e9dfcf65)
Fix: Improved Windows XP compatibility (e58323f8cb)
Fix: Do not enter an infinite loop on loading invalid stored templates (a394991dd1)
Graphics
Change: Fixed functionality graphics rewritten to use programmable shaders - this should fix crashes on Windows with Intel drivers (several commits, too many tickets)
Fix: Make water tiles visible even when just the water surface is visible (4e6d245b75, #4504)
Modding
Change: New animation system (af9c9137d2)
Campaign
Fix: Alpha campaign cyborg production (bc3db59f5f, #4515)
Fix: Disappearing commander designs in beta and gamma campaigns (df4e1e378c, #4458)
AI
Fix: Do not desynch when NullBot VTOLs rearm (216827c96f, #4464)
http://wz2100.net/
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Changelog
Bugs fixed:
Turn on the lights: don´t save to pgn (Alfonso L)
Albums, Adjourn doesn´t work (Rianer U)
Lucas-Elo in Russian( and others), first engines don´t work (dtz)
Training positions, an engine is open and not closed each position (dtz)
External engines, better handle for UCI "type string" (fixed by tico-tico in https://github.com/lukasmonk/lucaschess/issues/18)
Bug fixed, new databases do not work
News:
Windows EXE, added "check for updates at startup" option in Configuration/General. (alexxelaart)
New option in Configuration/Boards to hide/show cursor when engine is thinking.(GB)
New Tool: Save positions to FNS/PGN (Remes+peonpasado)
http://www-lucaschess.rhcloud.com/index?lang=en
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Changelog
Bugs fixed:
Turn on the lights: don´t save to pgn (Alfonso L)
Albums, Adjourn doesn´t work (Rianer U)
Lucas-Elo in Russian( and others), first engines don´t work (dtz)
Training positions, an engine is open and not closed each position (dtz)
External engines, better handle for UCI "type string" (fixed by tico-tico in https://github.com/lukasmonk/lucaschess/issues/18)
News:
Windows EXE, added "check for updates at startup" option in Configuration/General. (alexxelaart)
New option in Configuration/Boards to hide/show cursor when engine is thinking.(GB)
New Tool: Save positions to FNS/PGN (Remes+peonpasado)
http://www-lucaschess.rhcloud.com/index?lang=en
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(http://s26.postimg.org/jl51zxeah/screenshot_208.png)
YSoccer is a game designed to be a remake of Sensible World of Soccer (SWOS) with new features and improvements.
Gameplay will be in the frenetic Sensible World of Soccer style with only one button to shoot, pass, etc. Volleys and bicycle kicks will be in the game and more weather conditions and other things to make it a little more actual.
Obviously, with a 1990's style game, graphics are not a huge feature, but YSoccer wants to tweak this as well. Players will be the same size, but with more details including shaded kits, more skin colors, hair, and shirts. The pitch will also be more detailed with new brand goals, stadium kinds, cameraman, etc.
The game is really feature packed including custom competitions, automatic and fixed player control mode, weather effects, multiple screen resolutions with zoom and rotation, replay and slow-motion, highlights, training mode, worldwide database, team and player editor with 21 standard kit styles, custom charsets, 10 skins colors and more than 40 different hair cuts.
License: Open Source
http://ysoccer.sourceforge.net/
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(http://images.six.betanews.com/screenshots/1059929704-1.jpg)
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.
Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.
Freeware
Changelog
1) Fix to handling of UCI_LimitStrength and UCI_Elo options. These can now
be processed in either order and will set the search strength correctly.
2) Revised tuning program. Only the "Texel" method is supported now. Tuner
uses a "mean-squared error" objective and takes a labeled EPD file
as input. Various optimization methods can be selected. Optimization
steps are scaled appropriately based on parameter ranges.
3) Changes to king cover and king safety scoring.
4) Bug fix: Ensure hash move is always checked for validity (was not being
done for evasions).
5) Fix possible race condition updating root PV.
6) Add some utility programs and Python scripts to source package.
7) Considerable code cleanup and fixing warnings and possible bugs, notably
in Syzygy tb code.
http://www.arasanchess.org/
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Changelog
All changes in the development version 11 have been included in the version 10, except for new engines, and the support of Linux.
Analysis of a game:
Elo perfomance: it is a formule created by Michele Tumbarello that calculates the elo of each move and of the game. This formula is designed to do the more accurate results when using DeepFish as engine and a minimum time of 5 second per move.
Stability control: a tab has been added that after finishing the analysis of a position with the parameters of time and depth indicated, it continues analyzing until in the last depths the calculated move is the same and the difference in the evaluation does not exceed the number of centipawns indicated.
Lost points in the analysis graph, now can be hidden (Giovanni di Maria)
Right button on the graphic, to save as a pgn (Giovanni di Maria)
Captures: added a new option "Material advantage". (Carlo)
Some internal improvings in transiberian (coded by Alfonso Solbes)
improving detection of draws
little performance improvement checking human moves
More control of the colors: Options/Colors/General
In addition, thanks to Max Aloyau, Ed Smith, philmath, vga, jojoB, Giovanni di Maria, Patricio Cainzos and MR's feedback.
http://www-lucaschess.rhcloud.com/index?lang=en
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(https://i.postimg.cc/NMH1Zwvt/screenshot-2759.png)
Simutrans is a SimCity-style transport and economic simulation game. You can build the railroad networks with platforms, discharging quays, level crossings, signals and much more. Create your own bus company: transport people throughout the city and help make cities grow by laying out bus routes. Explore just how many industrial choices and connections are available.
Note: the graphics of the game are available through downloadable paksets. You can also use download-paksets.exe in the game's root directory.
Freeware
Changelog
Here is the 120.2.1 version of simutrans. It has many still new features (from the 120.2) for scripting (including scriptable ai, so everybody can make now his own AI without compiling), as well as many extensions for artists:
groundobj with slopes (rocky shores)
transparent graphics (better shadows and smokes, antialiasing)
factory animations and sounds
It would nice to see these features in many paks.
But the SDL2 version had lot of errors with drawing and Japanese and other 2 byte unicode characters, and the drawing was much slower than neccesary.
Please report any bugs on the bug reports board. Also please tell if some pakset info is not up-to-date.
This release is build from svn revision number 8121.
http://www.simutrans.com/en/
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Release Notes
Here is the 120.2.2 version of simutrans. Apart from fixing serious bug in both 120.2 and 120.2.1, it has all new features from the 120.2 for scripting (including scriptable ai, so everybody can make now his own AI without compiling), as well as many extensions for artists:
groundobj with slopes (rocky shores)
transparent graphics (better shadows and smokes, antialiasing)
factory animations and sounds
rgb colors in almost all definitions
It would nice to see these features in many paks.
But the SDL2 version had lot of errors with drawing and Japanese and other 2 byte unicode characters, and the drawing was much slower than neccesary.
http://www.simutrans.com/en/
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(http://s26.postimg.org/nqbgd7zmh/screenshot_114.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
http://www.launchbox-app.com/
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Changelog
- Feature: [NewGRF] Extend the DCxx range to D800-DFFF (r27769)
- Feature: [NewGRF, script] Increase the maximum number of GameScript texts to 64k, and NewGRF texts to 512k (r27758)
- Feature: [NewGRF] CB 37 results 0x0401 and 0x0800-0BFF for improved control of display of input cargos in the industry GUI (r27751)
- Feature: Sprites missing in outdated basesets are now provided by openttd.grf (r27732, r27731, r27730)
- Feature: [NewGRF] String command 9A 1E to print the name of a cargo type (r27707, r27706)
- Feature: [Debug] Assign descriptive names to threads [FS#6471] (r27674, r27673, r27670)
- Feature: [NewGRF] Allow composing vehicles from multiple sprites (r27668)
- Change: Enable realistic train and road vehicle acceleration by default (r27760)
- Change: Hide the drive-in stops from the tram station picker (r27734)
- Change: Do not count static NewGRF when checking for the maximum number of NewGRFs in a game (r27729)
- Change: Limit waypoint area by maximum station spread during dragging (r27710)
- Change: [Build] Re-enable Wnarrowing for gcc 4.9+ [FS#6532] (r27709, r27703)
- Change: List railtype of rail tiles explicitly in the tile info window (r27686)
- Change: Re-arrange the autoreplace GUI for trains, and do not filter it by railtype by default (r27683)
- Change: Various performance improvements to CargoDist and LinkGraphs (r27682, r27681, r27614, r27613, r27612, r27611)
- Change: Improve randomisation of rough land appearance (r27657)
- Change: [Build] Enable C++11 for clang 3.3 (r27654)
- Fix: Insufficient thread synchronisation when switching blitters lead to crashes [FS#6510] (r27775)
- Fix: Enabling palette animation for 32bpp blitters while paused skipped initialisation of the palette and resulted in black windows [FS#5889] (r27774)
- Fix: Intro games other than the traditional nightly one would cause townname NewGRFs to not get activated in the game options [FS#5819] (r27772)
- Fix: Some variables were not reset between loading old savegames, which made loading them fail [FS#6540] (r27770)
- Fix: Removing secondary roadtypes from bridges was factor 2 too cheap [FS#6538] (r27746)
- Fix: Extra viewports did not center on the selected tile [FS#6537] (r27743)
- Fix: [Build] Building on newer OSX versions with newer SDKs [FS#6295, FS#6502] (r27727, r27675)
- Fix: Improve error message when trying to build rail track over a depot (r27726)
- Fix: Rescanning NewGRF in-game could break the loaded NewGRF, if very many NewGRF were in use (r27721)
- Fix: Text could overflow various GUI elements [FS#6527] (r27713)
- Fix: Memory leak when reloading NewGRF (r27690, r27688, r27687)
- Fix: When removing objects of bankrupt companies the tiles may revert to canal. In that case also check the ownership of the canal [FS#6511] (r27656)
- Fix: Make the console file commands operate independent of the save/load GUI (r27645)
- Fix: When dragging vehicles in group or depot GUI, draw the complete articulated vehicle (r27632)
- Fix: When dragging multiple vehicles in the depot, make the destination gap as long as the chain instead of just considering the first vehicle (r27629)
- Fix: [Build] Change the GCC version detection so that it works with two-digit and truncated versions [FS#6487] (r27623, r27616)
- Fix: Do not hide filtered and highlighted industries by overlapping tiles in the zoomed-out smallmap (r27622, r27621, r27620)
- Fix: [Script] Kill scripts, when a non-suspendable valuator call takes way too long [FS#6473] (r27594)
https://secure.openttd.org/www/en/
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Changelog
General
Fix: Rescale body points if players have different armour levels when transferring units (d0934ff3ad, #4554)
Fix: Occasional crash when entering host game menu (03d494d366, #4567, #4564, #4546, #4361 and others)
Fix: Game freeze on clicking on start game in menu (382077800b, #4566)
Fix: Never put scavengers on human teams by accident (a691778a5f, #4563)
Graphics
Add: We now support higher than 8x MSAA, if supported by driver - do not show 8x if not supported (33057c24ed)
Change: Optimizing graphics rendering (92b50b7665, c1f697f28a, a70920985e, 486dd8e9c0)
Change: Increase default resolution to 1024x720 rather than 640x480 (9b0fa9e79a)
Fix: Avoiding some techniques to hopefully run with more drivers (8a2ff4499d, 4134f82d22, 871fa31c80)
Fix: Fix clipped letters (9c04d4ad6b)
Fix: Fix text rendering blend mode, makes progress bar more readable (0bfd217940, #4569)
Fix: Still/moving helicopter/VTOL animations were reversed (fb9bea5e0a, #4489)
Fix: Prevent structure turret stretching again (f79286dc13, #4537)
Campaign
Change: Lots of initial campaign ported to Javascript. Discuss these changes in our new porting forum here: viewforum.php?f=51
Scripting
Add: donateObject() works on structures. findResearch() works on other players (839e0b0f5c)
Add: New function hackDoNotSave(global name) to prevent variable from being put in savegames (ff57dc5733)
Add: Add setHealth(object, health %) to set a game object's health (62a7c96168)
http://wz2100.net/
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(http://images.six.betanews.com/screenshots/1059929704-1.jpg)
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.
Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.
Freeware
Changelog
Changes in Arasan 20.1:
1) Fixes to UCI multipv handling.
2) Fix logic for terminating search on tablebase hit.
3) Bug fixes in parameter tuning code. Use actual sigmoid function when
tuning king safety, not an approximated lookup table.
4) Add file-dependent scoring for passed pawns.
5) Fix bug in scoring for rooks behind passed pawns.
6) Allow setting Arasan version string on make command line. Builds done
between release tags now have versions generated from git commit # (if
done from a git repository).
7) In UCI mode, return a move even in cases where a legal draw position
(according to 3-move rule) exists before search is started. Fixes problems
with some UCI UIs.
8) Allow LMR of some evasion moves.
9) Remove "forced move" extension (1 single reply to check).
10) More code cleanup and conversion to C++ 11.
11) Some Android portability fixes. Note: Android build still not fully
supported.
http://www.arasanchess.org/
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Changelog
- Fix: Add missing game script event for ships arriving at a station [FS#6560] (r27859, r27858)
- Fix: StringID truncation to 16 bits broke string remapping test [FS#6555] (r27851)
- Fix: Infinite loop in pathfinder when checking safe waiting position from a waypoint [FS#5926] (r27846)
- Fix: [YAPF] Consider depot as destination before reversing path and applying penalty (r27843)
- Fix: Don't consider locks or ship depots as clear water when placing industries (r27841)
- Fix: Small news window's fake caption was not sized to fit its text (r27838)
- Fix: Black remap did nothing in 8bpp-simple blitter (r27837)
- Fix: Misaligned resize icon due to widget bounds being inclusive (r27831)
- Fix: Update viewport sign dimensions when changing GUI zoom level (r27827, r27819)
- Fix: Vehicle viewport is not user scrollable so flag window as such (r27823)
- Fix: Allow dropdown to be drawn above origin widget even with scrollbar (r27820)
- Fix: 32bpp-anim blitters assumed that pitch and width of the screen were equal [FS#6545] (r27796)
- Fix: Chat text background overflowed due to missing padding [FS#6526] (r27794)
- Fix: Failed to load lzo compressed savegames sometimes [FS#6450] (r27793)
- Fix: [Win32] Mark OpenTTD as DPI-aware to avoid OS window scaling that breaks mouse input [FS#6366] (r27791, r27790)
- Fix: [NewGRF] Get vehicle load amount after executing new cargo trigger [FS#6536] (r27788)
- Fix: AI configuration changed incorrect parameter when some parameters are hidden [FS#6479] (r27787, r27786)
- Fix: Buoys not always drawn after being placed depending on zoom level [FS#6508] (r27785)
- Fix: Allow rail conversion even if ship is on tile [FS#6505] (r27784)
https://secure.openttd.org/www/en/
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Changelog
1) Add probcut to search.
2) Detect King and Rook pawn vs wrong-color Bishop configuration
and score near draw, even if opponent has pawns.
3) Change history score calculation (similar to Stockfish).
4) Implement countermove history similar to Stockfish and use in move
ordering. Consolidate history/refutation/countermove history stuff
into SearchContext class and remove separate History and Refutations
classes.
5) Sync with changes to jdart1/Fathom. In particular, pick up a fix for
crashes when running multithreaded.
6) Changes/fixes to strength limitation feature.
7) Fix possible out of range errors in razoring code.
8) Fixes to king cover parameter tuning code. Re-tune parameters.
9) Changes to LMR. Adjust LMR amount based on history values.
10) Remove Util class and replace with std library functions.
11) Allow null move at depth = 1 ply.
12) Changes to futility, reverse futility, and razoring margins.
13) Fix possible bug in output of time control increment to PGN.
14) Separate scoring for outposts in middlegame/endgame.
http://www.arasanchess.org/
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(http://images.six.betanews.com/screenshots/scaled/1321292084-1.jpg)
PokerTH is an open source Texas Hold'em poker game with which you can play poker against the computer, on a LAN or via the Internet. The game is faithful to the Texas Hold 'em rules and betting system. It allows for up to ten human players, with computer-controlled players filling in if there are not enough humans. Players can also play against other PokerTH users online.
Open Source
Changelog
- PokerTH is now fully compatible with c++11 compilation mode
- Upgraded to websockets 0.7
- BUGFIX: SQL errors are saved to server log (partly #324)
- BUGFIX: Players deliberately preventing start of play (#304)
- BUGFIX: Rating feature didn't work for special usernames (#319)
- BUGFIX: Ignore feature only works after restart (#320)
- BUGFIX: Shorten too long usernames on the table gui (#326)
- BUGFIX: "accidentally call" blocker now for working for FKey presses (#330)
http://www.pokerth.net/
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Changelog
1) Change queen mobility scoring: square reach beyond 23 squares gets
same score.
2) Re-work scoring for material imbalance with pawns.
3) Bug fixes for EPD/FEN handling (mostly affects utility programs).
4) Bug fixes for bitbases. Mate scores from bitbases were not being
transmitted to the search. Also bitbase scores were being added to
other eval terms which are not relevant for KPK.
5) Syzygy code (Fathom) is imported as a git submodule now.
6) Code restructuring, move piece values into Param class.
7) Change eval scale so Pawn value = 128 (vs. 1000 in 20.2).
8) Implement UCI "searchmoves" option to "go" command.
9) Bug fixes in parameter tuner.
10) If special-case endgame detected, skip other endgame scoring and
just use the special-case code.
11) In UCI MultiPV mode, ensure bestmove that is eventually sent is the
highest-scoring move, and re-order PVs if necessary so that they are
in decreasing score order.
12) Implement BMI2 (PEXT/PDEP) attack computation.
13) Change evasion pruning in qearch.
14) Pack hash entries into 2 64-bits words instead of 3.
http://www.arasanchess.org/
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(https://i.postimg.cc/qvTzBvfg/screenshot-1284.png)
Transcendence is a "Space Trader" type game with an action-based "Asteroids" interface. The objective of the game is to destroy enemy ships and stations, loot their wrecks, and improve your ship so that you can take on more powerful opponents.
Freeware
https://transcendence.kronosaur.com/
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(http://cdn.portableapps.com/LucasChessPortable_small.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints.
Changelog
Bugs fixed:
Analisys, reduced the number of nags produced by analysis (Giovanni di María)
Database, save to PGN when select codec = same as file.
Playing against a game when mate.
Database: to create polyglot books doesn´t works
Training positions, bad message when tutor disabled and the training is guided (variator)
News:
Scanner of positions, added Alt left, Alt key-left, Alt key-up, Alt key-right, Alt key-down to scan non-square cells
Turn on the lights, added more info
http://lucaschess.pythonanywhere.com/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
Changelog
Retro achievements are now accessible in LaunchBox from retroachievements.org! Add your account under Tools > Options > Search > Retro Achievements, and then your achievements will show up in the LaunchBox game details sidebar.
New Premium Feature: Retro achievements are now accessible in Big Box as well from the game details menu, or with a hotkey or controller button via Options > Keyboard Mappings > View Achievements or Options > Controller Buttons > View Achievements.
New Feature: Community star ratings are now available in LaunchBox and will show as a slightly different color. You can download the community's star ratings for your games by using Tools > Download Metadata and Media.
New Feature: Star ratings set in LaunchBox will now automatically upload to the LaunchBox Games Database in order to contribute to the community's ratings. You can disable this under Tools > Options > Search.
New Feature: Two new options have been added to Tools > Options > Search: "Use Community Star Ratings when Filtering or Arranging by Star Rating" and "Minimum number of community ratings in order to use". These will allow you to specify whether or not you want to use the community star ratings when filtering and arranging your collection, and how many community votes are required before considering the value.
New Premium Feature: Star ratings are now available in Big Box! They will show up by default in the game details views, but can be disabled under Options > Game Details.
New Premium Feature: Star ratings can now be set in Big Box from either the game details menu or via a hotkey or controller button under Options > Keyboard Mappings > Set Star Rating or Options > Controller Buttons > Set Star Rating. An option is available to hide the Star Rating from the game details menu as well.
Improvement: Three new fields have been added to the LaunchBox list view: Star Rating, Community Star Rating, and Community Star Rating Count
Improvement: Removed the seldom-used game details popup, which was made mostly irrelevant by the game details sidebar back when we implemented it. It wasn't very usable with all of the added images and became completely horrendous with the achievements; there are also some performance improvements as a result.
Improvement: Syncing your collection to the cloud now reports progress and is much quicker; viewing your collection on the web is much quicker as well :)
Improvement: Star ratings can now be set at half values
Improvement: The included version of 7-Zip has been upgraded to the latest version (16.04)
Improvement: The end of the Download Metadata and Media process in LaunchBox has been optimized to be multi-threaded so that the interface does not appear to be locked up when finishing up the process
Improvement: When switching the global theme in the Big Box options, platform-specific and playlist-specific themes are now reset in order to reduce confusion
Improvement: There are two new Theme Settings for Big Box custom themes: Force16X9AspectRatio and Force4X3AspectRatio, which should hopefully resolve issues running certain themes on 16x10 monitors and similar situations
Fixed: Game titles are no longer overwritten when downloading metadata and images and a new LaunchBox Games Database ID is found
Fixed: Developers, genres, and other non-game text lists in Big Box had an occasional issue with the text index caused by The, A, and An
Fixed: Big Box marquee screen had some placement issues when using a smaller resolution on the main display than on the marquee display
Fixed: When using the Text with Game Details view in Big Box, the logo at the top of the list was sometimes not updating
Fixed: Viewing videos full screen from the Big Box game details menu was sometimes not showing the video
Fixed: After closing the Options window, the LaunchBox main window border was corrupted on some systems
Fixed: "Prioritize Music over Video Audio" in Big Box was not working on rare occasions and the video audio and music would both play at the same time
Fixed: On Big Box games text list views, the selection bar was sometimes missing when first loading up the view
Fixed: When switching themes per platform or playlist in Big Box, sometimes it was confusing and/or the theme was not saving due to invalid views for certain themes. The view is now reset to the default when switching themes for a particular platform or playlist.
http://www.launchbox-app.com/
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Changelog
- Change: When train depots have a horizontal scrollbar, allow scrolling 1 tile beyond the longest train, so you can actually attach a wagon at the end (r27937)
- Fix: When moving wagons in the depot, the drag highlight did not exactly match the length of the dragged wagon chain (r27936)
- Fix: [Win32] Right mouse scrolling didn't work properly with the Windows 10 Fall Creators Update [FS#6629] (r27935)
- Fix: Forest, candyfloss forest and battery farm skipped the first animation frame [FS#6639] (r27932)
- Fix: Glyphs in range U+0020 to U+00FF may only be defined in orig_extra.grf, not in openttd.grf [FS#6620] (r27915)
- Fix: 'unban' console command was not handling IPv6 adresses properly (r27914, r27913)
- Fix: Keep the 'link' between industry chain and smallmap windows whenever possible [FS#6585] (r27905)
- Fix: When the last vehicle is removed from a shared orders group, hide the 'Stop sharing' button in the vehicle orders window [FS#6593] (r27904)
- Fix: Tooltip of 'increase service interval' said 'decrease' [FS#6606] (r27895)
- Fix: Console command parser passed invalid strings to the debug output, if command lines had many parameters [FS#6576] (r27884, r27883)
https://secure.openttd.org/www/en/
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Whats new:>>
Improvement: Additional logging features are now available for troubleshooting particularly difficult issues; can be manually turned on by altering the DebugLog setting in the Settings.xml file. This is not recommended for normal use as it may cause performance issues.
Fixed: Rare stability issues in Big Box
http://www.launchbox-app.com/
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Changelog
Changes in Arasan 20.4.1:
1) Fixes to ensure tablebases are initalized before search in UCI GUIs.
2) Fix to output correct TB scores in UCI multi-pv mode.
Changes in Arasan 20.4 (Jan. 2017):
1) Fix Linux/Mac Makefile so PGO works with clang.
2) Code cleanup. Replace NULL with nullptr in most places (except some C library calls).
3) Fix serious bug in Syzygy tb code for handling cursed losses.
4) Fix "ecocoder" target in Makefile and fix ecocoder code (sync with changes to Notation).
5) Updates to "pgnselect" utility program.
6) A few fixes in the tuner program. Remove ordinal objective (was not working properly).
7) Add -d option to test command so can do fixed depth. Profile uses fixed depth now.
8) Some updates to the label_positions.py tool.
9) Re-tune parameters with larger traning set and more frequent PV updates.
10) Bug fixes in "easy move" code.
11) Some minor changes/fixes to root move ordering.
12) Bug fixes for UCI multi-pv mode.
13) Add UCI contempt option.
http://www.arasanchess.org/
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Changelog
New Premium Feature: Big Box now includes a built-in PDF/browser viewer for manuals that can be controlled with all existing controllers. This is implemented via the Chromium Embedded Framework (an embedded, open-source version of Google Chrome). If desired, this can be disabled under the Big Box General options.
New Feature: Retroarch Netplay support is now built-in to LaunchBox and Big Box, largely thanks to Izegod from the forums who built a plugin for it! Simply right-click on a supported game and select Retroarch Netplay in LaunchBox, or access the Retroarch Netplay options from the game details menu in Big Box.
New Feature: A new "Download Updated Community Star Ratings" option is available under the Tools menu in LaunchBox; this makes it much easier and faster to update star ratings, rather than having to run the Download Metadata and Media wizard.
Improvement: LaunchBox and Big Box startup times have been significantly reduced. The "Populating Platforms" portion of the startup screen should now be instantaneous in most situations.
Improvement: LaunchBox now supports jump to game by letter (press an alphanumeric key on the keyboard), similar to Windows Explorer
Improvement: The LaunchBox Welcome form has been revamped and modernized
Improvement: Added community star ratings support to the LaunchBox Plugin API. The following fields have been added to the IGame interface: CommunityOrLocalStarRating, StarRatingFloat, CommunityStarRating, and CommunityStarRatingTotalVotes. See the documentation here: http://pluginapi.launchbox-app.com/html/b33d2055-e2be-3f42-12c6-adbc5668f454.htm
Improvement: Added retro achievements support to the LaunchBox Plugin API. See the new Unbroken.LaunchBox.Plugins.RetroAchievements namespace for details. Documentation is here: http://pluginapi.launchbox-app.com/
Improvement: Retro achievements will now use alternate names from the games database if the game is not found; this requires the game to be already matched up to a LaunchBox Games Database ID
Improvement: The Big Box wall view now supports videos for custom themes
Improvement: The FilterTitle property is now available for all games views in Big Box custom themes
Improvement: The included version of ScummVM has been updated to the latest version! The ScummVM games list has also been updated.
Improvement: The Big Box star rating popup has been changed to jump only to half-star and whole-star values; in addition, pressing the Back button/key will no longer save the changed star rating. Pressing the select/enter key/button will, of course, save the value.
Fixed: Valve/Steam decided to kill our API Key for no apparent reason (or at least none that we received any communication about), which broke the Steam import wizard. This has been fixed with a new API key. Hopefully they don't kill this one...
Fixed: Retro Achievements were causing errors to pop up in LaunchBox if the retroachievements.org website went down
Fixed: Some Big Box theme combinations resulted in issues saving different views for each platform
Fixed: The game details sidebar in LaunchBox was not remembering its sizing when closed and restarting LaunchBox
http://www.launchbox-app.com/
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Whats new:>>
Fixed: Alphanumeric navigation in LaunchBox caused a conflict with arrow key navigation (jumping to games starting with "Up")
Fixed: On rare occasions when switching themes in Big Box and returning to the filters view, the details were not populated and Escape could not be used without first switching the selection
http://www.launchbox-app.com/
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Whats new:>>
New Feature: Images can now be deleted directly from the game details sidebar in LaunchBox via a new right-click menu
Improvement: The included CriticalZone theme for Big Box has been updated to version 2; huge thanks to CriticalCid for his continued work on the theme! To use it, select the new "CriticalZoneV2 - Default" theme under Options > Views in Big Box. More versions of the theme are also available on the LaunchBox forums.
Improvement: A new "Wheel Easing" option has been added to Big Box that makes wheels and CoverFlow appear smoother by easing animations in and out. It's on by default but can be disabled under Options > Views.
http://www.launchbox-app.com/
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Changelog
New Feature: LaunchBox.Next is now available; it's a complete overhaul for the main LaunchBox interface. It's largely still in development, but you can try it out by clicking the LaunchBox.Next button in the header or running the new LaunchBox.Next.exe file from the LaunchBox folder.
New Feature: Five new options have been added to the View menu in LaunchBox to hide games missing videos, front box art, screenshots, clear logos, and/or background images. These options will trigger a process to populate a missing media cache that will allow quick navigation. There's also an option underneath these five items to "Refresh All Missing Media" in case you've manually added or removed images directly from the file system.
New Feature: The list view in LaunchBox now allows you to hide and show columns by right-clicking on the column headers, and will save your preferences as well as the column order
Improvement: A new "Show Platform Banner Images" option was added to Big Box to allow you to hide the platform banner images if you don't want them obstructing the view of the background; the setting is available under Options > Images.
Improvement: A new "Allow Computer to Sleep while not in Attract Mode" option has been added to the Big Box General options for users who want Big Box to allow their computers to sleep
Improvement: Scanning for added ROMs performance has been drastically improved
Fixed: Sorting by title in the LaunchBox list view now correctly sorts by Sort Title
Fixed: When using the search box in LaunchBox, the scroll position was not reset which was sometimes confusing because it appeared that not all results were shown
Fixed: The images portion of the Edit Game dialog had some minor positioning issues on higher DPIs
Fixed: Steam killed off our API key once again, again breaking the Steam import wizard. We've changed it to ask the user to get their own API key from Steam in order to resolve the issue.
http://www.launchbox-app.com/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
Changelog
New Feature: LaunchBox.Next is now available; it's a complete overhaul for the main LaunchBox interface. IT'S LARGELY STILL IN DEVELOPMENT, but you can try it out by clicking the LaunchBox.Next button in the header or running the new LaunchBox.Next.exe file from the LaunchBox folder.
New Feature: Five new options have been added to the View menu in LaunchBox to hide games missing videos, front box art, screenshots, clear logos, and/or background images. These options will trigger a process to populate a missing media cache that will allow quick navigation. There's also an option underneath these five items to "Refresh All Missing Media" in case you've manually added or removed images directly from the file system.
New Feature: Images can now be deleted directly from the game details sidebar in LaunchBox via a new right-click menu
New Feature: The list view in LaunchBox now allows you to hide and show columns by right-clicking on the column headers, and will save your preferences as well as the column order
Improvement: The included CriticalZone theme for Big Box has been updated to version 2; huge thanks to CriticalCid for his continued work on the theme! To use it, select the new "CriticalZoneV2 - Default" theme under Options > Views in Big Box. More versions of the theme are also available on the LaunchBox forums.
Improvement: A new "Wheel Easing" option has been added to Big Box that makes wheels and CoverFlow appear smoother by easing animations in and out. It's on by default but can be disabled under Options > Views.
Improvement: A new "Show Platform Banner Images" option was added to Big Box to allow you to hide the platform banner images if you don't want them obstructing the view of the background; the setting is available under Options > Images.
Improvement: A new "Allow Computer to Sleep while not in Attract Mode" option has been added to the Big Box General options for users who want Big Box to allow their computers to sleep
Improvement: Scanning for added ROMs performance has been drastically improved
Improvement: The default platforms and settings for the Retroarch emulator have been updated with more platforms and more modern core choices
Improvement: RetroHumanoid's amazing theme videos have been added as an option to the Platform/Playlist theme video downloads
Improvement: A new "RotationAmount" property has been added to the Big Box FlowControl (for theme developers styling the wheels). This allows theme developers to create a more cohesive-feeling wheel with items that rotate as the wheel turns.
Fixed: Sorting by title in the LaunchBox list view now correctly sorts by Sort Title
Fixed: When using the search box in LaunchBox, the scroll position was not reset which was sometimes confusing because it appeared that not all results were shown
Fixed: The images portion of the Edit Game dialog had some minor positioning issues on higher DPIs
Fixed: Steam killed off our API key once again, again breaking the Steam import wizard. We've changed it to ask the user to get their own API key from Steam in order to resolve the issue.
http://www.launchbox-app.com/
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Changelog
New features:
[GFX] Climate-specific Action5 extra airport sprites [FS#6664] (r27976)
Draw vertical separators at tile distance in the train depot GUI (r27938, r27899)
[Build] MSVC 2017 project file generator. Most noticeable, std:c++latest is enabled (r27920, r27919, r27918, r27917)
[Build] Project file generator for kdevelop 4/5 [FS#6577] (r27897)
Add option to close windows with right click [FS#4950] (r27826, r27825)
Vehicle Group Info: Add profits and occupancy display to group vehicle list (r27822)
Display aircraft type in vehicle preview/purchase/detail windows (r27802, r27799, r27797)
Changes:
[NewGRF] Various performance improvements to resolving VA2 (r27989, r27985, r27984, r27983, r27982)
[NewGRF] Increase maximum allowed vehicle sprite size to reduce clipping of ships (r27987)
Check companies for bankruptcy before subtracting reoccuring monthly costs [FS#6679] (r27981)
[GFX] Replace the office building sprite on various toyland airports with a better fitting sprite [FS#6664] (r27977)
[GFX] The switch-toolbar icon contained pixels from the fire cycle. Replace the whole icon with a new version [FS#6654] (r27961)
Reword texts in industry view, when stockpiling is used (r27952)
Remove the gap between windows when positioning them after opening [FS#6568] (r27934, r27900)
[Build] Enable usage of static_assert for MSVC (r27916)
[Build] Preserve PKG_CONFIG_PATH and PKG_CONFIG_LIBDIR environment variables in config.cache file [FS#6614] (r27902)
Do not cancel headquarter construction and engine-preview-query when shift-clicking (r27889)
Parse extmidi command string for parameters to pass on (r27834)
Draw images in centre of buttons (r27829, r27821)
Fixed:
Store the map variety setting in the savegame like the other mapgen settings, so restarting maps considers it [FS#6673] (r27978)
Hair selection was missing one option [FS#6642] (r27975)
Avoid tile operations outside map border when building lock [FS#6662] (r27973)
Catenary sprites got mixed up for depots [FS#6670] (r27972)
Make automatic window-positioning RTL-aware (r27934, r27900)
Automatic window-positioning now uses GUI-scale/style dependent sizes/distances instead of fixed pixel values (r27934, r27900)
[NewGRF] While executing random triggers, var 5F should include the new triggers (r27928)
[NewGRF] Reset used random triggers only after all A123 chains have been resolved, so that all RA2 in all chains can test the shared triggers (r27928)
[NewGRF] Industry random triggers are stored per tile, even when randomising the shared random bits of the parent industry (r27928)
[NPF] Reserved track bits were not accounted for when trying to find any safe position (r27912)
Do not modify argv[0] [FS#6575] (r27886)
Do not search directories when opening ini files as we already have their full path [FS#6421] (r27816)
Road tunnel/bridge heads have no trackbits wrt. catenary drawing (r27812)
https://secure.openttd.org/www/en/
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Release Notes
We're still working on the two Retroarch-related items from the poll (those should be in for the next beta). However, what we do have in this beta is LaunchBox.Next implementations for the game details side bar and image groups:
There are still a million little things to do with LaunchBox.Next before it's complete, as well as getting Arrange By working properly. That said, the end is in sight. My current plan is to hopefully get everything mostly completed in LaunchBox.Next before releasing 8.3. Then once 8.4 is out we'll most likely do away with the old version of LaunchBox entirely. It will probably be a couple months yet, but I'm looking forward to LaunchBox.Next being the main release due to its ease of development and much improved performance.
http://www.launchbox-app.com/
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Version 1.14.1
Campaigns
Eastern Invasion:
In 'Captured', fixed units incorrectly costing upkeep after leveling up.
Secrets of the Ancients
Fixed minor unit naming inconsistencies (issues #2844 and #2846).
Under the Burning Suns
Added custom graphics for the broken tree in S1.
Various sprite and image updates.
Fixed a bug in the formation ability causing defense bonuses not being received in some cases.
Language and i18n
Updated translations: British English, Chinese (Simplified), Czech, French, Galician, German, Italian, Japanese, Scottish Gaelic, Slovak, Spanish
Fixed Logging Options tooltips not being translatable (issue #2837).
Multiplayer server
Added support for matching user, IP, and email bans from a forums board when the forum_user_handler is enabled and active. (IP and email bans with wildcards are not supported yet.)
Fixed various instances of the server crashing under certain conditions.
Performance
Added an option to disable the FPS limiter for a slight performance boost.
Units
Changed the plural name for the merfolk race from Mermen to Merfolk (issue #2940) and replaced a few instances in core unit or terrain descriptions accordingly.
User interface
Removed individual Join/Observe buttons for each game in the MP Lobby.
Highlight the titles of MP games with vacant slots.
Improved MP Lobby layout on low resolutions.
Improved reporting of network errors in the MP lobby (issue #3005).
Ensure the chat widget remains the correct size even after a window resize.
Custom MP game names are now capped at 50 characters.
Restored Era info to main MP game display.
Improved the resolution selection criteria for the MP Lobby.
Fixed inactive weapon specials being displayed in the Unit Attack dialog unlike in 1.12 (issue #3033).
Miscellaneous and bug fixes
Removed misleading tooltip text stating registered nicknames are optional for the official MP server.
Attempting to save a screenshot with an unsupported format now shows an error message, instead of saving the screenshot as BMP with the requested extension.
It is now possible to disable logdomains in the Logging Options dialog.
Fixed the wesnoth(6) manpage claiming the default log level is 'error' when it has been 'warning' since version 1.9.0.
Document --log-none in the wesnoth(6) manpage.
Avoid trying to load invalid base64-encoded data URIs.
wesnoth_addon_manager and the addons.wesnoth.org web index can now use data URIs.
Fixed a crash when using certain invalid color= values.
Version 1.14.0
Campaigns
Under the Burning Suns
New set of Quenoth faction and character portraits by LordBob.
Updated sprites for several Quenoth units.
Fixed "Invalid WML found" error that can be caused by the Quenoth Youth support ability.
Help browser
Temporarily hidden Editor section as it is mostly incomplete and of little use right now (issue #2963).
Language and i18n
Fixed Version label on the title screen not being translatable (issue #2914).
Updated translations: Czech, French, Galician, German, Japanese, Polish, Scottish Gaelic, Slovak, Spanish
Multiplayer
Fixed regression causing a crash-to-desktop when trying to log into the server using a registered and active account without specifying a password.
Fixed an infinite loading screen if the server shut down or restarted mid-login.
Fixed an infinite loading screen when attempting to login with an unregistered nickname followed by a registered one.
Dark Forecast: Fixed possible Lua error when the weather changes.
User Interface
Implemented MP chat message history saving (issue #1194, issue #2802).
Fixed context menus not dismissing on right click.
Miscellaneous and bug fixes
Fixed an AI assertion when a unit with one disabled attack attacked a unit with no attacks or a single disabled attack.
http://www.wesnoth.org/
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(https://s26.postimg.cc/5sm8zo0x5/screenshot_1257.png)
It is the year 2084. You control a secret organisation charged with defending Earth from a brutal alien enemy. Build up your bases, prepare your team, and dive head-first into the fast and flowing turn-based combat.
License: Open Source
https://sourceforge.net/projects/ufoai/
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Release Notes
When a new beta is installed, does it clear the thumbnail cache? I've noticed that my thumbnails again need to regenerate, and wonder if it is because i updated LB with a new beta.
http://www.launchbox-app.com/
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Changelog
Campaigns
Northern Rebirth:
S02.1 Infested Caves: keep side 8 AI leader from wandering off too far
and ending up on a keep with only one hex for recruiting.
S02.1 Infested Caves: AIs are less likely to kill each other in early
game, which would make it harder for the player otherwise.
S02.1 Infested Caves: Dwarvish allies are also less likely to die.
S02.1 Infested Caves: minor map tweaks and improvements.
S05 The Pursuit: removed a bottleneck and tweaked Rod of Justice.
Sceptre of Fire:
In 'Caverns of Flame', fixed various issues with the volcano eruption.
Under the Burning Suns:
Various Quenoth unit graphics updates.
Descent into Darkness:
In 'A small Favor', disabled a not intended way to win the scenario.
Secrets of the Ancients:
Bats are transformed to normal ones already after S5
Graphics
Fixed a minor team coloring mistake in the north-facing Revenant standing
animation.
Language and i18n
Updated translations: British English, Chinese (Simplified), Czech, French,
Galician, German, Italian, Japanese, Scottish Gaelic, Spanish, Ukrainian
User interface
List boxes (MP lobby game list in particular) now keep the scroll position
when they change, instead of keeping the selected item visible (issue #3016).
Fixed MP lobby player list scrolling to top when it changes
Fixed the first unit sometimes not being selected when opening the Recall
dialog.
Fixed a crash when using very large portraits in [message] (issue #2912)
Added a button to access the version info dialog to Preferences.
Removed player list sorting options in the MP lobby. The list is now
automatically sorted alphabetically, friends first.
Rearranged campaign difficulty menu layout
Terrains
Removed hidden terrains that were not supposed to make it to 1.14: ^Prg,
^Prgo, ^Pwd, ^Pwdo
Miscellaneous and bug fixes
Fixed memory leak in terrain filter code. In a huge map with Silver Mages,
it could leak several gigabytes of memory in a long session.
Fixed: unit halo remained after undoing a recall (issue #3065)
Fixed: unit halo intensity doubled during AMLA animation
[change_theme] no longer causes a Lua error when theme= is not specified
instead of explicitly set to an empty string.
[change_theme] no longer requires running a separate action to update the
UI afterwards (e.g. [redraw]) and the status panels are updated immediately.
as well.
Lua random map generator: fixed error when flipping map; specifically this
also fixes an assert at the start of HttT S7 (Sceptre of Fire) that had a
50% chance of being triggered
Experimental AI: fixed recruiting not working on maps without enemies, such
as the first two turns of Dark Forecast
Experimental AI: fixed recruiting evaluations sometimes not being updated
Replaced deprecated Lua code and all remaining uses of FOREACH and MESSAGE
macros
Fixed [color_adjust] interacting poorly with time of day color shifts and
values outside the [-255, 255] range (issue #3144).
Fixed a regression from 1.13.10 where modification option values couldn't
be properly saved in arrays.
Added stricter validation to ensure units cannot have negative hitpoints,
except during specific attack-related events.
Added deprecation notices for several macros that had them missing before.
[message] no longer scrolls to units through fog or shroud so it matches
1.12's behavior.
Fixed animation-wide text_color and blend_color keys being overwritten. This
fixes level-in and level-out animations sometimes fading to black instead of
white.
Fixed [animate_unit] freezing the game when observing MP games (#2970).
Fixed carryover behaving differently when loading a start-of-scenario save
(issue #3152).
Fixed turn replay function in MP.
Fixed savegames being created even when not needed (issue #3150).
Fixed handling of extra_recruit in planning mode (issue #3100).
Fixed handling of skirmisher in planning mode.
Fixed handling of filter_recall in planning mode.
Fixed possible segfault at game end.
Fixed require_resource in [resource].
Fixed require_scenario=yes not working with map_generation (issue #3105).
http://www.wesnoth.org/
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
Features
Builtin auth handler: Speed up file writing
LBM lookup performance improvement on mapblock loading
Minetest ASCII art: Move from actionstream to rawstream
CollisionMoveSimple: Collide with 'ignore' nodes
Allow objects to exist outside of 'mapgen limit' (mapblocks may exist)
Find nodes in area (under air): Raise volume limit
Allow dumping userdata using dump()
Add minetest.is_player API function
Refine movement anticheat (again)
Apply physics overrides correctly during anticheat calculations
Shut down mapgen threads before other shutdown tasks
Show script source of deprecated function calls
Inventory: Restrict access from too far away (anticheat)
Improve Settings tab button alignments
Add minetest.sha1 util API function
Avoid filtering low-res textures for animated meshes
Add setting for near plane distance to improve performance
Footstep sounds: Reduce gain to balance volume
Positional sound: Limit volume when closer than 1 node
Leveled nodebox: Change levels from 1/63rds to 1/64ths
ClientInterface: user limit checking function
Make dropped items colorable
Trigger on_rightclick regardless on the formspec meta field
Clarify "Full viewing range" key message
Rework new sneak code, minimize
Tile material: Opaque textures by default to prevent xray effect
Automatic item and node colorization
find_nodes_in_area: Extend maximal count to U32_MAX
Add server option to remove color codes from chat messages
Bug fixes and Improvements
Various build fixes (LuaJIT not found, OpenBSD)
Dungeons: Mostly fix missing stair nodes
Cavegen: Fix variable typo that broke mgvalleys large cave distribution
Prevent translating empty strings
upright_sprite: Fix texture position for players
core.rotate_node: Do not trigger after_place_node for mod compatibility
macOS: don't require X11 libraries during compilation
Generate Notifier: Clear events once after all 'on generated' functions
Fix liquid post effect colour behaviour in third person view
Delete world dialog: Move buttons to avoid double click deletion
Fix /shutdown countdown parameter
Check argument types inside MetaDataRef Lua API
Fix "Ignoring CONTENT_IGNORE redefinition" warning
dropped items and falling nodes: Delete in 'ignore' nodes
Move setlocale from Lua to C++
Fix off-by-one in log output line length
Fix buffer parameter not working in getMapSlice()
Fix rounding error in g/set_node caused by truncation to float
Fix dancing text in text input fields
Fix undefined behaviour on getting pointer to data in empty vector
Fix wrong scrolling in text areas
Builtin: Fix handle_node_drops crash with nil digger
Damage: Remove damage ignore timer due to abuse potential
Ensure no item stack is being held before crafting
Several documentation additions, improvements
core.rotate_node: Run callbacks like with any regular placed node
Biome dust node: Only place on 'walkable' cubic non-liquid drawtypes
Make use of safe file writing in auth handler
Add minetest.safe_write_file() API function
Fix issue Minetest crash when custom font path is not exist
Fix Settings tab formspec alignment
Do not scale texture unless necessary
httpfetch: Enable gzip support
Fix day_night_ratio_do_override not being initialised server-side
Fix default item callbacks to work with nil users
Prevent from crafting non-existent, unknown items
Profiler: Fix var args not being passed to callback register function
Unkown nodes: Provide position on interact
Fix attached particle spawners far from spawn
Localplayer: Fix disable_jump effect and standing node position
Fix blocks written by vmanip not being marked as modified
Set placer to nil instead of a non-functional one in item_OnPlace
Fix Rotate Node Placement
ServerEnv: Clean up object lifecycle handling (item deletion)
Fix the core.wrap_text function
Fix empty legacy meta being persisted
Statbars: fix incorrect half-images in non-standard orientations
Android stepheight: Only increase if 'touching ground'
Fix Android node selection distance
serialize: use a temporary for SerializeException
Fix player coordinate rounding in collisionMoveSimple()
Various crash and error fixes
Fix for empty key/value when reading item string with wear but no metadata
Fix render order of overlays
Fix console resize issue when maximising game window
Fix console not being properly resized after window size changed
Verify HudSetParams input when hotbar textures are set
(Re)spawn players within 'mapgen_limit'
Fix sending color codes to clients that don't support them
https://www.minetest.net/
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Release Notes
New Feature: The Launch With functions will now allow you to choose a core when launching Retroarch
New Feature: Managing the Retroarch emulator is now much easier with drop downs for the cores and notifications for missing cores
Improvement: Image groups have been implemented in LaunchBox.Next
Improvement: The game details sidebar has been implemented in LaunchBox.Next
Improvement: You can now hide the sidebar in LaunchBox.Next
Improvement: The View and Tools menus have been added to the top right menus in LaunchBox.Next for easier accessibility
Improvement: Keyboard/tab navigation now works properly throughout LaunchBox.Next with proper visual cues
Improvement: Zooming in and out has been added to LaunchBox.Next (as well as the slider in the button bar)
Improvement: Games without images in LaunchBox.Next now display the placeholder image instead of no image at all
Improvement: Background image fading has been implemented in LaunchBox.Next
Improvement: The list view has been implemented in LaunchBox.Next
Improvement: Options to disable side bar counts or not right align them have been implemented in LaunchBox.Next
Improvement: LaunchBox.Next side bar drop down scroll bar styles have been themed
Improvement: Color themes are now available in LaunchBox.Next
Improvement: The sidebar right-click menu has been implemented in LaunchBox.Next
Improvement: Arrange By has been implemented in LaunchBox.Next
Improvement: Implemented combine and expand games in LaunchBox.Next
Improvement: Drag and drop has been implemented in LaunchBox.Next
Improvement: Implemented custom fonts in LaunchBox.Next
Improvement: Alphanumeric navigation (press a key to jump to a game) has been implemented in LaunchBox.Next
Improvement: Controller automation (but not yet full controller support) has been implemented in LaunchBox.Next
http://www.launchbox-app.com/
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Changelog
AI
Fixed crash in presence of units with negative hitpoints (issue #3042).
Efficiency improvements to filter evaluations in the Goto Micro AI and some AI helper functions
Campaigns
Dead Water:
Fix possibility of villagers blocking pickup of sword in S10 The Flaming Sword (issue #3207).
Descent Into Darkness:
New Parthyn map in S1 and S6.
Northern Rebirth:
Reduced starting gold and income in scenarios 10 to 13
Secrets of the Ancients:
Fix S09 Training Session not ending when all dark adepts die (issue #3192)
Tutorial:
S2: made enemy starting gold equal to that of the player.
Under the Burning Suns:
Added portrait and updated sprite for Giant Ant.
Language and i18n
Updated translations: British English, Chinese (Traditional), Czech, French, Italian, Japanese, Scottish Gaelic, Spanish
Multiplayer server
Fixed lan_server option not causing the server to exit once vacated, e.g. when using the Host Networked Game option from the Multiplayer menu in the game (issue #3206).
Music and sound effects
The music now changes immediately when you load a save file (issue #2602).
Fixed Lua errors when setting a music track that cannot be found when the playlist is already empty, e.g. if there's no music installed for the game (issue #3194).
WML engine
Removed validation to ensure units cannot have negative hitpoints. We learned that the ability to create such units is documented, and thus disallowing it was an API change. Since API changes aren't allowed in the stable branch, we have reverted it.
Miscellaneous and bug fixes
Fixed an occasional crash at the loading screen related to multi-thread access of the image cache.
[kill] animate=yes no longer scrolls to units through fog or shroud, thus matching 1.12's behavior again.
[message] displays the unit type name when a nameless unit speaks and no custom caption= is specified (issue #3211).
do_not_list=yes units are no longer excluded from the debug mode-only Create Unit dialog.
Fixed a rare issue where disabled attacks could cause the wrong attack to be initially selected in the Unit Attack dialog. This bug also had the potential to cause units to the wrong attack when engaging or viewing damage calculations.
Fixed [scenario] map_file= being unusable in most circumstances.
http://www.wesnoth.org/
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Release Notes
The focus for this beta so far has been to attempt to improve performance with the box images and the caching for .Next. The app will automatically cache images in the background for the active view (the currently displayed games). In addition, there's a small progress bar that shows at the top while images are being cached in the background. If you want to precache all images, just go to All Games, set the image group you want, and wait for the progress bar to complete.
http://www.launchbox-app.com/
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Release Notes
Beta 2 is out now with some more significant performance improvements, especially for during the initial caching. That was definitely something I was aware of and still planned to tackle. I'm hoping this version proves to be much better.
http://www.launchbox-app.com/
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(http://cdn.portableapps.com/HedgewarsPortable_small.png)
Hedgewars is a turn based strategy, artillery, action and comedy game, featuring the antics of pink hedgehogs with attitude as they battle from the depths of hell to the depths of space. As commander, it's your job to assemble your crack team of hedgehog soldiers and bring the war to your enemy.
License: Freeware
Release Notes: http://www.hedgewars.org/node/6906
http://www.hedgewars.org/
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(http://cdn.portableapps.com/LucasChessPortable_small.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints.
Changelog
News:
Tournaments, additions:
possibility to work with minutes in decimal. (Jan Bernard)
possibility to manually force the end of a game. (Giovanni di Maria, Jan Bernard)
New color theme: wooden by Ale
Opening lines:
has been added the option to organize the openings in folders
new tab: tree of moves.
Colors, label changed: from "By default" to "Reset to default" (CottonEaster)
Bugs:
Playing like a GrandMaster/Woman GrandMaster
when pawn promotion crashs (Eren Külpınar)
doesn`t work in Linux (fixed by kupad/github)
http://lucaschess.pythonanywhere.com/
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Changelog
Opening lines
New training against some engines, user plays games against engines with some conditions:
Mandatory moves: in the first part, the user and the engine must each make moves defined in the opening lines created.
Moves until the control: for the second part, the motor moves without restrictions and the user must select one of the lines or another movement if not provided for in one of the lines.
At the end, the controlling engine calculates the score of the first move out of the lines and the score of the last move, and this difference must be less than that set in "Maximum number of centipawns...", to move to the next engine.
There are 5 levels, each level change increases the time thought by the rival engine. (0.5, 1, 2, 4, 8 secs)
Bunch of engines: user select a block of 8 engines to play against in each level.
Import of Personal Opening Guides and Export to PGN (proposed by Jonathan Cremers)
Kibitzers
New type of kibitzer, now is a polyglot book, an easy way to consult a book when analyzing a game.
More changes
Messages out of board, some messages appear now out of board. (Cottonchess)
Support to lost on time and rival has not enough material, then draw. (London)
http://lucaschess.pythonanywhere.com/
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Wer Insurgency kostenlos abstauben will, bekommt bei Steam für kurze Zeit Gelegenheit dazu. Hier alle Infos.
(https://s26.postimg.cc/rcwlecvix/screenshot_471.png)
Insurgency verfolgte 2014 ein hehres Ziel: Die dichten Infanteriekarten eines Call of Duty mit einem gnadenlos fordernden Taktik-Realismus-Anspruch zu verbinden. Der Multiplayer-Shooter basiert ursprünglich auf einer Mod, avancierte dann zum eigenständigen Spiel, erwarb sich eine treue Fan-Gemeinde - und ist jetzt auf Steam komplett kostenlos.
Bis zum 15. August, 19 Uhr, könnt ihr die Vollversion von Insurgency eurer Steam-Bibliothek hinzufügen. Das Spiel bleibt auch nach Ablauf der Frist in vollem Umfang verfügbar, sofern ihr das Geschenk bis zum Stichtag eingelöst habt. Durch die Aktion erfreut sich das Spiel aktuell einer ziemlich üppigen Spielerzahl: 27.874 Leute zocken zum Zeitpunkt dieser Newsmeldung Insurgency.
Doch mit rund 3.000 Leuten zeugt auch der reguläre Monatsdurchschnitt von einer durchaus aktiven Community. Die ganze Aktion ist übrigens als Promo für den Nachfolger zu verstehen:
Insurgency: Sandstorm soll am 18. September 2018 erscheinen - spätestens dann dürfte die Community aufs neue Spiel wechseln. Doch bis dahin bleibt ja noch ein wenig Zeit, sich einzuschießen.
Quelle : www.gamestar.de
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
Release Notes
New Premium Feature: Platform, playlist, and platform category-specific background music is now available in Big Box! Enable it in the Big Box Sound options and place your music in the LaunchBoxMusicBackgroundPlatforms[Platform Name], LaunchBoxMusicBackgroundPlaylists[Playlist Name], and LaunchBoxMusicBackgroundPlatform Categories[Platform Category Name] folders.
Improvement: LaunchBox.Next now has a new Options window with a bunch of box configuration options for premium users: Background Opacity, Colorize Backgrounds to Match Images, Text Outline Opacity, Text Outline Thickness, and Align Text
Improvement: LaunchBox.Next now has full controller support
Improvement: LaunchBox.Next game hover icons have been implemented
Improvement: LaunchBox.Next custom spacing options have been implemented
Improvement: LaunchBox.Next box image and cache optimizations and performance improvements
Improvement: LaunchBox.Next now has a small progress bar at the top to show when images are caching in the background
Improvement: LaunchBox.Next now obeys the default background settings properly
Improvement: LaunchBox.Next now resets to the default background when changing to a new platform/filter
Improvement: LaunchBox.Next now works with clear logo backgrounds
Improvement: Show Versions has been implemented in LaunchBox.Next
Improvement: The LaunchBox.Next list view now retains its sorting on refresh and between filters
Improvement: "Use Random Color Theme On Startup" has been implemented in LaunchBox.Next
Improvement: LaunchBox.Next will now jump to the new game when a new game is added
Improvement: A maximum width has been added to the LaunchBox.Next side bar in order to prevent issues with it being too large
Improvement: Music playback has now been implemented in LaunchBox.Next
Improvement: LaunchBox.Next now contains a volume control in the bottom right
Improvement: LaunchBox.Next now obeys the "Colorize Game Dividers" option
Improvement: LaunchBox.Next now obeys the "Colorize Scrollbars" option
Improvement: LaunchBox.Next now obeys the "Colorize Background Fade" option
Improvement: New option in LaunchBox.Next for centering the text
Improvement: New option in LaunchBox.Next for showing or hiding the subline
Improvement: Added automatic music and background music support for .sid, .ac3, .alac, .amr, .dts, .xm, .it, .mod, .ape, .opus, .qcp, .nsf, and .spc file formats. These formats were previously playable by LaunchBox and Big Box but not automatically picked up when searching for music files.
Improvement: LaunchBox.Next now has an option to return to the OG interface, and the OG interface now prompts the user to try LaunchBox.Next, with options to always use .Next or stop prompting as well
Improvement: The "Minimize on Game Launch" and "Restore on Game Exit" options have been implemented in LaunchBox.Next
Fixed: LaunchBox.Next was not resetting to the default image group when switching to All Games or any filter that does not have a specific image group specified
Fixed: LaunchBox.Next "Search" field is now translated
Fixed: LaunchBox.Next exiting issues while switching to Big Box
Fixed: LaunchBox.Next disappearing boxes bug
Fixed: LaunchBox.Next possible Options freeze
Fixed: LaunchBox.Next stability issues, most prominently when launching games
Fixed: LaunchBox.Next side bar combo box and search box not sizing properly for custom fonts
Fixed: Playlists are now sorted properly via the playlist's sort settings in LaunchBox.Next
Fixed: Occasional multi-select issues with games not being unselected in LaunchBox.Next
Fixed: Rare Big Box threading null reference errors
Fixed: Rare splash screen threading error
Fixed: Rare image format error in Big Box Coverflow
Fixed: French translation error on deleting games from a playlist
Fixed: Greek translation error in Add/Edit dialog
Fixed: LaunchBox.Next videos playing in the background while playing games
http://www.launchbox-app.com/
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Changelog
Improvement:
The minimum box size and maximum aspect ratio options in LaunchBox.Next have been expanded to allow for Steam Banners with minimal borders
Fixed:
The Play Count and Last Played fields were not updating when launching games via a double-click in LaunchBox.Next
Applying a License.xml file was showing an irrelevant error in LaunchBox.Next
http://www.launchbox-app.com/
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Changelog
Please note that the original LaunchBox interface has been completely removed and replaced with the LaunchBox.Next interface for this beta (the same will be for the 8.6 official release). This was done in order to allow much quicker development going forward, solve a number of long-standing stability and flexibility problems caused by the previous interface, and solve fragmentation problems.
LaunchBox now supports custom themes just like Big Box. Check out the new LaunchBoxLBThemes folder, and change the theme under Tools > Options > Visuals.
A new "Disable Mouse Cursor Across All Apps" option in available in Big Box under Options > Mouse; this option will hide the mouse cursor completely while Big Box is open, in all apps.
Fixed: Some message boxes were not centering properly
Fixed: Several background music priority/overlap bugs have been fixed in Big Box
Fixed (hopefully): Controller input in Big Box was experiencing occasional hiccups on some systems
Fixed (hopefully): Setting controller buttons in LaunchBox was occasionally glitching out
http://www.launchbox-app.com/
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Release Notes
Note: The original LaunchBox interface has been completely removed and replaced with the LaunchBox.Next interface. This was done in order to allow much quicker development going forward, solve a number of long-standing stability and flexibility problems caused by the previous interface, and solve fragmentation problems. Please let us know on the forums if you have issues with the new interface.
New Premium Feature: LaunchBox now supports custom themes just like Big Box! Check out the new LaunchBoxLBThemes folder, and change the theme under Tools > Options > Visuals.
New Premium Feature: A new "Disable Mouse Cursor Across All Apps" option is available in Big Box under Options > Mouse; this option will hide the mouse cursor completely while Big Box is open, in all apps.
New Premium Feature: Big Box now has options to allow or disable sleep, reboot, shut down, switch image type, switch view, and switch filter type (view type) while locked
New Feature: A new "Import MAME Arcade Full Set" wizard has been added to LaunchBox (under Tools > Import); this wizard will allow you to import a full set of the latest version of MAME games, and will work with merged, split, or non-merged sets. As a result, MAME imports no longer have to be tied to files.
New Feature: When importing a full set via the new "Import MAME Arcade Full Set" wizard, clones are optionally imported into additional apps. This allows you to have all clones accessible without cluttering your collection.
New Premium Feature: Now that MAME/Arcade metadata is much more accurate, the MAME/Arcade playlists have been overhauled to use the auto-filtering playlist system instead of a list of games (which turns out to be much more effective and also more performant). In addition, many new playlists have been added, including playlists for 2-player and 4-player games, as well as various genres like Beat Em Ups, Racing Games, etc. These new playlist options are available in the new "Import MAME Arcade Full Set" wizard as well as the "Create Missing Arcade/MAME Playlists" option from the Tools menu. Please keep in mind though that you will need to update and overwrite your metadata for your MAME games or the new playlists will not work properly.
Improvement: The LaunchBox MAME metadata (used to filter and gather metadata for MAME games on import) has been updated to the MAME 0.201 data, and a new backend system has been put in place to easily update the data for new MAME versions in the future. Hooray!
Improvement: The Download Metadata and Media and Import ROMs from Files wizards have been updated to prioritize the new, more accurate MAME data
Improvement: The LaunchBox.Next and LaunchBox image cache folders have been consolidated into a new LaunchBoxImagesCache-LB folder, and the Big Box image cache has been changed to LaunchBoxImagesCache-BB. These changes should take effect upon starting LaunchBox or Big Box.
Improvement: The LaunchBox main menu is now being cached on startup so that it opens quicker on first launch
Improvement: Many new platform/category/playlist theme videos have been added to the video downloader thanks to RetroHumanoid, PaDeMoniuM, CTRL-ALT-DEFEAT, dragon57, harryoke, and uv777bk from the forums, as well as prioritization options for each
Improvement: Any plugin errors that occur will no longer prompt the user; however, for developers, the errors will still show up in the debug logs
Fixed: Some message boxes were not centering properly
Fixed: Several background music priority/overlap bugs have been fixed in Big Box
Fixed: Controller input in Big Box was experiencing occasional hiccups on some systems
Fixed: Setting controller buttons in LaunchBox was occasionally glitching out
Fixed: Controllers were lagging sporadically in Big Box on some systems (especially underpowered systems). If you still experience controller lag in Big Box, please make sure that the "Use All Controllers" setting in Big Box is disabled.
Fixed: Gif images were not displaying in the LaunchBox Game Details Sidebar
Fixed: The list view in LaunchBox was not sorting secondarily by title when other columns were the primary sort
Fixed: LaunchBox was occasionally creating Manuals, Music, and Videos folders in emulator directories
Fixed: LaunchBox (.Next) was missing plugin support for the Tools menu
Fixed: LaunchBox (.Next) was missing LEDBlinky support
Fixed: LaunchBox (.Next) was missing plugin events for LaunchBox for startup completed and shutdown beginning
http://www.launchbox-app.com/
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Whats new:>>
Improvement: Swapped out the default Racing Games clear logo with a new one that is easier to see thanks to @letstalkaboutdune
Improvement: Added a new BackgroundOpacity property to the LaunchBox BoxItemViewModel, primarily for @Grila's new LaunchBox custom theme
http://www.launchbox-app.com/
-
Whats new:>>
Improvement: Swapped out the default Racing Games clear logo with a new one that is easier to see thanks to @letstalkaboutdune
Improvement: Added a new BackgroundOpacity property to the LaunchBox BoxItemViewModel, primarily for @Grila's new LaunchBox custom theme
Improvement: Added a new SelectionChanged SystemEventType for plugins
Improvement: Playlists can now be shown with platforms, underneath a specific platform category, or both
Fixed: The PluginHelper.StateManager.GetAllSelectedGames() plugin method was not working properly in LaunchBox
Fixed: When LaunchBox was closed while minimized, the window would be very small on the next startup
Fixed: An "All" platform category was showing up in some situations that resulted in duplicated "All" items in the sidebar
http://www.launchbox-app.com/
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(https://i.postimg.cc/W3L4W8bT/screenshot_45.png)
Open Sonic is a freeware remake of Sonic the Hedgehog featuring cooperative play where you can control three players simultaneously.
License: Open Source
https://sourceforge.net/projects/opensnc/
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Whats new:>>
Improvement: All playlist features are now available for free users instead of only for premium users
New Feature: Platform Categories, Platforms, and Playlists now have fully flexible nesting. Anything can be placed inside of anything else and nested multiple-levels deep in the Platform Categories view.
http://www.launchbox-app.com/
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Version 1.14.5
AI
Fix AI ignoring teleport locations when moving leader to leader goals.
Campaigns
Heir to the Throne:
S6: Allow canceling an attack when a move+attack spawns enemy units (issue #3459)
S6: Change the trigger for spawning undead reinforcements (issue #3459)
S17: Add dialog explaining the lava game mechanic and an easter egg (issue #3473)
Liberty:
S3: Add story and war drums music
Northern Rebirth:
S12: empty sides are hidden
S13: allied leaders whose death causes defeat won't leave their keep and the lich brothers and Krash got more gold
Sceptre of Fire:
S4: a cave entrance has been added.
S5: Gryphon Riders are now available starting form S5 (formerly S3).
S7: it's now impossible to kill all pursuers.
Secrets of the Ancients:
Fix dialog said by wrong unit & revert previous fix (issue #3294)
The Hammer of Thursagan:
S10: Fix objectives requiring too much of the player
The South Guard:
S2: the case where Deoran is not sent to the Citadel is handled better.
S2: enemy units will no longer neutralize villages instead of capturing or burning them. This also means certain units will no longer be hidden in the Game Stats list.
S4: bodyguards are never spawned next to other units, and always in forest.
S5: zombies have now one castle with two leaders.
S6a: mermen leave after this scenario and will no longer be available.
S7a & S8a: a certain hero may now die.
Tutorial:
Show an undo reminder if one is out of moves, but can't end the turn yet.
Added more information to the Status Table prompt about how to access it (issue #2883).
Under the Burning Suns:
New graphics for Eloh.
Multiplayer
A New Land: Fixed village gold being 1 instead of 2.
Language and i18n
Updated translations: British English, Chinese (Traditional), Czech, French, German, Hungarian, Italian, Japanese, Scottish Gaelic, Ukrainian
User Interface
On laptop computers we now show how much battery you have left
MacOS: Fixed moving the mouse with a touchpad also scrolling GUI dialogs
MacOS: Add build number to OS version report
Fix layout of Preferences window with some localizations (such as Czech)
Load Game now shows the chosen difficulty with the same name that you originally selected
Load Game now shows the modifications enabled in the selected savegame (issue #3495)
Force leader sprites larger than 72x72 to be downscaled in Load Game (issue #3474)
Add left padding to dialog messages shown with a portrait on the right (issue #1938)
Addon Manager uses clearer terms for sort order
Fix reversed sort order by unit level in Unit List and Recall List
WML engine
Fixed [animate_unit] and [heal_unit] preventing unit halo from disappearing if the unit dies later (issue #3509)
Miscellaneous and bug fixes
Fix some minor problems with the macOS package
Fixed crash when trying to attack with a unit without usable weapons (issue #3424)
Fast Micro AI: Fix bug crashing the AI when units with chance-to-hit specials without id are on map
Fixed the debug mode Create Unit dialog crashing when changing the gender of the previous selection after causing the list to come up empty using the filter box.
Allow searching by race and internal unit type id with the Create Unit filter box as well.
wmlxgettext is now included in release packages, so a separate download is no longer required to use it with GUI.pyw.
Fixed possible crash when leaving a game as an observer #3017
Fixed require_scenario and require_era attributes.
Fixed skip replay when joining mp campaigns.
Fixed oos errors when undoing after ally chat.
Fixed crash whe pressing Reset replay. #3439
Fixed 'start game' locked when other players abort flg dialog. #3452
Fixed game freezes on droiding when using dsu. #3453
Fixed editor cannot add starting location for > 9 players.
Fixed crash in ai code when a side has multiple leaders.
Fixed random start time not working. #3515
Fixed crash in lua tstring comparision. #3541
Fixed objectives at scenario start use old/cached values of conditions/variables (issue #3544)
Show an error message when trying to open the lua console not in debug mode
On enemy side's turn, don't scroll to that side's leader if it's invisible
Fixed crash in recall list when no units matched the filter (issue #3475)
Fixed :droid ignore its second argument
Fixed :droid giving no feedback when successful
http://www.wesnoth.org/
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Changelog
Improvement: All playlist features are now available for free users instead of only for premium users
New Feature: Platform Categories, Platforms, and Playlists now have fully flexible nesting and can be nested multiple-levels deep in the Platform Categories views.
Improvement: Minor Big Box performance improvements
Fixed: Big Box was taking too long to fully exit (process was staying in task manager) when the Allow Sleep option was checked
Fixed: A particularly nasty Microsoft Windows Explorer bug in the Windows 10 October 2018 update was causing errors and crashes when clicking the Add Files button in the Import Games from Files wizard. Hopefully Microsoft fixes this bug soon, but in the mean time we've worked around it by hiding the title label of the wizard when clicking that button.
http://www.launchbox-app.com/
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Changelog
Improvement:
Empty playlists will now show up in the LaunchBox sidebar when viewing platform categories; this should reduce confusion when adding a new playlist and leaving it empty
When manually adding a new platform via right-click in the platform categories list, LaunchBox will now warn you that it's not recommended to manually add platforms and to use the import processes instead. It also warns the user that categories and playlists should be used instead of platforms for nesting purposes.
Fixed:
Add to Playlist functionality was accidentally still restricted to premium
Editing a playlist that had no parents was putting it back into the root by default
http://www.launchbox-app.com/
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Whats new:>>
Fixed: Generating MAME/Arcade playlists on importing games was still restricted to premium users (previously we removed the premium restriction for playlists)
Fixed: Launch With in Big Box is now sorted alphabetically
Fixed: The list type drop down in LaunchBox is now sorted alphabetically
Fixed: Field drop downs in the LaunchBox playlist editor are now sorted alphabetically
Fixed: The PluginHelper.DataManager.GetAllParents() plugin method was not working properly
http://www.launchbox-app.com/
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Changelog
- New Feature: A new "Auto-Generate Child Playlists" feature is available when right-clicking on platforms in the LaunchBox sidebar while in Platform Categories view; this option allows you to generate child playlists for All Games, Favorites, Genres, Regions, Play Modes, Developers, and/or Publishers and optionally put them in child categories.
- New Feature: The "Clean Up Images" process that is available under the Tools menu in LaunchBox is now called "Clean Up Media" and has been overhauled to support cleaning up videos, manuals, and music as well
- Improvement: LaunchBox performance has been significantly improved when loading up the platform categories list in the sidebar, specifically when dealing with categories and total game counts. Loading the counts is now threaded so they may not show up immediately and will load in the background for large collections.
- Improvement: Items with children are no longer always sorted first in the LaunchBox side bar, which was a bit disorienting now that platform categories are more flexible
- Improvement: Big Box performance has been improved when loading up details for platform categories with many children
- Improvement: Switched the EmuMovies searches to send the file name before the title to improve accuracy (recommended by Circo)
- Improvement: A new ListCache.xml data file has been added that helps keep things running smoothly for collections with thousands of playlists
- Improvement: When adding a new playlist underneath a platform, a line will now automatically be created to filter to only games for that platform when checking the box to make it an auto-populate playlist
- Improvement: When bulk editing the associated emulator for games, LaunchBox will now automatically update the emulator for all additional apps that are also set to use the same emulator as the parent game
- Improvement: Attract mode in Big Box will now always move into or out of views when the number of items highlighted exceeds the total number of items
- Improvement: Performance has been significantly improved while populating the Big Box platform clear logo image cache for platforms, categories, or playlists that do not have default images
- Improvement: Scraping is now improved for no-intro ROMs with tildes (~) in the file names
- Improvement: Big Box alphanumeric indexes will now work properly with favorites-only lists. If no game is found that is not a favorite, Big Box will jump to the first favorited game that starts with that letter instead.
- Improvement: When deleting platforms, categories, or playlists from the sidebar in LaunchBox, warnings have been added to clarify a number of things and reduce confusion
- Improvement: The MAME arcade full-set import process now excludes hacks, prototypes, and bootlegs from the region prioritization process; this helps to ensure that hacks, prototypes, and bootlegs do not end up being used as the default ROM for a game.
- Improvement: Big Box will now use the parent platform's video if no video exists for the selected playlist or category
- Improvement: Big Box will now use the parent platform's background images if no background image exists for the selected playlist or category
- Improvement: When switching between platforms, categories, and playlists in Big Box, if the same video is used, it will no longer restart
- Improvement: Many new default clear logos for genres, play modes, All Games, and Favorites have been added thanks to the community
- Fixed: Generating MAME/Arcade playlists on importing games was still restricted to premium users (previously we removed the premium restriction for playlists)
- Fixed: Launch With in Big Box is now sorted alphabetically
- Fixed: The list type drop down in LaunchBox is now sorted alphabetically
- Fixed: Field drop downs in the LaunchBox playlist editor are now sorted alphabetically
- Fixed: The PluginHelper.DataManager.GetAllParents() plugin method was not working properly
- Fixed: Rare null reference error when loading game details in the sidebar in LaunchBox
- Fixed: Rare data issue with platform categories not showing up
- Fixed: Playlists were sometimes not updating when manually adding games to playlists
- Fixed: Incorrect counts could occasionally display in various places in LaunchBox and/or Big Box; this was previously due to hide games options not always being accounted for in game counts
- Fixed: Auto-populating playlists were sometimes not updating when game metadata changed
- Fixed: Game controllers were not navigating the drop-down lists in the Big Box filters popup
- Fixed: Big Box was still sometimes creating unnecessary/irrelevant empty video folders for playlists
- Fixed: The emulators list when bulk editing games was not sorted alphabetically
- Fixed: Additional applications in the LaunchBox game right-click menu were sometimes using the icon from the game's emulator instead of the icon from the additional application's emulator
- Fixed: Big Box was caching the nested name incorrectly for platform, playlist, and category wheel images; this was resulting in the wrong images showing up in rare cases
- Fixed: Big Box was not properly saving previous selections for deeply nested platforms, categories, and playlists
- Fixed: Big Box was not properly saving previous selected games for categories and playlists
- Fixed: Big Box attract mode was sometimes starting in the previous state (half-way through a spin) if it had previously been cut off
- Fixed: Big Box attract mode was sometimes starting up too quickly after returning from a game
- Fixed: On some very rare occasions, the Big Box update popup could previously cause stability issues
- Fixed: Opening additional apps PDFs was not working properly in Big Box when Big Box was configured to use the internal PDF reader
http://www.launchbox-app.com/
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Release Notes
Hey all, it looks like we'll be putting out a 9.1 fix release soon, mostly just because of some Big Box theme compatibility issues. The various Unified themes are having some issues with the new nested categories and playlists, and since they're some of the most popular themes we have, I felt that it was a priority to get them fixed up.
Improvement: Added a new property called KnownPlatformOrPlaylistTitle for the Big Box games views; this property should help Big Box themes (Unified and potentially other themes) to be more compatible with the new nested categories and playlists. It will return either the parent platform name or the known arcade playlist name when on nested categories and playlists.
Fixed: Automatically-populated playlists were showing duplicated games in some rare cases
Assuming this beta goes well, we'll push it out as an official release
http://www.launchbox-app.com/
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(http://images.six.betanews.com/screenshots/1059929704-1.jpg)
Arasan is a chess program for Windows that includes an opening "book" with over 500,000 moves.
Arasan comes with its own graphical user interface, but it can also be used together with Winboard, a separate interface program, as well as other interfaces that follow the Winboard or UCI standard.
Freeware
Changelog
1) Fix bug in generateCaptures.
2) Change depth resolution and check extension.
3) Use improving status to adjust LMR values (like Stockfish). Adjust LMR
logic.
4) More depth-dependent reduction in null move search.
5) Improvements to time management.
6) Add move overhead option.
7) Do see pruning at higher depths, with a margin (idea from Stockfish).
8) Don't use conditional variable/mutex for handling the wait for
all threads to complete at search end. Instead, just poll in the
main thread.
9) Major cleanup of UCI/Winboard protocol code. Fix some race conditions
that could cause engine to not respond in rare cases.
10) Enable singular extensions.
11) Restructure history code and implement "follow up history" (Ethereal's
term), similar to Stockfish continuation history.
12) Convert main history table to butterfly boards.
http://www.arasanchess.org/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
Release Notes
Improvement: Added a new property called KnownPlatformOrPlaylistTitle for the Big Box games views; this property should help Big Box themes (Unified and potentially other themes) to be more compatible with the new nested categories and playlists. It will return either the parent platform name or the known arcade playlist name when on nested categories and playlists.
Improvement: Significantly improved scrolling performance in LaunchBox for collections with lots of games that have no images; previously, games with no images were slowing things down.
Fixed: Automatically-populated playlists were showing duplicated games in some rare cases
http://www.launchbox-app.com/
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Changelog
Hey again all, beta 2 is out now with the new startup screens very much improved. Each emulator now has separate startup screen options.
In addition, I've fixed the various issues with Project64, so I expect that the issues with the majority of emulators can be resolved by tweaking these various settings on the emulators. Please let me know what emulators you're still having issues with after playing with the above settings.
Here are the known issues that still exist:
There's currently no way to abort the game loading process (during file extraction, etc.).
Key/button presses (spamming) can still hijack focus on game startup and cause the game not to be displayed or focused properly.
Game-specific startup screen settings (for Windows games for example) do not yet exist.
Steam games cause weirdness, but do still work. This may be a tough one to solve, so we may just disable the startup screen for Steam games.
Edit: Mouse cursors are still visible; not doing anything yet to hide them.
And here are some additional features that I still plan on adding:
Better window hiding for some emulators (window hiding is already in place and works for most emulators already, including Dolphin)
Game shut down themes instead of just a black screen on game shutdown
Full plugin support
Edit: Automatically populating the above settings with known-working settings for known emulators
http://www.launchbox-app.com/
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(https://i.postimg.cc/rwGYXpR2/screenshot-990.png)
The Seven Kingdoms Fan-site is the gathering place for fans of any of the Seven Kingdoms Series computer games by Enlight Software. Here you can share details of the games and find opponents. This is also home of the community supported open source releases. You may find GPL versions of 7KAA and patches for 7K2 to improve on the longevity of this great series.
Freeware
Changelog
Fixed desync on mobilizing workers.
Fixed desync on troop sortie, by making troop sorting deterministic.
Fixed desync on AI attack planning, by making AI fort sorting deterministic.
Fixed error that caused multiplayer save files appear out of sync.
Changed the Button class to not block on holding down the mouse button,
smoothing multiplayer games when alot of clicking may be happening.
Prevent mobilizing foreign workers from your Firms, however they may be
fired back to their home town.
Only enable mobilize worker button when the firm is staffed with non-foreign
workers.
Prefer IPv4 addressing for 7kfans.com match-making.
Fixed ambiguity in some translations.
Repack structures for Crc checking due to pointer sizing.
Improved cross-compilation and platform support.
Uppercased the data and user files, as they are supported in the code,
maintaining consistency and without needing to guess case.
Fixed missing Fryhtan encyclopedia picture on some systems.
Fixed observation mode visibility when playing a replay.
Added support for center and right paragraph justification.
Packagers please note that the music files must be in upper-case now, see
the latest download for the music.
https://7kfans.com/
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(http://cdn.portableapps.com/TheLegendOfEdgarPortable_small.png)
The Legend of Edgar is a platform game, not unlike those found on the Amiga and SNES. Edgar must battle his way across the world, solving puzzles and defeating powerful enemies to achieve his quest.
Freeware
https://github.com/riksweeney/edgar/releases
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Whats new:>>
Improvement: Daphne emulators should now have "Hide Console Window" checked by default for better compatibility with the startup screens
Fixed: Rare and random null reference error when returning to LaunchBox from games
Fixed: Error when using the list view in LaunchBox and attempting to hide the sidebar
Fixed: Rare but potential null reference error auto-generating child playlists
http://www.launchbox-app.com/
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Whats new:>>
Improvement: LaunchBox will no longer download images for inapplicable regions during batch imports and media download processes. This will help to save disk space and speed up the download processes. Please be sure your region priority preferences are correct in LaunchBox under Tools > Options > General > Region Priorities, as this will define what types of images are downloaded for games that have no region specified.
Improvement: Debug logging has been improved for media downloads and cleaning up media, now reporting the downloaded and deleted files.
Improvement: Debug logging can now be turned on or off under Tools > Options > Debugging in LaunchBox. Debug logs were previously available, but had to be manually turned on via the Settings.xml file.
http://www.launchbox-app.com/
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(http://cdn.portableapps.com/warzone2100portable_small.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
General
Add: New challenge "Two-Faced" (2535b921a4)
Add: Chat link to main menu (6797cf4681)
Add: New save game file "main.json" (6670ce187a)
Change: C++11 modernization (9d0f604d5a, 8aa07d1939, 4c4b2845f9)
Change: Only scroll one tab when pressing Tab Scroll Left and Tab Scroll Right (8bac137cf9, #4643)
Change: No longer show the game credits screen upon exit (cf1c3fbf47, #3322)
Change: Abolish a slight camera rotation at the start of every game (c83236b788, #4642)
Change: Factories being destroyed could cause annoying asserts. Now set to quiet warnings (616f142c6a)
Change: Improved Windows installers (too many commits, #4748)
Change: Location of configuration directory (54901bcd16)
Change: Warn about setting antialiasing to a value > 16, which can cause crashes (6c143786c0, #4777)
Fix: Trying not to crash on loading unknown templates (44a1e1085d, #4581)
Fix: Always show template designs (20c70fd00a, #4440)
Fix: Do not desync when destroying droids with animations (123ded59ae)
Fix: Mods not read properly on save-load (bd2bac6a5a, #2918)
Fix: Can create Mac builds again (32d4fb4677, e4491400c3)
Fix: Player properties names and AI (18ec97beb5, #4628)
Fix: Do not try loading videos if none are available (81bf128471, #4631)
Fix: Primary hold order working (27460ef006, 561bbbc765)
Fix: Try to store designs when they are created (c693e7c112)
Fix: Do not show resolutions below 640x480 (3312e06e84, #4623)
Fix: Music not playing on save-load or not playing the right music in skirmish (b016f609d7, #983)
Fix: Being put in cheat mode on loading saves (4b91398c86, #4612)
Fix: Screenshot crash by not calling QCoreApplication::processEvents() in SDL backend builds for Windows/macOS (aa086e372f, #4714)
Fix: Missing CRC hash checks (23b6efac54, #3794)
Fix: Challenge description not appearing (64b7420366, #4821)
Fix: Attempt a workaround with Nvidia driver bug causing crashes (5a898bd8f1)
Remove: Qt backend (0f76feefa1)
Graphics
Add: Wrap texture objects (ac08585f24, d3b81130ae)
Add: Wrap buffers (a21b7f5695)
Add: Introduce display scaling with new configuration option, live window resizing and high-DPI support (619e84d561, #4720)
Add: Initial support for OpenGL 3.2 core profile (37af8da9eb, b2f401ff1d, 80476d41d0, 64576ba33c, 886c94669d)
Add: Show weapon stats for secondary and tertiary weapons (d22da3db98, #4649)
Change: Stop forcing Alpha on structure base plates (32568eb0eb)
Change: Reduce shadow CPU usage (a928f6a286)
Change: Repaint Jammer to same colour as Radar Detector and adjust the blurring effect it causes within its range (too many commits, #4769)
Change: Replace icons for obsolete technology used in build and manufacture screens (00de63c64e, #4770)
Change: Replace icons for teams with shared research used in host screen (4028b46bd5, #4771)
Change: Replace icons for easy and medium AI difficulties used in host screen (5d56aabf03, #4772)
Fix: Make shaders compile on more systems (3ec60e361e, #4584)
Fix: Rename similar variables in shaders (c1131be441, #4589)
Fix: Graphics driver warning when building structures (f2d71eea0e)
Fix: Terrain lighting direction (ec8a386f1e, #4749)
Fix: Superfluous pixels with the upgrade icons (11fc00b329, #4759)
Fix: Misplaced crosshair cursor when targeting features and structures (619cd66e4e, #4605)
Fix: Missing crosshair cursor when auto-targeting (b817ab8781, fb354bd8c5, #4656)
Fix: Radar map showing every object the player owned being red for a few seconds at game initialization (ffb5b9bd3a)
Fix: Scavenger firing animation (dfde4a7664, #4625)
Campaign
Add: The chosen difficulty for campaign has a much more profound effect on mission difficulty. Adds Insane difficulty (cb19c7672f)
Add: Power limits for Hard and Insane difficulty (45abd912e0)
Add: Allow artifacts to give multiple research technologies (6d3e99a809)
Change: Do not store or load templates which are already saved in the save file anyway (d935f57c26)
Change: Research uses one file instead of three (a696594896)
Change: Rename stats for scavenger weapons (25de2991b2, #4674)
Change: Campaign mission scripts completely rewritten to JavaScript (too many commits)
Change: Nexus uses more sounds in the home base defend mission (acc508e047)
Change: Map corrections for the sub-2-8 map (8cc67d0c5e, 308bccdfc3)
Change: Flamers and AA units can fire on the move, just like in multiplayer games (4c06fe4bc1, #4832)
Fix: Overall script stability is much better than before (too many commits)
Fix: Player units (that return in a later mission) lost when reloading saves after the Gamma 2 mission (8125a4098d)
Fix: New Paradigm plateau transporter not arriving if all LZ's occupied with droids (bd752be52f)
Fix: Mission end backdrop displaying after winning (9efc45a48b, 9d3c2ce8dc)
Fix: Do not share ally vision with player (8c9e726033, e36ebcf38e, #4673)
Fix: Show droid rank in transporter when not off-world also (4cfa002cec)
Fix: Race condition with danger maps (9f25071068, #4633)
Fix: Show the correct options for mission fail when in debug mode (1595decca9, #4683)
Fix: Do not use the Arizona sky texture in Beta and Gamma campaigns (5f9aa021e8)
Fix: Beta scavengers use the civilian texture again (fa6e0cb16c)
Fix: Being able to build Command Relay in off-world missions (bb0ce5fd50)
Fix: Potential power exploit in Alpha 3 before building power module (33bea18313)
Fix: Campaign library not warning player about incoming enemy transporter (c39da0858b)
Fix: Droids placed in the corner of the home map when producing them and then loading a save off-world (fc172d8338, #3907)
Fix: Potential temporary lockup on sudden vision field increases (800c1b6df4, #4644)
Fix: More visibility asserts (530d67a8b7, #4743)
Fix: All features are now aligned (185b9beb21, #4775)
Fix: Incorrect tile texture rotation for the sub-2-7 map (8ed8f44d54)
Fix: Duplicate warehouses causes a warning on the map sub-2-7 (820d5c6470)
Fix: Droids built when on offworld missions not having the factory secondary orders set (ce90222cc2, #3334)
Fix: Transporters not removing their visibility when exiting maps (dae53ba5af, #4670)
Remove: Unused mission sub3-x (1a5b62296e, #4776)
Multiplayer
Change: Move Technology level scripts to JavaScript (d31f6a2c70)
Change: Move structure limiting into structure.json (924135c98d, 9c272aa528)
Fix: Do not assert on loading skirmish saves when the player has lost or won (77f9e5cada, #4590, #3928)
Fix: Score and kills not showing in skirmish (a74041b994, #3491)
Fix: Missing artifacts after destroying factories (fce314d5ba, #4836)
Fix: Incorrect command relay control limit text and manufacturing command units without a built relay (7d0a91180b, e69654ebeb, #1661)
Scripting
Add: Add a way for a script library to register a namespace (19d37399c3)
Add: Function useSafetyTransport() (d511cad4d1)
Add: Function setObjectFlag() (6ea98200a9)
Add: Events and functions for alliances (3670bbdb5b)
Add: Function fireWeaponAtLoc() (3c907bd4e4, 1cdd7bdb91)
Add: Function fireWeaponAtObj() (9316f1c166)
Add: Function clearConsole() (e26b9516d3)
Add: Function restoreLimboMissionData() (8109d46e61)
Add: Functions hackPlayIngameAudio() and hackStopIngameAudio() (e26b9516d3)
Add: Function getMultiTechLevel() (d31f6a2c70)
Add: Function setCampaignNumber() (b016f609d7, d60d6559c8)
Add: Function showReticuleWidget() (42db8f7219)
Add: A lot of events for menus (629d43771b, b5f8a07af0)
Add: New global variable modList (6cca64d996)
Add: eventStructureDemolish (349e73fbba)
Change: Convert fast-play demo to JavaScript (04f2ffe87d)
Change: Convert tutorial to JavaScript (8ff03b8b2f, 410869b15d)
Change: Move weather scripts to JavaScript (b016f609d7, d60d6559c8)
Change: Allow mods to use more than one HQ before removing the radar mini-map (590434843c, #3465)
Fix: Function removeTimer() (4a24e8e275)
Fix: donateObject() typo preventing structure donation (077090bb81, #4816)
Fix: Instant assert on passing objects to syncRequest (9dca83bcf8)
Fix: Technology tree chart generator now works with the JSON research files (e3be50a2ee)
Remove: Base game wzscript files (2999513e05, 76ac44c84b, 88cb1b6123)
AI
Fix: Improved SemperFi-JS (7af101472e, 6ed849c61a, 5b0de613a9, 4acfc13508, f5d3eda6a4, e9b67a47a6, 3eff268f6d)
Fix: Cyborg engineer and Cyborg mechanic having nothing but legs (490b91d442, a856dea5af, #4521)
Fix: Nullbot can research Super Pulse Laser cyborgs without asserting (52db9416a8, #4639)
Fix: Nullbot no longer ignores starting units that cannot build (0737d3ac12, #4834)
Other
Add: Docker file for cross-compilation (b866f11b48)
Add: Basic CMakeLists.txt structure (fa0bde7ab8, ae921a9ca9)
Add: Configuration option to enable or disable radar north arrow (c5db25a75e, #4638)
Add: Configuration option to quit a game without confirmation (3c27440913, 2e2c2a872e, #4692)
Add: Configuration options to set default map size, map zoom rate, default minimap size, camera speed (replaces scroll speed), turn off camera acceleration, turn off delay when jumping to new location by clicking on minimap, functionality of the scroll wheel (too many commits, #4629)
Add: Support for PhysFS 2.1+ (too many commits, #4693)
Add: OARS information (1a7b0ee738, #4571)
Change: Use datarootdir as prefix for non game-Specific system paths (65152d8110)
Change: Print console message when re-aligning direction (e8718ea804, #4620)
Change: Replace OpenSSL with micro-ECC and SHA2 libraries (f1c474153f)
Change: Make zip file creation reproducible (714399bfd5)
Change: Play music in intelligence screen (92722cb972, #4632)
Change: Create all configuration folder subdirectories on program start (2007f14910, #4664)
Change: Improved debug menu (9765b31136, c3ef25159a, ad70d31cb7)
Change: Clear information messages after game end (9edf1e646c, #4621)
Change: Address player as Commander in campaign and tutorials (3a871f21d8, #4612)
Change: Allow exiting the main menu "Campaign" with the escape key (c64a9a3430, #4648)
Change: Simpler minimap size calculation (0752c2b00e, af9a96f042, d3410d0b1b, #4689)
Change: Increase default radar size to 32 (a67a46ec55, #4699)
Change: Increased maximum VTOL rearming pad limit to 99 (be03e188ba)
Change: Better allows changing the default map (db81858f45, 5807d38b51, #4848, #4849)
Change: Some messages are throttled (5bd5c0aedb, ab279747c2, 7729a2dc68, #4446, #4448, #4842)
Fix: Clang build fixes (3e224b79a8, 7b022c5a6c)
Fix: Spaces in folder names breaking autorevision (178dd3f1f1)
Fix: Crash when opening debug menu in tutorial (c0c20ab399, #4681)
Fix: Logging or source code spelling corrections (d0dd6cf6b8, 2ce9492056, #4612)
Fix: Warnings generated with documentation (too many commits, #4751)
Fix: Warnings with distributor name (5ed40f3153, f7f4334869, #4752)
Fix: MXE compiler warnings (too many commits, #4753)
Fix: Warcam started at distance < 0 no longer breaks zoom when stopped (46b191aac5, #4830)
Remove: Unused sensor turret properties in design menu (c6b628e2c0, #4619)
Remove: Do not save showFPS configuration option twice (55c77847e4, #4645)
Remove: Unused sensor "Nexus Link" (not the weapon with the same name!) (aacde23588, #4768)
Modding
Add: Ability to make weapon have no friendly fire with NoFriendlyFire (d75ccdea67)
Change: Increase capacity of design, build and research screens (c05e4f7851, 3a729d9568, #4677)
Balance
Change: Droid ranks are now a brain property and can be upgraded (e760917fef)
Change: HitPoint handling in stats (b1cb129247)
Change: Jammer tower and droid balancing (0e78612aeb, 6f919d4d87)
Fix: Do not replace cyborg flamer with thermite flamer for built droids (8dca9a6bba, #4331)
Fix: Do not replace cyborg rocket with cyborg scourge missile and cyborg heavy gunner with cyborg hyper velocity cannon (55f5998c52)
Fix: Structures not having initial thermal armor (3dd4cdbe54, #4616)
Fix: Various sensor tower research being available before the turret (7487247ead, #666)
Fix: ECM research upgrades not extending the range of the jammer (29a88d15a8)
Remove: Jammers (6c5435de1f)
Translation
Add: Indonesian (3c050b0cc0)
Fix: German translation updates (e5d7e20d49, 4bc390378c, #4597, #4845)
Fix: Turkish translation updates (013f6a9541, #4608)
Fix: Polish translation update (64bd5a1c5b)
Fix: Greek translation updates (0490eaa237, 13270626cd, #3703)
Fix: Russian translation updates (19b767af23, 314a90469f)
Fix: Chinese translation update (600eff0af3)
Fix: Slovenian translation update (7b23d84eea, #4838)
Fix: French translation for "wyvern" (def430e0be, #4841)
The default location of the configuration directory has changed to
"%APPDATA%\Warzone 2100 Project\Warzone 2100 3.3.0 Beta 1" on Windows
"~/.local/share/warzone2100-3.3.0-beta1" on Linux
"~/Library/Application Support/Warzone 2100 3.3.0 Beta 1" on Mac
Savegames from previous versions are incompatible with this release. Mods may break, too.
Download -> https://sourceforge.net/projects/warzone2100/files/releases/3.3.0/
http://wz2100.net/
-
Changelog
New Premium Feature: Big Box themes have been overhauled with new support for platform-specific games views, performance improvements, and bug fixes. The documentation PDF file in the LaunchBoxThemes folder has been updated as well.
Improvement: LaunchBox will no longer download images for inapplicable regions during batch imports and media download processes. This will help to save disk space and speed up the download processes. Please be sure your region priority preferences are correct in LaunchBox under Tools > Options > General > Region Priorities, as this will define what types of images are downloaded for games that have no region specified.
Improvement: Debug logging has been improved for media downloads and cleaning up media, now reporting the downloaded and deleted files.
Improvement: Debug logging has been improved for exceptions; the full stack trace is now included, and exceptions displayed in the popup window are now logged as well.
Improvement: Debug logging can now be turned on or off under Tools > Options > Debugging in LaunchBox. Debug logs were previously available, but had to be manually turned on via the Settings.xml file.
Improvement: New option to "Hide Auto-Generated Playlists from Playlist View" under the Big Box View settings. This new setting is on by default and will hide all the auto-generated nested playlists from the playlists view.
Improvement: New options to "Hide Mouse Cursor on Startup Screens" are available in the Game Startup settings of both LaunchBox and Big Box. These routines were causing issues on some rare systems, so they can now be disabled.
Improvement: A shortcut key combination is now available for "Select Random Game" in LaunchBox: Ctrl+Alt+Q
Improvement: New key and controller button mappings are available in Big Box for Lock/Unlock. This will allow you to lock or unlock Big Box without having to go all the way out to the System menu.
Improvement: Games can now be marked as completed or incomplete in Big Box via the game details menu. This new game details menu item can also be hidden in the Game Menu options.
Improvement: Big Box now has options to allow doing a bunch more things while locked: setting star ratings, opening game folders, opening game image folders, opening emulators, favoriting games, hiding games, marking games as broken, and marking games as completed. All options are available in the Security section of the Big Box options.
Improvement: The built-in version of VLC has been upgraded to version 3.0.6, which should resolve various issues with the previous versions of VLC; performance has also improved significantly.
Improvement: All the functionality of NJDave71's HelperControl for Big Box themes has been integrated into Big Box. Many thanks to David for his code. For theme developers, details are here: https://forums.launchbox-app.com/topic/48735-njdave71s-helpercontrol-functionality-integrated/
Improvement: Data saving performance in Big Box has been drastically improved, especially for users with lots of playlists
Improvement: The Big Box TextFiltersView now has proper support for videos with the ImageVideoView for custom themes
Fixed: In the LaunchBox list view, pressing a letter key to jump to a game in the list did not put keyboard focus on the newly selected item, so using the arrow keys afterwards would jump back to the previous location
Fixed: The Minimize on Game Startup and Restore on Game Exit LaunchBox options were messing with the startup screens, so they are now automatically disabled if the startup screens are used
http://www.launchbox-app.com/
-
(https://i.postimg.cc/qvTzBvfg/screenshot-1284.png)
Transcendence is a "Space Trader" type game with an action-based "Asteroids" interface. The objective of the game is to destroy enemy ships and stations, loot their wrecks, and improve your ship so that you can take on more powerful opponents.
Freeware
Release Notes -> https://transcendence.kronosaur.com/article.hexm?id=2074
https://transcendence.kronosaur.com/
-
Changelog
Features that have already been implemented:
Trailer video and screenshots
Installing and uninstalling themes
Repairing themes (delete and re-install)
Applying themes as the main theme
Support links
Details on the developer, aspect ratio, current version, and latest version
Description, Credits, and Changes
Features that are planned:
Like/unlike themes
Apply a particular view of a theme to a particular platform
View screenshots of every single view available in the theme (Views tab)
List of installed themes with updates available
List of recently updated themes
List of newly available themes
Support for Startup Themes
Probably more, but that's all I think of
http://www.launchbox-app.com/
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(https://i.postimg.cc/0y2rj2Tx/screenshot-1328.png)
Zelda Classic is a tribute to (what we think is) the greatest video game of all time: Nintendo’s The Legend of Zelda. It has been developed into an exact replica of the NES version that we all know and love. Beyond that, Zelda Classic allows the development of new quests that can use either the traditional graphics or enhanced graphics, as well as new enemies, items, and challenges.
License: Open Source
www.zeldaclassic.com
-
Whats new:>>
Fixed: Controller navigation issues in a few spots in the new Big Box themes manager
http://www.launchbox-app.com/
-
Whats new:>>
his first beta adds the ability to bind up to four different keys to each function in Big Box, primarily so that up to four players can control Big Box at once from keyboard-based arcade controller boards.
http://www.launchbox-app.com/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Changelog
1.9.0 (2019-04-01)
------------------------------------------------------------------------
- Fix #7411: Use industry production callback (if used) on initial industry cargo generation (#7412)
1.9.0-RC2 (2019-03-24)
------------------------------------------------------------------------
- Fix #7400: WaterClass for tree tiles was not converted for old saves preventing industry creation (#7405)
- Fix: Filtered file list did not scroll properly (#7402)
- Fix #7391: Don't invalidate go to depot orders of non-aircraft when invalidating hangar orders that happen to share IDs (#7392)
- Fix #7386: Measurement tooltip for tunnels, aqueducts & docks did not display or flickered (#7389)
- Fix: Wrong company performance rating when money exceeds INT_MAX (#7382)
- Fix: Permit loading of industry production callback with invalid cargo type (#7364)
- Fix: Spelling for a few real town names (#7338)
- Fix: Runway too short for large aircraft message should not depend on plane crashes setting (#7325)
- Fix #7334: Ship lost after crossing bridge due to path cache not being consumed while on final bridge end (#7335)
1.9.0-RC1 (2019-03-03)
------------------------------------------------------------------------
- Add: Various AI/GS functions for vehicle groups (#7225)
- Change: Synchronise introduction date and reliability randomness across vehicles with the same base introduction date (#7147)
- Change: Allow towns to build bridges over rails and one-way roads (#7291)
- Fix: Detection of coast tiles with trees on them (#7309)
- Fix: Emergency netsave saved the title game instead of the broken game in question (#7298)
- Fix: Company livery window showed incorrect groups when opened in multiplayer (#7288)
- Fix: Unable to select last group in open livery window (#7283)
- Fix: Goto hangar orders were not invalidated when rebuilding airports (#7100)
1.9.0-beta3 (2019-02-24)
------------------------------------------------------------------------
- Feature: Option to adjust font size separately from GUI size (#7003)
- Feature: Increase maximum number of orders from 64000 to ~16.7m (#7220)
- Add: Show performance of AI and GS in framerate window
- Add: News menu entry and shortcut for deleting all messages (#7240)
- Change: [OSX] Improved scrolling behaviour when using touchpads
- Change: Add scrollbar to cargo legend in cargo payment rates window
- Change: Owner of vehicle with exclusive transport rights may now load cargo from neutral stations (#7256)
- Change: Improved UI behaviour when dragging sound volume sliders with the mouse (#7227)
- Change: Use selected vehicle group as parent when creating a new group (#7224)
- Change: Use SlErrorCorrupt() on pool index error when loading a savegame, instead of terminating (#7219)
- Change: Skip reliability decay if servicing is disabled
- Fix: Remove desert around lakes upon generation
- Fix: Re-sorting file list did not update filtered rows
- Fix #7159: Waiting time at red one-way signals was too short
- Fix #7189: Fluidsynth volume gain too high
- Fix #7004: Cargo flow legend was not properly refreshed after zooming (#7265)
- Fix: Possibility to modify wrong AI/GS settings when switching AI/GS scripts around (#7090, #7091)
- Fix: Use more descriptive "spectator" strings for story book and goal dropdown menus
- Fix #6599: Disable build and rename button in build vehicle window when no vehicle is selected
- Fix: Do not mangle tagged revision strings for network revision strings
- Fix #7151: AI start date deviation was still applied when not set to a random AI (#7223)
- Fix #7197: Invalidate depot buttons when necessary (#7212)
- Doc: [AI] UnshareOrders empties the orders list of the vehicle
1.9.0-beta2 (2019-02-09)
------------------------------------------------------------------------
- Fix: Non-Windows builds did not get correct git hash
1.9.0-beta1 (2019-02-09)
------------------------------------------------------------------------
Note: OpenTTD was migrated to GitHub for 1.9, so SVN revision and FlySpray numbers have been replaced with Pull Requests and Issue numbers
- Feature: Group liveries, and livery window usability enhancements (#7108)
- Feature: Overhaul of music system, support MPSMIDI music files (TTD DOS/TTO) (#6839)
- Feature: [Win32] Rewritten DMusic and WinMM music drivers
- Feature: [Win32] New XAudio2 sound driver
- Feature: [Linux] New Fluidsynth music driver
- Feature: Framerate display window (#6822)
- Feature: [NewGRF] Ability for industries & houses to produce and/or accept up to 16 different cargoes
- Feature #6610: Allow towns to build houses on road turns (#6758)
- Feature: Replace independent map scrolling GUI settings with single option, and add choice to not lock cursor position when scrolling (#6756)
- Feature #6459: API for querying network clients from GS (#6736)
- Feature: New Russian Ruble & Mexican Peso as currencies (#6678, #7035)
- Feature #4186: Append '(City)' after city names in the town directory
- Feature #986: Automatic save when losing connection to a network game
- Add: [NewGRF] Flag to hide rail types from construction (#7118)
- Add: [NewGRF] Airport animation trigger for plane landing (#6334)
- Add #4115: Default starting company colour setting (#6998)
- Add: Mixer feature for streaming sampled music
- Add #6460: [AI] start_date parameter for Random AIs on new game
- Add: BACKSPACE can be mapped as a hotkey
- Add: 32bpp SSE2 blitter palette animator (#6795)
- Change: Make ships turn slowly when changing direction and stop when going up or down a lock (#7065, #7150)
- Change: Improve ship pathfinder performance
- Change: Decouple GUI timing from game ticks (#6780)
- Change: Desert tiles are now half-desert if a neighboured tile is non-desert or sea/coast (#4754)
- Change: Gradually slow down aircraft speed on breakdown (#6932)
- Change: [NewGRF] Increase rail type & cargo type limits to 64
- Change: [NewGRF] Increase size of persistent storage to 256
- Change: [NewGRF] Use last OpenTTD SVN revision in NewGRF version number (#6843)
- Change: Clone tool in depot window now behaves like clone button in vehicle window (#6754)
- Change #6397: Keep town growth rate in sync with house count
- Change: Scale default FreeType font size selection by UI zoom level
- Change: [OSX] Reversed pinch to zoom behaviour
- Change: Switch town growth rate and counter to actual game ticks (#6763)
- Change: Non-tag revisions are now named '<commitdate>-<branch>-g<shorthash><modified>'
- Change: Rewrite several bits of documentation in markdown
- Fix: Reinitialise graph GUI on game restart (#7191)
- Fix: Potential crash during shutdown after unpacking downloaded content (#7185)
- Fix #6584: Text layout in engine preview dialogue
- Fix #6636: Airplanes could be sent to helicopter station depots
- Fix: Deadlock when launched with -n switch (#7103)
- Fix: Various corrections to town names in non-English languages (#7038, 7141)
- Fix: Only consider airport tiles when placing (for non-rectangular airports) (#6613)
- Fix: Spelling fixes on some Latin American town names
- Fix #7001: Pathfinders should see standard road stations as tiles where to reverse
- Fix #6676: Prevent helicopters from stopping in midair during some kinds of landing
- Fix: Remove need to use Ctrl+Click when building stations next to competitors (#6906)
- Fix: [NewGRF] Make VA2 operator 11 (ror) behave well-defined when rotating by 0 bits
- Fix #4109: Add more water checks to the Oil Rig layout
- Fix #6938: Incorrect value for "Cost to Clear" was displayed for Company Headquarters in tile inspector (#6939)
- Fix #6920: Make 9.8m/s^2 a common constant for TE-calculation
- Fix #6892: [Script] CONFIG_RANDOM did not use the full parameter range (#6902)
- Fix #6622: News message when GS constructs a town had empty company name
- Fix: [NewGRF] Action7 variable 0x85 had no bounds checks
- Fix #6875: Depot building cost did not include foundation build cost (#6883)
- Fix: Some pixels in ship autoreplace icon (sprite 106) were transparent
- Fix: Poor contrast in cargo dest flow legend window cargo labels
- Fix #6553: Make viewport button text unambiguous
- Fix: [OSX] Setting mouse-wheel to scroll the map does not disable pinch to zoom
- Fix #6969: Account for BOM when reading script files
- Fix #6898: Ability to use seeds above INT_MAX (#6936)
- Fix #6659: Bus stations could be demolished when not in demolish mode (#6815)
- Fix: One-way roads could be over-built by road stops regardless of road owner
- Fix: Use name of cargo instead of Passengers/Mail in town statistics (#6801)
- Fix: Prevent ships moving into docks after finishing (un)loading (#6791)
- Fix: Tractive effort was slightly too high as per NewGRF spec (#6785)
- Fix #6465: Add {NORMAL_FONT} and {MONO_FONT} control codes to GS strings (#6726)
- Fix: Four group action icons were misplaced and cropped
- Remove: PSP, WinCE support
https://secure.openttd.org/www/en/
-
(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Campaigns
A Tale of Two Brothers:
S3: Changed castle to permanent chaotic ToD and rebalanced scenario accordingly
S4: Added dialogue between Baran and Tairach when they engage in combat
Dead Water:
S3: Added event to make Storm Trident more obvious
Descent into Darkness:
Complete revision of all dialogue and story text
Revised and rebalanced gameplay in all scenarios
S3 and S11: New scenarios completely rewritten from scratch
Eastern Invasion:
S1: Removed early finish bonus for fleeing
S2: Modified Dacyn's dialogue upon undead arrival
S7a: Require Dacyn to cross the river
S9: add snow to map
S10: show objectives after defeating enemy leaders
S11: show objectives after finding gold and releasing prisoners
Legend of Wesmere:
Disabled side shuffling in MP (checking the box does nothing)
Fixed missing persistent data at the end of chapter 3
Rebalanced gold values in all scenarios
S3: remove shroud from enemy sides upon Kalenz's arrival
S4: (MP only) free Cleodil at scenario start
Northern Rebirth:
Eryssa now must survive if she joins the player
Father Morvin and Sister Thera will now respawn at Tallin's location if they die to prevent illogical gameplay
Gold in S10-13 is adjusted if Krash is dead
S1: Spawn 2 Troll Whelps instead of 4 and a normal Troll
S4: Have Hamel describe Ghouls if Camerin is dead
S5: Add gates to map instead of images and overlays
S8: add text and updated objectives when rescuing Eryssa
S12a: Update objectives to make it clear that gold is not received if Sisal dies
The Rise of Wesnoth:
Fixed various typos
S17c: Modified Burin's description of trolls
The South Guard:
Fixed various typos
Tutorial:
Remove swamp from map for part 2
Warn player about water when stepping on any shallow water hex
Change quintain to level 0
Allow Konrad and Li'sar to level up and add corresponding dialogue for part 2
Under the Burning Suns:
Added embellishments to various maps
Language and i18n
Updated translations: British English, Chinese (Traditional), Dutch, French, Italian, Japanese, Lithuanian, Spanish.
Multiplayer
Dark Forecast: AI units are "discovered" (added to the help if not already known)
Dark Forecast: fixed bug where additional boss spawns would not occur after the initial wave
Multiplayer server
Forum user handler ban durations are now reported back to banned players.
Units
Updated descriptions for Goblin Knight and Wolf Rider
Add new descriptions for Quenoth faction
User interface
Add jamming to the vision tooltip in the sidebar. (PR #3327)
Fix undoing a recall not un-drawing parts of the sprite that go beyond the unit's hex (issue #3325)
Fix crash when the recruit filter matched nothing. (PR #3969)
"Show Enemy Moves" now highlights enemy units that can reach the highlighted hex. (PR #3961)
The time of day graphics for midday and midnight have been updated to match the rest of the summer/winter time of day schedules. (issue #2677)
Miscellaneous and bug fixes
Fix auxiliary attack end event handlers defined by FORCE_CHANCE_TO_HIT breaking if one or more of the affected units are removed by another attack end event handler (issue #3982).
The statistics dialog no longer forgets to reset stats when using "Reset Replay" ("Stop") in replay mode or "Back to turn" in networked MP games (issue #2852).
http://www.wesnoth.org/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
Release Notes
LaunchBox and Big Box 9.8 are here! Pause screens with support for manuals, retro achievements, game resets, and save states. Multiple key bindings, keyboard automation, and a new Import Installed GOG Games wizard.
http://www.launchbox-app.com/
-
Whats new:>>
Improvement: Launch With in LaunchBox is now in alphabetical order
Improvement: Download metadata and media update media verbiage is now more clear
Fixed: Several minor one-off/rare VLC errors
Fixed: Rare music-related null reference exceptions
Fixed: Pause Themes Manager in Big Box was not working correctly to apply new pause themes
http://www.launchbox-app.com/
-
Whats new:>>
New Feature: You can now specify platform-specific default images for boxes, 3D boxes, carts, and 3D carts. Do this under Tools > Manage Platforms in LaunchBox and add images under the respective categories. Then refresh your game images and any games with missing images will use the default images that you've specified.
Improvement: New Japanese translation thanks to @k_kutsugi
http://www.launchbox-app.com/
-
Changelog
New Feature: You can now specify platform-specific default images for boxes, 3D boxes, carts, and 3D carts. Do this under Tools > Manage Platforms in LaunchBox and add images under the respective categories. Then refresh your game images and any games with missing images will use the default images that you've specified.
New Feature: Game-specific custom DOSBox versions can now be used for DOSBox games, instead of always using the version of DOSBox that is built-in to LaunchBox. You can find a new field for custom DOSBox version under the DOSBox tab when editing games, and it is also available in bulk edits.
Improvement: New Japanese translation thanks to @k_kutsugi from the forums!
Improvement: Added Viking's new Colorful 4K platform videos to the platform video downloader; they are highly recommended, give them a shot and then give Viking some thanks on the forums.
Improvement: Added default emulator settings for Cemu, PPSSPP, and Redream
Improvement: The Enter key will now launch games in LaunchBox
Improvement: You can now bulk edit the Broken field on games
Improvement: When editing an emulator and making it the default emulator for a particular platform, LaunchBox will now ask you if you want to change all games in that platform to use that emulator.
Improvement: Double-clicking on the video in the game details sidebar in LaunchBox will now open the video fullscreen with VLC
Improvement: When auto-play videos is disabled in LaunchBox, the videos in the sidebar will now display a black background with a play icon instead of an empty space
Improvement: The Big Box startup sound should now do better at not hitching; some themes may still cause it to hitch, however, and some systems may still struggle
Improvement: The Add to Playlist menu on right-click in LaunchBox is now restricted to only manually-populated playlists
Improvement: RAM usage has been reduced in situations where the user happens to consistently have lots of images displayed in the game details sidebar (in LaunchBox)
Fixed: Various places in LaunchBox and Big Box were occasionally using the operating system's language/translation settings instead of the language specified in the LaunchBox options
Fixed: Potential threading issue with music
Fixed: LaunchBox was not staying on the list view after a restart for free users (the list view became available for free users when .Next was released)
Fixed: The LaunchBox list view was no longer sorting by the Sort Title field when clicking the column headers to sort by a particular column (it just used the Title field from that point)
http://www.launchbox-app.com/
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(https://i.postimg.cc/0y2rj2Tx/screenshot-1328.png)
Zelda Classic is a tribute to (what we think is) the greatest video game of all time: Nintendo’s The Legend of Zelda. It has been developed into an exact replica of the NES version that we all know and love. Beyond that, Zelda Classic allows the development of new quests that can use either the traditional graphics or enhanced graphics, as well as new enemies, items, and challenges.
License: Open Source
www.zeldaclassic.com
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Changelog
Fixed: The PrioritizedPathSelector control that is used in a number of Big Box themes has been fixed to ignore characters in titles that are invalid in the file system
Fixed: The LEDBlinky implementation was throwing errors if you happen to have invalid characters in game file paths
Fixed: When scanning for added ROMs, LaunchBox was not properly using the default emulator on the added games (was using the first emulator found for that platform instead)
Fixed: Potential errors when loading up empty platforms in Big Box
Fixed: Platforms with mismatched capitalization (Nintendo Entertainment System vs. Nintendo entertainment system) were sometimes causing games to not show up in Big Box
http://www.launchbox-app.com/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Changelog
- Change: Set default setting in server browser of "Advertised" to "Yes" (#7568)
- Change: Allow building road stops over self-owned one-way/blocked road (#7547)
- Fix #7463: Promote scroll mode setting to basic category (#7586)
- Fix: Inconsistent GUI scaling (#7539)
- Fix #7491: Send company update admin message when bankruptcy counter changes (#7492)
- Fix #7553: Check bounds when loading strings (#7554)
- Fix: Really increase the maximum number of GameScript texts to 64k (#7555)
- Fix: Crash when attempting to load old save game with GRFs set (#7546)
- Fix #6507: Don't try to load invalid depots from older savegames (#7546)
- Fix: Railtype bits were moved too late, leading to rails under bridges losing their type (#7546)
- Fix: Bounds check access to railtype_map (#7529)
- Fix: Spurious errors when using more than 32 railtypes (#7533)
- Fix #7633: Allow zero-cost track conversion to succeed (#7634)
- Fix #7577: Check if linkgraph station index is valid before dereferencing (#7583)
- Fix #7224: Drag and drop vehicle group creation does not work correctly (#7581)
- Fix #7570: Show Github URL in the crashlog window (#7571)
- Fix: Clicking on scrollbar 'thumb' moved position up instantly (#7549)
- Fix #7255: Prevent crashlog corruption by only printing the 32 most recent news messages (#7542)
- Fix #5685: Check for free wagons in ScriptVehicleList (#7617)
- Fix: Make GSGoal.QuestionClient work correctly at least for clients with ID < 2**16 (#7560)
- Fix #6666: Mismatched parentheses in RTL languages (#7480)
- Fix: [Windows] Various reliability and correctness improvements to MIDI on Windows (#7620)
https://secure.openttd.org/www/en/
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(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
* General:
* Add: Reinstated secondary orders Pursue, Guard, and Hold (commit:29d3696dd62f034d02d51b9caa7d834cc84e13d3, commit:4b974e5761eecf7fc375f50d954779e4ac800786, commit:2fb172792014d8886a7411a2547b15030ead0152, commit:274fab1fe4f5a7f443f42b35211d95f949cd63cb, commit:cfa8ca695079df3d716a6eb7a2ed2f5729320bea, commit:8f611fe0f6ffb906bee0afd5de702f8b2de9f1df, commit:ff5ec8ca927c2d3353f58f7ac0ca17f965252234, #263, ticket:4303)
* Add: Reinstated range orders Optimum, Short, and Long range (too many commits, #314)
* Change: Pressing Escape clears chatbox if it contains text and closes it otherwise (commit:809dd2abdfbf97a88d74519cd4323d06ce8395d2, #294)
* Fix: Processing of radar input after disabling its widget (commit:39f083ed0f0c29f071f9f528c9eeef5544373fd7, ticket:4867)
* Fix: Saving of challenge scores (commit:e1b3eac0faeb7c39b769fee59920d066373d5c49, ticket:4868)
* Fix: Crashes caused by missing support for mipmap generation (commit:a850fb5c887eb54a50f3a3f0f15ef0f1b6591a98, #260)
* Fix: Improved window resizing and display scaling (commit:aedc207367c03a105f0ec6475250cdf0b3908008, commit:39aeb5132197a87e0c4207ae36c461eca7909522, commit:e1e991ce3edf9c68f72f3572ab8357abb930f48c, commit:c89a299dcf581c9362bf2461f291a8388c70c0e3, commit:aaf79eda0356eb0be264be65c640f19c12a17327, commit:924b98272140677cfde4955af84aee930d7c4b0d, #319)
* Fix: Support for more graphics driver workarounds and platform compatibility (commit:d517b62e394c42a2b1e0b831a0cdc26156faca80, #331)
* Fix: Units shooting through walls to attack targets (commit:4ed887ed1986840474281d8fd28fc0ea533c06aa, commit:5cbe6b9e93a0a9682996fc1edf3df43ee5f7096b, #271)
* Fix: Very slow map/mod transfer when vertical sync is enabled (commit:1d1050f034e7c226d98e371598d2c2a105d24353, #392)
* Fix: Do not try to attack jammed units before being in range (commit:b9cd1cd49eae103d4e95b3f14e84aed4492391b3)
* Graphics:
* Add: Hit-testing support for widgets (commit:405a59420918f903352c4a51be6822eb60d4066b, commit:9394cd5f6c5c1de666d34d56cc32a0d4dfbc83e9, #264)
* Change: Increase click area for in-game options (commit:bb15fbaa10663d6ce540911d9890f733b75fd365, #266)
* Change: Improved text width calculation (commit:f4a8c93c9012eb5424296604bd1a0fa56fa2bc06, commit:c27ad854669ee55834fef43f4a7b6fba0dc28b88, commit:0fcad70a72b44aaaf0b01fe425946cd0193f5216, commit:35e5a8d021dfcefa9b7bce7e846a7c2432a7a064, #287)
* Change: Split challenge tooltips in challenge selection screen into multiple lines (commit:2cc667cbb8f3765a5b69e0c210ab5b1355db3ca6, #299)
* Fix: Issue loading OpenGL on older Intel chipsets on Windows 10 (commit:8a755a5e6e4f0eb8c62cc51db121cc61c65da80b)
* Fix: Flamer Bunker model (commit:400191c9c47a4e39aeb12240283f355a57e30290, ticket:4856)
* Fix: Objects darkening when zooming out (commit:456a74edb1fa76e66bf8e0e2c888b54c0b5c6299, ticket:4375)
* Fix: Layout calculation for unit orders panel (commit:67b64e6f4205b123e69d6973f2a524656a419c75, #261)
* Fix: Layout calculation for mission timer (commit:d655de8573b8d781d748d5c53e7f46f39a402d82, #261)
* Fix: Misplaced reticule area buttons (commit:6731c4ca5f1178e408d1cb22757793fe7ad1015f, #262)
* Fix: Broken shadows with rotated structures (commit:b7e00616a5068ee0e3be03eb92df803044b2bb84, #285)
* Fix: Horizontal offset of chatbox cursor (commit:8944aac22bdb43abb849302f158a2704bffb4dd5, #282, ticket:4796)
* Fix: Alignment of right-justified small text buttons in main menu (commit:e6aa8792eac76c7c853df33ce8f5423f12cab4ff, #287)
* Fix: Shader warning on some systems (commit:189b18dec1fc9ffe2381eeee1d89534112309601, #318)
* Fix: Broken shadows with rotated features (commit:39021659101136e3cf4a26959daf7ea86335c13e, #368)
* Fix: Broken shadows with corner walls (commit:33963b56adc0a7cfe29110c4cb6407b6ea069b29, #368)
* Fix: Color cursor offset (commit:66322c966eb22c4ac65bfecf4e829e46a4cb4a17, #426)
* Fix: Fix cyborg and scavenger leg animation bug (commit:123ded59aedc53dc2344be9807c321774613946f)
* Remove: Flickering of blue/red laser beam when building/demolishing (commit:724750e92cb9884ab81ce565f4d007af817f16ca)
* Remove: Disable PIE SHADERS directive support (commit:ca536c35fda80d23c3467e5d59f0fdb7debc3525, #380)
* Campaign:
* Add: Time conversion functions, for timers (commit:bfde3e18892345a39ad2a3e62f1af66ee17ee6bc, commit:b497b1fc06c9b3ec12eeefc9c2e9b44575f37ee0, #322, #411)
* Change: Campaign scripts to automatically play the "reinforcements are available" sound (commit:33764ec247ad99ee7ea744ace0404cf16e40357c, #320)
* Fix: Overlapping objects on maps (commit:f3a9b4d640bbf1662b3a297554083aecdd5401a1, ticket:4865)
* Fix: Gamma 1 is instantly lost if first transporter drop contains no trucks (commit:e2dc5d7d50057e655c4d3e28411fd2d1b923a69a, #277)
* Fix: Gamma 1 transporter drops being randomized after loading a save from end of Beta campaign (commit:58ac40f0a00c521eed5bad7cc55ba01a212ce4dd, #278, #280, ticket:3009)
* Fix: Timeout missions not properly failing when player should be considered dead (commit:8042e44511b40b4821f4eccd993435479a4c08a3, #320)
* Fix: End of Beta campaign requiring more than one transporter to start, unlike the original campaign (commit:9d1fc6fe7a51b0a17a6396d5e1d92546f6431b05, #320)
* Fix: Laser satellite not firing at unfinished structures (commit:8b8653a82c8916783d9f8875b11f53250813cc25, #369)
* Fix: Calculation of player power at start of Gamma 9 (commit:30fc938ae920eff5472a1578664f8539e2e2d625, #370)
* Fix: Structures built in Gamma 2 save zone prematurely ending mission due to them being counted as units (commit:04a78c9fb676dd71594b6a6a68b4e8b4d9d8d064, #416)
* Fix: Assert from destroying the Gamma 2 base during the nuke event if the player didn't destroy it themselves (commit:71b100563e6df04e690480ed267f46355ffd77c9, #416)
* Fix: Alpha 1 area triggers potentially being triggered too early by the AI (commit:fdebdf51fba6fe8e0286bb9c8ef534fb629589b9, #454)
* Remove: Ability to build MG tanks before having an HQ in Alpha 1 so as to stay consistent with the rest of the game (commit:cc6ea546e4e17800a1d29000689cadf92d9d13dc, #383)
* Remove: Large power bonus given from starting Beta 1 on Insane difficulty (commit:3c7691cd4fd3113d42183532eeaa8160e2230b2b, #435)
* Scripting:
* Change: Function componentAvailable() returns true for redundant components (commit:0b535c8292ec70e113e1453ff472b79e07582be2, #321)
* Fix: Group label ID and game object ID collision (commit:b63648f432c27043edcbe8af84613cc1e67a6b61, #304, #355)
* Fix: Check for redundant templates with setDesign() (commit:370cfd6afa257065be4fbc41ac2bcdfe343bf5f6, #378)
* AI:
* Fix: NullBot gateway building function causing a good chunk of lag (commit:db51614e568660ef9f6704c385a98c316c4cd227, #313)
* Fix: NullBot owned VTOLs attacking things they cannot hit (commit:43d5ee0ef8a7935390241536b63bf1acf0d22aa6, #313)
* Fix: NullBot ordering non-sensors to observe objects rather than scout by driving towards them (commit:4b97f42aac1fc75b0956c6ab48d2c1212fe933a2, #313)
* Fix: NullBot trying to assign a label to a dead unit in eventAttacked (commit:8fab71b2d37d58e9f98c36b7fabc83add1d8a140, #313)
* Fix: SemperFi-JS not building its fourth research lab when it should (commit:6634148db34e21e4f05fc34291c596b0f76ba7f4, #429)
* Other:
* Add: Console message for missing Command Relay Center preventing Commander production (commit:c165d8c1d233b1c3051c21b19aaba669d9cd32e2, #327, #329)
* Add: AI related tooltips and changes (too many commits, #419)
* Change: Time and date representation to ISO 8601 (commit:224a92afc8a1848e13344f7104408ad2fcd1cc01, #343)
* Change: Configuration directory of debug builds (commit:e9830ebdd1d359fa7197276ae2abb7a30f8f5c21, #335)
* Change: AI descriptions and tooltips (commit:4b2c88fb84a92fd9733d73e72b6921b3314ed9a3, commit:c4b5f4d057d0ac48696ca5171322556dcec6510d, commit:a8cc35fe89b42ca055c00443f68633a993b9ea90, commit:db1a216fbc98e2ed7787e1dccb95c428075d48e9, #281, #419)
* Change: Always initialize SDL before Qt which may solve some crashes on Linux systems (commit:ccb70cb68040976e6823dfc6483d5b89d0496aea, #401)
* Fix: Truck getting stuck when picking up artifact in tutorial due to a cliff (commit:f4fa0a93e26103402e77e2072e3004b533029904, ticket:4866)
* Fix: Throttling of production console messages (commit:3bb244b7a41237278a731bde7cc49626646a1107, #327, #329)
* Fix: Undefined behavior (commit:41af29c6a58431042cd2649b8aa1984c8e53ef0a, commit:43a34a886c0c62f92065c0c9646bb3027d6b09b6, commit:fa02178faa1caefbbff63d82d9262ad5ba80703f, commit:070f0c8532007cc3f90d1124ed8d76ecf04d22be, #351, #353, #356, #436)
* Fix: Tutorial issues (commit:18a0b6ab3f4053948534155b94acc02993e685b0, commit:d79c2a362451af725de5dce7a7cf7677041b9088, commit:f41f78a9cf7606286c4305d49ece5cfda583e1d4, commit:518b2563bf4c77a3391017523e9c401f33144c2c, #381)
* Fix: Being able to use saved combat templates before building an HQ (commit:7d6210510ed6efc18694c352b00a66ebea1ccb5c, commit:9e22db301aa93182114d35bf298459ee31eec383, commit:15ec435836aa7fe906f77ed42e555b39789dc67b, #378, #394)
* Fix: Debug menu crashing when trying to open it after loading a skirmish save (commit:f340d89f8b8ab3c978dc246a07210438da6e928f, #422)
* Fix: Missing AI difficulty button when everyone is on the same team (commit:63c358c85b507c7382abc27785de3148578e41f8, #423)
* Fix: Always make sure the default AI stays as the first list entry (commit:6b91d9e5019401eccbe1e23c2ed3d3321f2f0407, #419, ticket:4791)
* Fix: "biffer baker" and "double up" cheats causing unintended behavior (commit:6f24a6ceb94ca4e2ec27d926b2c1f9bdfc5fcc4f, #438, ticket:4795)
* Fix: Crash when loading a saved game of a challenge from commandline interface (commit:244fd2cbcb12465866191dcc7203aca7719fab8c, #439)
* Remove: More Qt dependency from the source (commit:97cf508379fe7fb56ac8ecccbe3269783d3620f3, commit:ca9c1166e386f43ff76aa16d6971ca2ab2eb1303, commit:131e4f705888445aaa26643489d6a238a4fd3515, #276, #299)
* Modding:
* Fix: Desync when trying to use mods while hosting 3rd party maps (commit:7d6210510ed6efc18694c352b00a66ebea1ccb5c, #388)
* Fix: Windows hosts crashing when clients connect and mod transfer is attempted (commit:2cddc2fc122ce531314bc7d47c6d279966d4ab04, commit:1b5fe86b6570a2454f189027bcf2fb65aa653db8, #441)
* Balance:
* Add: Restored multiplayer weapon range and accuracy stats of version 3.1, with small changes (commit:7f4c03ce5236611ba2c485b5a27f3a445ec47b48, commit:20345ce333248703a1198f84aaad974cf4c86c68, commit:b1d5f8e5885faa4acee9cc01191606818b7d3f03, #387)
* Add: Restored campaign weapon range and accuracy stats of version 3.1, with small changes (commit:c8ecd75d7b426b325202f78ac30f9fa509f27b7e, commit:e6ebad0d3f62ff3d764a4922bb0ea39e82f20bce, #399)
* Add: Accuracy research upgrades short range accuracy (commit:50a6d90a089c2bd1124b9ef3db7640a470e476e1, commit:1896ca1db6d2425d47e8703a540dab912af58164, #410)
* Fix: Cyborg flamer and cyborg lancer not being affected by upgrades (commit:303b27f2ddf7eaf002145fdec7bc149c15ed26a3, #362, #363)
* Fix: Weapons missing behind targets which caused higher accuracy than intended for all weapons (commit:44eb5e4201ba5fd63d1286bc0ea5a59030d1ec2b, #371)
* Translation:
* Add: Translation of structure limits screen title (commit:198215bbc09438e689db0eb2a4d0ed3de4a276f2, ticket:4871)
* Add: Support a second line for translating the "AUDIO / ZOOM OPTIONS" message (commit:70739936939ad38f8df61bd3e7e56618406a4b23, #345, ticket:4629)
* Add: Translation of commandline synopsis (commit:98cee005269cc03c9bc63e13ff62ff4c9537afe2, #425)
* Change: Russian (too many commits, #239, #382)
* Change: German (too many commits, #326, #328, #413, ticket:4845)
* Change: Turkish (commit:b14f9bd574e36e0ec0db3d59ad14249c90747435, #259)
* Change: Brazilian (commit:b00b17c5583c385a5518dcba412efab4765da888, commit:30a7855679645309bf290aad4780c80cdfa1c3df, #315, #402)
* Change: Polish (commit:211574fdb0fa473a773d92969d654ae08d58c5a3, commit:40872630a98bf46253dbbc0651443f73bcca18f1, #339)
* Change: Slovenian (commit:cac83e9e50d2adeea5b2b02dd0a6a0da5e23034a, commit:b33d1e3b9c8749e7d4546680369b2705f236350a, #357, #377)
* Fix: Translation of research messages not being shown (commit:f1b170db3012f4fcd99335cd814180ea8d37e0d6, ticket:4843)
* Fix: Mismatching format specifiers for singular and plural form of a translatable string (commit:db95329005c0e07329138c90a64a2cf43062c391, ticket:4872)
* Fix: Version string being printed in the wrong language (commit:42368861607faf54af2acdeaea105533fd97a54b, #344)
* Fix: Printing of commandline options for foreign languages (commit:9d3173613268214dd72e15aaedf33459d764c37b, #425)
* Documentation:
* Fix: PIE format documentation (commit:7a4fdb16de1558a86a48e1ef77df7e7c64155c91, commit:58e78a22f48375273f258e294ea8bc061fac7f48, #295, #325, #334)
* Fix: Bug tracker URLs and wiki links (commit:06503bb0071eb781d4f33b1b9d234be40e612ac8, commit:d4af395eea5753319509744c63dc0d685976f9f6, #427)
* Build systems:
* Add: Folders to CMake builds to improve target organization in IDEs (commit:093aad3817dee2bd9b0090ec57adbbde1a56e827, #291)
* Change: Disable 3rd-party dependency installation in CMake builds (commit:c40ff4b15996a59343b860827f49b2038c973866, #340)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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Release Notes
New Feature: New options for "Create Data Backup" and "Restore Data Backup" are available under the Tools menu in LaunchBox. These options will backup and restore your LaunchBox and Big Box data, sans for game and media files.
Improvement: Automatic data backups now use the new data backup engine, which should make things significantly easier in disaster scenarios, as it's now one file per backup instead of a bunch of random XML files
http://www.launchbox-app.com/
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Changelog
1.9.3 (2019-09-16)
------------------------------------------------------------------------
- Change: Use natural sort when sorting the file list (#7727)
- Fix #7479: Don't close construction windows when changing client name (#7728)
- Fix #7731: Files sorting by modification time on Windows XP (#7731)
- Fix #7644: [OSX] Better solution for colourspace/performance issues (#7741)
1.9.3-RC1 (2019-09-07)
------------------------------------------------------------------------
- Add: Can now click industries to make orders to their neutral station (e.g. oil rig) (#7709)
- Fix #7644: [OSX] Poor framerate on certain systems (#7721)
- Fix #7702: Highscore screen UI scaling (#7714)
- Fix #7704: [OSX] Handle malformed UTF8 strings, leading to crashes in server browser (#7705)
- Fix #7188: [AI] Possible crash when reloading an AI in multiplayer games (#7701, #7725)
- Fix: RemoveAirport function now returns 'Aircraft in the way' error message when occupied (#7690)
- Fix: Spelling in running costs setting help text (#7686)
- Fix #7655: 'Decrease' buttons in cheat window not working properly with UI scaling (#7669)
- Fix: [GS] Could not create elements on Storybook pages with ID > 255 (#7657)
- Fix #7626: Allow building road stops over town-owned one-way roads, instead of crashing (#7627)
https://secure.openttd.org/www/en/
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
Map generator
Mapgen Carpathian: Add optional rivers (paramat)
Move more dungeon parameter selection to mapgens (paramat)
Dungeons: Make multiple large rooms possible (paramat)
Client / Audiovisuals
Change pitch fly binding to 'P', add to change keys menu (rubenwardy)
Android settings: Use 'simple' leaves instead of 'fancy' (paramat)
Fix 3rd person selection range (srifqi)
Make scrollbars' bar variable in size (stujones11)
Damage: Play no damage sound when immortal (SmallJoker)
Increase upper limit of display_gamma to 10 (ClobberXD)
Optimize and unify mesh processing (Vitaliy)
Re-order mapgens in mainmenu and 'all settings' mapgen selection (paramat)
Scrollbars: Move directly to clicked pos if clicked into tray (DS-Minetest)
Fix broken attachments on join (SmallJoker)
Fix inventory_overlay for nodes without inventory_image (DS-Minetest)
Better F6 profiler (SmallJoker)
Fix minimap markers (theviper121)
Textures: Load base pack only as last fallback (SmallJoker)
Builtin (Lua / Media / Documentation)
Add /help formspec for commands and privileges (SmallJoker)
Lua API: Add link to Minetest Modding Book (ClobberXD)
Force item entities out of solid nodes (sfan5, based on Wuzzy`s work)
Lua API: Various fixes (DS-Minetest, SmallJoker)
Rename "private messages" to "direct messages" (Calinou)
Automatically enable depending mods in the dialogue (HybridDog)
All settings: Fix missing flags checkboxes (srifqi)
World / Server / Environment
Various network performance improvements (osjc)
Force send a mapblock to a player (sofar)
Revert ItemStacks being limited to the 'stack_size' value (ClobberXD)
Save forceloaded blocks file periodically (Thomas Rudin)
Improve ABM time budget handling (lhofhansl)
Group "immortal" also protects players from damage (Wuzzy)
Optimize usage of TOSERVER_GOTBLOCKS packet (sfan5)
Network: several bugfixes (sfan5)
Mapgen::spreadLight performance improvement (DS-Minetest)
Improve occlusion culling in corridors with additional check (sfan5)
Inventory: Delay dirty lists, and send changes incrementally (SmallJoker)
Other inventory bugfixes (sfan5, SmallJoker)
Move debug.txt after it grows too big (HybridDog)
Trigger on_place in many situations even if prediction failed (DS-Minetest)
Punchwear (improved) (sfan5)
Script API / Modding
Add deprecation warnings for ObjectRef:get/set_attribute (ClobberXD)
Nodedef 'drop' documentation: Improve (Paramat)
Mark tool filtering in node drop documentation as deprecated (Paramat)
Add node field to PlayerHPChangeReason table (pauloue)
Don't call on_hpchange callbacks if HP hasn't changed (ClobberXD)
Add disable_jump to liquids and ladders (SmallJoker)
Add support for 9-sliced backgrounds (rubenwardy)
Add compatible, consistent coordinate system to FormSpecs (v-rob)
Document ObjectRef:remove under Lua entity (ClobberXD)
Docs: Clarify where to check for 'protection_bypass' (SmallJoker)
Add vector.dot and vector.cross (HybridDog)
Improve documentation of mapgen aliases (Paramat)
Remove debug.upvaluejoin to prevent leak of insecure environment (fluxionary)
Fix previously crashing minetest.get_craft_result() (pauloue)
Allow toolcaps to override the built-in times for dig_immediate (sfan5)
Formspec styling using style[] (rubenwardy)
Customizable chat message format (ClobberXD)
Velocity modifiers for players (sfan5)
Fix some issues with minetest.clear_craft (pauloue)
Add function `minetest.read_schematic` (paly2)
Formspecs: formspec_version[] element (SmallJoker)
Per-player FOV overrides and multipliers (ClobberXD)
Misc / Build
Find PostgreSQL correctly (adrido)
Add compatibility to vcpkg buildsystem (adrido)
Android: Use system provided path for default TMPFolder setting (stujones11)
Fix handling of --color and --worldlist command line arguments (mmattes)
Unified OpenGL ES support (sfan5)
Minetest Game
Added dry dirt and dry dirt with dry grass. Grass never spreads on dry dirt
Savannas now have dry dirt and dry dirt with dry grass
Added steel bar door and steel bar trap door
Added setting “enable_fence_tall” for fences that cannot be jumped over (mbartlett21)
Firefly in a bottle can now be placed into vessels shelf
Add flowing water sound
Underground biomes extend much deeper, down to Y=-255
Make the creative mod hand dig 'dig_immediate' nodes fast (paramat)
Add new TNT sounds (TumeniNodes)
Add missing infotext to nodes (An0n3m0us)
Added translation support
Added German, French, Spanish and Italian translations (Hamlet, JDiaz, DrHackberry)
https://www.minetest.net/
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Changelog
AI:
Fixed a rare crash in attack prediction (issue #4068)
Experimental AI: fixed guardians being used for village actions
Campaigns
A Tale of Two Brothers:
S3: modify castle illumination tip on easy mode
Dead Water:
S3: modify starting dialogue
Descent into Darkness:
Update campaign description
Update maps for S1 and S6
S4: reduce difficulty on easy and normal modes
S11: reduce difficulty just after Malin turns into lich
Eastern Invasion:
S9: add dialogue on victory
Heir to the Throne:
Remove 'Princess' as a direct address
S15, S23: Add explicit hints on EASY. (PR #4329)
S15: Improve one branch of the victory dialog. (PR #4334)
Legend of Wesmere:
S23: Landar's normal death dialogue now (properly) not used
Northern Rebirth:
Remove 'Princess' as a direct address
Sceptre of Fire:
S5: tell player that gryphon riders can now be recruited
S9: objectives changed to be more accurate upon moving to the volcano
Secrets of the Ancients:
Fixed number of scenarios in campaign listing
Son of the Black Eye:
S10: add dialogue on victory
The Rise of Wesnoth:
Tweaked dialogue in various scenarios
Fixed number of scenarios in campaign listing
S17a: prevent time over defeat if player chooses to defeat remaining saurians
The South Guard:
Update campaign description
Highlight narrator and gameplay explanations with colors
S1: create Sir Gerrick if player skips scenario with debug
S4: revise end of scenario dialogue
S5: add narrator warning when siding with bandits and reduce difficulty
S6b: create Urza Afalas if player skips S5 with debug
S6b: kill elves on side 1 if player got to this scenario with debug
S8b: fixed bug with shifted ToD schedules near campfires
Under the Burning Suns:
Various bugfixes (objectives, allied vision, unit spawns, event firing)
Updated various maps
Add additional animations to cutscenes and events
S2: add dehydration explanation to objectives
Graphics
Own portraits for higher level bats
New Water Serpent and Cuttlefish portraits
New Wolf, Great Wolf and Direwolf portraits
Additional wolf/dog portrait for custom units
Separate Mudcrawler portrait
New Walking Corpse portrait for mounted variation
Language and i18n
Updated translations: British English, Chinese (Traditional), Czech, Dutch, French, German, Italian, Japanese, Portuguese (Brazil), Russian, Spanish, Turkish, Ukrainian
Changed the :help command's output to split over multiple lines
Added translatable explanations of :droid, :help and :idle's arguments
Multiplayer
A New Land:
Help menu can be accessed in any turn and doesn't pause the game
Bottleneck in the spider's caves removed
Swapped positions of Gryphon and Drake
Guards can't be tricked off position, leaders won't destroy buildings
Guards and Spiders are loyal – AI income has been adjusted accordingly
AI income increases gradually in lategame (very slowly)
The Wilderlands:
Fixed default village_gold being too high, disadvantaging player 5
Packaging
Added HighContrast icon variant
WML engine
Fixed [music] ms_after= affecting the previous track instead of the intended one
Miscellaneous and bug fixes
Update various references of mermen to merfolk or mer
Adjust several maps to use different castle graphics
OpenMP support has been removed
Clarify descriptions of income and upkeep in the help and in tooltips. (PR #4337)
http://www.wesnoth.org/
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(https://i.postimg.cc/MTb21NLz/screenshot-2195.png)
SuperTux is a free classic 2D jump'n run sidescroller game in a style similar to the original Super Mario games covered under the GNU GPL.
Changelog
Complete redesign of the icy world and forest world (Thank you, RustyBox and Serano)
Complete revamp of our rendering engine, the game should be much faster than it was previously
We now support OpenGL 3.3 Core as well as OpenGL ES 2.0, thus allowing SuperTux to be run on the Raspberry Pi, and potentially WebGL.
A few graphics have been updated, and effects have been added
The save bell was reworked (Thanks to Raghavendra “raghukamath” Kamath!)
Improved big Tux graphics and animations (Thanks to Alzter)
Various effects and shaders (Thanks to Grumbel)
Support for right-to-left languages through vector fonts. This will also fix a few non-ASCII characters, which often caused problems before in translations
A lot of other under-the-hood changes and bugfixes
Official Linux binaries
http://supertuxproject.org/index.html
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(https://i.postimg.cc/rwGYXpR2/screenshot-990.png)
The Seven Kingdoms Fan-site is the gathering place for fans of any of the Seven Kingdoms Series computer games by Enlight Software. Here you can share details of the games and find opponents. This is also home of the community supported open source releases. You may find GPL versions of 7KAA and patches for 7K2 to improve on the longevity of this great series.
Freeware
Changelog
Fixed corrupt characters and fields in various in game messages.
Improved translation support.
Updated translations.
Added some UI improvements.
Fixed some crashing issues related to spies.
Standardized on FPU code generation for better cross-platform compatibility.
Added more advanced config options.
Added more advanced config options.
Improved manual.
Added key binding support.
Prevented chat keystrokes registering as a hotkey too.
Fixed sometimes hiring wrong unit in the inn.
Added scenario advanced config presets to restore default scenario game play to original game design parameters.
Ensure screen redraw when dropping spy identity.
Improved alternate font set.
Added scroll button for long tutor messages.
Removed gong sound for unsent AI diplomatic messages.
Re-enabled AI ability to request direct military aid; expect allied AI to work together on defending now.
Removed uninitialized parameter in Caravan CRC check.
Removed improper variable-size cast, causing incorrect action processing on 64-bit platforms.
Correct replay initialization for weather sync.
https://7kfans.com/
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(https://i.postimg.cc/q7X6j0NF/screenshot-2183.png)
SuperTuxKart is a 3D open-source arcade racer with a variety characters, tracks, and modes to play. Our aim is to create a game that is more fun than realistic, and provide an enjoyable experience for all ages.
License: GPL
Changelog
Improved online multiplayer play:
Fix network lags in various scenarios when playing online
Add AI support to local networking servers
UI enhancements
A new arena: Pumpkin Park
Mobile enhancements and iOS support (The iOS version can be tested through testflight : https://testflight.apple.com/join/mbK8RjHq )
Complex text layout and emoji support
Story mode timer for speedrunners
Generic polish and minor improvements
https://supertuxkart.net/Main_Page
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freeware
Release Notes
Huge performance improvements for the new default theme, a Clean Up Media overhaul, and automatic multi-disc playlist support!
http://www.launchbox-app.com/
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
This release is based upon bugfixes from 5.2.0-dev.
Client / Audiovisuals
Fix player-bound sound playback (SmallJoker)
Fix item eat sound not played if last item (Wuzzy2)
World / Server / Environment
Formspecs: Reset version number on rebuild (SmallJoker)
Rework packet receiving in ServerThread (sfan5)
Fix core.chat_format_message crashes (ClobberXD)
Fix spaces breaking formspec_version[] tag (rubenwardy)
Misc / Build
MacOS/BSD: Fix build issue due to conflicting s64 type definitions (AMDmi3)
Fix find_path for newer jsoncpp installations (vilhelmgray)
Update translations
https://www.minetest.net/
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(https://i.postimg.cc/gkjfVbDq/screenshot-2353.png)
FreeOrion, eine Nachbildung der erfolgreichen rundenbasierten Globalstrategiespielserie, wurde eineinhalb Jahre nach der letzten Ausgabe in einer neuen Version veröffentlicht. Die neue Version 0.4.9 verbessert unter anderem den Mehrspielermodus und vereinfacht die Bedienung.
Master of Orion ist ein rundenbasiertes Globalstrategiespiel aus dem Jahre 1993, das durch Simtex entwickelt und von MicroProse veröffentlicht wurde. Das Spiel stellte seinerzeit einen Meilenstein bei Simulationsspielen dar und war einer der ersten Vertreter des Globalstrategie- und 4X-Generes (Explore; Expand; Exploit; Exterminate). Das Umfeld des Spielgeschehens sind Planetensysteme in einer zufällig generierten Galaxie, wo der Spieler eine ganze planetare Rasse zur Herrschaft führen soll.
Wie auch Civilization startet das Spiel in einer frühen Phase der Entwicklungsstufe. Der Spieler erforscht Technologien, baut Raumschiffe und verbessert Einrichtungen. Gegnerische Spezies können entweder durch einen Kampf oder per Diplomatie bezwungen werden. Zudem erlaubt das Spiel, mit befreundeten Rassen Handel zu betreiben und Technologien untereinander zu transferieren. Ein Sieg kann entweder durch eine Eroberung oder durch Diplomatie erreicht werden.
Bereits seit 2003 entsteht unter dem Namen »FreeOrion« eine freie Implementierung des Originals. Das Spiel bildet viele Aspekte der Serie nach, implementiert aber auch zahlreiche eigene Ideen. Mit der nun freigegebenen Version 0.4.9 kommen knapp eineinhalb Jahre nach der letzten Version diverse weitere Neuheiten hinzu.
GPLv2
Changelog
Key Changes:
Multiplayer enhancements
Hostless servers can be started without connected players and left running for players to join to play their turns asynchronously
Empires in a game can be restricted to certain players based on username-password authentication
Known / previously joined servers are saved and appear in the servers list of the connection window
Chat is shared between the lobby and in-game
Chat history persists and is sent to players that connect to a server
The chat / message window flashes when a message is received
The lobby shows galaxy setup data for a loaded save or the game being played on the server
The lobby shows empires without assigned players as separate rows when loading a save or for the game being played on the server
Servers can have fixed game rule settings
Added an optional server turn timer
Combat targeting
Flak targets only fighters
Interceptors preferentially target bombers, then any fighters, then ships
Bombers preferentially target ships, then fighters
Species can also affect targeting
Ship hulls have fuel efficiency, which scales the additional fuel from fuel parts and other fuel-adding content
Detailed Change Log
Graphics / Interface
Chat box text commands:
/pm to send a private message to another player. Private messages from other players are flagged with (Whispers)
/help to give a list of commands
Multiplayer
Lobby automatically adds AIs and assigns them to AI empires when loading a game
Eliminated empires can't have players assigned in lobby
Added player left game and player entered chat notifications
Observers and moderators are informed when joining about empires' readiness
Added icon to empires list to indicate an incoming diplomatic message
New icons for empire diplomatic status (War, Peace, Alliance)
Prevented selection of eliminated empires in lobby
Lobby galaxy setup settings use common client defaults (shared with single player)
Galaxy Map
Added option to scale size of background starfield stars
New graphics for ion storm, star forming nebulae, accretion disk, and molecular cloud
Added tooltips to the turn button to explain turn processing event order
Fleets
Disabled issuing fleet move orders after orders have been sent to the server in multiplayer games (unless orders are revised)
Made fleets of damaged ships split from an existing fleet have the same aggression as the existing fleet instead of always being passive
Added right-click popup menus for Fleets window meter icons
Fleets window or sidepanel move to the render order top when a fleet or system is shown, even if the shown fleet or system didn't change
Pedia
Underlined modified rules for the current game on the the pedia page listing game rules
Reorganized contents of species pedia pages
Hull descriptions list the tags applied to a hull
Objects List
Added columns for environment rating for species on planets
Added total weapon damage column
Galaxy setup
Made pressing enter not act as clicking OK in Galaxy Setup to avoid conflict with Alt-Enter to switch to/from fullscreen
Split multiplayer-related game rules into a separate tab
Misc
Added popup commands to add ships or buildings to the top of the production queue
Enabled more flexible renaming of designs in Design window
Added new art for many species
Reduced minimum FPS limit to 0.1 when the game window is unfocused
Added a confirmation popup to close the program when OS window is closed, including indication if multiplayer game orders haven't been sent
Indicated species with which a planet would be colonized and for which habitability and population info in being displayed on sidepanel
Rearranged the display order of sitreps
Added gaseous metabolism to the census window
Various GUI layout tweaks
Added warning when stockpile contributions would put the stockpile above ten turns of maximum-rate extraction
Content / Gameplay
Translation updates: French, German, Russian
Various pedia article additions, updates, and corrections
Added sitreps for weapon upgrades and detection upgrades
Display "Unknown Design" rather than an error when lookup up an unknown design
Players are informed of diplomatic status changes between empires
Added a server option to enable/disable informing players about empire statistics
Advanced shipyards can be enqueued if their prerequisites are enqueued, even if the prerequisites aren't yet produced
Added the Fulver species
Added game rules:
Allow or restrict diplomacy between players
Aggressive fleets are always visible at the start of combat
Enable a part-based upkeep calculation rather than ship-based
Empires are only told that another empire has researched a tech when both empires have researched it - currently may break client-side meter estimate calculations
Allow Drydocks building and Fleet Field Repair tech to repair ships of allied empires
Balance
Increased colony base hull cost and added internal slots to mitigate "comsat" defense strategies
Made colony base hull cost scale like other hulls with fleet upkeep and ship hull cost multiplier rule
Adjusted hull fuel levels and numbers of slots for various hulls after adding hull fuel efficiency
Increased spacing between systems and starlanes generated by the Starlane Nexus
Conceding from a game destroys all an empire's buildings
Made Scylior BAD_SUPPLY and BAD_FUEL
Made Chato bad pilots (BAD_WEAPONS)
Planets with dying population no longer have their production and research zeroed, avoiding an issue where temporary disconnection from a growth special would cause sudden loss of resource output
Added some additional tie-breaking checks when deciding what empire can supply in a system
Stockpile focus is allowed on all colonies, but growth focus gives no stockpiling bonus
Stockpile focus on a homeworld gives an extra bonus
Combat
Launching fighters uncloaks ships
Firing weapons uncloaks ships to all empires in combat, not just the owner of the target being fired upon
Planets have an effective minimum infrastructure of 1 to trigger combat each turn to ensure there are no turns when invading isn't allowed due to cycling of meter growth and combat occurring
Interceptors launch at double the rate of other fighters
AI
Improved AI judgement about fleet strengths and ship capacities with fighters
Improved AI estimation of a standard enemy if no intel is available
Improved AI assessment of enemy planet threat with respect to shield regeneration
Made AI aware of fuel tech effects on fuel parts
Raised AI minimum fuel requirements for warship designs to 2
Fixed issues with AI merging and splitting fleets
Added a fleet mission to protect a region
Fixes issues with ships and fleets that are idle or after finishing missions
Fixed AI divide by zero error when there was enemy supply in a system where the AI has a planet
Fixed AI getting confused about whether a produced enqueue order was successful
Made AI aware of stealth effects of Spatial Flux Bubble Hull
Made AI more aggressive and less inclined to used doomstacks that it never moves
Fixed AI picking ships that didn't have enough fuel to do a mission
Reduced AI invasion overkill / waste
Made AI consider lost fleets when determining unknown threats
Made AI scrap Gateway to the Void building on planets it captures, if the planet has one. The AI can't handle that building and it's presence severely disrupted the AI in such cases.
Bugs
Fixed potential crash in password entry box
Fixed log level filters briefly not applying while being set
Fixed laggy UI updates when resizing the sitreps window
Fixed potential crash when setting fleet routes
Fixed issue where generated filename timestamps could include invalid filename characters on systems with some languages
Fixed issue where being in an alliance wasn't considered as being at peace for some conditions where it should
Fixed issues with gifting objects between empires, particularly when allied
Reordered timing of newly researched tech effects being active so that sitreps about tech research are shown on the same turn that techs take effect
Fixed minor rendering quirks
Fixed issue where fleets moving through a system but getting blockaded would lose track of their desired exit starlane
Fixed text autocomplete in chat by pressing (default) TAB key
Fixed issue where attempting to drag a window causing resizing instead
Fixed crash when closing the application window while in a game with the Fleets window open
Fixed issue where revising orders on a multiplayer server would result in previously-issued orders being lost
Fixed issue where arriving enemy fleet sitreps were inconsistent if an effect modified the fleet's destination on the same turn as it was expected to arrive
Fixed issue where arriving enemy fleet sitreps weren't being shown due to limits on how far the fleet could be from the system
Fixed Interspecies Academy modifying current instead of target research meter
Fixed some potential internal crashes
Fixed issue where paired/active meters were reset to the value of the corresponding target/max meter
Fixed issue where empire colours in a saved game could conflict with player colours in the multiplayer lobby
Fixed server crash when receiving turn orders from incompatible client
Fixed issue where shield regeneration could apply twice
Fixed issue where monster shields wouldn't regenerate
Fixed crash when editing long strings in a narrow window
Fixed issue where certain ship part meter effects could not work
Fixed issue where scrap orders couldn't be issued
Made unowned fleets move before empire fleets, which avoids some issues with blockades
Fixed issue with blockade determination so that blockaded planets are still connected to themselves
Fixed issue with fleets that had never moved being unable to enforce blockades
Fixed issue where loaded games weren't setting the server rules to those in the save
Resolved some issues with premade ship designs being added (or not added) at start of game
Fixed potential issues with invalid UTF8 strings when doing multi-line text layout
Fixed issue with incorrect refueling calculations when determining move paths for fleets
Fixed issue with combat log scrollbars
Fixed error when observer or moderator clients joined a test server
Fixed undefined behaviour when reporting a FramebufferFailedException when initializing OpenGL
Fixed issue where, when gifting a planet, the recipient empire did not get production items that are currently produced at that planet transferred to its production queue
Fixed issue where, after playing a game with modified rules, the default setting for a new game and the rule values in the intro screen pedia would be those of the previously-played game, rather than the defined rule default values
Fixed issue where, when a certain system (system 0) was destroyed (e.g. by a Black Hole Collapser), an empire aware of this destruction would forget all starlane connections and loose all supply propagation between it's systems
Technical / Internal
Added basic support for a UDP message interface to query the server containing simple FOCS expressions
Improved compatibility with various Boost library versions
Use asynchronous messaging for all communication between client and server processes, not just from clients to server
Added safeguards on incoming message size before allocating memory to store it, to prevent denial of service attacks
Various extensions / additions to the Python APIs
Adjusted what ships are considered armed: direct weapons with > 0 damage, or fighters present that can be launched and that have > 0 damage, and not directly dependent on the ship design, which doesn't account for some weapon-modifying effects
Ship designs must have fighter bays and hangars to be considered as having fighters, rather than needing just one of those part types
Capped the per-message number of combat log entries sent to clients to avoid sending an overly large single message
Reordered some save game data to avoid breaking a save file (as much) if the UI data is corrupted
Fixed issue where obsolete ship designs were being stored and serialized in C++11 containers that weren't handled correctly by the serialization library
Added an option to set a game unique ID number, which is useful for multiplayer servers
Python errors are output to logging instead of stderr
Hostless servers autosave when shutting down
Added an OrderedAlternativesOf condition that will use the first condition in its list of subconditions that matches something
Added SVG rendering in pedia, and allowed SVG images to be included in articles
Reworked timing of clients sending save state info to avoid potential save corruption
A warning popup should be shown if the client's OpenGL version is < 2.0
Added mechanism for chat messages to have automatic string formatting and stringtable substitutions when displayed
Added an option to enable/disable network binary serialization
Screensaver is no longer enabled/disabled in response to window minimize, maximize, or restore events
Prevent AIs from replaying turns after loading a game, unless specified in configuration
https://www.freeorion.org
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Language and i18n
Updated translations: Czech, German.
Packaging
Fixed data/dist information not being found on many platforms other than Windows (only with the installer-created shortcut), as well as only the very first word being read instead of the whole line.
Added support for systemctl reload.
Miscellaneous and bug fixes
Silenced spurious warning about conflicting l10n-track files (issue #4716).
https://www.wesnoth.org/
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Whats new:>>
LaunchBox 10.11 is now now with a new badges system and overhauls for Steam and GOG
http://www.launchbox-app.com/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Changelog
Change: Open company window when clicking on a company goal (#8033)
Change: [SDL2] Support pasting from clipboard on Linux (#8004)
Fix: [Script] Random deviation upper bound range should be inclusive (#8052)
Fix #8043: Incorrect handling of global road/tram hotkeys caused a crash (#8044)
Fix #8039: [Script] SetOrderFlags and GetOrderDestination didn't work for oil rigs (#8040)
Fix: [Script] CanBuildConnectedRoadPartsHere neighbours tiles were incorrect if you started a new game with a different world size (#8036)
Fix: Ignore clicks on non-applicable global goals (#8035)
Fix #7613: Limit News Window to 1024 messages to keep it usable and avoid overflowing scrollbars (#8026)
Fix #7644: [OSX] Hopefully improve performance by manually set colorspace to sRGB (#8023)
Fix #8020: Add missing docking tiles around industry neutral stations (#8021)
Fix: GUI tramway icon only contained a single set of tram tracks (#8015)
Fix: Station with multiple docks had the wrong tile area (#8014)
Fix #8011: Crash when loading TTD scenario containing a dock (#8012)
Fix #7998: Crash when scripts tried to access companies with invalid IDs (#8010)
Fix: Crash when attempting to draw a string containing nonprintable characters (#8005)
Fix #6399: Directory ~/.local/share not created if it didn't already exist (#8003)
Fix #7958: Custom catenary missing on road bridges (#7991)
Fix #7944: Demolishing locks built on rivers didn't always restore the river (#7946)
https://secure.openttd.org/www/en/
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Changelog
Client / Audiovisuals
Fix alpha blending in texture modifiers (Warr1024)
Make natural night light as bright as MT 0.4.16 (paramat)
Shader fixes (lhofhansl, SmallJoker)
Clean up font caching, fix bitmap fonts (SmallJoker)
Waves generated with Perlin-type noise #8994 (lhofhansl)
Attachments: Fix glitches after detach (SmallJoker)
Let node 'place' and 'dug' sounds be heard by other players (sfan5)
Fix weird looking liquid source (Wuzzy2)
Basic model shading (dcbrwn)
Improve arm inertia animations (kilbith)
GUI Improvements
Add visual feedback for button states (Df458)
Formspec: draw order and clipping for all elements (DS)
Refactor internal button styling/rendering code (Df458')
Formspec: Fix clicking on tooltip-obstructed elements (DS)
Formspec: change cursor on fields and co. (DS)
Various new formspec bug fixes (SmallJoker)
Formspec: Add 9-slice background support to button elements (Df458)
Formspec: add hypertext[] element (pyrollo)
Formspec: animated_image[] (Df458, kilbith)
Make clipping of formspec elements more consistent (Df458)
Remove outdated field_close_on_enter[] warnings in element parameters (SmallJoker)
Fix mouse events sent to wrong GUI elements when dragging (sfan5)
Restore intuitive click-through behaviour (DS)
Enhancements
Wear out tools on punch (sfan5)
Tunnels: Completely disable generation when 'cave width' >= 10.0 (paramat)
Randomwalk cave liquids: Remove deprecated 'lava depth' (paramat)
Automatically enable the mod's dependencies in the world config menu (HybridDog)
Clean up craft replacements docs (pauloue)
Falling nodes: add missing support for light sources, most drawtypes, and paramtype2s (Wuzzy2)
Remove legacy flat-file map code and documentation (random-geek)
Fix packet receiving in server and client (sfan5)
Key settings: Cancel with escape, clear with delete (SmallJoker)
Script API / Modding
CSM: Introduce get_modpath() (sfan5)
CSM: Remove non-functional minetest.get_day_count() (sfan5)
Add z-index management to HUD (pyrollo)
Add table.key_value_swap and table.shuffle (HybridDog)
Map download: Escape ':' to '_' (NTFS/FAT* systems) (Montandalar)
Settings: Add get_flags API for mapgen flags (SmallJoker)
Improve minetest.sound_play with ephemeral sounds and player exclusion (sfan5)
Reworked validity checks for entities (sfan5)
Documentation: Add advice on lifetime of ObjectRefs (sfan5)
Allow texture modifiers in hotbar textures (Warr1024)
Nodes with torchlike drawtype and custom visual_scale now are rendered attached to surface instead of being centered (Wuzzy2)
Add documentation of VoxelArea 'ystride', 'zstride' (paramat)
Lua API: Document HP, breath and damage limits (SmallJoker)
Various documentation improvements (Wuzzy2)
CSM: Corrections to client_lua_api.txt (sfan5)
Make minetest.item_place_node return position of placed node (Bluebird)
Call on_secondary_use when object is right-clicked (sfan5)
CSM: Various fixes (sfan5)
Many pathfinder bugfixes and improvements (Wuzzy2)
Fix failure to find path if start or end pos is over air (Wuzzy2)
Fix very broken implementation of A* search (Wuzzy2)
No longer jump through solid nodes (Wuzzy2)
Return nil if start or end pos is solid (Wuzzy2)
New set_sky, set_sun, set_moon and set_stars (Jordach)
Secure and document minetest.deserialize() (luk3yx)
minetest.get_content_id: throw error for unknown nodes (HybridDog)
Misc / Build
Don't install fonts on ENABLE_CLIENT=0 configurations (sfan5)
Fix memleaks in formspecs (SmallJoker)
Android: build fixes & compat fixes (MoNTE48, nerzhul)
Run luacheck in travis, add luacheck (rubenwardy)
Android: fix cyrillic characters (Maksim)
Various build issue fixes (Clang, Travis CI) (sfan5)
Minetest Game
Simple weather that varies the clouds (paramat)
More realistic boat physics (gang65)
Creative Inventory search: Item with exact match appears in first spot (sfan5)
Creative Inventory: More visual tweaks (Andrey2470T)
Improve player model animation (An0n3m0us)
Increase water opacity (lhofhansl)
Reset spawn position when bed is destroyed (Desour)
Papyrus now appears in rainforest swamps as well (paramat)
New/updated translations:
French (DrHackberrry)
Spanish (runsy)
Italian (h4ml3t)
Russian (Andrey2470T)
Swedish (Aresiel)
Malay (MuhdNurHidayat)
Chinese (zaoqi, IFRFSX)
Bugfix: TNT mod crashed when entities disappeared during explosion (sfan5)
Bugfix: Papyrus in savanna did not appear in 5.1.0, it has been added back (paramat)
Bugfix: Screwdriver was able to rotate torches into weird positions (An0n3m0us)
Bugfix: Players could be knocked back when attached (sfan5)
https://www.minetest.net/
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(https://i.postimg.cc/cCD8PtyY/screenshot-2461.png)
An interesting Minecraft mod manager that will make it very easy for you to install all your favorite add-ons and share your collection with friends.
GPLv3
Changelog
Features:
Added a cool loading spinner
Launch directly (bypass the Minecraft Launcher)
Better error handling
Minecraft Options, OptiFine Options, and Servers list are automatically copied on Profile creation
Downloads Viewer is now transparent
Removed:
Removed "in-game defaults" (e.g. autojump, tutorial) as those are now inferred from your Latest release Options
https://theemeraldtree.net/mcm/
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Whats new:>>
Fix #8081: Crash when placing a ship depot next to a dock (#8082)
Fix: [GS] A Goal's QuestionID was getting truncated (#8072)
Fix #8064: Refit capacity could be displayed incorrectly in extreme edgecases (#8065)
Fix #8060: Restore admin network API compatibility (#8061)
Fix #8055: Crash when roadtype availability changes with the road construction toolbar open (#8058)
https://secure.openttd.org/www/en/
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Whats new:>>
Fixed: Several games were not parsing MAME high scores correctly; these games have been fixed and debug logging has been improved to better track problems with high scores
Fixed: MAME high scores were not supporting 7-zip ROMs
http://www.launchbox-app.com/
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Whats new:>>
Improvement: Handling of multiple instances of LaunchBox and Big Box has been improved with a proper message instead of just ending the second process or focusing the window
Improvement: The MAME high scores system now checks MAME .cfg files to help prevent cheating by changing dip switches, and several other stability improvements were made as well
Improvement: Adjusted thread priorities in a few spots in order to speed up some common user interface operations
Fixed: Several issues with LaunchBox and Big Box not closing properly under certain situations
Fixed: Blank image priority entries were showing up when upgrading from previous versions with no priorities checked
http://www.launchbox-app.com/
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(https://i.postimg.cc/XJL9f0Mv/screenshot-2489.png)
Dave Gnukem is a side-scrolling platformer inspired by the classic side-scrolling Duke Nukem. While most of the gameplay is intact, all of the graphics and sounds are new.
License: MIT/GPL
Changelog
New 'Retro Settings' menu option with 'extra retro' settings/effects for simulated EGA 16-color and CGA 4-color graphics options. You'll feel like you're back in the 90s or your money back. [NB: currently little-endian platforms only]
Incorporate OpenBSD build fixes by Dr. Brian Robert Callahan https://twitter.com/__briancallahan https://github.com/jasperla/openbsd-wip/commit/e51e3a3b9386365cd0eb8317018463ff4682e0d3 http://cvsweb.openbsd.org/cgi-bin/cvsweb/ports/games/gnukem/
Tentative fix for XP and ReactOS support (relating to SetProcessDPIAware stuff)
Got it running on TrueOS (use make -f Makefile.bsd)
https://djoffe.com/gnukem/
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Changelog
New Feature: An import process for Uplay has been added under Tools > Import > Uplay Games, working similarly to the latest Steam, GOG, and Epic import processes
New Feature: An import process for Origin has been added under Tools > Import > Origin Games, also working similarly to the latest Steam, GOG, and Epic import processes
New Feature: The game audit process has been overhauled with missing fields and the ability to audit all of the games in your collection at once instead of just single platforms
Improvement: The Big Box MAME high scores popup should now do a better job of displaying all of the information on screens with smaller resolutions
Improvement: Additional logging has been added to the debug logs to assist GreatStone with debugging hi2txt issues
Improvement: The default image priority settings have been streamlined; you may want to review your image priority settings under Tools > Options > Legacy > Images in LaunchBox to make sure that you don't have any unecessary/unwanted image types selected
Improvement: Buttons have been added to the image priority settings that will allow you to easily revert them to the defaults
Improvement: When editing an emulator and setting it as the default for a platform, LaunchBox will now prompt you to update all additional apps to use that emulator as well (in addition to the main games that it was prompting for previously)
Improvement: The included version of 7-zip has been updated to version 19.00, which provides some significant performance improvements when extracting files and creating archives, especially on 64-bit machines
Improvement: The included version of hi2txt has been updated to version 1.12, which adds support for new games and fixes various issues. Huge thanks to GreatStone for all his work on hi2txt
Improvement: New "NavigationInProgress", "NavigationStartedCounter", and "NavigationEndedCounter" property bindings have been added for Big Box theme developers in order to provide better triggers for animations and improve performance
Improvement: The LaunchBox Big Box Custom Themes Documentation has been updated (available here: LaunchBoxThemesDocumentation.pdf)
Improvement: When using the Download Metadata and Media Wizard, the options to download or prioritize metadata/media for a given storefront will now only appear if you have titles from that storefront in your collection
Fixed: Introduced in 10.14, some interface elements were using the system's default language instead of the language defined in the Options
Fixed: Introduced in 10.14, running another instance of LaunchBox or Big Box was always showing the already running message box, even when using controller automation to focus LaunchBox or Big Box
Fixed: Rare threading error that could pop up when submitting MAME high scores
Fixed: Microsoft's DirectInput library fails to load up properly when starting immediately on Windows startup on some systems; we've added a workaround to hopefully prevent crashes in this case
Fixed: The Chromium Embedded Framework is apparently refusing to shut down in some cases, which has been causing Big Box to not exit properly on occasion. We're now killing it in that case, which should fix any related Big Box shut down issues
Fixed: If a recent or favorite game was selected when Big Box entered attract mode, it would incorrectly launch the game
Fixed: Big Box losing focus no longer closes certain popup dialogs that should stay open
Fixed: Big Box background music was not respecting the shuffle setting in all situations
Fixed: Can now launch an additional application of a root game with a blank application path
Fixed: The LaunchBox Game Details Sidebar wasn't properly hiding the Retro Score when disabled in the options menu
Fixed: Clear logo and poster images were not always downloading properly from Steam when using the Import or Download Metadata and Media wizards
http://www.launchbox-app.com/
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Changelog
Add-ons client
Ensure the client doesn't re-download dependencies that have just been updated during an Update All run by re-reading add-on versions after each update batch (issue #3273).
Add-ons server
Don't send restricted attributes at all, rather than sending them as an empty string (issue #4800).
Campaigns
General:
Fixed instances of multiple [avoid] tags being used (PR #4776).
Used more appropriate castle/encampment terrains.
Descent into Darkness:
S7: Correctly call Taylor a general.
S9: Spelling fix.
S11: Reduced boss difficulty and fixed ghost units not being correctly recalled.
Heir to the Throne:
S23: Clarify Bayar's dialogue.
Northern Rebirth:
Fixed enemy naga's triggering an event they shouldn't be triggering (issue #4853).
Son of the Black Eye:
S15: Fix the scenario not ending despite objectives being met in some circumstances (issue #4841).
Under the Burning Suns:
Fixed Sun Shydes dehydrating themselves at night.
Dehydration only affects the player's side.
Language and i18n
Updated translations: British English, Czech, Chinese (Traditional), Dutch, Esperanto, Finnish, French, Hungarian, Italian, Japanese, Polish, Portuguese, Portuguese (Brazil), Spanish, Swedish.
Use /translations instead of /translations to find core translation catalogues on Windows.
Packaging
Fixed an issue when building using scons and --config=force.
Fixed creating the lockfile in scons when using python 3.
Significantly improved the macOS packaging instructions (PR #4781).
Units
Fixed the team color of the berserker idle animation.
Fixed typo in Troll race description.
Fixed the Red Mage using the Mage's idle animation.
User interface
Fixed a crash on certain screen resolutions due to UI element padding not being able to fit.
Fixed a crash when trying to preview an unplayable map (PR #4810; issues #3149, #4395, #4545).
Miscellaneous and bug fixes
Fixed building with the 64-bit Visual Studio projectfiles.
Added missing side controllers to two Micro AI scenarios (fixes #4890)
Experimental AI retreat CA: bug fix for cure-only abilities
Forest Animals Micro AI: excluded rabbit holes on map border
https://www.wesnoth.org/
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(https://i.postimg.cc/ZqPCtgBQ/screenshot-2539.png)
TAGAP (The Apocalyptic Game About Penguins) is a penguin-laden sidescrolling shooter in the same vein as the classic Abuse. Use a variety of weapons to blast hordes of baddies and clear a path to your nemesis, Pedro the penguin. Take different drugs to boost your health, agility and even become invulnerable, and overdose on them for even more... interesting effects. You can also unlock various awards by completing tasks within the game.
Freeware
Whats new:>>
* [FIX] Improved physics engine stability
* [FIX] Datatype miss-match that caused NaN error
* [FIX] Rectangular sources not emitting sound properly
* [FIX] Completely re-validated code base
* - Upgraded FMOD API to version 2.00.09
https://www.tagap.net/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Changelog
Add: Ubuntu 20.04 packages (#8127)
Fix: [OSX] Possible crash on failure to set colourspace (#8181)
Fix #8166: Prevent crash from a NewGRF with an invalid RoadType (#8180)
Fix #8024: Make Online Content GUI more responsive while loading (#8179)
Fix #7970: Disable event loop when generating crash dump (#8176)
Fix: [Build] Compatibility with modern Visual Studio (#8170)
Fix: Trees would disappear completely after a few years if tree spread was disabled (#8160)
Fix #8155: Roadtype speed limit in scenario editor toolbar dropdown was doubled (#8156)
Fix: Desync after house replacement (#8151)
Fix #8137: New clients can't join (desync) after funding an industry (#8140)
Fix #8132: Corrupted savegame with station with multiple owners caused a crash (#8134, #8142)
Fix: Stop gamelog when recovering from a savegame load error (#8133)
Fix: Exceptionally unlikely issue when reading MIDI files (#8125)
Fix #8119: Docking areas were not properly updated when clearing, causing desyncs (#8124, #8130)
Fix #8117: Memory leak for incoming admin port packets (#8122)
Fix: Non-roadbridges potentially had roadtype information set (#8111)
Fix #8108: Possible crash on loading TTD savegames with phantom oil rigs (#8109, #8110)
Fix #8093: Build & refit test run changed game state and could cause desyncs (#8103)
Fix: [Script] AreWaterTilesConnected did not handle aqueducts properly (#8074)
https://secure.openttd.org/www/en/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Release Notes
New Feature: The Clean Up Media process has a new option to scan images for rough matches. This new option can make the clean up media process take an extremely long time, but will save you loads of disk space in your collection, especially if you download media both from the LaunchBox Games Database and from EmuMovies. The process identifies duplicate images in your collection even if they are different sizes, faded, etc. The largest duplicate image is kept, and the rest are listed for deletion.
Improvement: GOG game install state changes will now auto-update for games installed via the GOG Galaxy client
Fixed: When using All Games as your startup view in Big Box, sometimes the alphanumeric index was not populating correctly
Fixed: Corrected an issue with the pause key bindings that may be causing them to fail
Fixed: The Play Mode filter in LaunchBox was not working properly when multiple play modes were selected
In addition to the above, we have the following in the works for the 11.0 release:
Automatic recording of video snaps via hotkeys
Automatic screenshot capturing
Multiple video support
Overhaul of the Add/Edit interface
http://www.launchbox-app.com/
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Campaigns
The South Guard:
S6b: Fixed enemy units triggering their own ambush events.
Language and i18n
Updated translations: Chinese (Traditional), French, Portuguese (Brazil), Russian
WML engine
Fixed OOS issues caused by select events triggered during events (issue #4946).
Miscellaneous and bug fixes
Fixed a major memory leak in the display code affecting all graphics operations, dating back to version 1.13.13.
Include graphics settings and the list of installed add-ons in the Game Version dialog's clipboard report and the command line --report output.
https://www.wesnoth.org/
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(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
* General:
* Add: Frontend "continue last save" option (commit:54536b3bb2f919de5250698ea00317c0b174c797, #408)
* Add: Shortcut to quit to main-menu after victory (commit:9beabb55a7444c5cb02ab9992f22dd51ded7fe43, #518)
* Add: T4 technology level where all research is completed and addon.lev change (commit:c0f8f1ddef9e38948a9fed5aa300f9a4b5698a1d, commit:e50fac0423492ca8180e42507fe0db6c51c9a282, commit:1cfb90a05efc7f7135d5b659b434a6381aee71a8, #396)
* Add: Option to enforce structure limits on maps and disable most research related to limited structures (commit:ba06ee18c99b04f3cd46a81e2eed1a251f2d05f3, commit:55d627faf623ec07663701165ab4efe3d8044408, #409)
* Add: Quicksave feature (commit: d130d5cf8f510dbcf6a3680d5ef436b18d761669, #464)
* Add: Way to change most game settings with the in-game pause menu (commit:905cc6ff2f659d6118ce13285f2ddd341a17c6cf, commit:e821f2ed15765f0f0a7fe64df335f646bf61e93b, #469, #565)
* Add: Autosave feature where the save rate is moddable in rules.js (commit:bff9eb56db0b0883156eb14bcd8add2327bc0f7a, #536)
* Add: Favorite build items menu shown as a heart icon (commit:8241df0042cfaac75b2e1b192ffb8c31b220ec4e, #556)
* Add: Right-click AI slot to quickly copy it to all other AI slots (commit:e7ff1e1d5fb956aeaa1dc721f3950dd0f2f4de2b, #551)
* Add: Randomization of game options button in skirmish/multiplayer games (commit:f49ff2b8bbbf9b43bf80dbb2402507cf770cef89, #539)
* Add: Randomization of map and positions. Not available when hosting games (commit:e821f2ed15765f0f0a7fe64df335f646bf61e93b, commit:c4fb21e2dfd02b48c353e0b2491d87728770569b, #568, #596)
* Add: Allow pressing enter/return key when connecting to password protected games (commit:81a1a3790662ba3508b888d47929bf0011a6bc4b, #579)
* Add: Add support for changing map, game name, and hosting player's name after already hosting (too many commits, #526)
* Add: Support configuration of OpenAL-HRTF mode (commit:33c4d81795f8f98c103b2af81d4c1575f0f4abb4, #675)
* Add: Support in-game notification popups (commit:0d9a0e6736ee830b29811bf27eacf79f693f8ab5, #679)
* Add: keybindings for camera pan added (commit:6fb19e8a053a9a5de2138fe6afa6c1ea6d7e0c6f, #739)
* Add: Discord rich presence / join support (commit:9c59dd3b15a7d14b4a11244daecaf9fa45d7aac7, #876)
* Add: Unit / kill count gui feature (commit:ff8c56612a1e3afd597f88fb6cd2ae56142e5206, #943)
* Change: Challenge layout updates (commit:93db639e1f83ea1819139bf6b85f70b1287a094e, #524)
* Change: Pressing the key 'M' now shows the key mappings (commit:0bc1b68c862f85146b0693e9c29509ddf63fd5ad, #661)
* Change: Sort saved games so that recent ones appear first (commit:2d35022fd58193fe6995c6df7806bf6d1a77bd55, #902)
* Change: Simplify technology level selection (commit:e448c8a4f3b865957aab58d8718f6da1c2bf87eb, #949)
* Fix: Not initializing the random number generators at application start (commit:925cb7ca4614930ad40d0932c6d957e7986090ac, #539)
* Fix: Enemy hover units turning invisible when over certain depths of water tiles trying to be seen by other hover units (commit:8242c25a2436b817fdf0662bf295ac467ecde59f, #576)
* Fix: Fast-play should not create net logs (commit:e2f3dc9e40247cf0065fb20fd080a00a0dbd9946, #599)
* Fix: Production queue was broken after loading saves (commit:25f2970f5f73128df9ed0d87c0bdf032f7a10aaa, #664, ticket:2983)
* Fix: Units dropping out of the sky when produced from factories (commit:6b869f9e02fa21cbc7f0f0902d5d7ee9f6d77d2b, #719)
* Fix: Game falls into infinite loop when you load a damaged save (commit:10ca85b2ebfb86ab7dcbf14b16b461e8f3490312, #906)
* Fix: Tile burning flag is not restored on load (commit:384c7228621c0f0b98910ffb767425e541d7123d, #912)
* Fix: Trucks should stop mid-way if structure becomes finished (commit:312c7869f908f00484d6184221fa6ab0d37f1832, #914)
* Fix: Moduled building demolishing power return (commit:91ce267100564a1d7ec0edb54294bd46a14d938e, #940)
* Fix: "Cannot build. Resource burning" will pop up for each selected truck (commit:ee555f790f9e2363f71e1199aa99b3e2f072f145, #907)
* Graphics:
* Add: Allow shadows with these feature objects: artifact, boulder, and vehicle (commit:0e502341f099f78f2a0d81b158e0c0d225a54cdf, #635)
* Add: Interpolate frames in animation (commit:b399fc362dcb202e341d7ddb73ea9e782b64e79a, #748)
* Add: Occlude terrain ambiently (commit:ba0b8ce41712c146cab142c771fc796838ac0a96, #764)
* Change: Replace little cyborg walking animation with super cyborg walking animation (commit:98582506106a76e6a1d11c0f874ea84c25f2a712, #819)
* Change: Allow transparency for structure bases (commit:7a5a14c43ad83ba0eb0da56fe3301b9d921496df, #883)
* Fix: Atmospheric effects should respect game time slowdown (commit:41c72f127d9b130c4fe9df901519728a7a1634d0, #913)
* Campaign:
* Add: Make campaign use dark unexplored tiles like before 3.1.1 (commit:15a032e9de9179f678dd3063151a040bd9e362c3, commit:5dd63b5fcd8dbffaea5087b5c89f88551b655937, #447, #529)
* Change: Slow down factory production timers on Alpha 12 (commit:9fa9b8ca09e257cb96cc86a4ad937c3f8a1adfe7, #678)
* Change: Increase Bunker-Buster ROF (commit:f0998eaad700fa88881e13d999d37c2261e14b63, #707)
* Fix: Alpha 11 (cam1-7) failing to allow the player to win if getting the artifact too fast (commit:cd6d345eef01abf6343d7dc762ba6dfd4ee5ac05, #574)
* Fix: Gamma missions 3, 4s (pre-away mission), and 5 did not game-over because of trucks stored at the end of the Gamma 2 scenario (commit:e0fb35b5a9ee445e5555482d58b37a97e95ce6c8, #588)
* Fix: Prevent the ability to select the campaign transporter on Alpha 9, Beta 1, and Gamma 1 (commit:9e6e5bfd0b716f8f496710d5304cd15dd72a8ad8, commit:7e8c5deed1ae9351bf143a7bae6dab4ba6a5ea9e, #651)
* Modding:
* Add: Basic upgrade support for repair turrets (commit:3ae3006f67beb2addf9b7149becde6d2c132188d, #658)
* Multiplayer:
* Add: Remembers the last server in the IP-connect box (commit: feb25267030a0bf079a848f3cc232db8255087bf, #433)
* Change: Consistent upgrade values for some research (commit:112122b92f0370b60a0e379ca4e93187540eff5b, #557)
* Change: Scavengers no longer affect score (commit:f0cbddfcdd8dcf237c05c2b00cb624ac995da6bd, #666)
* Change: Starting technology is mostly different on T2/T3 and based on time (commit:f7f33be120633e2382a505279390cd7f26b2702e, #720)
* Fix: Melting map player 4 owning a player 0 derrick (commit:07c4fdc24cfe85c5649048a2247a8ccdec796dd3, #546)
* Fix: resetReadyStatus() now actually resets ready status buttons as it implies when host changes settings (commit:ce1b60c3e9e5c17faa8f45d80fcc9fea2d5870eb, commit:31295dfcbbbb4aae3c67095980fc6ba2ae56f02f, #572)
* Fix: Do not allow the exit-click for Map Preview go to the invisible widgets (commit:91194316acc451e3f1e4cbbaa38849a7d57aae17, #585)
* Fix: Protect the status of map-mods when previewing maps so a warning about hosts altering the code doesn't happen, or, the red icon showing when it should not (commit:8d4a8c243e74b7ab8323fb0ceeba56147a53ee76, #586)
* Fix: Fix saved template availability when loading skirmish saves without a HQ built or when immediately removing the HQ on (advanced) bases (commit:78f312d3ed33163639ee867837496cceeba2127b, commit:23497d673c9905e01d2d34f73755127fe8af21fc, #630)
* Fix: Drum spawn logic should no longer show an error in some cases (commit:da3fc1f58c5d2da72e698375cc80f3f78650b834, #657, ticket:4419)
* Fix: Beacons will now remove themselves properly when dropping another with a save already having one (commit:5286fb434f74536a7e690b7367730bb7bccda1be, #707)
* Scripting:
* Add: Prints some game settings on skirmish/multiplayer game start (commit:a087c51b467ebffe7cb0edaca14e8ebe9d4411e7, #615)
* Change: Ignores repeated orders issued from scripts (commit:b2eb7f4ef4087b20c9dde1e4156e390e17485be6, #487)
* Fix: eventGameLoaded only fires when loading saves, as it was intended (commit:6bcd12ccdf9f8a739348ed2406274a0351025720, #550)
* Fix: Functions isStructureAvailable(), addDroid(), makeTemplate(), and buildDroid() no longer return false if they encounter redundant components/structures (commit:eee8025fc1f4484327a4bf5c2bfe0aa25169f74e, #590)
* Fix: Script debugger impacting performance after closing it (commit:aaaf3ae796106a40cb005ace87de7369179fb766, #611)
* Fix: LASSAT stattype could not be used with function enumStruct() (commit:442b0b00c76b3044dfc1e8340dda007c69f25d46, #613)
* Remove: WzScript (commit:05d7814e4d15e5c46311ab91410a52546e83a49c, #512)
* AI:
* Add: BoneCrusher! AI (commit:60a369044b6d5f5e306a1969dbc81ac4782f1ceb, #532)
* Add: Cobra AI (commit: 42adc8de34c018c3fc809bfddb59f288059c94d3, #513)
* Add: Nexus AI ported from original (commit: 5aa27ef4cbcfd62cb97454b60580323663300ec1, #513)
* Change: Rename SemperFi-JS to SemperFi (commit:ed9f4d0c59a7689d9d26c9eb3538a84b596aa973, #513)
* Fix: Division by zero if one AI is available to choose from in the AI chooser menu (commit:020586f6bb15a97949f7a8986889862639ca7db1, #523)
* Fix: AI communication channels were switched off after loading saves from a fresh application start (commit:5171d00e34814b53a85ca2131c83625695eccecb, #660)
* Remove: Classic Nexus AI (commit:3fbe32bb8257c3cba27d8244769ebe8420b6936b, #511)
* Remove: Classic SemperFi AI (commit:2612c2bce9470ac6c0a8e51f44b55382842e0226, #511)
* Other:
* Add: Autohost from JSON settings file similar to automated challenges (commit:aa1ba903c99ffe5dc41b2da6e57fcc072c7e592a, #502)
* Add: Timestamp chat messages (commit:a68d5389c913d5a36d1c66b9135b383202c8b41f, #680)
* Add: Fade effect when starting games (commit:b328ea78b271f931853cfe67500280fcbc061601, #751)
* Add: Vary initial derrick animation frame (commit:b00e9f15de144b1e3c10814a282d6500f06ac765, #747)
* Add: Vary initial radar dish rotation (commit:63b7a2c4f11c3bec2c532636284dba3165c0d69a, #741)
* Add: Give half-tracks propulsion sound (commit:5614099a6cc7d40e5adf0328165b09d703f94438, #870, ticket:4181)
* Change: Huge titleUI refactor (too many commits, #540)
* Change: Display "global" or "ally" on chat messages for the sending player (commit: ea97d3202c0f342c5287fffb5bdd8724d9e4daca, commit:e065469b1e8f667222eb5548e685a159a8815403, #519)
* Change: Behavior of "select similar units" improved (commit:bc5597071f7814c50f89c28895b4db61fdb1d9ab, #669)
* Change: Deprecate autotools toolchain (commit:eca70df4a21492bd27b14b6e993d20bcbb375429, #695)
* Change: Smoother mouse rotation (commit:7316d8103dc2390cd34ca95fdaf201a1d68f90d1, #734)
* Change: Smoother zooming (commit:8a943d9470b8538599006fd5c067237e6595cc50, commit:3314483a92b9e595299df0ff76c45e3160242f55, #733, #751)
* Change: Redo the drag box pulse effect (commit:524271d5f49c4811850019c319d4c3e86f56dc73, #749)
* Change: Adjust height tracking logic (too many commits, #892)
* Fix: Map zoom config limits are now higher to prevent the camera starting too far zoomed in (commit:098d2eb74640cf87f54736967102681a02330bea, #537)
* Fix: Derricks now emit sound again (commit:e307e88e97ff05ef7a54139922b2247aa9763143, #543, ticket:4766)
* Fix: Scanlines config option is no longer switched off if a video can not by played with scanlines (commit:4d4f955f35776d27f997ea90fe2d00125969c145, #581)
* Fix: Display of debug menu items (commit:c91d6e7715a09c7e0474ed8e75dcc1396ac27582, #598)
* Fix: Better crash log handling on Windows (commit:16b420cfbec50b1fcb9f552eb084c72c8f326e36, commit:d52958a62926a67d595fdd527b22040dd60f98a4, commit:2edb62ed9a457ed06a3a8ee0f107c3b3fe32f2a3, #619)
* Fix: Enable HiDPI support on all platforms supported by SDL (commit:5e3387a1f5850fa3a60d3ac6c92722c01c484495, #627)
* Fix: Fix negative score overflow in debug menu (commit:01275997ad7a76a91aa1d9d68a57729cadcee16e, #667)
* Fix: Improve info message when losing a unit (commit:2264ed975f35b6ab5ab05fbf7321882cb947b9a7, #668)
* Fix: Prevent duplicate projectile IDs (commit:0861c922d8891be1f1b878da617c8544810cd80d, #769)
* Fix: Prevent some graphical responses from the reticule buttons when the game is paused (commit:234fe01a0f12c178689e2b3bfcf8f5e84c12bac8, #792)
* Fix: Fix radar jump rotation bug (commit:2d5c88b7b61492c2edc117b27ddc7c255caaeb4a, #856)
* Fix: Crash when upgrading structures without upgraded models available (commit:f4350b9becd0128b5a272dd8692897300e39a18b, #887)
* Fix: Prevent the radar viewing window staying green when switching from Gamma to skirmish/multiplayer games (commit:35505527dd8d0571beb809f484f571544b76b372, #891)
* Fix: Reset scroll direction / speed on new game start (commit:4626a62fbca70e50f093b5884ea8963b68f11251, commit:ff527f66fbb03738b2a73376f09b8600437fe657, #898)
* Remove: Disable cursor swapping when moving the camera via keys (commit:284a168a90dba3b1aab288f8c661ecbe71157b65, #772)
* Balance:
* Change: Increase multiplayer Bunker-Buster weapon ROFs to hopefully increase their usefulness, according to mp community players (commit:58449ecb36f0283e9c31a68c6d35b0aafc31caff, #531, ticket:4861)
* Fix: HMG bunker not being affected by upgrades due to sharing same name with another structure (commit:f27ae30a370266e1a09ce1d088b5906cbf7eaf90, #508)
* Translations:
* Change: Moved to Crowdin (commit:5b446f5c21e58941b5528ace991eac512085799e, #700)
* Documentation:
* Add: Alliance type ALLIANCES_UNSHARED now documented for script global variable 'allianceType' (commit:e030c3d0b2894343912a489167ecfd2a27b66495, #601)
* Remove: Doxygen support (commit:540ce1948e055e9937383c052616a5e4dd5fb0c9, #316)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
Whats new:>>
These update include critical hotfixes addressing what turned out to be a memory leak, potentially resulting in crashes. Also have further effects engine optimizations – as well as updated sound engine.
https://www.tagap.net/
-
Changelog
* General:
* Fix: Zoom speed tied to game speed (commit:22a7855b4ca5262f75b48625ea1a2fd14e6e3d2d, #939)
* Fix: Chatbox text drawn over tooltips (commit:605969d3196d56d7fbcc9057b776d168630a9634, #965)
* Fix: End game stat bars having an off by one error (commit:ef02b1256619e15b0b08a7d8fbe36b4a60994204, #973)
* Fix: Improve keymap default logic (commit:79518b0b19396c48ffc607183353dbe252578291, commit:8d764e53c31909f12d46ab8194d64be460988618, #977)
* Fix: Chatbox related softlock (commit:a12b1a9cf305054317630664492dc8816acefada, #978)
* Fix: Fix simple keybinds not firing when a meta key is held down (commit:92979bab768e0fba7666c944883885017e8ddcc8, #993)
* Fix: Refund factory power better with queued templates (commit:43b48a7a8552615787a07ee808a9693e0f8bf7b7, #990)
* Fix: Minimized/occluded window causing a huge spike in CPU activity on macOS due to vsync issue (commit:17fb3cc2db07cd063886ef6d180a5b8be65e7654, #1020)
* Fix: Prevent softlock when opening reticule menus while keymap is open in multiplayer (commit:7a268d18fbff99ff09eb639db2b6cb940fa33dd7, #1030)
* Campaign:
* Change: Victory condition "eliminate bases" now triggers a last attack from the AI like the other conditions do (commit:215f6f255621138b745ef364052d2890282f41f0, #988)
* Fix: Failing at the start of cam3-c if no trucks were present at the end of the cam3-1 mission (commit:46fe92bfecbed112af1bef5f0ade117039650ff7, #1021)
* Multiplayer:
* Fix: Changing flag color should not reset ready status (commit:cd1c0be79a6698d8db6e2110a8899239e08e9a91, #966)
* Fix: Fix map preview sticking to kicked players (commit:a411fddbc629829c7010503e0c85ca274006b98d, #974)
* Fix: Player stat "played" not representing actual completed games played (commit:ca27273228e8f04df5e5c7e1bde45950b3be1e8f, #1013)
* Fix: Reload palette file after mod downloads (commit:4a8f98d4b5f9a72b0dd09b4241a7d60646d69505, #1015)
* Remove: Prevent ability to change to smaller maps after hosting has started (commit:c56ad15e34ed1cdd52d885b1b3b6d751a2c1a1ff, #1027)
* AI:
* Change: Improvements to BoneCrusher! AI (commit:e02323c2665da6f6ce09f7417c47f00e71439498, commit:9902035e1d4600c246b553f52e526f8a126bb2f6, commit:38a44a163ad2af9d628f0a8875f5eb8594d3ad95, #1007)
* Balance:
* Change: Make Scourge available at start in T3 (commit:ab9a5f3d5b861c84023df8cc3bc19ca548b61557, #999)
* Other:
* Add: Account for Repair/Demolish construction queue mid-way stopping (commit:588c84c9a42f9de8e841322468b9574c0d4a7811, #989)
* Add: macOS: Video sequences app bundle packaging (commit:880352481ad60c61b120a3f59893b3d8c2668eec, #1018)
* Change: Set new map zoom rate limits (commit:5d212ce31693585cae5f0c68331d7eae7e7f6dfb, #939)
* Change: Point revisions use the same app configuration / save directory (commit:22dab1a7069bc86acf5a1c161bd3f18252d29c56, #976)
* Fix: Damage calculation must always return at least 1 thus fixing Nexus Link damage against tracked units (commit: 7b41dd69c63cbdc3c5ef53b89a3ea717e06ad9c8, #981)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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Release Notes
New Feature: Alternate names are now downloaded from the LaunchBox Games Database when importing or downloading metadata for your games, and they are editable in Add/Edit
New Feature: New fields have been added for Max Players, Release Type, Video URL, and Wikipedia URL, downloaded from the LaunchBox Games Database when available
Improvement: LaunchBox and Big Box have been upgraded to .NET Core 3.1, which brings with it many advantages, such as no longer requiring a .NET Framework installation, better performance, increased security, and potential cross-platform support
Improvement: The LaunchBox options screen has been overhauled to remove the "legacy" portion and organize everything much more cleanly
Improvement: The Installed, Games Database ID, Application Path, Max Players, Release Type, Video URL, and Wikipedia URL fields have been added to the LaunchBox list view
Improvement: Date formats should now more closely reflect the Windows settings
Improvement: Using custom fields in the sidebar now supports multi-string fields similar to Genre and Series
Improvement: Plugin developers can now perform a search in Big Box using PluginHelper.BigBoxMainViewModel.Search(string query)
Fixed: Rare image cache reading error
Fixed: Screenshots pulled from GOG were sometimes cut off
Fixed: Some games imported from GOG were not using DOSBox correctly
http://www.launchbox-app.com/
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Changelog
Change: Also make roadside trees match the tree transparency option (#8245)
Fix: Center text and icons in the status bar vertically (#8273)
Fix: [NRT] Set invalid road and tram types for rail tunnel ends (#8269)
Fix #7980: Properly invalidate mouse-over station coverage highlight (#8263)
Fix #8250: [NRT] Company infrastructure window always omits last road/tramtype (#8251)
Fix #8162: [NRT] Improve error message when converting town owned road (#8247)
Fix #8216: Don't show floating text on autoreplace if cost is 0 (#8244)
Fix #8129: Crash if a news message expires while viewing the endgame screen (#8243)
Fix #8221: Use more specific error message when a bridge is too long (#8240)
Fix #8230: Resolve ".." when opening files in .tar (#8231)
Fix: A few race conditions in netcode (#8227, #8228, #8229)
Fix #7838: Crash relating to group creation and renaming (#8223)
Fix #8104: [SDL2] Fix window resizability when going from fullscreen to windowed mode (#8211)
Fix: Display banlist's indexes correctly (#8209)
Fix: Possible desync with subsidy creation (#8159)
Fix #8131: Draw small bridges pillars in more places (#8149
https://secure.openttd.org/www/en/
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Whats new:>>
--------------------------------------------------------------------------------------------------------
NEW IN VERSION 2.2 (2020-08-13) (hotfix-hotfix)
--------------------------------------------------------------------------------------------------------
* [FIX] Memory leak resulting in scripts breaking
* [FIX] Crash bug related to limbs (for real this time)
--------------------------------------------------------------------------------------------------------
NEW IN VERSION 2.1 (2020-08-12) (hotfix)
--------------------------------------------------------------------------------------------------------
* [FIX] Crash bug related to x64 level pre-processing
* [FIX] Crash bug related unclamped limb processing
* - Upgraded FMOD API to version 2.00.11
https://www.tagap.net/
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Changelog
Add-ons client
Add-on titles and descriptions translated to the current language are used when available. The original English title is displayed in the UI and considered for search purposes in addition to translations.
Add-ons server
Made it possible to provide translations for add-on titles and descriptions at upload time in the .pbl (PR #4993). Only clients running 1.14.14/1.15.4 or later can read the translated values.
Language and i18n
Updated translations: British English, Catalan, Chinese (Simplified), Chinese (Traditional), Czech, Esperanto, French, Hungarian, Italian, Polish, Portuguese (Brazil), Russian, Spanish, Turkish
Multiplayer
5p - The Wilderlands:
Player 5’s units are sorted when cycling through them with the »n« key.
Map tweaks (changes to some castles & villages, the northern river and embellishments)
User interface
Do not list nameless abilities in the Abilities and Ability Upgrades lists in unit descriptions in Help (issue #3060).
Fixed disabled buttons using the pressed highlight color.
Miscellaneous and bug fixes
Made wmllint recognize [remove_time_area] in order to avoid spurious warnings about unit ids.
Files created by the scenario editor include a boilerplate warning about hand-editing them.
https://www.wesnoth.org/
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Yes, you read that right; we went from 2.2 to 2.5. The two in between were drastically different attempts at fixing a reported bug, but neither attempt was a success, thus they weren't officially released.
While there is still at least one more update incoming to TAGAP 3, including some new features and more improvements, we decided to unleash this stability in the interim. Better have you lovely folks going about penguin apocalypse in a more steady manner than wait for a big splash patch, right?
https://www.tagap.net/
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(https://i.postimg.cc/50nQDL90/screenshot-2801.png)
Hedgewars is a turn based strategy, artillery, action and comedy game, featuring the antics of pink hedgehogs with attitude as they battle from the depths of hell to the depths of space. As commander, it's your job to assemble your crack team of hedgehog soldiers and bring the war to your enemy.
License: Freeware
Changelog
Campaigns now use your team identity instead of ignoring it
Single missions can now be played with your favourite teams and keep track of your progress
Hand-drawn maps can be scaled with a slider
Quick games are more random
Homing bee can be used as secondary ammo
Can change hedgehog order in The Specialists
Various small HUD improvements
Various controls improvements and bugfixes
http://www.hedgewars.org/
-
Whats new:>>
[FIX] "Exterminate!" challenge not unlocking
[FIX] "Overachiever" challenge completion disappearing after reboot
- Upgraded FMOD API to version 2.00.14
https://www.tagap.net/
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(https://i.postimg.cc/rm4hCKdW/screenshot-2859.png)
The Legend of Edgar is a platform game, not unlike those found on the Amiga and SNES. Edgar must battle his way across the world, solving puzzles and defeating powerful enemies to achieve his quest.
Freeware
Changelog
Fixed issue with dialog box text sometimes not appearing on certain platforms
Fixed a crash when exiting the game on certain platforms
Music now plays when loading a save from within the game
Joysticks are now detected whilst the game is running, as opposed to being needed to be connected before startup
Fixed a rare crash when loading a game
Fixed a rare crash when drawing entities
https://github.com/riksweeney/edgar/releases
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
General
Make 'place' and 'dig' keys freely configurable (only via minetest.conf for now: keymap_place and keymap_dig) (ANAND, Markus Koch)
Freely bindable mouse buttons (only via minetest.conf for now: KEY_LBUTTON, KEY_MBUTTON, KEY_RBUTTON) (ANAND, Markus Koch)
Add 'ores' global mapgen flag (Paramat)
Mapgen Flat: Add caverns, disabled by default (Paramat)
Semi-transparent background for nametags (Zughy, rubenwardy)
Disable object selectionboxes by default (LoneWolfHT)
Change crosshair when pointing to objects ("X" shape by default) (LoneWolfHT)
Shaders for Android (GLES 2) (Vitaliy)
Load media from subfolders (DS)
Allow configuring block disk and net compression. Change default disk level. (Lars)
Main menu and ContentDB
ContentDB: Add dependency resolution, update all, and download queues (rubenwardy)
ContentDB: Add overwrite dialog when content is already installed (rubenwardy)
ContentDB: Use icons for buttons (Zughy)
Add open user data button to main menu (rubenwardy)
Main menu: Add clear button and icon for search input (Andrey)
Improve layout of main menu 'local' tab (Paramat)
Modding: GUI (Formspecs) / HUD
Add sound effect style option (Pierre-Yves Rollo)
Add 3d model formspec element (Jean-Patrick Guerrero, SmallJoker, Thomas--S)
Add minimap and compass HUD elements (Pierre-Yves Rollo, Jean-Patrick Guerrero)
Make bgcolor tint button background images (Hugues Ross)
Add gradients and borders to FormSpec boxes (v-rob)
Add font styling options (v-rob)
Add set_focus[] to initially focus elements (v-rob)
Make dropdowns optionally return event based on index, not value (v-rob)
Avoid drawing clipped out formspec elements (EvidenceB)
Darken tabheader background color (Kezi)
Add inventory list styling: spacing, slot size, and noclip (v-rob)
Add support for custom object crosshair image: object_crosshair.png (LoneWolfHT)
Modding: Other
Add support for showing attached objects whilst in first person mode (Jordach)
Add ability to cancel a minetest.after call after it was started (tenplus1)
Add on_rightclickplayer callback (JDiaz)
Add on_deactivate callback for luaentities (hecks)
Add minetest.get_objects_in_area (Elias Fleckenstein)
Add ObjectRef:get_children() (Zughy)
Add a short_description to be used by mods (DS)
Add minetest.get_artificial_light and minetest.get_natural_light (HybridDog)
Add register_on_chatcommand to SSM and CSM (Elijah Duffy)
Add vector.offset (DS)
Register missing get_texture_mod function (karamel59)
content_cao: Support texture animation for upright_sprite (sfan5)
Add PUT and DELETE request + specific method value to HTTP API (Lejo)
Nodes are now allowed to have the "liquid" or "flowingliquid" drawtype for non-liquids (liquidtype=none) (Wuzzy)
Play 'place_failed' sound if trying to place a node into an occupied space or it was an "attachable" node that failed to attach (Wuzzy)
Implement grouped mode for find_nodes_in_area (sfan5)
Clean up sound_fade (hecks)
Chat commands: Show help message if func returns false without message (HybridDog)
Node use_texture_alpha field supports now 3 modes "blend", "clip" and "opaque" (deprecated true/false values)
Other enhancements and maintenance
Cross-reference the node level manipulation functions (Oblomov)
Update fallback fonts and mark additional locales as broken (sfan5)
Clean up l_object.cpp (Zughy)
Devtest: Improve various things (Paramat, HybridDog, Wuzzy)
Android: Add CI with saving artifacts (Maksim)
Add NetBSD cpu affinity support code (David CARLIER)
Android: drop simple MainMenu (Maksim)
Add support for Haiku OS (David CARLIER)
Bug fixes
Security
Prevent players accessing inventories of other players (Lars Müller)
Inventory: Protect Craft and Drop actions (SmallJoker)
Prevent interacting with items out of the hotbar (Lejo)
Fix inventory swapping not calling all callbacks (Lars Müller)
Patch fast/teleport vulnerability when attached to an entity (Elias Fleckenstein)
Prevent games from setting secure settings (rubenwardy)
Prevent players from being able to modify ItemStack meta (luk3yx, rubenwardy)
Other
Fix dropped craftitems/tools not using light_source values (LoneWolfHT)
Fix when on_player_hpchange is called (SmallJoker)
Use JSON for favorites list, fixing many bugs (rubenwardy)
Fix hypertext and textarea elementing consuming scroll events (v-rob)
Fix ESC in error dialog from closing Minetest (Yaman Qalieh)
Remove null bytes from TOCLIENT_BLOCKDATA (luk3yx)
Load system-wide texture packs too (Zughy)
Fix Android support in bump version script (rubenwardy)
ContentDB: Ignore content not installed from ContentDB (rubenwardy)
Sanitize server IP field in mainmenu (Zughy)
Fix item tooltip background color not working (Lars Mueller)
Display Minetest header when menu_last_game value isn't available anymore (Zughy)
Fix minetest.is_nan (Lars Mueller)
Fix some minor code issues all over the place (sfan5)
Minor profiler fixes. (Lars)
Fix fallnode rotation of wallmounted nodebox/mesh (Wuzzy)
Make installer create its own Minetest folder (LoneWolfHT)
Implement mapblock camera offset correctly (hecks)
Fix MSAA stripes (HybridDog)
Fix certain connected nodeboxes crashing when falling (sfan5)
Avoid generating the same chunk more than once with multiple emerge threads. (Lars)
Fixed various issues with stars, sky, and clouds (numzero)
Fix falling image of torchlike if paramtype2="none" (Wuzzy)
Fix player sprite visibility in first person (sfan5)
Fix object interaction distance not being checked (rubenwardy)
Block attempts to connect to the client (red-001)
Fix segfault in deprecation logging due to tail call, log by default (rubenwardy, SmallJoker)
Player physics: Ensure larger dtime simulation steps (Lars Müller)
Avoid resending near blocks unnecessarily. (Lars)
Fix CSMs on arm64 (luk3yx)
Fix Media... 0% on loading screen (Maksim)
Implement unloading of static_save=false objects according to existing docs (sfan5)
Decouple entity minimap markers from nametags replacing with show_on_minimap property (sfan5)
Periodically release all mesh HW buffers to avoid an Irrlicht bottleneck. (Lars)
Fix float argument check in minetest.set_timeofday() (Zughy)
Avoid drawing invisible blocks on the client. (Lars)
Fix scroll bar overlapping text (again) (random-geek)
Reduce the FPS when the window is unfocused (HybridDog)
Android: replace InputDialogActivity on simple dialog window (Maksim)
Correct erroneous reported max lag with prometheus (Buckaroo Banzai)
Fix horizontal/vertical merging bug of hardware-colored framed glass (Paramat)
Fix chat/infotext overlap if many chat lines (Wuzzy)
Settings: Fix crash on exit (SmallJoker)
Record player existence in dummy database. (Lars)
Darwin platform build fix (David CARLIER)
Scale inventory image for scaled allfaces nodes (Wuzzy)
Fix NetBSD build (David CARLIER)
shaders: Fix transparency on GC7000L (mntmn)
Fix MSVC compiler warnings (adrido)
Fix light overflow of u8 if light is saturated at 255 (BenjaminRi)
Fix missing translation call in hypertext (Pierre-Yves Rollo)
Render nodeboxes with opaque material if possible (sfan5)
Fix precision not working in hud_change (Lars Müller)
Fix build for Visual Studio (explicitly cast pointers) (Seeker)
Fix GCC class-memaccess warnings (Paul Ouellette)
Falling: Fix error caused by missing param2 (SmallJoker)
Allow starting local server using --go again (SmallJoker)
decode_base64: Allow '=' padding character (SmallJoker)
Sanitize world directory names on create. Keep original name separate (Hugues Ross)
Improve bad/missing default inventory+wield images of node drawtypes, affecting: airlike, signlike, torchlike, raillike, plantlike, plantlike_rooted, firelike, flowingliquid (Wuzzy)
Android: Fix ConfirmRegistration and PasswordChange input and scale size (Maksim)
Formspecs: volume and key settings windows can now be closed by doubleclicking/tapping (Zughy)
Minetest Game
Add crafting guide (Paul Ouellette)
Added 5 wood variants of Mese Post Light (An0n3m0us)
Add environment sounds for lava and active furnace (An0n3m0us)
Change several block sounds (An0n3m0us)
Fix players sleeping in an occupied bed (An0n3m0us, Wuzzy)
Fix 'sleepwalking' in bed (An0n3m0us, Wuzzy)
Fix sleeping player flying off the bed when damaged and flying far away from the bed after death (An0n3m0us)
Fix sleeping player being immobilized and bed undiggable after death (An0n3m0us)
Fix furnace infotext not always updating when removing item (orbea)
New translation: Slovak (Daretmavi)
Update existing translations (various people)
https://www.minetest.net/
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(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
* General:
* Change: Return previous camera rotation behavior as the default. Improve the locking version and set it behind config option "lockCameraScrollWhileRotating" (commit:5b893cfc6a725a78d5b86699aad75b7b2d59ba79, commit:f2d68e5fb40dbd3f8f6f172d9f92f3de32d77799, #1640)
* Fix: Fix medal display which caused a crash (commit:9aa49ea227c0dda727f992737dc5d2b01d681b7d, #1584)
* Fix: Fix profile selection list causing new profiles to not display (commit:9ebf1ce5bcfa5223168a17156f395f801e73291f, #1585)
* Fix: Fix UI crashes and issues (too many commits, #1583, #1590, #1608, #1637)
* Fix: Close options menu, when other menu is opened. Disable reticule menus when options are open in multiplayer (commit:a6da62e419bd822f889d79cb5b117a8c153bf3f9, commit:37cffc421280f36bfb534944ec25ea03f2373aa5, #1589)
* Fix: Disable quicksave and quickload while option menus are open (commit:de516624eb7e8f94a6247e8e1b333d87711f7951, #1632)
* Fix: Unload level data before loading any save data (commit:12b64bc0e790bea88dc8d1878a82d4c1329e0bb6, #1639)
* Graphics:
* Add: Introduce the ability to specify if a model wants to interpolate frames (commit:ba731f3e43a67686485f8fcd5c3de1a8eb19a8ec, #1593)
* Add: New Blender 2.9x ".pie" Import-Export add-on (commit:73602cf27b1c46508b18469ab08a0928c311c1b0, #1601)
* Change: Minor shadow-related refactoring, imdload sanity checks (too many commits, #1623)
* Change: Optimized light calculations. Cleaned up shaders to save a few fps (commit:a63f76eeb215aaab672d5cf500bb7ae276db4dde, commit: cd6c32a3f30c88e487e490725e39c69d2981507a, #1628, #1629)
* Fix: Improve flushing in headless mode + don't initialize video subsystem (commit:cd9df7e0485c23c8eb03ab1a313eafa561be18fe, commit:5dfaf18901d4907a58ff3f2bb0b03ab1d496e877, commit:2b00ed61bf8f737b95c07e990c62af2e6e221995, #1618, #1622)
* Campaign:
* Change: Widen a sub1-d base entrance and replace MG bunkers with Assault Gun bunkers in sub3-1 map (commit:8b9a32690d7a0e1e44f0d0de9709b2d6101f6bd9, #1643)
* Fix: Guard against compromised timer bringing up the reinforcement button (commit:d059fdb44cd7a524bcded199fedf6e2f06a5322f, #1613)
* Multiplayer:
* Change: Improve lobby performance by not loading map addons as much (commit:bcc790b37255cda79d4007d444916899efc88b09, commit:3cea0447f5e0d7b0e7c235eb1e0839d9eedf33f8, commit:a6011af7318795f222e1b4db9ef156178d7c5ab8, #1588)
* Change: Improve obsolete weapon redaction (commit:edd7d1185cb01209e24bca70fab78f717c9a4894, #1634)
* Scripting:
* Fix: Prevent a potential double free with QuickJS backend (commit:19157334b5ae645017d33f0e4df7268034508b4c, #1642)
* AI:
* Fix: Add more weapon data into the NullBot standards to prevent ruleset warnings about undefined weapon info (commit:013d3a0eaf500aa5c100adfffa24c7a902f99885, #1602)
* Other:
* Change: Lock key inputs when the in-game music manager is open (commit:2a1cb3c520449b91a89692e286929129316ca87a, #1631)
* Change: Changed "High-Velocity" to "Hyper-Velocity" in HVAPFSDS to fit in better (commit:c6305216d09a458b373df676e6df362c543e73bb, #1636)
* Fix: Fix -Wnull-dereference warning in structure.cpp (commit:4b4cfe36b2f3038e895e026a21ad933fd1d5b2de, #1567)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Changelog
Feature: Allow setting a custom terrain type to define highest peak (#8891)
Feature: Auto-detect map height limit based on generated map (#8891)
Feature: Setting to indicate desert coverage for tropic climate and snow coverage for arctic climate (replaces snow line height) (#8891)
Add: Allow setting the highest mountain for heightmaps (#8891)
Change: Scale exported heightmaps to highest peak and inform the user of this value (#8891)
Change: Remove "maximum map height" from the New Game GUI (#8891)
Fix #8803: Only auto-remove signals when rail can be built (#8904)
Fix #8565: Stopped road vehicle displays a speed different than 0 (#8901)
Fix #8886: Don't try to resolve folders within tars named '.' (#8893)
Fix: Placing random trees in SE crashes the game (#8892)
Fix #8875: Filter string in station window breaks flow in user interface (#8885)
Fix #8871: [OpenGL] Initialize all buffers after resize and clear back buffer (#8877)
Fix: OpenGL performance with some AMD GPUs (#8876)
Fix: Recompute road/railtype availability after disabling the engine (#8872)
Fix: OSK layout not scaled for 2x or 4x GUI scale (#8868)
https://www.openttd.org/
-
Changelog
2021-04-04: Version 4.0.0
* See: Version 4.0.0 beta1, beta2, beta3 for the full list of improvements since the last stable release
* Changes since Version 4.0.0 beta3:
* General:
* Fix: General improvements to address UI crashes and issues (commit:d7288f4c2f0c130889db4d7ea4e8229d920dc3f7, commit:5639a187f069677476ce2eb2af532d70368faf58, commit:484ebc432fdfb91f1ab0619ba46be2170f7a6e9c, commit:fe0ed076f92c6eb44aa483849eaf8046b22240cd, #1679, #1686, #1689, #1695)
* Fix: Fix animation system not letting scavengers out of the firing animation (commit:319ef65c7acd01111ce9d83d6b394b10343be09a, #1690)
* Fix: Shooting through gates after they lower (commit:aedce4ceb6059926d9bfa19fd29c522e3c81b16b, #1692)
* Fix: Lock UI and do not accept option changes over the network when everybody is ready (too many commits, #1701)
* Scripting:
* Change: Update QuickJS (too many commits, #1682)
* AI:
* Change: Update Cobra AI (commit:a216a60a03ef8f76817dd31f287a86801e71203f, commit:c6a22faa9253758ca489f68cbc0233b3e8e30d90, #1697, #1699)
* Translations:
* Change: Numerous translation updates (commit:f04c085d018b074d8268ea57d7eb04485c34d4dc, #1705)
2021-03-27: Version 4.0.0 beta3
* General:
* Fix: General improvements to address UI crashes and issues (commit:7534e6c1f6df8778e337e51d460de6aeb8f2309f, commit:046b98065e5ec8add67c31e62384c75739d07103, #1653, #1664)
* Fix: Fix crash when using Alt + Tab (commit:82847e3dab405d1ffef7954c7df25be747dabff5, #1661)
* Fix: Mouse not responding as expected after multiplayer games (commit:f4672c5e24f9dfe3cf469d1cab0c4ad01c8cd998, commit:67f7bfafb7620dcf745e74a6286a3ce3882c7d37, #1666)
* Fix: Fix crash when backing out of save/load menus repeatedly (commit:fb27eb4e0bb0285e399dd5739e065f72f4cf96ee, #1670)
* Fix: Fix incorrect display of production cycles (commit:43b9b4d220da607c5c11558a63908edb1c5dc130, #1671)
* Fix: Fix UI crash when a factory gets destroyed (commit:17c3fb5627c175bf34b7afa0da99979b1c5b3039, #1673)
* Fix: Fix commander overview not showing factory modules (commit:af9612abac8959a1ee34fb9859046a6efbc28452, #1675)
* Graphics:
* Add: Add new optional .PIE sections: SHADOWPOINTS, SHADOWPOLYGONS (commit:cbdf25c8f48f45a2284ff8976b3634f6ffd9d57f, #1630)
* Fix: Various bug fixes for Blender 2.9x ".pie" addon (commit:ef06b7c6ce0ba449beee918a9379665dfb83fbca, #1651)
* Multiplayer:
* Fix: Fix player slot issues when switching to maps with less players in a skirmish after hosting (commit:07eb7f5a700561c1b855001aaabf2b965954f8d, #1674)
* Scripting:
* Fix: Unboxing issue could cause buildDroid() to only utilize the first turret parameter (commit:32f61a8c5cbd07bd1c4996f5bbf1b6d42f1e5828, #1676)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
Whats new:>>
This is a maintenance release based on 5.4.0, it contains bugfixes but no new features.
Check the 5.4 changelog here (https://dev.minetest.net/Changelog#5.3.0_.E2.86.92_5.4.0).
https://www.minetest.net/
-
Changelog
Feature: Toggle to enable/disable vsync (#8997)
Feature: Volume controls in the Game Options window, and better defaults (#8943)
Add: Hotkey to focus object and rail filters (#8908)
Add: Better plural support for Romanian (#8936)
Change: Improve layout and spacing of several windows at different GUI scales (#9041, #9042, #9044, #9050)
Change: [Win32] Use user UI language setting for initial language selection (#8974)
Change: Make effect volume scale more intuitively (#8945, #8950)
Change: Improve padding of Object & Rail station windows (#8929)
Fix #6322: [Script] Crash when script allocates too much memory, now kills script instead (#9047)
Fix #7513: [Script] Crash on garbage collection with misbehaving script (#9040)
Fix #9028: [OpenGL] Crash when changing max sprite zoom level (#9032)
Fix #8874: show a warning when a NewGRF scan is requested multiple times (#9022)
Fix: Desync when GS unlocks railtype with wagon unlock (#9021)
Fix #9015: [Win32] Crash on running "pwd" command in the console (#9016)
Fix #9008: Validate starting year given on the command line (-t) (#9014)
Fix #8878: [Network] Slow DNS queries could block the server and disconnect clients (#9013)
Fix: Improve validation of OpenGL video driver to avoid crashes (#9007)
Fix: Credits scrolled too slowly with larger font sizes (#8994)
Fix #8977: Crash when altering max sprite resolution (#8993)
Fix #8956: Industry disaster news messages showed the wrong location (#8992)
Fix: [Win32] Font glyphs of certain widths had broken rendering (#8990)
Fix #8930: [Win32] Duplicate text input issue for systems using IME (#8976)
Fix: [Network] Potential stale client entries in client list (#8959)
Fix: Graphical issues when dragging measurement tooltips (#8951)
Fix: [Fluidsynth] Use provided default soundfont if available (#8948, #8953)
Fix #8935: [macOS] Crash on save (#8944)
Fix #8922: Crash when selling shared vehicles with shared vehicle window open (#8926)
Fix: Compiling on armhf (Raspberry Pi) (#8924)
https://www.openttd.org/
-
Changelog
* General:
* Fix: Fix broken map zoom cycle and repair bad config settings for some numerical cycle options (commit:825a07d3f237befc194e62e2de29ef0eab3defbb, commit:6037803287f1c9d3cd26820cc863d47ec16d5852, #1707)
* Fix: Improve water performance (commit:154ff47cb7a470879f716a9e9e149e6345742b40, commit:efee2d8c4a8f78aac944f7c5770909fd26e90b17, #1724)
* Fix: Prevent crash related to flag/rally point positions already existing (commit:db2b23da5c49cdf95140160b31ad8cb922f8fbbe, #1752)
* Graphics:
* Add: Additional Collective faction textures (commit:734bfe4336abf4489420397ca28f15a977fa16fa, #1768)
* Multiplayer:
* Change: Change multiplayer super transporter research icon to show a tank in the corner rather than a cyborg (commit:8b9d3954880eac94ac14ebe8439196d2405e7036, #1721)
* Change: Some improvements to 6c-Entropy for easier modding (too many commits, #1756)
* Fix: Reset ready status in lobby when a player leaves (commit:d7f125d51c89614f4705aa17ff94f8bbe589a6c4, #1744)
* Fix: Fixed incorrect player positioning in procedurally generated maps (commit:d9fd9a7888d05696641c28e54f8b9c0bec0a3796, #1755)
* Fix: Fix skirmish power modifier after saveload (commit:847496e22df5fa6283fa90a9ab0cd9b81014fd71, #1764)
* AI:
* Fix: AI messages wrongly targeting players (commit:5aca61614f66a8c9554b6ba482a730ae880e0f10, #1770)
* Balance:
* Change: Start splash damage at the center of intended droid targets and increase splash radii of such weapons (commit:cb34127ba35bf0fa9d85398e6c4ddf1103ff8c4b, commit:3b833e1a52cb3ebd4ef8a6e436c931708f6a266b, #1474)
* Other:
* Add: Add config option to toggle autosave feature (commit:c8008672f926fc9143eb5477865dd7b64f8f2abe, #1727)
* Fix: macOS ARM64 / Apple Silicon builds (SDL2 cross-compiling issue) (commit:f0934ee4e84418b583e204c595383581c12270cc, #1720)
* Fix: Don't crash when closing the game if the music manager is open in the main menu (commit:93094e8a3e3334ac9109b8be27a83dff695de641, #1761)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
Changelog
Change: [Win32] Limit hardware accelerated video driver to OpenGL 3.2 or higher (#9077)
Change: More improvements to the GUI at different scales (#9075, #9102, #9107, #9133, #9174, #9183)
Fix: Query windows could be partially drawn (#9184)
Fix #9113: Crash when removing an airport that exists in an aircraft's orders (#9182)
Fix #9117: [Fluidsynth] Hang when changing song (#9181)
Fix: String validation could leave invalid UTF-8 encoded strings (#9096)
Fix: [Network] Out-of-bounds memory access with modified servers sending too short password salts (#9176)
Fix: Crash when extra viewport with zero height has sign in view (#9175)
Fix #9147: Crash when taking screenshots (#9169)
Fix #6598: [Network] Prevent crashes when (re)joining network game by falling back to main menu first (#9163)
Fix #9152: Screenshot success popup window was treated as an error (#9159)
Fix: Fast-forward stuttering when vsync is enabled (#9140)
Fix: [Network, Win32] Network errors were handled badly (#9116)
Fix: [Network] Savegame transfer could stall in rare cases (#9106)
Fix #9097: [NewGRF] Cargo initial payment variable was being truncated (#9098)
Fix: [NewGRF] Industry variable 66 and object variable 46 erroneously truncated the distance (#9088)
Fix: [NewGRF] Industry variables 65 and 66 ignored the parameter, and always used the north tile (#9088)
Fix: Do not include regression test AI in bundle (#9068, #9164)
Fix #9062: [Win32] Version in executable was not set to current release version (#9066, #9154)
https://www.openttd.org/
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Changelog
* General:
* Change: Move research upgrade code to C++ away from Javascript. May fix a late-game desync (commit:7b4e1d110ec9427ea070ea3395db252ef8547127, commit:3ddc0356b0de20ccee34727dec4f96677e02eb1c, commit:b2da3338db951361a20969e2a55542e310d299c9, #1925)
* Fix: Prevent crash when resuming game from the Music Manager (commit:757db8dc266eeddbe1a47f36d0610d93070ae5df, #1913)
* Fix: Fix vtol collision with ground units (commit:614a62f9eb5df8eec6a32a214559b37885a45626, #1917)
* Fix: Fix updating certain key mappings making the keys unusable (commit:f493fa8fe521a37c81623edbe565ef3f6b07b654, commit:0859366c77e19b4f0944987b04706cce772c75ed, commit:7355f730e3cf986217e1f409669a6aca47a09dbf, #1922)
* Fix: Update unit speed when researching engine upgrades and when reloading saves (commit:4db7674c093acde144cad384edaca9633d243868, #1953)
* Fix: Stop heavy CPU usage on the Intelligence map (too many commits, #1958, #1962)
* Graphics:
* Fix: Fix floating turrets on Heavy Plasma Launcher and Tornado Flak (commit:c02c5e198cd74ea153ed769c9085e5a92a9236ca, #1932)
* Fix: Fix and show various muzzle flash effects for Gauss, laser, and all kinds of weapons (commit:c99cadf51a280e565979ad8dc3f74ad92e20a915, commit:453d69d3b805a833ae56bde33aef20cec73a3128, commit:0d4b8b5e04b5a27ae87358b7c63b6707722c518c, #1935)
* Fix: Normalmapping of 3D models in menus / buttons (commit:32fb024c9d261fc35a1018a893bba78704a648d4, commit:e536d1f639f3fd8b9e63042b33def23c2d5ab09a, #1930)
* Campaign:
* Add: Add warning when selecting Insane campaign difficulty (commit:4ac34dbbfa89d1954859686c290bbb94cfd0d6c8, commit:37402723cef4da511d46644f9fd02a91f4787933, #1938)
* Multiplayer:
* Fix: Don't incorporate ally losses into enemy kill count (commit:5b5114083ed232ff6b0d36e61988b9d3b5a32e9c, #1916)
* Fix: Improve handling of corrupt map archives / delete partially downloaded map files (commit:bc18010d044c9ac211c5d364c72578575ab4d257, commit:7850af11528b0e94ababf5c4065d3b7e0e05a683, #1919)
* Fix: Implement editbox placeholder for password box and can set password by clicking icon (commit:eca46698c0acb9b0d69bddcc24c0c90c18f48695, commit:1c1fc3a7b5609f069b7fec037bd81e822b83fcb7, #1950)
* Scripting:
* Fix: Prevent a crash if passing in no turrets to a few API functions (commit:ad082fb475f465de53286755dee892971998ac09, #1929)
* AI:
* Fix: General improvements to Cobra AI / accounts for new balance changes (commit:1c2b422c88f28d78bc85e6ff951e06724cb4488e, #1954)
* Balance:
* Change: Make the Heavy Repair Turret come earlier (commit:7465e1b97da4a3c2ffbf4b6968f882898268efa4, #1927)
* Change: Weaken the VTOL rail weapons so they aren't overpowered (commit:ba6cc666178fe28cb0832dbf880a9054a6d05ebc, #1928)
* Change: Balance and move EMP weapons to come earlier (commit:405c4ba6eb13e860919925db1671c7704c465195, #1939)
* Change: Increase cost/buildtime of Howitzers and Archangel Missiles (commit:9b26877e1aa73129e23f0cdd2fe0a03a074b0371, commit:dd4360fa2b0e36a550451ee1daa77ef92ad284cb, #1952)
* Change: Balance VTOL Lancer-line to be less overpowered and remove splash damage from Hyper Velocity Cannons (commit:8a423d54c53465f3701314ef14876da416ac4a3a, #1915)
* Change: Make Leopard and Panther have higher engine power output thus move faster with more weapons (commit:8786263d96ad0168969e10029e19e596e9d790af, #1955)
* Other:
* Fix: Make "help us translate" message translatable (commit:cf697c6896d56d6e761621d8e14830d6e6ab2fb6, #1961)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
(https://i.postimg.cc/Qt7NGWBg/screenshot-3246.png)
BlueMaxima's Flashpoint is a web game preservation project designed to download and play all of the Flash games that no longer work in Windows.
Games are downloaded as you play them. Logos and screenshots aren't downloaded until they're needed. Internet is required when playing a game for the first time, but downloaded games can be played offline afterward. You will need to download it again for major updates.
Freeware
https://bluemaxima.org/flashpoint/
-
(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Translations
Updated translations: British English, Bulgarian, Chinese (Traditional), Czech, Italian, Portuguese (Brazil), Russian, Spanish, Turkish
User interface
Added a prompt to allow migrating settings and redownloading add-ons used in a previous version of Wesnoth when starting a new versions for the first time.
Miscellaneous and Bug Fixes
Fixed: keyboard input during the loading screen intermittently caused a crash (issue #4447)
AI: fixed custom synced commands not changing the game state
https://www.wesnoth.org/
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Changelog
* General:
* Fix: Fix chat cursor position (commit:10f32bc6fc8e22e1046bb5f37ed5e5fda72189d7, commit:042e4c2276aa4569bf1687c00bd72d2834f02bc5, #1979)
* Fix: Respect Hold & Fire at will better (commit:8de662f45b6b0f88ab03f852e8cb089bdd0f41ca, commit:05f5f1c71c7fcd0d79d5a448432e0e4c2d9fb90e, #1987)
* Fix: Refresh order buttons on hotkey press (commit:ddf25c084007b2ead4beee698f62dece6f1df447, #2010)
* Fix: Make other hotkeys override debug hotkeys by default (too many commits, #1931)
* Graphics:
* Fix: Fix structure limits screen lighting and hardcode sun position and lighting for 3D buttons (commit:d2dbcac2e29e2128ba9660ea0e3b77f466a6b448, commit:e198438b00a51fe49fa09fbcf532cae6334c1dcb, #2001)
* Change: Use faction models for UI buttons (commit:f477d76a5a6ad633c4926241304632e6447740b3, #2015)
* Campaign:
* Add: Add a small delay for allowing video skipping (commit:37828b78f46f1c292bb1b55e88358c31fd54fd18, #2011)
* Change: Merge updates from camBalance to encompass mostly Beta campaign tweaks (commit:4268f4426e62226092c1cbc58e254a42ecc9aa21, #2027)
* Fix: Do not show transport button in objective achieved screen (commit:6f0e7f0beaa436edbfe71d9e97a040c1c674ef68, #2014)
* Multiplayer:
* Fix: Fixed obsolescence of machine guns Technology (commit:26918596ad2670d49178ffea121b36ed9f20b759, #1989)
* Balance:
* Change: Make Heavy Plasma Launcher more useful with an "all rounder" role and reduce price of Plasma Cannon significantly (commit:0b4f37365ed551efc14fc70b4e9b58a8a3043f0d, #2009)
* Change: Tweak mortar research paths to decouple Bombard/Pepperpot from damage/ROF upgrades and Incendiary Mortar and reduce Pepperpot weight (commit:e0c17f814747dade806ab64e533feecd9ddf1a67, #2021)
* Change: Rebalance HVC and HVC Cyborg to have more ROF and 1 tile less range (commit:2edbb1b34a51eab38427ead1f4be21374febf9d3, #2022)
* Change: Tweak accuracy and splash values on Sunburst and Cyclone anti-air weapons (commit:0ce8587c47e9c2dc0643a47eb1d04974d5b63819, #2032)
* Other:
* Add: Add weapon info into debug window (commit:0a626c31e7dc82f9095e22ee0484111188e3c94c, #1998)
* Change: Replacing the abbreviation HPV for the Hyper Velocity Cannon with HVC (commit:d9794c0e23f342ec707f5c3bd2b31353569eca4a, #2005)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
Changelog
12.0-beta1 (2021-08-15)
------------------------------------------------------------------------
Feature: [Network] Remove lobby window; pressing "Join Game" now immediately joins a server (#9467)
Feature: [Network] Synchronize server name to clients and display in Online Players window (#9472)
Feature: [Network] Mention you are a spectator in the status bar (#9471)
Feature: [Network] No longer require port-forwarding to host a server (#9443, #9447)
Feature: [Network] Allow setting your server visibility to "invite-only" (#9434)
Feature: [Network] Join servers based on their invite code (#9432)
Feature: Raise the maximum NewGRF limit to 255 (#9428)
Feature: Persistent rotation of numbered auto/netsave after restart (#9395, #9397)
Feature: [NewGRF] Maximum curve speed modifier for rail vehicles (#9346)
Feature: Move sensitive information to secrets.cfg and private information to private.cfg (#9298)
Feature: Signed Windows builds (#9294)
Feature: [NewGRF] Define refittability of default vehicles using cargo classes (#9148)
Feature: Configurable subsidy duration, up to 5000 years (#9081)
Feature: [Network] Rework in-game Online Players window (#9067)
Feature: [Network] Show previous chat history when the chat message box is open (#9025)
Feature: Button to reset game settings to their default values (#8958)
Feature: Press Ctrl to build diagonal rivers in Scenario Editor (#8880)
Feature: Set wagon replacement per group when using autoreplace (#7441)
Add: [Network] Open Online Players window on starting/joining a server (#9479)
Add: [Script] Basic information about loaded NewGRFs for scripts (#9464)
Add: [AI] Get the number of vehicles in a given group (#9462)
Add: [Network] Inform network clients what game-script a server is running (#9441)
Add: Hindi translation (#9086)
Add: [Network] Ensure players fill in a name instead of defaulting to "Player" (#9080)
Change: Allow pause/unpause console command in single player (#9342)
Change: Make savegame format self-descriptive and consistent across all objects (#9322, #9335, #9338, #9339)
Change: By default, make "unload all" leave stations empty (#9301)
Change: Reworked the debug levels and messages for network logs (#9230, #9251)
Change: [Emscripten] Set default scrolling mode to non-pointer-locking (#9191)
Change: Use neutral pronouns for various strings (#9189, #9203, #9228)
Change: Make the town directory horizontally resizable (#9157)
Change: Allow non-ASCII currency separators (#9121)
Change: [NewGRF] Display a pop-up window for Errors with severity ERROR (#9119)
Change: Treat languages as finished, if translations are 75% completed (#9019, #9086)
Change: Disable NewGRF window apply button if no change was made (#8934)
Fix: [Script] Crash when iterating lists of which the key is larger than 32bit (#9465)
Fix: [Network] Desync due to use of unstable sort when distributing cargo production (#9460)
Fix #9440: Negative cargo payments not being handled correctly (#9455)
Fix: [Network] Crash when joining a server again after a TCP disconnect (#9453)
Fix: Don't enable rename button for network clients in build vehicle window (#9452)
Fix: Money could underflow and wrap around (#9451)
Fix: Parse the console settings the same way as config settings (#9438)
Fix: Ensure no more than the allowed number of NewGRFs are loaded from the configuration (#9430)
Fix: [NewGRF] Overflow when determining cargo mask for string code 9A 1E (#9423)
Fix: Integers for scripts are 64bit, but saved as 32bit (#9415)
Fix #9392: [Script] Return a valid value with GetBuildWithRefitCapacity even when AIs are maxed out in vehicles (#9393)
Fix #8169: Crash when autoreplacing vehicle with no orders (#9387)
Fix: Wrong cargo line position in IndustryCargo window (#9383)
Fix: Race-condition during startup of NewGRF scan (#9382)
Fix: Don't propagate Shift/Ctrl state till next game-tick (#9381)
Fix: Prevent palette updates during copying to the video driver (#9379)
Fix: [Network] Determining GetNetworkRevisionString could overflow and underflow its buffer (#9372)
Fix #9358: Don't skip empty files in tar archives (#9367)
Fix: For old savegames, station bus/truck station cache was not updated (#9366)
Fix #9353: [Script] Garbage collecting on priority queues could crash the game (#9356)
Fix: Respect the autosave_on_exit setting for Null video driver (#9343)
Fix: Compatible NewGRFs in crash-log reported wrong MD5 hash (#9340)
Fix: [Script] Ensure the saved script strings are properly validated and terminated (#9336)
Fix #9316: Town bridge length limit check incorrect above 250k inhabitants (#9318)
Fix: Limit heightmap sizes to 8192x8192 (#9307)
Fix #9281: Money generating exploit when buying out a company (#9300)
Fix: Part of a tile might not be redrawn when terraforming (#9296)
Fix: [OpenGL] Increase timeout when waiting for the GPU to be done with the drawing buffer (#9282)
Fix: Vehicles sent in the wrong direction if there is no path to the destination (#9280)
Fix #9264: Do not attach temporary wagons to free wagon chains when autoreplacing (#9278)
Fix #9267: [Script] Crash during garbage collection (#9275)
Fix: Encountering two-way red signals could prune unrelated Pathfinder branches (#9271)
Fix #9255: [Network] Crash when hostname is not found (#9259)
Fix #9256: Invalid read after free when replacing train chains (#9258)
Fix: [Emscripten] Force secure WebSockets over HTTPS (#9248)
Fix #9242: Tree tick handler did not scale by map size (#9246)
Fix: [Network] Mark server as offline when no longer reachable (#9244)
Fix: [Network] Don't rebuild the host-list during iterating the list (#9240)
Fix: [Network] Don't mark the last-joined server as a manually added server (#9239)
Fix: [Network] Clients leaving because of broken connections was not broadcasted (#9238)
Fix: [Network] Check on CIDR for netmask check considered everything valid (#9235)
Fix: Creating screenshots on dedicated servers failed (#9232)
Fix: Leaking file descriptors for downloaded content (#9229)
Fix: Spelling of several town names (#9222)
Fix #9209: Game hangs when resizing highscore/news window if the screen is too small (#9210)
Fix: [Network] Optimize creating network connections for clients using IPv4 and IPv6 (#9199)
Fix #9186: Fix incorrect bounding box height causing station sprite glitch (#9187)
Fix: Truncating strings in settings could leave invalid UTF-8 characters (#9121)
Fix: Many issues related to window scaling (#9087, #9219)
Fix: Invalidate cached vehicle colourmaps when changing liveries setting (#9006)
Fix #8981: Don't attempt to re-reserve path if already entering/entered depot (#9000)
Fix: Missing 'Town names:' colon in map gen GUI (#8986)
Fix: Sorting and filtering industries that produce/accept many cargoes (#8468)
Remove: [Network] COMPANY_INFO packets (#9475)
Remove: [Network] A server can no longer set a limit to the amount of spectators allowed (#9466)
Remove: Arbitrary limit on number of statically loaded NewGRFs (#9431)
Remove: [Network] Language and map-name from server information (#9070)
Quelle & DL -> https://www.openttd.org/news/2021/08/15/openttd-12-0-beta1.html
https://www.openttd.org/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Release Notes
Fixed: The MAME high scores window had not been updated to work properly with the new dialog theme colors, and thus was not properly readable (introduced in 12.0)
Fixed: The updated Add/Edit Emulator window was not offering to change the emulator for affected games (introduced in 12.0)
http://www.launchbox-app.com/
-
Changelog
Add: [Network] Keep the refresh button in lowered state while refreshing (#9600)
Add: Console command to list search directories for various things (#9583)
Fix: Try all possible reverse directions when a ship reaches a dead end (#9610)
Fix: Incorrect Romanian own name (#9598)
Fix #9591: Update station docking tiles upon placing a water object on a docking tile (#9594)
Fix #9548: [Squirrel] Crash during engine cleanup after reaching memory limit on realloc (#9592)
Fix #9588: [Squirrel] Reaching memory limit during script registration could prevent further script detections (#9589)
Fix: Make ships more likely to find their destination at the cost of slightly worse paths (#9576)
Change: Reverse ship when leaving docks if a better path exists (#9610)
Change: Allow all tiles around docks to be docking tiles (#9578)
https://www.openttd.org/
-
(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
* General:
* Add: Multiplay Options menu (too many commits, #2415)
* Add: Hotkey to "Select all land combat units, with health >50%, not assigned to any group" (commit:b7ff3b346e1b9c07c257f8084b6b3d9a99995485, #2329)
* Fix: Reject certain crashy OpenGL drivers, and fallback to other backends (commit:c71c0c9aae85dec46f94124a2a11e941e2699dbc, commit:720ccab774c8df4e8581f3ccca27f721460544da, #2400, #2427)
* Fix: Handle exceptions creating Vulkan device (commit:1091109a0ae3a59ba864c8864188183d7b34f75c, #2421)
* Fix: Repairs & Builders: Don't move needlessly (commit:df8997b5f08afa26cc69b93ab8279db04e643e3d, #2391)
* Fix: Re-ordering construction units to build something shouldn't cancel it (commit:5a106269f68d9d1c708114853d0da20cf442843c, #2395)
* Fix: Don't reset attack range under commander (commit:7ac86b51bc9ff96d1881544799d620d267e45de0, #2394)
* Fix: Ignore rearm order when already rearming (commit:e9fef35ea95c95df6e78df8e95a2b378b4ccb5b3, #2399)
* Fix: Don't show green overlay when impossible to build next module (commit:24b570d887275d685ee944570d05f07bb3339dd9, #2398)
* Fix: Don't show modules in build list when unable to build more buildings of that type (commit:af3f237f0f64ac3da11dd0a83a46a89e41d0afbf, #2396)
* Fix: Don't retreat repair turrets (RT) to other RT (commit:d4cf74d30ff79fad6d0c4c5cffe3129b7310b959, #2389)
* Fix: Improve resource cleanup on shutdown (too many commits, #2405, #2423)
* Fix: Prevent DIVIDE_BY_ZERO in displayBigSlider (commit:0979c692f941689505e35c782040fe80f1f29d86, #2408)
* Fix: Various savegame / autosave issues (too many commits, #2409, #2419)
* Fix: Remove Command Relay structure requirement for Command Turret research (commit:0248233152c341fcd36a6f14c94c4a2bb57aa5e1, #2414)
* Fix: Partial UI soft-lock with certain in-game menus (commit:b429ffe3d146baf04b8e55b279ef5a3b6543f4f2, #2418)
* Fix: Preserve ordering of sync msgs in MP; fixes Factory set Hold Position bug (commit:cda0183a1abf868103e67649aedb73768e7ba521, #2397)
* Fix: Toggling debug mode in skirmish as spectator (commit:ca936ba49bd3473472ffb095614de4f0cab88dac, #2420)
* Fix: Ultimate Scavengers building an absurd amount of factories (commit:f0fce501741a7c2075452abb8b77c8fa66e10b19, #2417)
* Graphics:
* Fix: Missing parts on the Nexus Link turret (commit:06a8600dfde844bff1bc3c70a08c32a1d574e07b, #2392)
* AI:
* Fix: Rip out mobile repair tactics from Cobra AI (commit:3fc79370c16b597009040e06fc5439ec030168de, #2387)
* Scripting:
* Fix: Use constants instead of plain numbers (commit:70e03ad9790be91d009f9e73d11aa1492868a37e, commit:dd815aeae262f3d955b8828073e64c407d8fa774, #2406)
* Multiplayer:
* Add: Add 7-player map "Thales" (commit:a927e712eb5fecfa7bda7d946291e8a1c7375ba8, #2404)
* MP-Balance:
* Change: Adjust Heavy Plasma Launcher: Reduce damage 250 -> 225, increase firePause 300 -> 350, reduce periodical Damage Radius 128 -> 64 (commit:b8685b5df12091ace6f5590e80984eecbcbe2fa0, #2386)
* Change: Adjust Incendiary Mortar: "researchPoints": 3600 -> 4800, "researchPower": 112 -> 150 (commit:1d2976ed52d4365e0ae8b4aae31d23333247dea6, #2407)
* Other:
* Fix: pie_import to handle filepaths properly in Blender 2.9x .PIE plugin (commit:97427c87d4ceeaea436c1dd52418f3db60579b96, #2412)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Release Notes
Fixed: Possible error in the Download Platform/Playlist/Category Theme Videos tool when no EmuMovies username or password were set (introduced in 12.2)
Fixed: Running the Download Metadata and Media Wizard with no items in your library selected will now once again run the tool against your entire library (introduced in 12.2)
Fixed: Play is no longer disabled in the right click context menu for GOG games that aren't installed if you have the GOG client installed (introduced in 12.2)
Fixed: Using Platform Banners in FlowImage was causing black borders to be generated on the image (for theme developers)
Fixed: The checkboxes for Hide Games Marked Hidden and Hide Games Marked Broken were inverted (introduced in 12.2)
Fixed: Rare occurances of a controller support record duplicating when importing a game or using the Download Metadata and Media Wizard (introduced in 12.2)
http://www.launchbox-app.com/
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Changelog
New Feature: LaunchBox will now track the time you play a game. Time starts when you launch the game and stops when the game is closed. While in the Pause Screen this timer is paused as well.
Improvement: LedBlinky GameSelect event is now fired when game details are loaded instead of as the game is being entered. This should help with performance issues while scrolling quickly through a view.
Improvement: Badges can now be viewed inside of the LaunchBox list view.
Improvement: Big Box's Change View binding now brings up a selection menu (similar to the Change Theme binding).
Improvement: In Big Box's Option Menu, items with multiple options will now bring up a selection menu. Also, Left will now move to the previous item, and Right to the next.
Improvement: Most EmuMovies search processes can now be cancelled to allow you to progress in the tool the search was being used for.
Improvement: The Download Platform Videos window has been converted. This allows for the use of the dialog theme colors and will help the window be more responsive.
Improvement: The Controller Support section of the LaunchBox realtime filter will now parent items (similar to how the Genre realtime filter works).
Fixed: Rare error that would sometimes appear when opening a new themed window
Fixed: Error when trying to raise a Windows Notification. If this process fails LaunchBox will now open a prompt (similar to version 12.0 and earlier).
http://www.launchbox-app.com/
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(https://i.postimg.cc/qvTzBvfg/screenshot-1284.png)
Transcendence is a "Space Trader" type game with an action-based "Asteroids" interface. The objective of the game is to destroy enemy ships and stations, loot their wrecks, and improve your ship so that you can take on more powerful opponents.
Freeware
Release Notes -> https://transcendence.kronosaur.com/article.hexm?id=2545
https://transcendence.kronosaur.com/
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(https://i.postimg.cc/rm4hCKdW/screenshot-2859.png)
The Legend of Edgar is a platform game, not unlike those found on the Amiga and SNES. Edgar must battle his way across the world, solving puzzles and defeating powerful enemies to achieve his quest.
Freeware
Changelog
Added Latvian translation
Added compilation fixes for Haiku OS
https://github.com/riksweeney/edgar/releases
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(https://i.postimg.cc/j2vQ17hZ/screenshot-2910.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints. It's packaged in PortableApps.com Format so it can easily integrate with the PortableApps.com Platform. And it's open source and completely free.
Changelog
Fixed
Keyboard input of movements in pgn mode allows to use the nomenclature of each language.
Problem with "Best move trainings" created before 1.29.
Databases, Up/down keys do not work.
Playing against a game, when the analysis time is extended, the values in the comments are wrong.
Tournament between engines, window maximization.
Open PGN directly with the program, no editing is allowed.
Opening lines, training with engines, when automatic engines are zero and some engines are added manually.
Updated
Millenium boards driver, it now supports BluetoothLE connections, by Graham O'Neill.
Language French by Eric
Language German by Johannes Bolzano
https://lucaschess.pythonanywhere.com/
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Changelog
* General:
* Fix: Prebuilt ally gates not being passable (commit:428d0b70ff9af2a58a27bcfdade12ffe7fc062b4, #2484)
* Fix: Cleanup old log files (commit:d5ed1a5164b50fadba5f0ef5bcf03c619aa2b62f, #2501)
* Fix: Various crashes and resource leaks (too many commits, #2480, #2493, #2494, #2499, #2504, #2512)
* Campaign:
* Change: Ignore VTOLs when a campaign enemy group unit can't hit them (commit:d1fd63899890de6f9b43b4080581378acf631a89, #2475)
* Change: Better target selections by sorting targets relative to group average coordinate (commit:b538fb562f55ffd3abd92eea1774ac0cfe98cc4f, #2475)
* Change: Add a time range to cam3-1 launch / detonate sounds (commit:c64ca3afdc989a885d12b530647bbd308221c037, #2476)
* Change: Make the winning requirements for Beta-end more clear (commit:d89391d05026d8e940bca5ccd507517349965153, #2491)
* Change: Make Gamma 5 a little more hectic on Hard / Insane difficulty (commit:f467e476951b89dab56404e68913662734ba54e2, #2502)
* Multiplayer:
* Add: Additional lobby chat slash commands, cmdinterface event output (too many commits, #2500)
* Change: Set default AI back to Nexus (commit:a4f7b6b6d678a25ef76d738779eed00bf8526d69, #2487)
* Change: Make some AIs easier when using Easy difficulty (too many commits, #2486)
* Change: Remove old Cobra Hard / Insane weapon perks (commit:9c245da200648745d17bee0dc3f200872b7d7b94, #2489)
* Fix: Repeated game over message (commit:3e4a146bc6f8d52bddb98634aafc48e1be20b049, #2485)
* Fix: Add campaign Collective and Nexus structures back into mp stats file, fixing old maps (commit:3c60e5f9428136de5f494ce5857d9be6008b7701, #2506)
* Challenges:
* Fix: Specify specific AIs for "Back to Basics" and "Hide Behind Me" (commit:f2e6edabb1fad7193c611800180145faedc60611, #2487)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
-
Changelog
Improvement: Updated several forms to utilize the new dialog theming colors
Improvement: LaunchBox and Big Box startup process has been overhauled, should result in faster start-up times
Improvement: LaunchBox context menus should now open more quickly
Fixed: Amazon Games importer was not detecting all games in a user's library
Fixed: Error when selecting a controller in Big Box while no controllers were connected
Fixed: Various issues when using FlowVideo outside of a FlowContext (for theme developers)
http://www.launchbox-app.com/
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
Deprecations and compatibility notes
FORMSPEC_API_VERSION is now 5
New maps are now zstd compressed to reach faster and/or more efficient compression
Switched to our own fork of the rendering engine: IrrlichtMT
Removed support for DirectX
Dropped support for obscure and undocumented file formats: pcx, ppm, psd, wal, and rgb
Modding: Missing "mod.conf" is now deprecated. Results in warnings (rubenwardy)
Add mod.conf with name = yourmodname
Modding: depends.txt and description.txt are now deprecated
Specify dependencies using "depends" and "optional_depends" in mod.conf
Specify description using "description" in mod.conf
Modding: Creating vectors like this: {x=1, y=2, z=3} is now deprecated
Use vector.new instead
Features: General
Add game name to server status string (sfan5)
Improve TTF support for pixel-style fonts (v-rob)
Joystick support for DragonRise GameCube controller (Izzette)
Add "MINETEST_MOD_PATH" environment variable (emixa-d)
Touch UI support for desktop builds (#10729) (TheBrokenRail)
Switch MapBlock compression to zstd (lhofhansl)
Joystick sensitivity for player movement (NeroBurner) + fixes (sfan5)
Gettext support on Android (Pevernow)
Make web links in chat clickable (Feature disabled by default, use setting clickable_chat_weblinks) (pecksin)
Add a key to toggle display map block boundaries (F8 by default) (grapereader)
Improved wording of various chat command outputs (Wuzzy)
Normal texture support (for minimap shading) (again) (numberZero)
Scale mouse/joystick sensitivity depending on FOV (Elias Åström)
Various DevTest game additions and improvements (Wuzzy)
Chat commands: Show the execution time if the command takes a long time (HybridDog)
Improved item placement prediction (sfan5)
Anticheat: Faraway inventory access protection (SmallJoker)
Pause animations while game is paused (numberZero)
Features: Main menu and ContentDB
Chop game background in mainmenu (appgurueu)
ContentDB: Add support for package aliases / renaming (rubenwardy)
Improved "Join Game" tab (sfan5)
Builtin function translation (Wuzzy, Zughy)
Translation support for the builtin functions (Wuzzy, snowyu) + updates (Wuzzy, see CONTRIBUTING file)
Handle modpacks containing modpacks properly (Elias Fleckenstein)
Texture pack toggle by double clicking (Yaman Qalieh)
Features: Modding
Sky API: Reset by empty arguments (Zughy)
Use a database for mod storage (internal) + CSM auto-migration (TurkeyMcMac)
Add padding[] element to formspecs (#11821) (v-rob)
Disable inventory if player's inventory formspec is blank (ROllerozxa)
Add minetest.disconnect_player (Corey Powell)
Add Lua bitop library (Lejo)
Allow for game-specific menu music (ExeVirus)
Add minetest.rmdir, minetest.cpdir and minetest.mvdir (octacian)
Add no_texture.png as fallback for unspecified textures (Wuzzy)
Add minetest.get_server_max_lag() (Wuzzy)
Split node field 'liquid_viscosity' into two: liquid_viscosity (how fast liquid flows) and move_resistance (how much it slows players) (Wuzzy)
Improved dynamic_add_media functionality (sfan5)
Add group-based tool filtering for node drops (Treer)
Add disable_settings to game.conf to get rid of "Enable Damage"/"Creative Mode"/"Host Server" checkboxes (Df458)
Add a simple PNG image encoder with Lua API + texture modifier [png (hecks)
Add bold, italic and monospace font styling for HUD text elements (sfan5)
Add wallmounted support for plantlike and plantlike_rooted nodes (Wuzzy)
Add API for mods to hook liquid transformation events (Warr1024)
Add min_y and max_y checks for Active Block Modifiers (ABM) (sfence)
Add metatables to Lua vectors (DS)
Add minetest.compare_block_status function (SmallJoker)
Add minetest.colorspec_to_colorstring (v-rob)
Put torch/signlike node on floor if paramtype2=="none" (Wuzzy)
Return ObjectRef from minetest.spawn_falling_node() (benrob0329)
Modifyable player fall damage via armor group (Wuzzy)
Add vector.to_string and vector.from_string (#10323) (DS)
Add math.round and fix vector.round (v-rob)
Degrotate support for mesh nodes (numberZero) + fixes (sfan5, Wuzzy)
lua_api.txt: Fix style selector examples (Df458)
Nested Settings are now also contained in to_table (SmallJoker)
Bugfixes
Fix Minetest logo when installed system-wide (ROllerozxa)
Cancel emerge callbacks on shutdown (TurkeyMcMac)
Free arguments of cancelled minetest.after() jobs (sfan5)
Fix damage wraparound if very high damage (Wuzzy)
Cap damage overlay duration to 1 second (Wuzzy)
Rendering fixes: Add more neighbors on mesh update (numberZero)
Don't let HTTP API pass through untrusted function (sfan5)
Fix URL escaping in content store (sfan5)
Fix find_nodes_in_area misbehaving with out-of-map coordinates (sfan5)
Minimap: gamma-correct average texture colour calculation (HybridDog)
Fix item duplication if player dies during interact callback (sfan5)
View bobbing fixes (appgurueu)
Fix player HP desync between client and server (savilli)
Rendering fixes: Order drawlist by distance to the camera (x2048)
Fix crash when .conf release field is invalid (rubenwardy)
Performance: Fix client-side performance of chat UI (DS)
Fix HUD multiline text alignment (appgurueu)
Send correct updates to clients after node metadata clear (TurkeyMcMac)
Remove redundant on_dieplayer calls (savilli)
Fix 6th line of infotext being cut off in half (Wuzzy)
Validate staticdata and object property length limits (sfan5)
Fix scaled world-aligned textures being aligned inconsistently for non-normal drawtypes (Wuzzy)
Various lua_api.txt corrections and improvements (Df458, random-geek, Wuzzy, Francisco, Zughy)
Run on_grant and on_revoke callbacks after privs change (AFCMS)
Fix base64 validation and add unittests (appgurueu)
Fix cloud fog being broken for high clouds (Wuzzy)
Attachments: various bugfixes (SmallJoker)
Rendering engine fxes and cleanups (nerzhul)
Multiple OpenGL ES fixes (sfan5)
Make edit boxes respond to string input (IME) (yw05)
cURL timeout fixes and increased default timeout (sfan5)
Fix wield image of plantlike_rooted (Wuzzy)
Fix attached-to-object sounds volume (Desour)
Fix segfault for model[] without animation speed (kilbith)
Crash fix when models fail to load (sfan5)
Access protections for per-player detached inventories (SmallJoker)
mg_name and mg_flags can no longer be set by Lua (minetest.conf) (sfan5)
Interlaced 3D mode fixes (srifqi)
Fix hud_change and hud_remove functionality after hud_add calls (savilli)
Fix number of times a tool can be used before breaking being off by a number between 1 and 32767 (Wuzzy)
Various stability fixes (server and client crashes)
Maintenance
Rendering improvements: use dedicated GPU, improve frame calculations (sfan5)
Fully remove bitmap font support (use TTF now) (sfan5)
Restore GCC 5 compatibility (JosiahWI)
Remove creative/damage info in Esc/Pause menu (Wuzzy)
Update to Android target SDK 30 (rubenwardy)
Add macOS build docs (andkerr)
Android: Use scoped app storage (rubenwardy)
Make /status message easier to read (Wuzzy)
Clean up/improve some scriptapi error handling code (sfan5)
Add hint to error message on how to build with in-tree Irrlicht (20kdc)
Optimize vector length calculations (Lean Rada)
Remove hardcoded "You died." message in chat (Wuzzy)
Remove unsupported video drivers (hecks)
Document hypertext formspec element escaping (Wuzzy)
Drop --videomodes, fullscreen_bpp and high_precision_fpu settings (sfan5)
PostgreSQL fixes and improved error messages (sfan5)
Improved liquid documentation (Wuzzy)
Improved mipmapping-related code (sfan5)
Rendering engine was changed from Irrlicht to IrrlichtMt (Minetest's fork of Irrlicht) (sfan5)
Performance: Draw items as 2D images (instead of meshes) when possible (sfan5)
Sanity check: Block & report player self-interaction (appgurueu)
Multiple font code cleanups and improvements (sfan5)
IrrlichtMt switch related fixups (kilbith. sfan5, nerzhul))
Performance improvements during media/mesh loading (sfan5)
Json is now taken from the system by default (sfan5)
Various build bot and setup changes (sfan5)
Restructured "/teleport" command (HybridDog)
Consistent Aux1 key naming (Wuzzy)
Many many internal cleanups and fixes (sfan5, others)
Minetest Game
Add “Read” and “Write” tabs to book interface when you own the book (orbea)
Allow to write books without text or title (orbea)
Make identical keys stackable (Luis Royer)
Fix creative inventory trash slot not working for player named “trash” (Montandalar)
Fix sunlight propagation for glass stair/slab (An0n3m0us)
Fix glass bottle with firefly not being placable in vessels shelf (An0n3m0us)
Other bugfixes
Translations: Esperanto (Jason Cartwright), Russian (ptah-alexs), Japanese (nogajun), German (Wuzzy), Slovak (Daretmavi), French (Olivier Dragon), Swedish (ROllerozxa), Chinese (???), Ukrainian (baytuch)
https://www.minetest.net/
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Changelog
Improvement: We have changed how media items download. LaunchBox with now downloads several files at once instead of using several threads to download one item at a time. This results in significantly faster downloads
Improvement: Title text on the image view can now be toggled via the Show / Hide view menu
Improvement: Show/Hide view options are now context specific
Improvement: Added several new tools that LaunchBox theme developers can use when creating themes
Improvement: You can now set the "Extract ROM before playing" option per-platform in the Edit Emulator window
Improvement: Added logic to help determine what platform is being imported during ROM imports
Improvement: LaunchBox will automatically add the platform you're importing to the emulator you select during import if it isn't there already
Fixed: The Edit and Delete buttons in LaunchBox's control bar were not refreshing when changing side bar filters
Fixed: Controller Support section of the Add/Edit Game window would sometimes clear new entries before saving occurred
Fixed: Rare error when logging into an Epic Games account via Google sign-in
Fixed: Added logic to help process images with corrupted color profile information
Fixed: Corrected rare threading issue related to marquees
Fixed: Rare occurrences where the scrape as value would not save during an import
Fixed: Multi-Version badge was incorrectly identifying the primary application path as an additional version (introduced in 12.7)
Fixed: Added logic to help resolve file in use errors when saving a game
Fixed: Adding an emulator via the import wizard wouldn't pre-populate associated platforms correctly when first opened
http://www.launchbox-app.com/
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Changelog
* General:
* Fix: Potential crash due to reinitializing default fog color (commit:1a3835ebd2558901d239f9f1353418297ae54dc9, commit:9310e24f3bf7f2c0816792c3aa04b28b6abcf808, #2612)
2022-02-28: Version 4.2.5:
* General:
* Fix: Do not make units move unnecessarily when attached to commanders and ordering an attack (commit:41f7e8adba087177fc05aa154eebb98e6e53dd40, commit:157491c232f36714051033d4acbde114b993f8b1, #2518, #2533)
* Fix: Fix Autorepair not working on units waiting to be built inside a factory when the research is completed (commit:7d5ea8f5e71571aa906e26ef1780ffa7ced2dd12, #2529)
* Fix: Headless spectator performance improvements (commit:83a82a4bf573e9208dfc9eb99b97a709880cb367, #2524)
* Fix: Prevent the drawing of the Command Turret from crashing some systems using flatpak versions (commit:acc46736452cf10cbb94b414818d1669c1d5fea6, #2542)
* Fix: Various potential crashes (too many commits, #2578, #2579, #2589, #2590, #2591)
* Graphics:
* Add: Allow modding fog color via the palette file and move the fog start/end distance to the config file (too many commits, #2548)
* Campaign:
* Add: Restore a new early finish feature on Beta-end like in old versions for Easy/Normal difficulty (commit:d96c6bfabe28e07e1bd87ca35b68cb6c20bb87a4, #2536)
* Change: Bump Easy modifier to 1.5 for numeric values and Hard to 0.85 from 0.80 (commit:00a88cd9426952be9735d514b56ffffc2a1b6fd8, #2523)
* Change: Decrease the base cleanup area on Alpha 12 to remove a lone bunker in the very NorthWest part of the middle base (commit:3783ba59347ea27a2bb40808351a5128da49c106, #2525)
* Change: Give generous experience to all transporter unit loads on Beta/Gamma when starting from the main menu (commit:f4d081db414620cbe982efcc03bd7e024c156049, #2536)
* Change: Make the southern scavenger base on Alpha 5 also trigger the transporter reinforcements for the player (commit:fcf9c5ccd00deda1b04c71d7a0df75daf4917f89, #2536)
* Change: Upgrade a few campaign maps with better defenses for camBalance, add missing modules on some buildings, and add oil drums to many Beta maps (commit:856feca473f3bc725c523663cb2eac6156795303, #2532)
* Change: Move Whirlwind research later into Beta campaign so Cyclone gets used for a bit longer (commit:3d64d9443a859f2d256c99fc9da3f2188f797b8b, #2532)
* Change: The Collective uses Whirlwind tanks like in previous versions again (commit:3d64d9443a859f2d256c99fc9da3f2188f797b8b, #2532)
* Change: Clear console when displaying automatic victory reminders (commit:07d2e3702bb83f9c98c922643d629dc107b5b108, #2592)
* Change: Allow campaign library to handle multiple VTOL spawn systems. Fix array out-of-bounds access for the "alternate" VTOL templates option (commit:81b40b61f96016fde12757c33070ae16895c4916, #2593)
* Fix: Fix campaign HMG tower structure for Flame map editor and on a few Alpha maps (commit:92e3273fb688be915b4a9fa9b5f9da55d7cecd37, #2519)
* Fix: Make Beta-end fail if the player finds themselves with no units, factories, and just a empty transporter (commit:4359220d50762ab63aed36214a8e70a907749b9e, #2536)
* Multiplayer:
* Add: Add in-game "Mute Player" functionality via right-clicks on chat messages in lobby, and a button in the Intelligence menu in-game (too many commits, #2601)
* Change: Spectators: Make F9 work and clicking on droids/structures for information purposes.
* Fix: Fix the Ultimate Scavenger weapon "Scavenger Mounted MG" not having a short range (commit:b0889915c3d51608239b881ab9a954f17205082b, #2555)
* Fix: Ultimate Scavengers not building a few vehicles due to components not unlocked for them (commit:a510b42bbe9d66c3c2fc92ae9f6bd22d1e5cbbc5, #2570)
* Fix: Remove extra propulsion models on scavenger helicopters (commit:3560692fbe4ad54bc5f7e3f54d91bf637641d96e, #2586)
* Fix: Format the netplay log file better (commit:54e1ff90d20570f55755e153842f5f4ee1f491c8, #2574)
* Modding:
* Fix: Modding gamedesc.lev no longer causes a crash anymore (commit:e20ab7b7d92dde4d5ed828ee3f20e6e223d56176, #2541)
* AI:
* Change: Small improvements to Cobra AI and allow it to play cyborg only games (commit:757a5399fb1ce1db30f9eb3c36a3ba4e9a0e81bf, #2539)
* MP-Balance:
* Change: Balance Mini-Rocket Pod against Light Cannon better by reducing Mini-Rocket Pod cost from 75 to 70 (commit:2f06bec04a9e5b2a2efd07df71fef0783a08d785, #2531)
* Change: Increase cost of Cannon Fortress to 1000 from 900 as it was incredibly cheap compared to other fortresses (commit:7963c4319ad0bc69dcc4afd0df2567bf4816974a, #2535)
* Change: Make Bombard unlock Ground Shaker instead of the Howitzer, Remove Ground Shaker requirement for HEAP Howitzer Shells, and make Howitzer Autoloader depend on HE Howitzer Shells Mk3 (commit:b5acaba550959116dfbb4da000845339863dd766, commit:fb1c07f5db37457b0c0634b1497e6c636be092eb, #2534)
* Other:
* Add: New maxReplaySaved and oldLogsLimit config options (commit:d0eedf739c9948db12a9460af32084a7abefd441, commit:a18639d6643ecb2b62fb5706f580a0ab1b6645ce, #2580)
* Fix: Prevent truncating time in the Intelligence menu in skirmish/multiplayer (commit:39f0b9bc7366f524adb33ca56104cb88d0ebc7e, #2527)
* Fix: Discord Rich Presence displaying the wrong host when host is a spectator/autohost (commit:10128b2402980c45536a64554bf84b80fbaac134, #2543)
* Fix: Fix macOS-specific search path priority (commit:12185fa159b82c5d60ffaf3d184b664eba1d737c, #2541)
* Fix: Add Arabic to the list of available languages (commit:65bf0f28aa1203f1b5e261d4028cecb9cc726331, #2584)
* Fix: Check for electronic research rewards already researched (commit:7c887108aaea2814d291d941fb640fa7e10b7427, #2604)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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Whats new:>>
* General:
* Fix: VTOLs occasionally land to attack (commit:579eb5ce08eba4274fbb68620f49e310fc83f8bc, #2616)
* Fix: VTOLs may attempt to "attack" when empty (commit:4a10d3ee09f798cca2e2a203af8264d72dd7cc6b, #2616)
* Fix: Optimum range not moving past long range when clicking a target (commit:7e5079670ac4605d51c01a6e3d51983be54902d8, #2623)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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Changelog
Improvement - During a ROM import, the RetroArch core dropdown menu will only appear when the platform is missing from the emulator's Associated Platform section.
Improvement - The Arrange By menu in LaunchBox can now be used in List View
Fixed - Rare null reference error when changing platforms while using Images View (introduced in 12.8)
Fixed - Rare error when attempting to display a message box
http://www.launchbox-app.com/
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Changelog
New Feature: A Related Games section will now appear within Game Details, where you can discover games that are recommended, similar, or possible ports of the game that you have selected. (Rated #3 on the last Community Poll) - Currently in LaunchBox. Big Box implementation will be available in a later beta.*
New Premium Feature: A Related Games options menu provides full control over the criteria that determines its game results
Improvement: The "Scanning for Metadata" step during imports and metadata and media updates should now be significantly faster
Fixed: On rare occasions, the Scrape As value would not save during an import, resulting in LaunchBox Database game mis-match
Fixed: In Big Box, the KnownPlatformorPlaylist binding could incorrectly use a playlist's rule value in unexpected comparison types (for theme devs)
Fixed: Configure will now use your Custom DOSBox Version EXE Path
Fixed: The prioritize dropdown menu in the Platform/Playlist Theme Video window will now works with videos from EmuMovies
http://www.launchbox-app.com/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Changelog
Feature: Remember the last-used signal between games (#9792)
Change: [MacOS] Allow touchbar usage on all supported OS versions (#9776)
Change: Add a timestamp in name of crash files (#9761)
Fix #9736: Duplicate multiplayer window opens upon canceling password entry (#9842)
Fix: Removing long roads doesn't prioritise refusal of local authority over other errors (#9831)
Fix #9020: Glitchy station coverage highlight when changing selection (#9825)
Fix: Correct some Romanian town names (#9819)
Fix: Original music playback rate was slightly too fast (#9814)
Fix #9811: Use the NewGRF-defined vehicle center when dragging ships and aircraft (#9812)
Fix: Do not let shares in the company taking over another company disappear (#9808)
Fix #9802: Crash when using lots of NewGRF waypoint types (#9803)
Fix #9766: Don't write uninitialised data in config file (#9767)
Fix #9743: [MacOS] Don't try to render touchbar sprites with invalid zoom level (#9776)
Fix #9774: Building roadstop in estimation mode updates station acceptance (#9775)
Fix: If vehicles only refit to cargo-slots >= 32, the default cargo was wrong (#9744)
Fix #9735: Possible desync when replacing a depot on same tile (#9738)
Fix #9730: [Network] Connections can use an invalid socket due to a race condition (#9731)
Fix: Don't show sign edit window for GS-owned signs (#9716)
Fix #9702: Display order window for vehicle group on ctrl-click only when using shared orders (#9704)
Fix #9680: Crash when loading really old savegames with aircraft in certain places (#9699)
Fix: Update last servicing dates when using the date cheat (#9694)
Fix: Error message shows about missing glyphs while suitable fallback font is found (#9692)
https://www.openttd.org/
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(https://i.postimg.cc/j2vQ17hZ/screenshot-2910.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints. It's packaged in PortableApps.com Format so it can easily integrate with the PortableApps.com Platform. And it's open source and completely free.
Changelog
Fixed
Consulting a book, submoves notation is missing using + button of the toolbar.
Best move training, changed the lost pawns label.
Readjustments to the external position scanner.
Databases, editing a game, sizes in the information area.
Custom sounds-Linux, selecting a wav file does not work.
Shortcuts, editing a label does not work.
Updated
External engines must exist in order to add them to the list of engines.
The internal translation system now allows translation of openings as well.
Scanner, simplified its use in relation to selection of the board to be scanned, if selected with the left button the white pieces are down, with the right button the black pieces are down.
Calculation of elo from the analysis.
Eboards drivers by Graham O'Neill. New driver to Square Off. Some small improvements to the BLE connection process so the Pegasus and Millennium drivers.
2.1a: Chinese updated, all openings are translated, by Zoushen.
Engines
Updated Stockfish, Version 15 32bits+64bits+64bmi2, T. Romstad, M. Costalba, J. Kiiski, G. Linscott, https://stockfishchess.org/
https://lucaschess.pythonanywhere.com/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Changelog
Fixed: The new LaunchBox Themes Manager was not always working properly for non-premium users
Fixed: Very rare error when closing the LaunchBox picture viewer
Fixed: Bad URLs from Amazon Games screenshots were causing rare errors
http://www.launchbox-app.com/
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Changelog
Improvement: The saving process that occurs after LaunchBox or Big Box closes should be significantly faster
Improvement: SelectedItemSpacing property was added to FlowControl that allows the spacing around the item currently selected to be different than other items (for theme developers)
Improvement: The PictureViewer was visually updated with added context regarding what type of image you are looking at
Improvement: Platform matching when searching for EmuMovies content has been improved
Fixed: A white line could appear at the top of your monitor when viewing images in full screen
Fixed: Rare error when navigating through different wizards
Fixed: The LaunchBox Themes Manager was unusable if no internet was detected
Fixed: Empty entries could appear at the top of the "Scrape As" drop-down menu
Fixed: The Related Games feature could show improper results when using different languages
http://www.launchbox-app.com/
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
General
New Content»
Terrain embellishments
Additional rock and rubble terrain embellishments have been added.
Changes To Existing Content»
Add-ons password storage
When uploading an add-on, there is now an option to store the password so that it doesn't need to be re-entered each time.
Fixes»
Using arrow keys in small screen mode
Using the arrow keys to try and scroll on the add-ons manager while in small screen mode no longer closes the add-ons manager with an error message.
Updating add-ons from the multiplayer lobby
When someone is hosting a game which required some add-on and you have an outdated version of this add-on, the game proposes to update the add-on. This will now actually update the add-on when the player tells Wesnoth to update the outdated add-ons.
Add-ons with no version information
Wesnoth will no longer crash when highlighting an add-on in the add-ons manager which has no version information present at all.
Firststrike crash
When a unit has an ability that gives its opponent the firststrike weapon special, Wesnoth will no longer crash.
Inconsistent scroll speed
Scrolling around a map will now scroll at a much more consistent speed.
https://www.wesnoth.org/
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(https://i.postimg.cc/J0cCsTJ6/screenshot-1755.png)
Domination is a board game designed to play like Risk or RisiKo. It has many game options and includes many maps. The game features maps from the UK, America, Lord of the Rings, and more that can be downloaded online or made on your own. It is written in Java and includes a map editor, a simple map format, multiplayer network play, single-player, hot seat, five-user interfaces, and more.
License: Open Source
Changelog
Fix for lobby failed to launch when javax.crypto.JceSecurity not found
New field in game for minimumNewArmies that can be set depending on the game options
New Italian rules: no minimum armies, if you have less than 3 counties, you get 0 armies
New Italian rules: during trade get 2 extra armies for each country, and can place them anywhere
New Italian rules: game engine/network play version now 14
https://sourceforge.net/projects/domination/
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Whats new:>>
LaunchBox 12.12 is out today with support for image packs to curate images for your collection and automatic bezel downloads from The Bezel Project (our top two most-voted requests from the poll)!
http://www.launchbox-app.com/
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Whats new:>>
Improvement: The Bezel window will now appear during imports when using older versions of MAME that use the mame64.exe executable, as well as versions of MAMEUI
Improvement: Added the ability to display the content image in LaunchBox's ListView (for theme devs)
Improvement: Bezels are downloaded for additional applications as well as the primary version of the game
Improvement: RetroArch bezels will now have their opacity set to 1.0 via the game override setting
Fixed: RetroArch bezels for some Arcade platforms will now properly download
Fixed: Pressing Browse in the Add Additional Application window would sometimes throw an error
http://www.launchbox-app.com/
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Whats new:>>
LaunchBox 12.14 is out today with a complete overhaul for Big Box, including a new default theme, improved performance and stability, and a modern overhaul for all popup screens! We've also added the ability to export MS-DOS games to Android! Enjoy!
http://www.launchbox-app.com/
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
Deprecations and compatibility notes
name in game.conf is deprecated for the game title
For specifying the game title from now on, use title instead
Client / Audiovisuals
Dynamic shader-based shadows for: nodes, entities, wield (x2048)
Includes many, many bugfixes and improvements (tuning, performance)
Fixed statbar HUD background scaling and numbering (appgurueu)
Apply texture pack main menu textures immediately (ROllerozxa)
Fix footsteps for players whose collision box min y != 0 (grorp)
Add depth sorting for node faces (x2048)
This fixes appearance issues when looking through multiple semi-transparent nodes.
This works only up to a distance of 16 nodes by default. Use the transparency_sorting_distance setting to adjust this
Optimize swapping nodes with equivalent lighting (TurkeyMcMac)
Fix item entity Z-fighting (appgurueu)
Use mod names/titles instead of technical names to display (GoodClover)
Fix texture packs not showing as enabled in mainmenu (rubenwardy)
Debug screen now shows "<unknown node>" at the top if an unknown node is pointed (Wuzzy)
Enable chat clickable weblinks by default (Ctrl+Click) (Froggo)
HUD: Fix outdated selection boxes (appgurueu)
Make no_screenshot image more clear (Zughy)
Add register dialog to separate login/register (rubenwardy)
No damage effects on hp_max change (appgurueu)
Fix updating glow and light calculation on entities (sfan5)
Fix unknown nodes sometimes displaying the "no texture" instead of the "unknown node" texture (Wuzzy)
World / Server / Environment
Distinct mod path values in world.mt to avoid issues with duplicated mod names (rubenwardy)
Fix broken server startup if curl is disabled (sfan5)
Increase max. objects per block defaults (appgurueu)
Builtin: Allow to revoke unknown privileges (SmallJoker)
Fix some textures not being sent correctly to older clients (Oblomov)
Fix several registration/authentication related issues (sfan5)
Fix dependency enabling of mods and modpacks (rubenwardy, TurkeyMcMac)
Fix cooking and fuel crafts with aliases (TurkeyMcMac)
Commands: Some numbers can be replaced or prepended with "~" for values relative to the current one (Wuzzy)
"~" is equivalent to "~0"
Supported commands: /deleteblocks, /emergeblocks, /fixlight, /spawnentity, /teleport, /time
Example: "/teleport 15 ~5 ~" teleports to (15, <current Y coordinate plus 5>, <current Z coordinate>)
Don't allow banning in singleplayer (sfan5)
Docs: Add description of privileges (x2048)
Increase max FPS on Android to 60 (ROllerozxa)
Add many limits to settingtypes + engine (Wuzzy, SmallJoker)
Reorganise settingtypes.txt (rubenwardy)
Script API / Modding
Improved formspec documentation (DS)
Optimization: Send HUD flags only if they changed (appgurueu)
Allow to set the displayed item count and its alignment via item meta: count_meta, count_alignment (DS)
Add support for 'seed' in disallowed_mapgen_settings (Wuzzy)
List of documentation improvements:
AreaStore (SmallJoker)
Lua vector helper class (sfan5)
spawn_by for decorations (Zughy)
LBM documentation (TurkeyMcMac)
Overall improvements (sfan5)
Allow get_sky to return a table of all sky-related parameters (Zughy)
Add basic_debug HUD flag to control display of debug info like position in the debug screen (on by default) (appgurueu)
Fix memory leak from SpatialAreaStore (setupminimal)
Add function ObjectRef:set_lighting() to control shadow intensity from the game/mod (x2048)
Fix '[combine' when EVDF_TEXTURE_NPOT is disabled (paradust7)
hud_get: Return precision field for waypoint (appgurueu)
Add Async environment for parallelized Lua code execution (sfan5)
minetest.handle_async
minetest.register_async_dofile
Fix Minetest blaming the wrong mod for errors (appgurueu)
Deprecate game.conf name, use title instead (#12030) (rubenwardy)
Protect a few more settings from being set from mods (sfan5)
Add function ObjectRef:respawn() to invoke player respawn (sfan5)
Handle Lua entity HP changes correctly (like punches) (sfan5)
Add tool helper function ItemStack:add_wear_by_uses() to add tool wear in such a way that it has a given number of uses (Wuzzy)
Add minetest.get_tool_wear_after_use to simulate tool wear when expecting it to break after a given number of uses (Wuzzy)
on_deactivate entity callback: distinguish removal and unloading (appgurueu)
Remove tile_images and special_materials obsolete code (Zughy)
set_stars: Allow to set maximum star opacity at daytime with day_opacity (Wuzzy)
FormSpec: 9-slice images, animated_image, and fgimg_middle (v-rob)
Misc / Maintenance
Code details are intentionally omitted due to the changelog target audience's interests.
Fix macOS compile instructions (sfan5)
Various C++ code cleanups and improvements (TurkeyMcMac, sfan5, Oblomov, SmallJoker, Octavian, RichardTry, savilli, JosiahWI)
List of DevTest game improvements:
TGA test nodes (ehrlemann)
Test weapons and armorball modes (Wuzzy)
Nodes and items for testing overlays (Wuzzy)
Entity lifecycle and callbacks (sfan5)
Item metadata editor (Wuzzy)
Minetest now uses C++14
Remove direct OpenGL(ES) dependency (sfan5)
Compile Lua as C++ to properly catch exceptions (TurkeyMcMac)
Build system improvements (sfan5, ShadowNinja, LoneWolfHT)
Run automated tests when Lua files change (x2048)
Add JSON (de)serialization benchmarks (paradust7)
Performance optimizations by caching (mapblocks, collisionbox) (sfan5)
Add more Prometheus metrics (sfan5)
Add documentation to list breaking changes for the next major release (Zughy)
Patch built-in Lua to fix miscompile on Android (paradust7)
Fix BSD iconv declaration (savilli)
Fix Android input box crash (ROllerozxa)
Minetest Game
Improved cart movement behavior (SmallJoker)
Improved direction handling
Smoother-out 'end-of-rail' animation
Other improvements
Dynamic shadow intensity increases with cloud density (only has an effect if you have dynamic shadows enabled) (lhofhansl)
Allow mods to override player animation globalstep with player_api.globalstep (LoneWolfHT)
Log API added (nixnoxus)
Fix crash if player has no model (Lars Mueller)
Fix broken get_animation in player_api (bell07)
Fix furnace fire sound continuing to play after being destroyed (Wuzzy)
Fix TNT blowing up ignore nodes (Wuzzy)
Fix some hoes not breaking after the intended number of uses (Wuzzy)
Fix book duplication glitch (appgurueu)
Fix incorrect behavior of glass and obsidian glass if param2 was changed (appgurueu)
Fix cart sometimes facing the wrong way at slopes (not a 100% perfect bugfix tho) (SmallJoker)
New translation: Polish (mrubax10)
Translation updates: Ukrainian (baytuch), Russian (baytuch), German (Wuzzy), Lojban (Wuzzy), Esperanto (quarthex)
https://www.minetest.net/
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Changelog
Frequent crashes in online multiplayer
It was discovered soon after releasing 1.16.4 that Wesnoth would consistently crash when playing online multiplayer games. This issue has been resolved.
Sidebar displaying incorrectly on low resolutions
The right sidebar will now display properly at 800x600 resolution.
AI sometimes causing the game to freeze
Fixed the AI taking far longer to move than it should in certain situations, which caused the entire game to freeze.
Scroll lock breaking hotkeys and mouse left clicks
Fixed an issue when using SDL 2.0.18 or later which resulted in the hotkeys and mouse left clicks not doing anything when scroll lock was enabled.
Crash when a unit's attacks are removed during combat
Wesnoth will no longer crash if a unit's attacks are removed during combat by some effect, such as an ability or weapon special.
https://www.wesnoth.org/
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(https://i.postimg.cc/2872k4sD/screenshot-1895.png)
OpenLoco is an Open Source re-implementation of Chris Sawyer's Locomotion, a construction and management simulation video game that simulates running a transport company.
License: Open Source
Changelog
Fix: [ #1612 ] Ambient audio no longer playing.
Fix: [ #1613 ] Crash when viewing the Build Trains window with certain trains.
Fix: [ #1614 ] Crash when ai picks up none existent vehicles.
Known issues
Multiplayer functionality is not available at this time.
https://github.com/OpenLoco/OpenLoco
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Changelog
Fixes»
Animation fixes
Animations now display correctly when zoomed and when over water.
Movement range after turn end
The maximum possible movement range of your units is now shown immediately after ending your turn when hovering over them, rather than their remaining movement range.
Out Of Sync errors
Fixed some add-ons causing out of sync errors even when not being used in the current game.
https://www.wesnoth.org/
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Changelog
5.6.0 ? 5.6.1
Draft. These contents are not definitive and might change at any time.
Client / Audiovisuals
Fix tooltips for dropdown, scrollbar and more (Desour)
Allow the comma as clickable URL component (pecksin)
Correct the entity glow calculation (x2048)
Get the setting texture_min_size to work again (fluxionary)
Scale hardcoded/integrated GUIs with the system-reported DPI (ElliottLester)
Overwriting a package via "Content" no longer triggers an error (rubenwardy)
World / Server / Environment
Fix potential use-after-free with item metadata (TurkeyMcMac)
Compatibility patch to not freeze older clients due to negative "frame_length" Tile Animation values (sfan5)
Dynamic shadows performance improvement by delaying non-urgent mapblocks (x2048)
Script API / Modding
Fix several crashes caused by clear_craft in combination with aliases (savilli)
Serialization: Restore (full) pre-5.6.0 compatibility (appgurueu)
LuaJIT: Workaround to allow larger serializations (appgurueu)
Enforced hp_max > 0 for entities (appgurueu)
Node Definition "tiles" and "special_tiles" again default to nil when not specified (Zughy)
Allow minetest.register_on_craft to return strings (was: ItemStack) (Zughy)
ObjectRef:set_stars to reset the stars no longer throws an error (Zughy)
Misc / Maintenance
x86 Android build fixes (savilli)
https://www.minetest.net/
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Changelog
Added
Book Strategie, other wonderful set of pieces created by Ben Citak.
Book Strategie B, for non-ADDEDspaper style board backgrounds by Ben Citak.
Book Strategie theme created by Ben Citak to emulate the old style used in the French chess magazine La Strategie in 1938 (also L'Echiquier).
Opening Lines, shows comments when training.
Databases, numerical sorting: press Ctrl (Alt or Shift) while double clicking on the header.
CTRL SHIFT C (ALT SHIFT C) to copy PGN to the clipboard
On the position analysis screen, alternative moves can be analyzed by moving pieces directly on the board.
Analysis of a game, option to include analysis of the variations.
On any board, ALT-X to play the current position, it is a little different from the utilities menu, only the position is used, but it can be used with any board and with any position on the board.
Shift Right mouse on pgn table to show the tree of moves.
Select files, option to change from a custom to native in the Configuration window.
Eboards can be used in Gaviota endgames training.
Eboards can be used in Learn a game training.
Changed
Added ALT C to copy FEN to clipboard instead of CTRL C in Options/Settings (to fix problem with some screen readers using CTRL C).
Director/Graphics elements, left button used to remove all and Del/Backspace to remove the last one, only right button is used to create graphics.
Fixed
Create your own game/Utilities/Enable engine
Promotion with check not render correctly in pgn table.
Playing against any engine, personalities dont be saved.
Updated
Eboards drivers by Graham O'Neill (version 3 to LC)
Chess leagues, the number of opponents is free, with a minimum equal to twice the number of those configured to move from one division to another at the end of the season.
Language Euskara, all openings are translated, by Ilurdi.
Language Euskara by Ilurdi.
Language French, updated openings translations, by Eric.
Language French by Eric and Lolo
Language Chinese by Zoushen
Language Polish by Darek
Language German by Johannes Bolzano.
https://lucaschess.pythonanywhere.com/
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Whats new:>>
LaunchBox 12.15 is out today with storefront game management, platform details in LaunchBox, and much more!
http://www.launchbox-app.com/
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
General
Changes To Existing Content»
Bot hosted multiplayer games
Games in the multiplayer lobby that are hosted by bots are now shown separately from games that are hosted by human players.
Fixes»
Alert on disconnect
An error is now shown when a player loses connection to the online multiplayer server.
Giant Scorpion zombie
The Giant Scorpion now uses the correct variation of the Walking Corpse and Soulless unit when killed by a unit with the plague weapon special.
https://www.wesnoth.org/
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(https://i.postimg.cc/j2vQ17hZ/screenshot-2910.png)
Lucas Chess is a chess game with a chess trainer built in designed to help you beat increasingly difficult opponents with a limited number of hints. It's packaged in PortableApps.com Format so it can easily integrate with the PortableApps.com Platform. And it's open source and completely free.
Changelog
Added
Editing of the parameters used in the analysis to characterize movements such as blunders, mistakes and inaccuracies. More info
Fixed
Some internal bugs.
Autosave games, save times when they are.
Playing against any engine, secs extra are added also to engine.
https://lucaschess.pythonanywhere.com/
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(https://i.postimg.cc/q7X6j0NF/screenshot-2183.png)
SuperTuxKart is a 3D open-source arcade racer with a variety characters, tracks, and modes to play. Our aim is to create a game that is more fun than realistic, and provide an enjoyable experience for all ages.
License: GPL
Changelog
General
Lap trial mode, by mrkubax10
Fix parachute powerup, by heuchi
Fix gyroscope on walldriving surface, by Benau
Enable ARMv7 build for Windows, by Benau
Restore macOS <= 10.14 support, by Benau
Avoid triggering other goal lines when the goal is already scored, by kimden
Graphics
Items and stars animation, by Semphris
LOD optimization, by Benau
Implement HiDPI support in SDL2 properly, by Benau
Beta Vulkan renderer, by Benau
Make sky particle always fall vertically, by Benau
Tracks and modeling
Updated Konqi, by ZAQraven99
New Godette kart, by ZAQraven99
Updated Battle Island and Cave X, by Typhon306
Fix broken invisible wall in Antediluvian Abyss, by Benau
New textures in Shifting Sands, by KartOym
Balanced starting positions in all official soccer fields, by Crystal
Networking
Add track searching to network track screen, by Benau
Make limit of players in game configurable, by Waldlaubsaengernest
Allow using real addon karts (same hitbox and kart type as in local game), by Benau
User Interface
Add left side ghost replay difficulties, by ldoyenard
https://supertuxkart.net/Main_Page
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(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
2022-11-02: Version 4.3.1:
* General:
* Fix: Crashes caused by certain old config file settings (too many commits, #2960)
2022-11-02: Version 4.3.0:
* General:
* Fix: Improve classic ("exclusive") fullscreen mode switching, additional Video Options (too many commits, #2936)
* Fix: Give Hardcrete Gate a research message (commit:7e1599fcb1b640ee6e4f90a5d622f3b5cb4ddffd, #2940)
* Fix: Add missing terminating entry (commit:55fb14b73486700ca8437f67527e36ccc7e16643, #2944)
* Fix: Truncating audio streams, buffer leaks (commit:25f1944c7ad0c1ff9c6017f88fce0d974ecb1502, commit:bc82e2cd1c5fcf02b1266911a8cdd7f446a593e8, #2943)
* Fix: Move favorite structures to a JSON file (too many commits, #2935)
* Fix: Mobile repair turrets prioritize distant heal targets over closer ones (commit:87a729e5d0396ba6bc55dbe32e580656cafaaa12, #2954)
* Fix: Improve fixed hotkey display (commit:6025f4b5f78230d8ffa61320b8c3a02d7bef8bba, #2952)
* Fix: Redundant components becoming available (commit:4663d22b589c65f53daab33e4625cca1cfcbce47, #2950)
* Fix: Autorating tooltip requests (too many commits, #2955)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Changelog
New Premium Feature: Big Box now supports 3D models for boxes! They are available in most existing themes where boxes are displayed and can be rotated with the right stick on a controller (or bound to something else). We've worked hard to make these 3D boxes work well even with the images that you already have in your collection.
New Premium Feature: CoverFlow views in Big Box have been overhauled to be completely 3D, and selected items inside of CoverFlow views can also be rotated
New Premium Feature: Big Box theme developers now have full control over how to present 3D boxes in wheels and in CoverFlow, including angles and animations
New Premium Feature: Big Box now has a global "maximum speed" setting for wheels
Improvement: New image types have been added for Box - Spine (for the spines/sides of boxes) and Box - Full (for DVD-style wraparound scans)
Improvement: Big Box's Flip Box feature now rotates the model 90 degrees instead of just showing the back of the box
Improvement: Big Box's animation backend has been improved, which should require less processing power and provides more options for 3D box models
Improvement: Big Box's performance has been improved when loading game details
Fixed: Some bindings in LaunchBox's WorkingViewModel weren't updating correctly in some circumstances (for theme devs)
Fixed: Big Box's TopBoxesViewModel and BottomBoxesViewModel bindings weren't always notifying on update in platform views (for theme devs)
http://www.launchbox-app.com/
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Changelog
* General:
* Fix: Various potential crashes (too many commits, #2973)
* Fix: Restoring window sometimes shows black screen in OpenGL mode (commit:24eacb55a39abb0a9540a4dbc9e046b769c3a6ef, #2981)
* Fix: Possible high CPU usage when minimizing window in Vulkan mode (too many commits, #2981)
* Fix: Default fullscreen dimensions should match the current resolution (commit:09fd7ee9400b5935854271f691a63df2448aa3b6, #2981)
* Fix: PNG files should take precedence over KTX2 files, to support mods (commit:380c0fe645562ad3e82d9e3c4ca6e5a8375dbd05, #2981)
* Graphics:
* Fix: Missing top section on cyborg repair turret (commit:2157a83881212c0710c5796d75e3cbf0893dc40b, #2977)
* Fix: Update generic design tank (commit:1fb78f9571d8fe48fa23ae0182803fa4baeec2c5, #2980)
* Balance MP:
* Change: Buff Flashlight for tanks, increase HP 100->180 and add 1 tile of range 12->13 (commit:faf8d361f18297dad37066dcd0fd4d6f05d01333, #2889)
* Change: Reduce periodical damage on Incendiary Mortar 26-24
(commit:fe7924177444f967e664a7d8acc31b60b3f314b9, #2908)
* Change: Remove MGAA specific research, Whirlwind requires all MG ROF upgrades and Hurricane, AG and Hurricane need MG ROF2, MG ROF3 require Assault Gun
(commit:ebdf66ec4ec448191052f5a81451209239f3f021, #2922)
* Change: Reduce price of Hellstorm from 450->400 and weight from 20000->10000, Pepperpot price
reduced from 200->175 and build time from 900->800 (commit:ee0ea7fac774e54676f29fb43c5dc840f83e13ce, #2893)
* Other:
* Fix: 32-bit (x86) Windows build doesn't run on Windows 7
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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(https://i.postimg.cc/2872k4sD/screenshot-1895.png)
OpenLoco is an Open Source re-implementation of Chris Sawyer's Locomotion, a construction and management simulation video game that simulates running a transport company.
License: Open Source
Changelog
Feature: [ #1696 ] Display filename in object selection window.
Fix: [ #1549 ] Objects do not load localised strings.
Fix: [ #1676 ] Crash when viewing newly created scenarios in scenario list.
Fix: [ #1680 ] Title music plays in scenario editor.
Fix: [ #1711 ] Crash on linux when config folder for OpenLoco is not manually created.
Fix: [ #1720 ] Crash when indexing object files that fail validation.
Fix: [ #1720 ] Object selection not properly checking valid object selection.
https://github.com/OpenLoco/OpenLoco
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Changelog
New Premium Feature: The 3D Box Model can now be viewed full screen in both LaunchBox and Big Box
New Premium Feature: CameraPosition binding has been added to the FlowModel control (for theme devs)
Improvements: The 3D Box Model can now be panned by the middle mouse button in LaunchBox and the cursor keys on a keyboard, or dpad/left analog stick on a controller, in Big Box.
Improvement: The way LaunchBox and Big Box call LEDBlinky has been improved in order to reduce apparent slowdowns when dealing with large controller boards with lots of buttons/RGB
Fixed: The default logo rotation on the 3D Box Model
Fixed: The appearance of some image types for EmuMovies during the Import and Download Metadata & Media Wizards
Fixed: Images with transparency no longer render a 3D Model in Big Box's ImageView
http://www.launchbox-app.com/
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Changelog
Feature: [ #175 , #938 ] Allow modifying object selection in-game (cheat menu).
Feature: [ #1664 ] Allow modifying scenario options in-game (cheat menu).
Feature: [ #1736 ] Allow disabling town renewal/expansion/growth (options menu).
Fix: [ #1727 ] Starting loan is not displayed properly in scenario options.
Fix: [ #1737 ] Unpacked objects accidentally get installed into wrong folder.
Fix: [ #1738 ] Last selected Misc building not remembered in Building Placement tab.
Change: [ #1736 ] The miscellaneous options tab has been redesigned to reduce clutter.
https://github.com/OpenLoco/OpenLoco
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Changelog
* General:
* Add: Cursor scaling implemented (commit:41f1cc5329d483e659b6b1c345ba8913692336a2, #3016)
* Change: Prevent loading old ~pre-4.x series saves to curb strange and invalid bug reports (commit:b199936986337e9d043bcb4d5a793ca33e49d5fb, #3038)
* Fix: Various potential crashes (too many commits, #2996, #2999, #3009, #3017, #3019, #3025, #3047)
* Fix: [Audio] Improve stream buffer exhaustion handling to hopefully avoid occasional music resets (commit:88349c6665af2e0c7845798995efe393f4c6e70d, commit:01655ee90c558a6a149365e94192b795a6f1aab0, #3010)
* Fix: Don't override orders with guard behavior when done repairing unless explicitly ordered to repair (commit:42cceb79ae99a0b876df022a1c2d79dbb08f6c5d, #3030)
* Fix: Load structure and droid limits before loading droids and structures (commit:8dd23535c3118ea02ccca9effc2e4baa73cea3ea, #3064)
* Remove: "Go Back buttons in options menu" due to causing keymapping instability (commit:40ae5a753b5fb3bba2faa3afbc8e8b1c17ec1ab4, #2998)
* Graphics:
* Change: Make light/medium half-tracks a bit more distinct (commit:7df11d7121c312bb51039fe7c9c7e938b1ff28a7, #2992)
* Change: [SDL backend] Windows: Workaround for Nvidia threaded optimization (commit:4ac78c353d2f61320d81630428664db640c4dc97, #3001)
* Campaign:
* Change: Rebalance FastPlay to better fit the new campaign balance (commit:3dbd1ac1c7b5465d18e487d4766b459253905b20, #3057)
* Fix: Default initialize the NP artifact group waypoint on Alpha 11 so grabbing the artifact first won't interfere with their movement (commit:2a6cd3f2c318d7847de2b381378cebb5a5972904, #3012)
* Fix: Fix config file not storing the correct color variable when selecting a flag color in the options menu, thus reverting to green after level exit (commit:74511d2de80d387902cdcb375b87c0fb1233bd02, #3037)
* Multiplayer:
* Change: Allow setting up to 20 research labs in the limits menu (commit:f3a182db2ac6709fb8350915c77c4ef4f84cbd0a, #3064)
* Fix: Attempt to improve slot/identity behavior (too many commits, #2993, #3023, #3043, #3044, #3068)
* Balance MP:
* Change: Use a new set of experience thresholds for unit and commander ranks; Make EMP/Electronic weapon research depend on Command Turret Upgrade (commit:f4e8da794584cf71265dd203b9422e46471b2fb0, commit:3a1a066cbe438c52bfbc55c73340b37b4884cb56, #2958)
* Change: Reduce splash radius of the EMP Cannon to 1.5 tiles from 2 tiles (commit:e10289c37a30b7cc33031d85a8af4ed705d681a9, #2975)
* Change: Reduce build power of the little scourge cyborg to 233 from 250 and increase range by 1 tile (commit:a12aab815f46a42abe4d573e5818e32901b1bfb4, #3004)
* Change: Reduce Assault Cannon research time by about 1 minute, Twin Assault Cannon still appears at the same time (commit:0487d72ac323fbe311fbdb1967f144288dc81a19, #3000)
* Change: Make Twin Assault Gun come earlier by about 1 minute so to appear before Twin Assault Cannon (commit:45f75861a0f16e7debfadbc1047d82112087aa09, #3029)
* Change: Push Whirlwind further back into the tech tree and depend on Dedicated Synaptic Link Data Analysis Mk3 / move Depleted Uranium Bullets after Dense Composite Alloys Mk3 (commit:9550bff61b047628a55c238bab3b9d0eaae50207, #3066)
* Other:
* Add: [GitHub Actions] Flatpak: Initial publishing support (commit:92fc8bb3ebeb300eba603c8718896918ce9f7129, #3006)
* Add: Attempt to create an overview document on micro-AI behavior (commit:c3a35955b2b3bdded07462750d5f567cb37a4b0a, commit:4dc1dfff0bc157f62e3e651cff4a002e4e35b27a, #3024)
* Change: [CMake] Add -uastc_rdo_m to basis universal to improve reproducible builds (commit:27218d78258d852a2ea2604c7aefa41b202124cc, #2997)
* Fix: Improve notifications and exception handling for them (too many commits, #3026)
* Fix: Do not play attacked sounds from friendly fire (commit:d81a9ad2a3c931b18f4c310186a9941f21e33915, #3039)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Release Notes
Breaking news: OpenTTD 13.0 is now available! Depending on your perspective, we’re either two months early for our usual April 1st release, or a bit tardy for the Christmas 2022 release we intended.
We think the wait has been worth it. This is one of the largest releases we’ve done in several years, with numerous features and improvements covering the user interface, gameplay features, and modding extensions for NewGRF and Game Script creators.
Some of the highlights are:
Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel. This includes better automatic scaling when using HiDPI or mixed DPI setups.
Direct access to NewGRF/AI/GS settings from the new game window.
Various small tweaks and improvements to several windows.
NewGRFs can now provide engine variants that are shown hierarchically in the purchase list.
Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.
Custom league tables for GameScripts.
More natural rivers which get wider as they flow downstream.
And much more, which can be seen in the changelog or the previous release announcements!
In addition to these features and improvements, we’ve fixed lots of bugs. (If you played with the RC2 testing release, most were fixed before then. See the changelog (https://cdn.openttd.org/openttd-releases/13.0/changelog.txt) for full details.)
https://www.openttd.org/
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Changelog
Feature: [ #1837 ]: Add search/filter functionality to object selection window.
Fix: [ #1475 ] Slow view panning with uncaps FPS disabled.
Fix: [ #1763 ] Title music does not stop when unchecked in options window.
Fix: [ #1772 ] Toggling edge scrolling option does not work.
Fix: [ #1798 ] Memory leak when resizing the window.
Fix: [ #1842 ] Track, Road and Dock objects incorrectly unloaded causing packing issues.
Fix: [ #1853 ] Company list not sorted properly by status.
Change: [ #1823 ] Prevent edge scroll if the window has no input focus.
https://github.com/OpenLoco/OpenLoco
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Whats new:>>
LaunchBox 13.2 is out today, and this iconic release is quite the achievement! Over 240 icons have been added to the sidebar, and we've overhauled achievements for Steam, GOG, and http://RetroAchievements.org to support playlists, filters, and badges.
http://www.launchbox-app.com/
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Changelog
* General:
* Add: A separate Ban/Kick activity, allow removing from ban list while running game, and fixes for spectator mute (too many commits, #3163)
* Fix: Various potential crashes (too many commits, #3100, #3101, #3106, #3108)
* Fix: Let some older maps show up again in the map lists (commit:444a637345a3578b327d278b7328ebd4d0ff91db, #3109)
* Fix: Always cancel research when starting it in another lab (commit:5f7eb0e172fa52c2e443220a5370ed88a7345216, #3150)
* Fix: Persist Snap config data by using SNAP_USER_COMMON (commit:6366d7b51ba697351abe430a402c9e5a77a837a7, #3160)
* Graphics:
* Fix: Fix missing sections on Tank Killer super cyborg (commit:3e7b9d5382ab09b24a7793eb2826327f8f1382dc, #3092)
* Campaign:
* Change: Gamma 4: Remove middle tank traps guarding team Alpha and remove the repair units to account for new repair micro-AI (commit:e70f636345f71b02cbed9d25628ef2a260809fa2, #3058)
* Change: Always blow up walls and tank traps during Nexus transfers in campaign (commit:8e7e7fdad4ec3ed5059163eeb0f36a699964fa23, #3118)
* Change: Improve difficulty differences on Gamma 9 (commit:e396fdf9f45a7d681d1b9b477717f52d1bcec48b, #3118)
* Change: Make Alpha 1-3 missions flow a bit more smoothly; Increase player flamer ranges (commit:31f18cc2478dcc1a62f72c171a627088ee059be4, #3132)
* Change: Make Gamma 1 easier by activating factories depending on what part of the valley you exit (commit:a4dc62af69db6ebd77ff4f506b7a1c2241828bbe, #3162)
* Multiplayer:
* Add: Add lobby command: makeplayer (commit:64f50bdbb74053c8752197c634ed6642af6f0754, #3107, #3108)
* Add: Add a join message (commit:d48073c810ac385449b275132449d1c82fdbab1e, commit:dad97d406c539399d4c1d519b59b8cbad314620d, #3105)
* Fix: Do not truncate spectator labels (commit:66fcbeb22decbd06b49252580e8df91d5b1867b6, #3149)
* Fix: Stop Mission Time and store it when the results screen pops up (commit:5bad9826b739252b1ffea5b72b7bcb27823aeee1, commit:8a23639e683c4d1fb5696fd23d4c961b4080e66c, #3151)
* Fix: Preserve player identity on rename (commit:13a21a13c07983745327b8ee1e1653b516d92e76, #3155)
* Balance MP:
* Add: Add new Heavy Rocket Array weapon which depends on MRA and HEAT Rocket Warhead Mk2 (commit:ca9dc06f0ee3a86f29940a7a15038043292321f5, commit:d9d9d3e54df4b5aeb41fba8bb322ae71c73beeb8, #3103, #3141)
* Change: Reduce effectiveness of artillery modifier on bunkers 40% to 20%, Reduce effectiveness of artillery modifiers against Tracked 40% to 30% (commit:46cab7cad2adbdb80150588852480eabac496510, commit:669fb3abf708662cbd5d3dd3be6cae1c94d24605, #2894)
* Change: Make Heavy Repair Turret and Repair Facility appear at same time, improve facility repair speed by 10, and make light repair turret cost less and build faster (commit:5ba9b81f4a88546d462f8dc13f35fb3ac0ba6201, #3022)
* Change: Buff Plasmite Flamer HP to 125 to match the HP on Twin Assault Gun (commit:bf10dfa807e30f25410a576eb26373a8a0a2864f, #3076)
* Change: Move Pulse Laser to around Seraph Missile and drop Sensor Upgrade Mk3 requirement (commit:b3062383eaab33c26fb3c9b08cd8ae04ad9d23c7, #3075)
* Change: Increase costs on later MG research and on (Twin) Assault Gun (commit:574b8d65c00080b400d1f9383093fde31bc53de3, #3113)
* Change: Pull some Rocket damages in earlier, Reduce Tank Killer reload time to that of Lancer, Improve Rocket Pod long range accuracy to 50% from 45% (commit:06ec3db15164fee44ad3016df52d7951bf9607fb, #3080)
* Change: Needle reload time matches the latest cannon weapons, nerf Super Rail gunner damages and range, nerf VTOL Needle/Rail radius and radius damage and increase weights (commit:589b226e512e6e667f481c54bd4e852effc1b378, #3081)
* Change: Pull Mortar into Advanced Bases by removing factory module requirement (commit:93cb444ef71260981cae61ded29d146bd1ce5cd3, #3089)
* Change: Reduce time and cost for Command Turret research by 50% (commit:e8465be7fc6c044ffd72e7aad9dba0c1f865022a, #3121)
* Change: Reduce research topic time and cost for most defenses by 50% (commit:bf408ac0b59c56b51fceda8e9cd54fcd62cdf089, #3122)
* Change: Increase reward for some engineering upgrades to 30% (commit:96e6878d33c4e2d13665051e08a7915ecdec6bde, #3134)
* Other:
* Add: Add autohost and autorating documentation (commit:2ab6c37eeb684f6b1936eb49a263f3412a92dfed, #3138)
* Fix: Fix building with GCC 13 (commit:e872db579ec2847de29d1e3a96b35902f643b9fb, #3090)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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(https://s26.postimg.cc/6wvrvqqc9/screenshot_77.png)
Minetest is an infinite-world block sandbox game and a game engine, inspired by InfiniMiner, Minecraft and the like.
It is designed to be simple, stable and portable. It is lightweight enough to run on fairly old hardware.
Minetest allows you to walk around, dig and build in an infinite voxel world, and craft stuff from raw materials, it includes a simplistic Modding API that supports many kinds of additions and modifications to the game. There is multiplayer support via servers hosted by other users as well as support for multiple languages, translated by the users within the community.
License: Open Source
Changelog
Deprecations and compatibility notes
The default key for pitchmove was removed. Specify a key manually to use this feature.
See https://github.com/minetest/minetest/pull/13319 for details
Special handling of ${key} syntax in metadata values are deprecated
See https://github.com/minetest/minetest/pull/12970 for details
Worlds with unresolved dependencies can no longer be loaded. This ensures that the specified mods are loaded properly.
See https://github.com/minetest/minetest/pull/12542 for details
The default key for (un)limited range was removed. Specify a key manually to use this feature.
See https://github.com/minetest/minetest/pull/12632 for details
Development Test is no longer being distributed in official Minetest releases
This was never meant for players to begin with, this “game” is exclusively meant for engine development
To get it back, build Minetest from source code (recommended) or download Development Test from ContentDB
Client / Audiovisuals
Fix main menu error when submitting invalid port numbers (GoodClover)
Fix ChatPrompt crash in very narrow windows (DS)
Fix missing shadows when sun tilt is zero (x2048)
Android: Make OpenGLES 2 the default driver (ROllerozxa)
8x block meshes for improved performance (x2048)
Configuration options and bugfixes (lhofhansl, x2048)
Decrease minimum for repeat_place_time (DS)
Fix Enter key after creating a new world (srifqi)
Improve chat history (TurkeyMcMac)
Add dynamic exposure correction (x2048)
This is also configurable by the Lua API
Improve the occlusion culling algorithm (i.e. better efficiency) (x2048)
Use multiple threads for mesh generation (i.e. faster rendering) (x2048)
Removed pageflip 3D mode (because broken) (ROllerozxa)
Fix progress bar look on HiDPI displays (kilbith)
Fix plantlike_rooted world-aligned node base textures (TurkeyMcMac)
Fix issues caused by attached node placement prediction (TurkeyMcMac)
Avoid shadow flicker at certain angles (x2048)
Chat: fix the unicode characters crowded together on prompt (snowyu)
Take geographic distance into account for server list ordering (sfan5)
Fix sneaking on nodes with large collision boxes (SmallJoker)
Faster light calculations for rendering (TurkeyMcMac)
Android: Improve double-tap for jump detection (srifqi)
Add Bloom shader (x2048)
Restore and enhance bouncy behavior (pecksin)
Bouncy nodes now let you control the jump height with the jump/sneak keys
Fix liquid drawtype faces sometimes not rendering (Wuzzy)
Apply DPI Scaling to the main menu (ElliottLester)
Improve shadow updates efficiency (x2048)
Textures: introduce world-align overrides (SmallJoker)
Fix crash when stars are reset (Zughy)
World / Server / Environment
Reduce server CPU consumed by occlusion culling (lhofhansl)
Improve loaded block handling (i.e. better efficiency) (lhofhansl)
Fix /help privs checks (TurkeyMcMac)
Add mod storage PostgreSQL backend (TurkeyMcMac)
Update floating nodes when liquid underneath vanishes (TurkeyMcMac)
Add zstd compression support (more efficient map saving) (20kdc)
Script API / Modding
Server: Fix error caused by sending too long chat messages (SmallJoker)
Correct handling of leftover items in core.item_eat (DS)
Various lua_api.txt clarifications and fixes (Wuzzy, jordan4ibanez, kab0u, veprogames, aerkiaga, DS)
Improve minetest.close_formspec server-side safety (luk3yx)
Handle nodes changed within another LBM and ABM loop (TurkeyMcMac)
Fix segfault caused by invalid PNG data in [png: (SmallJoker)
Add minetest.get_player_window_information() (rubenwardy, DS (bugfix))
Make body_orbit_tilt configurable (sofar)
Add chat HUD flag (#13189) (GreenXenith)
Improve MetaDataRef:{get,set}_float precision (TurkeyMcMac)
Fix error caused by an empty separator for string.split (TurkeyMcMac)
Add player:set_lighting( {saturation = float} ) (lhofhansl)
Add callback on_mapblocks_changed (TurkeyMcMac)
Improved Lua error handling (TurkeyMcMac)
Expose dtime_s to LBM handler (sfan5)
Let mods choose a forceload limit (TurkeyMcMac)
Add minetest.get_mapgen_edges (TurkeyMcMac)
Add minetest.get_game_info and allow reading game.conf (TurkeyMcMac)
Add support for facedir/4dir nodes to be attached with attached_node (Wuzzy)
Add additional attached_node options: always attach to ceiling, always attach to floor (Wuzzy)
Fix errors caused by schematic reading (TurkeyMcMac)
Fix set_nametag_attributes resetting the text in subsequent calls (snowyu)
game.conf: Add setting to use volatile a map backend (SmallJoker)
Allow rotating entity selectionboxes (appgurueu)
Add VoxelArea() constructor for easier use (TurkeyMcMac)
Fix formspec focus issue caused by empty element names (DS)
Faster vector, node and content ID access when using LuaJIT (TurkeyMcMac)
Speed up find_nodes_in_area (TurkeyMcMac)
Add an item pick up callback (DS)
Implement tool use sounds (sfan5)
Fix inconsistent craft replacement behavior (Wuzzy)
Fix potential error in craft recipes (savilli)
Add paramtype2s 4dir and color4dir for 4 horizontal rotations and 64 colors (Wuzzy)
Bugfix: Allow looped animation to be used safely with old clients (sfan5)
Reassure previous nil behaviour for tiles and special_tiles (Zughy)
Add buffer argument to VoxelManip:get_light_data (TurkeyMcMac)
Fix crash when crafting callbacks return strings (Zughy)
Misc / Maintenance
Fix crash while exiting to the main menu on macOS (x2048)
Rendering code cleanups (x2048)
Fix occasional black screen on startup (x2048)
Android: Build and logging improvements (sfan5)
Improve installation instructions (lynx197, sofar, tamara-schmitz)
Various code cleanups and optimizations (sfan5, ROllerozxa, nerzhul, GermanAizek)
Implement --debugger option to improve UX when debugging crashes (sfan5)
Various Development Test changes
Many, many additions and improvements (Wuzzy)
Add jukebox and branding iron (DS)
Development Test is no longer officially distributed with Minetest releases
Android: various maintenance and fixes (srifqi)
Unittest improvements (Wuzzy, TurkeyMcMac, rubenwardy)
Minetest Game
Limit and sanitize formspec fields (appgurueu)
Fix player_api.set_model not updating the animation (appgurueu)
Ensure chests close properly (fluxionary)
Ensure proper creative hand override (AntumDeluge)
Fix error if /home is executed with an invalid name (zmv7)
Fix wall craft registrations (alek13)
Screwdriver: 4dir node support (Wuzzy)
https://www.minetest.net/
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(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Changelog
* General:
* Add: Display kills and units in spectator stats UI (commit:b1c52e8be428e7b239e9e845288e7a968a017551, #3186)
* Fix: "Get off my land" and "kill selected" cheats (commit:f51f234ef5902d4033d6b58a93049e03239c8072, #3171)
* Fix: Don't assign trucks from factories to commanders (commit:f04e2d3932910213f67f82759b2005c86ff8dd0e, #3179)
* Fix: Repairs: Reset secondary only after "go-to-rally-point" was triggered, separate RTR logic from RTR_SPECIFIED (commit:15c6fc7ae57ccc2d4dc8fc205eac14c83fd3eb71, #3194)
* Fix: Various potential crashes and corrupt config issues (commit:fe7ebfa2bd406ee73c7363afad3a4e26e9297ce9, commit:d07b94e924ad247aaa27df5305e5aee85552da60, #3208, #3211)
* Graphics:
* Fix: Properly render unit resistance bar (commit:099580bc88e5443ee9f76c043102b97055e11866, #3183)
* Multiplayer:
* Add: /hostmsg lobby chat prefix that sends a message only to the host (commit:c563170c7eae67af799e7b8ba19a66f2241fb26f, #3204)
* Change: Add Heavy Rocket Array to all skirmish AIs (commit:7c62ce1ddabe5925c75f5e85722fee54b449118f, #3196)
* Change: Improvements to Nexus AI (commit:86ef42d5f8419f88f96d53a2aef69b18eae77cfc, #3196)
* Fix: Desync with losing player-turned-spectator when certain defensive structures remain (commit:b15ec308db501988b1f8b0fb5c6e18eb1aa16605, #3189)
* Balance MP:
* Change: Slightly increase the build cost of Mortar1Mk1 (commit:0b4bfc612121d2c5bad91908a54900aeb9323581, #3190)
* Change: Return Tank Killer reloadTime from 160 -> 180 (commit:3ce486735df52445042add20897de01679d3d75f, #3203)
* Change: Increase HRA production time from 800 -> 900 (commit:d5f5fb28d95f6c285932bc40646bb0fcb3e6d4bd, #3206)
* Other:
* Fix: "kick identity" command should only kick, not ban (commit:da1d8770fc77e34272c4a4b7529f2ea64855b551, #3210)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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(https://i.postimg.cc/2872k4sD/screenshot-1895.png)
OpenLoco is an Open Source re-implementation of Chris Sawyer's Locomotion, a construction and management simulation video game that simulates running a transport company.
License: Open Source
Changelog
Feature: [ #1934 ] Present a list of objects that failed to load, instead of just the last one.
Fix: [ #1925 ] Not all custom objects are being exported into save files as expected.
Fix: [ #1929 ] Vehicles report local/express status incorrectly.
https://github.com/OpenLoco/OpenLoco
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Whats new:>>
Fix: [ #1281 ] The construction window won't open under some circumstances.
Fix: [ #1942 ] Crash when attempting to clear a building with the clear construction tool.
Fix: [ #1946 ] Crash when loading openloco.yml config that has no shortcuts defined.
Fix: [ #1953 ] Cloning a vehicle doesn't copy cargo retrofit selection.
Technical: [ #1934 ] The performance of scrollable lists has been improved.
https://github.com/OpenLoco/OpenLoco
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Changelog
New Premium Feature: The LaunchBox game details pane can now be popped out into its own window (custom themes do require updating)
Improvement: LaunchBox image views have been optimized and will now load and scroll faster
Improvement: Images will now appear more gracefully when scrolling with the mouse wheel inside of LaunchBox
Improvement: Badges in LaunchBox will now dynamically update themselves without requiring a reload of the view
Improvement: The game details view will now reload after exiting a game to accurately reflect new play time, play count, and achievements updates
Improvement: The LaunchBox import wizards no longer act as if they're locked up while parsing the games to be imported
Improvement: The MAME arcade full set import wizard is now much faster
Improvement: MAME prerequisite files have been updated to allow for a better import experience with newer versions of MAME
Improvement: MAME import filters have been adjusted and will now include less non-games by default
Improvement: The LaunchBox sidebar filter button will now better adapt its values when used in conjunction with the search bar
Improvement: Many new custom theming functionalities have been added to LaunchBox (for theme developers)
Fixed: Rare memory leak that could occur in some situations due to the VLC video playback engine
Fixed: Rare theme bug when launching Big Box from within LaunchBox
http://www.launchbox-app.com/
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Whats new:>>
Improvement - LaunchBox now supports custom theme plugins (for theme developers)
Fixed: Rare overflow error thrown from LaunchBox's Platform Details View
Fixed: Corrected visual issues when Image View was set to be one column wide
Fixed: In some cases LaunchBox wouldn't open on the same window it was closed on
http://www.launchbox-app.com/
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Release Notes
13.2.1 (2023-06-11)
------------------------------------------------------------------------
Fix: [Win32] use full monitor resolution for fullscreen (#10985)
13.2 (2023-06-10)
------------------------------------------------------------------------
Change: [Win32] position window in center of workspace of primary display (#10942)
Change: Automatically disable hardware acceleration when GPU driver crashed the game last attempt (#10928)
Change: [Linux] Default scroll mode to non-mouse-lock (#10920)
Change: Include font style in font name for Freetype (#10879)
Fix: Don't restore backed up vehicle name if it's no longer unique (#10979)
Fix #10975: Train name wrongly marked as unique when joining trains (#10976)
Fix: Crash when not even a single row fits for dropdowns on low resolution screens (#10934)
Fix: Crash with tooltip on low resolution screens (#10933)
Fix: Crash when window can't be placed on low resolution screens (#10932)
Fix #10502: Apply engine refit before attaching free wagons (#10926)
Fix: Wayland crash on startup due to Pango also using FontConfig (#10916)
Fix: When syncing width of GUI items, take padding into account (#10915)
Fix: Make dropdowns self-close when losing focus (#10912)
Fix: Land info window maximum width was not scaled (#10894)
Fix: Check max member count in squirrel classes (#10883)
Fix: Ask FontConfig for the face index when opening fonts (#10878)
Fix #10831: Level crossing parts left barred after crossing tile removal (#10874)
Fix: Rail waypoint selection window not closed when parent windows closed (#10873)
Fix #10846: [Script] Crash on trying to allocate an excessively large array (#10848)
Fix: [Win32] Text line breaking did not properly handle punctuation characters (#10775)
Fix: [Emscripten] Crash when saving games (#10758)
Fix: [Win32] Wrong multi-line text layout due to incorrect whitespace handling (#10752)
Fix #10741: Rail platforms left partially reserved after train crash (#10751)
Fix: Shaded engines in purchase list incorrectly shaded (#10736)
Fix #10735: [NewGRF] {POP_COLOUR} fails if string is drawn with extra flags (#10736)
Fix #8177: Ships with max speed overflow to near-zero speed (#10695)
Fix #10289: Don't silently fail when setting timetable start dates (#10690)
Fix #8302: Improve "Maintenance intervals are in percents" helptext (#10686)
Fix #10665: "No vehicles are available yet" message did not appear correctly on non-temperate climates (#10673)
Fix #10630: Don't allow shifting service date earlier than year 0 (#10643)
Fix #10637, #10638: Incorrect water infrastructure totals when building certain object types (#10639, #10640)
Fix: Abort loading savegame if road vehicle is on invalid road type (#10622)
https://www.openttd.org/
-
Whats new:>>
Fix: [Win32] use full monitor resolution for fullscreen (#10985)
https://www.openttd.org/
-
Whats new:>>
Feature: [ #376 ] Allow fractional UI scaling in addition to integer scaling.
Feature: [ #418 ] Use hardware-backed SDL canvas when available for better performance.
Feature: [ #1963 ] Make news sound effects optional through message settings window.
Feature: [ #1973 ] Allow reversing a vehice's route order table.
Fix: [ #1966 ] Unable to select terrain type for terrain painting.
Fix: [ #1968 ]
https://github.com/OpenLoco/OpenLoco
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Whats new:>>
Fix: [ #1970 ] Water waves don't animate.
Fix: [ #1992 ] Crash when the AI uses vehicle refit command.
Technical: [ #1982 ] Performance improvements for file I/O and general cleanup of the stream interfaces.
https://github.com/OpenLoco/OpenLoco
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Changelog
New Feature: LaunchBox can now automatically import all installed PC games from supported storefronts on startup, without requiring any user interaction (Steam, GOG, Epic Games, Amazon Games, and Ubisoft Connect); this will be enabled by default on all new installations of LaunchBox. To enable it for existing LaunchBox installations, go to Tools > Options > General > Automated Imports.
New Feature: LaunchBox now has a brand new Default theme! The previous Default theme has been renamed Old Default and the previous Old Default theme has been renamed to Old Default (Legacy). Use Tools > Manage LaunchBox Themes to switch themes.
New Feature: LaunchBox now has its own notifications system that helps better track information and errors; history is also available in the new notifications center (bell icon) in the top right of the window. The notifications center is available in both of the Default themes, and can be easily added to any custom themes. A new option is available under Tools > Options > General > Notifications to switch between LaunchBox notifications, Windows notifications, and message boxes.
New Feature: Big Box's Default theme now has battery indicators to help identify your current battery level if using it on a battery-powered device (also available to be added to custom themes)
New Feature: Big Box's Default theme now displays important controller inputs that will dynamically change based on a user's controller mappings (also available to be added to custom themes)
Improvement: LaunchBox can now better manage storefront installations and uninstallations and can update the user interface to track them
Improvement: The PS3 ROM import improvements that were introduced in 13.3 now work with more ROM types
Improvement: LaunchBox now supports custom theme plugins (for theme developers)
Improvement: LaunchBox platform icons in the sidebar now have a HasImage binding (for theme developers)
Improvement: Steam game matching has been significantly improved to reduce any chance for false matches
Fixed: Rare overflow error thrown from LaunchBox's platform details view
Fixed: Corrected some visual issues when the LaunchBox Image View was set to be one column wide
Fixed: In some cases LaunchBox wouldn't open on the same screen it was closed on
Fixed: Steam metadata occasionally wasn't being returned in English
Fixed: Some storefront import wizards were not updating the game selection counts correctly
Fixed: The Big Box FlowImage control was incorrectly using Big Box settings to grab platform background images
Fixed: Deleting an item from the list of media in the LaunchBox game details wasn't removing it from the list control
Fixed: Potential issue in Big Box where it could not regain focus in some situations on touchscreen devices (such as the ROG Ally)
http://www.launchbox-app.com/
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Changelog
Feature: [ #2013 ] Add headers for base/clearance height, direction, and ghost flag to the tile inspector.
Feature: [#7627] Allow mouse scrolling on +/- stepper widgets to change their values.
Fix: [ #1999 ] Potential crash at startup due to the screen buffer being too small.
Fix: [ #2011 ] Crash when using terraform tools using a range that exceeds the map edge.
Fix: [ #2027 ] Crash when loading scenarios with a non-ASCII locomotion installtion path.
Fix: [ #2028 ] Incorrect industry building clearing heights causing graphical glitches.
Fix: [ #2039 ] Crash/hang when clicking on news items of new vehicle available.
Fix: [ #2042 ] Crash when Data Execution Prevention (DEP) is enabled on all executables on Windows.
Fix: [ #2044 ] Incorrect error message when selecting an object fails in the object selection window.
Technical: [ #2004 ] Crash reports are no longer being generated (Windows only).
https://github.com/OpenLoco/OpenLoco
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Whats new:>>
Fix: Setting tree lines drawn incorrectly for RTL languages (#11070)
Fix #11043: Don't choose toolbar dropdown option if focus is lost (#11044)
Fix #10917: Pay loan interest before generating statistics (#11040)
Fix #11016: Use after free in network invalid packet error path (#11022)
Fix #10987: Double-close of dropdown stopped land-info tool working as default (#11000)
https://www.openttd.org/
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Changelog
Feature: [ #2036 ] Vehicle object selection is now split into tabs by vehicle subtype.
Change: [ #61 ] Placing headquarters now respects the building rotation shortcut.
Change: [ #2078 ] Building construction ghosts now show finished buildings instead of scaffolding.
Fix: [ #56 ] Orphaned arrow bug when closing construction window with shortcut (original bug).
Fix: [ #891 ] Non-ASCII characters do not show up correctly in directory listings.
Fix: [ #1852 ] Cannot navigate to different drive letters in load/save browse window (Windows only).
Fix: [ #2005 ] Right-clicking when display scaling is set to a fractional percent causes random scrolling of view.
Fix: [ #2047 ] Error message when closing the game while load/save prompt window is open.
Fix: [ #2053 ] Placing a headquarter preview ghost immediately removes any existing HQ.
Fix: [ #2060 ] Crash when loading or indexing custom objects with insufficient images (e.g. BR315ON.DAT).
Fix: [ #2077 ] Crash when generating scenario index if referenced custom cargo objects have been subsequently deleted.
Fix: [ #2078 ] Remove any leftover headquarter ghost when the company window is closed with a shortcut.
Fix: [ #2080 ] The map generator is not setting water levels correctly at map edges.
Fix: [ #2092 ] Scrollbar positions are not reset when changing filters in the object selection window.
https://github.com/OpenLoco/OpenLoco
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Whats new:>>
Fix: [ #2095 ] Waypoints are not set properly in vehicle routing orders.
https://github.com/OpenLoco/OpenLoco
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Changelog
New Feature: A new Manage Storefronts window allows for easy access of your storefront credentials and automated import settings. This can be found in Tools > Manage > Manage Storefronts
Improvement: You can now automatically import your storefront games that are not currently installed
Improvement: You can now change your automated import settings per storefront
Improvement: You can now manually run the automated import process. This can be done by going to Tools > Scan > Scan for Storefront Games, or by right clicking the LaunchBox taskbar icon (if enabled) and selecting Scan for Added Games
Improvement: The Genre sidebar filter now nests genre / sub-genre pairs similar to the on-the-fly filter
Improvement: The media download default settings during an import have been changed for new users, which can then be adjusted to the user's liking
Improvement: Launching an additional application listed as a document will no longer increment Play Count or Play Time
Improvement: Added the '.chm' file extension to the list of extensions used to identify an additional application as a document
Improvement: Updated Ubisoft's game import and install state logic to match some changes made in Ubisoft's processes
Fixed: Steam Trailer media type would always appear checked in the Steam Import wizard instead of being set to the last value
Fixed: Platform Icons weren't displaying for free users correctly if there was an '&' in the name of the platform or playlist
Fixed: In Big Box some of the controller binding images were incorrect
Fixed: Several rare errors related to the Download Metadata and Media process
Fixed: The tooltip string was missing in the Default theme's 3D model preview
Fixed: LaunchBox's Default theme's Font folder was remaining locked after closing LaunchBox
http://www.launchbox-app.com/
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(https://i.postimg.cc/2872k4sD/screenshot-1895.png)
OpenLoco is an Open Source re-implementation of Chris Sawyer's Locomotion, a construction and management simulation video game that simulates running a transport company.
License: Open Source
Whats new:>>
Feature: [ #2116 ] Allow hiding vanilla and/or custom objects in object selection window.
Change: [ #2018 ] Scroll bar thumbs now have a minimum size, making it easier to scroll long lists.
Change: [ #2117 ] Scenario editor can generate maps with no towns, matching vanilla behaviour.
https://github.com/OpenLoco/OpenLoco
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Changelog
New Feature: A new Manage Storefronts window allows for easy access of your storefront credentials and automated import settings; this can be found under Tools > Manage > Storefronts
New Feature: You can now choose to automatically import storefront games that are not currently installed (as opposed to only installed games in the previous version)
New Feature: You can now change your automatic import settings on a per-storefront basis
Improvement: The automatic storefront import processes can now be manually run by going to Tools > Scan > Scan for Storefront Games, or by right clicking the LaunchBox taskbar icon (if enabled) and selecting Scan for Added Games
Improvement: The Genre sidebar filter now nests genre / sub-genre pairs similar to the on-the-fly filter
Improvement: The media download default settings during an import have been modified to be more sensible for new users; they can then be adjusted to the user's preferences
Improvement: Added the ".chm" file extension to the list of extensions used to identify an additional application as a document
Improvement: Updated Ubisoft's game import and install state logic to match some changes made in Ubisoft's processes
Improvement: Big Box's Recent Games list has been adjusted to better represent games a user last played
Improvement: The Most Played Game listed in Platform/Filter details is now chosen based on both play count and play time, instead of just play count
Improvement: A Turkish language translation has been added thanks to eonder87 and StoneGolem
Fixed: The RetroAchievements.org integration has been removed due to the extended downtime of their API (it's been non-functional for over three months). We are actively looking into a replacement (or developing a replacement).
Fixed: Some LaunchBox themes were using more memory than they should and not releasing it correctly
Fixed: The Steam Trailer media type was always defaulting to checked in the Steam Import Wizard instead of being set to the last-used value
Fixed: Platform icons weren't displaying for free users correctly if there was an '&' in the name of the platform or playlist
Fixed: Some of the controller binding images were incorrect in Big Box
Fixed: Several rare errors related to the Download Metadata and Media process
Fixed: The tooltip string was missing in the Default theme's 3D model preview
Fixed: The LaunchBox Default theme's Font folder was remaining locked after closing LaunchBox
Fixed: Launching an additional application listed as a document will no longer increment the Play Co
http://www.launchbox-app.com/
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Whats new:>>
New Premium Feature: Big Box Themes can now use their own custom background music
Improvement: Chromium integration has been updated
Improvement: Updated Epic Games SSO logic so log ins are not required as often
Fixed: Corrected issues with the EA login screen appearing in the background on startup and when opening Manage Storefronts
Fixed: The on-the-fly filter was not showing correct results for the Wheel/Yoke controller category
Fixed: Steam notes weren't always being pulled correctly when scraping metadata
Fixed: While moving the LaunchBox window it would sometimes hang when the progress bar was being displayed
http://www.launchbox-app.com/
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Whats new:>>
Feature: [ #2148 ] Build vehicle window: add search box and filters for cargo and powered/unpowered.
Feature: [ #2151 ] Add a cheat to disable the loading penalty at stations when vehicle length exceeds station length.
Fix: [ #1685 ] Crash when removing a crashed vehicle.
Fix: [ #2110 ] Very large signal placement cost when upgrading a signal.
Fix: [ #2152 ] Crash when too many messages to be shown.
Fix: [ #2153 ] Hang on scenario load when enabling custom owner name feature.
https://github.com/OpenLoco/OpenLoco
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(https://i.postimg.cc/wvTBzt3b/screenshot-2605.png)
Warzone 2100 is an open source real-time strategy game similar to Command and Conquer packaged as a portable app, so you can play on the go.
Open Source
Release Notes -> https://wz2100.net/news/version-4-4-0/
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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Changelog
* General:
* Fix: Potential corrupt game config file issue (commit:65728ec3302a5b9d2f9af1cc914647f087917e82, #3489)
* Fix: Loading old maps with invalid map tile numbers (too many commits, #3484)
* Fix: Text input handling of virtual key codes, CTRL+V paste, and displaying virtual key names (too many commits, #3498)
* Fix: aiBestNearestTarget throttling (commit:066f965612344a95858a2a7e8bf2c5f9f1ca3efa, #3502)
* Fix: Log spam for multi-weapon bodies (commit:50ed2f89ab86302309cb9fb095280733fa0e74fc, #3503)
* Fix: Spawn position of first clone in clone cheat (commit:36229e062672f3f82584866c12d581ae2087cb45, #3495)
* Fix: Bring back the 3 turret Ultimate Scavenger truck, Delay Ultimate Scavenger Helicopters a bit (too many commits, #3505)
* Fix: Always tell VTOLs to rearm after their VTOL Strike/CB sensor dies (commit:1648951a80cb12be316de0161091d24a26931a62, #3507)
* Fix: Check for non-default sensor/ecm stats like with repair (commit:9b9a4e3993f286d8df0cff12b3df22a4fea4122c, #3516)
* Fix: Various crashes and memory leaks (too many commits, #3484, #3515, #3523)
* Graphics:
* Fix: Handling of MAX_VERTEX_OUTPUT_COMPONENTS on OpenGL < 3.2 (commit:e65dbe7d5f879d915322fc17849613693d6483e6, #3484)
* Fix: Additional fixes for fallback shaders, gfx_api logging (too many commits, #3491)
* Fix: [OpenGL] Additional error handling for init (too many commits, #3504)
* Fix: Model connectors for Ultimate Scavenger Helicopters (commit:02bba99e7409155d8eef12e82a76ed8530eff562, #3515)
* Fix: DROID_PERSON model display size (commit:012efdd53aefc4033b6e4bcb6f76d8389a404ce8, #3519)
* Campaign:
* Fix: Remove unused artifact label from Alpha 3 (commit:550ba340c4d6f2c26298355757dd5a0b26af097d, #3492)
* Fix: Repair Facility ID on Alpha 9 (commit:e81ca4f5e6d51dc26e66f427f5116f667ec0815f, #3493)
* Fix: Command/Build reticule init for LDS_EXPAND_LIMBO missions (commit:d89e1878e575fbb02e1c84e95e5e1ab52b023241, #3512)
* Multiplayer:
* Add: Chat Options UI, host mute / options (too many commits, #3514)
* Fix: Player mute state handling (commit:edc449519d76ae3276d42714ea034d4daff15721, #3490)
* Fix: Non-builtin map replay desync (commit:19fa67f13f2b4a2f93c93ca88acc357ec77df6ce, #3501)
* Fix: Allow hosts to pre-configure all team slot choices (commit:ceb8eb50d92c05b0ec7b5070c0cc6e2225b60594, #3509)
* Fix: Sort loading players by position (commit:c879bbd610b8aee3b1de2a5485e5efb57d5a04a9, #3509)
* Fix: Grey-out button for AI difficulty if not host (commit:c59b3081b3a7e249b5c02bc39cd2afd372482a27, #3509)
* Fix: Adjust how pending disconnects are handled (commit:b55a09212d087ef26c4a59059d7cdea3f31e3e8d, #3511)
* Fix: Kick message appearing for map change (commit:daa37e7a2609ea6705527abf67be128b1a0374db, #3513)
* Fix: Mod hashing issue (commit:72ae817f1fd671459411189a539883ef385e921a, #3517)
* Fix: Refactor NETallowJoining, add async join approval support (commit:1d9fd6f97850689e2eb7ae99684dcc67e0db9e65, #3518)
* Other:
* Fix: Clean-up undocumented (and unused) eventKeyPressed (commit:b4cf7e25d65c24616d32966acf76666398fd688e, #3522)
Download -> https://github.com/Warzone2100/warzone2100/releases
http://wz2100.net/
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Whats new:>>
Fix: [ #2111 ] Crash when viewing the orders of a vehicle and ai deletes a train.
Fix: [ #2114 ] The company face preview in the object selection window is the wrong size.
Fix: [ #2184 ] The game is stuck on a black screen for a long time on some double-density screen set-ups.
https://github.com/OpenLoco/OpenLoco
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Changelog
New Premium Feature: Big Box has a new view called Game Discovery Center, which allows you to discover your games in new ways. Access it through the system menu, or optionally make it your startup view.
Improvement: Big Box Themes can now use their own custom background music
Improvement: Added a View Additional Documents menu option to Game Details in Big Box
Improvement: LaunchBox will now scroll the selected item into view when a side panel is hidden/unhidden
Improvement: Chromium integration has been updated
Improvement: Updated Epic Games SSO logic so log ins are not required as often
Improvement: Adjusted download timeout windows to help reduce download errors when grabbing media
Improvement: The Fullset MAME Import Wizard is now more performant on lower end hardware
Fixed: RetroAchievements API has been restored and the existing functionality has been re-enabled within LaunchBox and Big Box
Fixed: Rare dictionary error when using an Arrange By setting in LaunchBox's Grid View
Fixed: Sidebar counts for genres with subgenres weren't being displayed correctly until clicked within LaunchBox (introduced in 13.8)
Fixed: Various errors related to the automated import process
Fixed: Corrected issues with the EA login screen appearing in the background on startup and when opening Manage Storefronts (introduced in 13.8)
Fixed: The on-the-fly filter was not showing correct results for the Wheel/Yoke controller category
Fixed: Steam notes weren't always being pulled correctly when scraping metadata
Fixed: While moving the LaunchBox window it would sometimes hang when the progress bar was being displayed
Fixed: Epic Game Store re-authentication time-out period has been increased for slower internet connections
Fixed: When combining games, games imported from Amazon Games or Xbox import wizard didn't generate the correct additional application name
http://www.launchbox-app.com/
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Changelog
Fix: [ #2277 ] Dragging vehicle components does not visually remove the component being dragged in some cases.
Fix: [ #2255 ] Load/save window fails to show all files in some cases.
Fix: [ #2282 ] Crash when generating landscape with smallest town size.
Fix: [ #2282 ] Town size selection does not match vanilla size selection.
Fix: [ #2283 ] Bankrupt AI companies are not being removed from the game.
Fix: [ #2287 ] Scroll wheel is not working in load/save window.
Fix: [ #2290 ] Construction arrows are not correctly invalidated.
Fix: [ #2291 ] Signals fail to be placed when selecting one end of large curve track.
Fix: [ #2293 ] See-through trees flag is ignored when right-clicking a viewport.
Change: [ #2294 ] Track and road elements are now ignored when they are see-through.
https://github.com/OpenLoco/OpenLoco
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Whats new:>>
Fix: [ #2310 ] Newly created stations and the tracks they are on have zero clearance.
https://github.com/OpenLoco/OpenLoco
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Changelog
New Feature: LaunchBox can now automatically import ROM files that are placed inside of a platform folder located in LaunchBoxGames. To enable it for existing LaunchBox installations, go to Tools > Options > General > Automated Imports
New Feature: LaunchBox will now actively monitor your platform Game folder (found in the Edit Platform window) and import any new ROM files it finds automatically while the program is open and during startup. To enable it for existing LaunchBox installations, go to Tools > Options > General > Automated Imports
New Feature: LaunchBox and Big Box's search has now been upgraded. It will now search by title (and alternate title) by default, with advanced options to search for other types of metadata.
Improvement: A dynamic list for Games with Achievements has been added to the Games Discovery Center
Improvement: The MAME Arcade Full Set Wizard file requirement has been reduced to accommodate HBMAME full sets
Improvement: Support for PICO-8 game files has been added into our import processes
Improvement: Clear Logos and Icons have been added for the following platforms: PICO-8, Microsoft Series X/S, VTech V.Smile
Improvement: RAHasher has been updated to version 1.7
Improvement: The Scan for Added ROMs tool will now import new versions of games you already have in your library
Improvement: Added logic to improve the ability to import SNES MSU-1 ROMs
Improvement: The included version of CefSharp/Chromium has been updated to version 119.4.30.0
Fixed: Issue where Image Types weren't downloaded when removed from all Image Groups and the Media Limit option was enabled.
Fixed: Java error encountered by some users during Epic Games login.
http://www.launchbox-app.com/
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(https://s26.postimg.cc/qbh54mjyh/screenshot_1255.png)
The Battle for Wesnoth is a turn-based tactical strategy game with a fantasy theme.
The Battle for Wesnoth has you building up an, gradually turning recruits into. In later games, recall your toughest warriors and form a deadly host that none can stand against. Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition.
Freeware
Changelog
Campaigns
Eastern Invasion
Many minor bugfixes
Heir to the Throne
Fix S17 to ensure the starting castle always has 6 hexes for recruiting (PR #8314)
Clarify S11's objectives by editing the map (no string changes) (PR #8326)
Add decorations and map embellishments to S16, S19a and S22 (PR #8243)
Use swamp terrain instead of sand for S19b (PR #8243)
Under the Burning Suns
Improve continuity between events that can be triggered in various orders.
Adjust Fighter unit line for easier early leveling and more late game staying power.
World Conquest
Fix the Bezoar artifact (issue #6513)
Multiplayer
Assume that all players need a copy of an add-on, by defaulting require_modification/ require_campaign to yes (PR #8135)
Take the API
Added documentation for linting and IDE support
Packaging
Add CMake and SCons options to use an already installed copy of Lua 5.4 (PR #8234)
The system copy of Lua must be compiled as C++ rather than C, as Wesnoth uses C++ exceptions.
Windows requires a compile-time change to Lua, so must use the in-tree Lua submodule.
Translations
New translation: Bengali
Updated translations: Arabic, British English, Czech, Finnish, French
Units
War Harbinger: +3 HP (29 -> 32), XP to 100, cost +2g (41 -> 43), removed forest and village dodge modifiers
Dark Omen: removed forest and village dodge modifiers
Raven: removed forest and village dodge modifiers
User interface
New multiline textbox and numerical spinner widgets (PR #8199)
WML Engine
Added a composite hero/leader ellipse, in case an author forgets to UNMAKE_HERO when converting to a leader (PR #8375)
[event]name=unit_placed is now non-undoable by default (issue #7780)
[scroll] now includes a delay, this was needed for visual effects such as the QUAKE macro
Miscellaneous and Bug Fixes
Fix some logs not being included in the logfile (issue #8108)
Multiple fixes to handling of Lua errors, some of which could cause a crash (PR #8234)
When WML specifies a unit or unit type’s gender, automatically include that in the .po files as a translation hint
Make sure transform_unit doesn't heal the unit when removing objects (PR #8147)
Fixed bugs in the rushers recruit AI (issue #8297)
Savefiles now include the ID of the core in use
https://www.wesnoth.org/
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Changelog
New Feature: LaunchBox can now automatically download and install the Dolphin emulator during the import or auto-import workflows
Improvement: The advanced search functionality has been expanded to include the following new filters: Broken, Complete, Favorite, Hide, Installed, PlayMode, Portable, Rating, Region, Series
Improvement: Several file extensions have been added to the ROM import blacklist, improving accuracy and reducing the chance of including unwanted files
Fixed: Import stability improved for scenarios involving merging new and existing games
Fixed: An uncommon issue that could occur during Epic Games imports
http://www.launchbox-app.com/
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Changelog
Add-ons client
The add-ons server identifier (e.g. 1.18) is now displayed on the bottom left after the server address. If debug mode is enabled the server software version is also shown.
Campaigns
Secrets of the Ancients
S16: Keep Crelanu within his ring of protective holy waters (issue #8361)
Multiplayer
Fixed some old paths to unit images being used in Aethermaw (issue #8432)
Translations
Updated translations: Bengali, British English, Chinese (Traditional), Czech, Dutch, Finnish, French, German, Italian, Japanese, Polish, Spanish
Added new font "Lohit-Bengali.ttf" to support Bengali translation
User interface
Added unit type level as a filter criterion in the Recruit Unit dialog.
Added unit race and alignment as additional filter criteria in the Recall Unit dialog.
Fixed timing issue with the outro screen's text fading effect that made it so fast as to be unnoticeable on many hardware configurations.
https://www.wesnoth.org/
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(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Changelog
When rescanning stamps, stamps are now added to the back instead of the front
Fix local saves being sorted Z-A instead of A-Z
Fix being unable to focus comment textbox if another comment was behind it
Fix some text being cut off in profile viewer and save preview
Fix gravity zones not being drawn in some cases even if gravity wall is selected
Fix crash when selecting a stamp too quickly
Fix Lua dialogs looping infinitely in some cases
http://powdertoy.co.uk/
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(https://i.postimg.cc/2872k4sD/screenshot-1895.png)
OpenLoco is an Open Source re-implementation of Chris Sawyer's Locomotion, a construction and management simulation video game that simulates running a transport company.
License: Open Source
Changelog
Feature: [ #126 ] Station size limitations can now be disabled (though still max 80 tiles per station).
Feature: [ #1941 ] Landscapes can now be generated directly from 384x384 PNG images.
Feature: [ #2331 ] Allow setting a preferred owner face to be used for new games.
Fix: [ #2312 ] Object selection allowing deselection of in-use objects, leading to crashes.
Fix: [ #2316 , #2321 ] Vehicles do not rotate in announcement for their invention.
Fix: [ #2352 ] Height-related station names generated incorrectly.
Fix: [ #2364 ] Scroll wheel not working on stepper widgets in the Landscape Generation and Tile Inspector windows.
Change: [ #2324 ] Loading and saving landscapes now defaults to the OpenLoco user folder.
Change: [ #2328 ] In the landscape generation window, water options are now presented in a separate tab.
Known issues
Multiplayer functionality is not available at this time.
https://github.com/OpenLoco/OpenLoco
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(http://static.powdertoy.co.uk/1484196.png)
The Powder Toy is a physics "sandbox" game that simulates a variety of elements including air pressure, velocity, heat, gravity and a countless number of interactions between different "substances" drawn on to the 2D landscape. Included are a variety of different materials, liquids, gases, and electronic components are available to construct complex machines (including catapults, guns, and bombs) as well as realistic terrains and environments. You can then mine them and watch explosions, add intricate wirings, play with stickmen or operate your machine.
The program features a vibrant community of available saved worlds and creations and is built on a platform that welcomes automation and tweaking.
License: GPL
Changelog
Added: Add sound to the game. A new system for playing sounds when elements react has been added. You'll be able to enjoy sounds during your favorite reactions, such as FIRE burning, bombs exploding, or squirrels mocking you
Added: Zoom window now shows particle faces in more detail. Particles may now react to being set on fire
http://powdertoy.co.uk/
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Whats new:>>
Fixed The squirrel infestation problem is mostly resolved
Fixed Fix issue where long save titles were cutoff
http://powdertoy.co.uk/
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Changelog
Fix: [ #2375 ] PNG heightmaps are mirrored when generating terrain.
Fix: [ #2377 ] When cloning vehicle without having sufficient funds, the error message appears below the window.
Fix: [ #2379 ] Text cursor is not rendering in the right position.
Fix: [ #2380 ] 'Number of smoothing passes' label is displayed incorrectly.
Fix: [ #2387 ] Potential crash when a vehicle is deleted while viewing vehicle orders.
Fix: [ #2388 ] Occasional crash after deleting a vehicle.
Fix: [ #2389 ] Cargo label and icons overlap in station construction tab.
Fix: [ #2396 ] Crash when creating a station of greater than 80 tiles.
https://github.com/OpenLoco/OpenLoco
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(https://i.postimg.cc/q7n2Kc7j/screenshot-1449.png)
Transport Tycoon Deluxe war Mitte der 90er eines der ersten Tycoon-Spiele, in denen der Spieler seine eigene Transportfirma gründet und mit Bussen, LKWs, Zügen, Schiffen und Flugzeugen sein Geld verdienen muss. Das Open-Source-Projekt OpenTTD macht es möglich, Transport Tycoon als Klon auch auf einem Linux-Rechner zu spielen. Gegenüber dem Original wurden viele Bereiche des Spiels verbessert und erweitert. Die Bedienoberfläche ist an vielen Stellen intuitiver und komfortabler geworden. So gehören beliebig vergrößerbare und anheftbare Fenster, sortierbare Listen, Zusatzansichten oder ausführliche Informationsdialoge zu den auffälligsten Verbesserungen. Für das Spielgefühl hat sich auch einiges getan.
Release Notes
Update: New title game for 14.0
Fix #12477: Crash when launching OpenTTD from within a Dropbox folder (#12478)
Fix #12233: Mini order list overlaps vehicle group name (#12423)
Fix #12114: Viewport coords of crashed aircraft not updated when falling (#12424)
Fix #12395: Ensure president name widget is tall enough (#12419)
Fix #12415: Incorrect payment for aircraft secondary cargo (#12416)
Fix #12387: [NewGRF] Wrong tile offset passed to rail station CB 149 (slope check)
Fix #12388: Autoreplacing train heads slowly made the unit number grow (#12389)
Fix #12368: Incorrect offset for click position within industry chain window (#12370)
Fix: Aircraft can float above the ground when crashed (#12425)
Fix: Segfault when using -q without providing a . character (#12418)
Fix: Wrong scrolling dropdown list position with RTL (#12412)
Fix: [Win32] Force font mapper to only use TrueType fonts (#12406)
Fix: "-q" displays NewGRF IDs in the wrong byte-order (#12397)
Fix: Do not send chat to clients that have not authorized yet (#12377)
Fix: [NewGRF] Label for fruit incorrectly changed to `FRUI` from `FRUT` (#12367)
Fix: [Script] ScriptSubsidy::GetExpireDate should return an economy-date (#12372)
Revert #11603: [Script] AI/GSTimeMode was not the best solution for economy/calendar support (#12362)
https://www.openttd.org/
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Changelog
Add: Check that towns can build roads before generating map (#12503)
Fix #12228: Ships could get lost due to pathfinder not considering reversing in some cases (#12474)
Fix #12433: Width of unit number display was too narrow (#12534)
Fix #12502: Desync related to vehicle replacement (#12512)
Fix #12506: Desync after new oil rig is constructed (#12511)
Fix #12584: Crash on some tar files during tar scan (#12586)
Fix: [SDL2] Keypad numbers did not function (#12596)
Fix: Houses and industry tiles could accept incorrect cargo (#12547)
Fix: Map generation stage strings were incorrect (#12549)
Fix: [Script] Allow only 255 league tables, as 255 itself is the invalid id sentinel (#12545)
Fix: Mark vehicle status bars dirty when a vehicle leaves unbunching depot (#12516)
Fix: Do not show train waiting for unbunching as waiting for free path (#12515)
Fix: Smooth outliers in unbunching round trip calculations (#12513)
https://www.openttd.org/
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Changelog
Feature: [ #2 ] The window limit has been increased from 12 to 64.
Feature: [ #1652 ] Display the production of each industry from the previous month in the industry list.
Change: [ #1014 ] Loading and saving save files and scenarios uses progress bars again.
Change: [ #2411 ] Internal progress bars can now be used during the object and scenario indexing processes.
Change: [ #2416 ] Most text input fields are no longer focused by default, allowing shortcuts to be used.
Fix: [ #2374 ] Height markers re-appear when building sloped track in construction window.
Fix: [ #2411 ] Progress bar windows are not actually rendered.
Fix: [ #2413 ] Gridlines are hidden when closing construction windows.
Fix: [ #2416 ] Cursors in embedded text fiels are not rendering in the right position.
Fix: [ #2441 ] Can't change name of scenarios with text object selected.
Fix: [ #2470 ] Only one tunnel image drawn when there are multiple in the same surface tile.
Technical: [ #2456 ] Changing the in-game language has been sped up considerably.
https://github.com/OpenLoco/OpenLoco
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(https://i.postimg.cc/NMH1Zwvt/screenshot-2759.png)
Simutrans is a SimCity-style transport and economic simulation game. You can build the railroad networks with platforms, discharging quays, level crossings, signals and much more. Create your own bus company: transport people throughout the city and help make cities grow by laying out bus routes. Explore just how many industrial choices and connections are available.
Note: the graphics of the game are available through downloadable paksets. You can also use download-paksets.exe in the game's root directory.
Freeware
Whats new:>>
The long awaited next stable release with a much better user experience (we hope), especially on tablets. Also updates to most pak set. Have fun!
http://www.simutrans.com/en/
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Whats new:>>
Fix: [ #2476 ] Potential crash in formatter when trying to load bad objects.
https://github.com/OpenLoco/OpenLoco
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(https://s26.postimg.cc/5uzjyevjd/screenshot_882.png)
LaunchBox is a portable box art based games database and launcher for DOSBox, emulators, and PC games. LaunchBox aims to be the one-stop shop for gaming on your computer, for both modern and historical games.
Get Up and Running Right Away
It includes automated import processes for Steam and D-Fend Reloaded in order to help get you up and running as quickly as possible. Game box-art and metadata is automatically downloaded from TheGamesDB.net, a community-based online database that allows anyone to contribute. More import processes are planned for the near future, including Origin, DBGL, and batch ROM imports.
Freemium
Changelog
Improvement: Added a final file matching step for loose media files. This will attempt to better match loosely identified media with games without causing incorrect matches.
Fixed: Resolved an issue where the last page of the ROM Import wizard would be skipped in certain scenarios
Fixed: Addressed an issue where a Dolphin update would install to an unintended folder
Fixed: Updated our internal Dependency Files database with various fixes
Fixed: Ensured the Dependency files indicator light accurately reflects the status of files within specific subfolders
Fixed: Resolved an issue where using the Dependency files feature to browse for a file could lock the file if you tried to select one already in the correct location
Fixed: Resolved an issue with an emulator's configuration information under certain conditions when the emulator is first downloaded
Fixed: Improved PCSX2's ability to identify the bios folder location in all scenarios
Fixed: Addressed a rare occurrence where the Dependency file lookup would fail when users played a game
http://www.launchbox-app.com/