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Saturday, September 15, 2012

Dungeon Siege - Legends of Aranna

Unknown 12:53:00 PM

Dungeon Siege - Legends of Aranna

  • Developer: Gas Powered Games Mad Doc Software
  • Publisher: Microsoft
  • Genre: Action RPG
  • Release Date: November 18, 2003 (US)

About Dungeon Siege - Legends of Aranna

Legends of Aranna, the expansion pack to the award-winning action fantasy role-playing game Dungeon Siege, takes place on the mysterious Island of Utrae, where mystery and danger confront would-be adventurers at every turn. As an extra bonus, the Legends of Aranna expansion pack also includes the full version of the original Dungeon Siege. In addition to new spells, a new pack animal, and a new Half-Giant character, the add-on unveils an all-new campaign that will challenge players to explore and fight their way through nine spectacular areas, including an expansive new jungle region, as they unravel the rich history and mystery of the world of Aranna.

Minimum System Requirements

  • OS: Windows XP/Vista/7
  • Processor: 333MHz Processor
  • Memory: 128 MB
  • Hard Drive: 1024 MB
  • Video Memory: 16 MB
  • DirectX: DirectX 8
  • Keyboard
  • Mouse

Download Dungeon Siege - Legends of Aranna – Direct Links

Part 1 – 538 MB

Part 2 – 618 MB

Part 3 – 497 MB

www.elj-games.blogspot.com

Friday, September 14, 2012

Driver: Parallel Lines

Driver: Parallel Lines

  • Developer: Reflections Interactive
  • Publisher: Atari
  • Genre: Action
  • Release Date: June 26, 2007 (US)

About Driver: Parallel Lines

The fourth edition of the genre-defining action/driving game by Reflections Interactive, this new edition is set in New York City and features an open mission structure unfolding a story of double cross and revenge set over 2 distinct eras of New York City.

Minimum System Requirements

  • OS: Windows XP/Vista
  • Processor: Pentium 4 @ 2 GHz
  • Memory: 256 Mb
  • Hard Drive: 4.8 Gb free
  • Video Memory: 64 Mb
  • Video Card: Pixel Shader 1.1 Support
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive

Recommended System Requirements

  • OS: Windows XP/Vista
  • Processor: Pentium 4 @ 3.4 GHz
  • Memory: 512 Mb
  • Hard Drive: 4.8 Gb free
  • Video Memory: 128 Mb
  • Video Card: Pixel Shader 2.0 Support
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive

Download Driver: Parallel Lines – Direct Links

Part 1 – 700 MB

Part 2 – 700 MB

Part 3 – 700 MB

Part 4 – 700 MB

Part 5 – 700 MB

Part 6 – 700 MB

Part 7 – 249 MB

CRACK

www.elj-games.blogspot.com

Thursday, September 13, 2012

BartK's Personal Notes about the Liberated Pixel Cup

Unknown Uncategorized 3:35:00 PM
While we're waiting for the Liberated Pixel Cup contest results, I thought I'd take some time and post some personal thoughts about the contest in general, and what we might do better if we decide to run it again next year.  First, a disclaimer:  While several different organizations are taking part in LPC, the thoughts and opinions stated here are entirely my own, and do not necessarily reflect the opinions of the FSF, the Creative Commons, the Mozilla Foundation, or even OpenGameArt.org.  I am one of the people involved in running the Liberated Pixel Cup, but this blog post is not an official statement.  It's just my own ramblings. :)

First things first.  LPC was, in my opinion, an amazing success.  Since we're still in the judging process, I can't give my opinions on specific entries, but I will say that we have some really amazing ones in my opinion, and if you haven't already checked them out, I'd recommend that you do so.  One of our contestants has put together a large page of game reviews, so that's a good place to start if you're curious.

The Liberated Pixel Cup has always, in my opinion, been about the advancement of free and open source software, so one of the decisions we made very early on in the planning process was that we would require all entries to work on a system that is libre from the ground up.  That is, not only should the entries themselves be free software, they shouldn't require that any part of the system running them be closed-source or otherwise proprietary.  We caught a fair amount of flak for this decision, and I can't say I was particularly surprised, since a lot of people really love proprietary frameworks and libraries such as XNA, Flash, and others.  It's understandably frustrating if your system of choice is specifically disallowed, but think of it this way:  If someone have a Flash games competition (and there are plenty of these), people don't take offense because they aren't allowed to enter non-flash games.  It's not about the relative merits of various frameworks -- LPC is just a contest for free and open source games.  I'm pleased to say that I've spoken with at least one person who got their first experience developing games on a free platform, and has been very happy with it thus far.  I'm hoping there are others who feel the same way.  At any rate, while this decision didn't go over well with some people, it's not something that I would change in retrospect, and I can say with a fair amount of confidence that any future instance of LPC will have the same requirement.

We also got a number of complaints that the contest itself was too short.  This is something that kind of surprised me, since most game coding contests (Ludum Dare, Bacon Game Jam, etc) are a weekend or a week long at most.  It has been suggested on several occasions that we make the coding contest in particular last longer.  This is an idea that I'm personally willing to entertain, but we'll probably have to do some sort of informal survey to really get a feel for how long people in general feel the competition should be.  Even though several people suggested it, it's entirely possible that a majority of participants were satisfied with the length of the contest, so we'll have to look at some real numbers before we make any decisions based on this.  (One thing we'll almost certainly do is provide a "break" of a week or two between the art and code phases of any later contests.)

All that aside, far and away the biggest problem we had with LPC was what to do about all of the different operating systems and environments people might develop their game in.  There are two big things we had to take into consideration.
  • People want to be free to choose the environment they're developing their game on.
  • People want to be confident that their game will compile and run.
Taken together:
  • People want us to standardize on the system they personally like.
This is, of course, impossible, so we were left in the difficult position of having to give people advice for writing programs that will be easy to compile and run in multiple environment, but without pushing specific operating systems or frameworks.  This caused a lot of consternation on the part of the code entrants (and also the judges -- I'll address that further down), but as far as I can tell, there isn't a great solution.  We either standardize on a certain system with certain libraries and exclude a large number of potential participants, or ask people to write their code carefully so that the judges will be able to compile it.  I don't personally regret doing it this way, and hopefully some of the specific things we learned this time around (about common problems, etc), we can pass on to people the next time we do LPC (* there are currently no official plans to run LPC again, but I'd like to see it happen, and we'll talk about that once the results are announced).

When all was said and done, we ended up with about 50 code entries.  First, a shout out to the HTML5 folks -- your stuff just worked.  Also, I have to come out and say that I've never been a big fan of Java; it's always felt really clunky to me.  LPC made me reevaluate my position on Java games.   Given a set of entries that were built in different environments, it was an immense relief when I decompressed a game archive and found a bunch of .jar files, because I knew instantly that it would just work.  So, Java folks, a shout out to you too.

The remainder of the entries were written in other languages, mostly C and C++.  Some of them compiled very easily (these tended to be the ones based on established engines and frameworks, such as FLARE), others took a few tweaks, and there are a couple I still haven't managed to compile at all.  Which brings us to judging.

Judging has been slow.  Since this is the first time we've done this, we had no idea the magnitude of the response we'd get.  This is to some extent due to several perfectly legitimate desires that work in conflict:
  • People want to be able to write their games in the environments they prefer (see above).
  • People would like the judges to take time to fairly evaluate their submissions, rather than just giving them a zero the first time they run into trouble.
  • People would like the contest results to be announced quickly.
In short: pick any two.  As it stands, the judges (myself included) are doing our best to be fair and thorough, but the downside is that the entries require a lot of attention, and, given that we have jobs and families, we can't put a full 40+ hours a week into judging, which means the results are slow.  Not only that, personal lives have a way of changing at a moment's notice, so it's very difficult to even guess how long the judging process will take.  While I'm hesitant to give any sort of estimate right now (due to the fact that mostly I'd be pulling a number out of you-know-where, plus my three previous estimates have come and gone), what I can say is that in future years, we'll likely base our estimate of when the results will be announced on the amount of time that it takes us this year.  Hopefully, if we can offer a set of suggestions to make later contest entries easier to compile (and perhaps as a result of the extra suggestions, be a bit harsher if we're unable to do so), we can make the judging process more efficient.

Anyway, that's about it -- an inside view of my personal thoughts on the Liberated Pixel Cup.  I'd be happy to answer any questions that I can, but before I do so, two things bear repeating:
  • These are my thoughts alone, and they do not represent the official thoughts of LPC or any of the organizations involved.
  • We're working on judging, and while I'm happy to provide progress updates, I can't give an estimate on when judging will be completed because I simply have no way of knowing.  We will keep at it and get them done, but it could be two weeks from now, and it could be December.
Peace,

Bart K
http://opengameart.org



Wednesday, September 12, 2012

Shorts: FreeOrion 0.4.1 and Xonotic Vehicle Gameplay

Unknown 7:21:00 AM

FreeOrion

image: Moving a fleet around in FreeOrion

video: FreeOrion testplay (best viewed at 720p HD)

FreeOrion 0.4.1 has been released a month ago. There still is no manual ship combat mode and there is a certain sluggishness regarding GUI responsiveness but the beautiful audio and graphics and consistent writing are definitely worth a try.

You can check out a preview of current 3d ship combat tech demo in this video (7m30s in).

Xonotic


Unsealed Trial 2 - Xonotic1233544-00
image: Sniping a Hovercraft on Unsealed Trial 2 in Xonotic (more screens)



I have been playing Xonotic on the [MoN] Vehicle Gameplay server and quite enjoying it lately. Just recently, a first version of Unsealed Trial 2 (screenshots) has been released there.

Some helpful vote commands:
vcall timelimit 600 (for when the time is draining too quickly)
vcall gotomap unseal (for when you realize that Unsealed Trial is the only playable map ;) )

If you'd like to record your own videos, all you need to know is on Xonotic's Democapture wiki page.

Tuesday, September 11, 2012

Shorts: LambdaCube + StuntCarRacer, Naval Warfare, 0 A.D. Alpha 11


StuntCarRacer (last release 2006) got re-born as a demo for LambdaCube 3D, a Haskell-based rendering engine.


Naval Warfare is a game in progress being made at Universidade de Brasília, using Gear2D (Linux/Windows).

image: celtic settlement in 0 A.D.

0 A.D. Alpha 11 got released.

Some of these news have been powered by SourceForge's ability to sort games by update date.

Thursday, September 6, 2012

Simple & Quick GPLed Java Tower Defense Game

image: github.com/godrin/TowerDefense screenshot

Just a simple, smooth and stable tower defense game by david kamphausen (godrin) & marc giersch (undermink).

Pro:

  • Quite fast-paced, no boring waiting time.

Con:

  • Drag-and-drop building placement sometimes fiddly.
  • Effect of upgrades not clear.




Download .jar: https://github.com/godrin/TowerDefense/downloads
Run via: java -jar defend-desktop-0.3.jar
Github: https://github.com/godrin/TowerDefense/

Get 0.A.D For Free! (Historical RTS Real Time Strategy Role Playing Strategy War Combat Game)

Unknown 2:19:00 PM
Popular cover boxes for 0 A.D. on eBay

0 A.D. is an epic free and open source real-time strategy game.

Download 0 A.D. For Free Here
Download for Mac OS X and Linux.

You don't have to pay for 0 A.D. These downloads are completely legal.

About this post

As explained in a recent news post by the 0 A.D. team, You Do Not Need to Buy 0 A.D. on eBay.

It would be ideal if the teams behind open source projects would have people working on selling the game in an ethical way that would support their work and the people working on the project.

Ethical would for example mean that it would be clearly stated that the game can be downloaded for free, what kind of physical box to expect (if at all, I remember that SuperTuxKart would often be sold as a "digital download" product) and laying out the distribution of income transparently. This would turn the purchase into a donation (whether that is an acceptable word to describe it needs to be checked with eBay terms) and there are likely to still be buyers that don't have the skills or time to read the text or double-check the freeware status of the game or only look at the screenshots.

Saturday, September 1, 2012

Tomb Raider: Underworld

Tomb Raider: Underworld

  • Developer: Crystal Dynamics
  • Publisher: Eidos Interactive
  • Genre: Action
  • Release Date: November 18, 2008 (US)

About Tomb Raider: Underworld

For generations, stories have been told of the fearsome weapon of Thor, the Norse god of thunder. Legend holds that Thor’s hammer had the power to smash mountains into valleys and to destroy even the gods. For more than a thousand years it has existed only as a myth...until now.

In an ancient ruin on the floor of the Mediterranean Sea, Lara Croft uncovers proof of the Norse underworld and the mythical hammer. As she attempts to unravel the secrets behind these myths, Lara’s perilous journey leads her toward a forgotten power that, if unleashed, could lay waste to all civilization.

Minimum System Requirements

  • OS: Windows XP/Vista
  • Processor: Intel Pentium 4 @ 3.0 GHz / AMD Athlon 64 3200+
  • Memory: 1 Gb
  • Hard Drive: 8 Gb freeVideo Memory: 128 Mb
  • Video Card: nVidia GeForce 6800 / ATI Radeon X1600
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive

Recommended System Requirements

  • OS: Windows Vista
  • Processor: Intel Core 2 Duo @ 2.2 GHz / AMD Athlon 64 X2 4600+
  • Memory: 2 Gb
  • Hard Drive: 8 Gb free
  • Video Memory: 1 Gb
  • Video Card: nVidia GeForce 9800 GTX / ATI Radeon HD 4870
  • Sound Card: DirectX Compatible
  • DirectX: 10
  • Keyboard
  • Mouse
  • DVD Rom Drive

Download Tomb Raider: Underworld – Direct Links

Part 1 – 700 MB

Part 2 – 700 MB

Part 3 – 700 MB

Part 4 – 700 MB

Part 5 – 700 MB

Part 6 – 700 MB

Part 7 – 700 MB

Part 8 – 700 MB

Part 9 – 700 MB

Part 10 – 700 MB

Part 11 – 578 MB

CRACK

www.elj-games.blogspot.com

Intergalactic news (new Red Eclipse version)

Unknown 1:16:00 PM
Somewhat related to the previous blog post (don't forget to vote to give a VR kit to the Cube2 developers), I can bring you the news that you can now download a new release (1.3 Galactic Edition) of Red Eclipse. By the words of the developers this is mostly a bugfix release:
This release sees a semi-stabilisation of the gameplay in favour of implementing a variety of bugfixes and user requests. We've removed some old cruft and implemented a few new game types to replace them, like coop (humans fight high powered bots), and king-of-the-hill (control and defend one flag). Due to the popularity of the impulse/parkour system we have introduced a new "impulse vaulting", where you can hold down your parkour key to "vault" over low obstacles, making it that much easier to navigate around busy levels.
But you can read up on the full changelog in the release thread on our forums. Oh and maybe you can help them out and create a new teaser video for their website?

On our forums I was also recently reminded of a Red Eclipse based mod called MekArcade (see more infos on their Moddb site), which as you can guess adds Mechs to the game.
Some MekArcade mechs
Information is otherwise relatively sparse (I couldn't find any word on their media license for example... but given RE's CC-By-SA licensing scheme I hope they sticked to the same), but they plan to release a first version relatively soon (Maybe they waited for the RE 1.3 release?).
The screenshots released so far look quite nice also and first released video gives off a Mechwarrior like vibe too, so I guess I am looking forward to their first release ;)

Wednesday, August 29, 2012

Vote to get Cube 2 devs a free virtual reality kit (Oculus Rift)!

Give Cube 2 some tech!

Vote here for Lee "eihrul" Salzman to receive an Oculus Rift for Cube 2 development!

Oculus Rift is the much lauded VR headset that was Kickstarted recently, making almost 10 times the initial goal in pledges. Unfortunately, it isn't an open project, however, one of the big names in FOSS game dev, Lee "eihrul" Salzman has been nominated to receive a Rift dev kit in a giveaway competition, hosted by Oculus.

Eihrul is the lead developer of the Cube2 "Sauerbraten" engine, that has had implementations other interesting technologies such as the "3rd Space" force feedback vest implemented, making Cube2 an excellent project to provide Rift support.

Vote for him here

Tuesday, August 28, 2012

OpenMW 0.17.0: Changes and Freedom(!?)



The OpenMW engine re-implementation for proprietary RPG classic Morrowind brings fixes, a pause menu, camera modes and proper player control, potion usage, drain/fortify dynamic stats/attributes magic effects and other changes in release 0.17.0.


Work has also begun on an Editor and The Example Suite.

A Free-as-in-Freedom OpenMW game?

The Example Suite is going to be a small standalone game that does not contain any Bethesda owned art assets. Therefore, even those who do not own Morrowind will be able to play with OpenMW and test it.

The project uses the "Release early and often" mantra and so hopefully we will have an early build available for download soon.

If you can help with; skills in animating, music, sounds, modeling or are an experience modder please visit The Example Suite forum.

An editor for OpenMW!

The OpenMW Editor is necessary in order to implement the post 1.0 features that the original Morrowind engine isn't capable of. It's currently a one man project and he could use some help. Visit the OpenMW Editor forum.

Additional links:





Monday, August 20, 2012

Unvanquished development news

Unknown 12:40:00 PM
I have to apologize for the recent lack in FG updates, but at least *I* have a good excuse as first my Internet broke down, and now I am preparing to relocate to another continent (extra points for guessing which in the comments ;) ).

Anyways... it seems like there is now a "winner" out of the total breakdown and split-up of the efforts to revitalize Tremulous earlier this year. I will not go into details, but I can assure you it was not pretty, and I decided to skip any news coverage on it until the dust had settled.
I hope this is now the case, and for now it seems only one of the projects really shows some progress... that is unless the other is not working in stealth mode.

Lets see... at least Unvanquished is actually releasing alphas of their game, so I am leaning toward them when it comes to which will actually become a nice, playable game soon.

You can follow development quite well on one of the team-member's blog here. In the most recent post, some nice screenshots surfaced, and both their new modeling, GUI and animation work seems quite nice too.

Unvanquished: Human base preparing for an attack

Anyways, check out the other cool news from them, and maybe try one of their recent alphas... however don't expect a fully refurbished Tremulous yet.

Saturday, August 11, 2012

Also out of Beta: Annex:CTW Release 3

We are a bit late to the party (partially due to my current German Telekom induced Internet abstinence at home :( ), but last month the first stable release of Annex: Conquer the World was released.




For those out of the loop: Annex is a so called total conversion mod (albeit standalone) of Megaglest. You can read up on its development and the latest news in their forum post on the MG forums.

Thursday, August 9, 2012

Red Faction: Guerrilla

Unknown 10:11:00 PM

Red Faction: Guerrilla

  • Developer: Volition
  • Publisher: THQ
  • Genre: Shooter
  • Release Date: September 15, 2009 (US)

About Red Faction: Guerrilla

Red Faction: Guerrilla is a 3rd person, open-world action shooter set on Mars, 50 years after the events of the original Red Faction. Players take the role of an insurgent fighter with the newly re-established Red Faction movement as they battle for liberation from the oppressive Earth Defense Force. Throughout their fight for freedom, players carve their own path, wreaking havoc across the vast, open-world environment of Mars, from the desolate mining outpost of Parker to the gleaming EDF capital city of Eos.

Minimum System Requirements

  • OS: Windows XP/Vista
  • Processor: Intel Core 2 DUO E4400 (2 GHz)
  • Memory: 1 Gb
  • Hard Drive: 15 Gb free
  • Video Memory: 128 Mb
  • Video Card: ATI Radeon X1300 / NVIDIA GeForce 7600
  • Sound Card: DirectX Compatible
  • DirectX: 9.0c
  • Keyboard
  • Mouse
  • DVD Rom Drive

Recommended System Requirements

  • OS: Windows Vista
  • Processor: Intel Core 2 DUO E8500 (3.16 GHz)
  • Memory: 2 Gb
  • Hard Drive: 15 Gb free
  • Video Card: ATI Radeon HD 3850 / NVIDIA GeForce 8800
  • Sound Card: DirectX Compatible
  • DirectX: 10
  • Keyboard
  • Mouse
  • DVD Rom Drive

Download Red Faction: Guerrilla – Direct Links

Part 1 – 700 MB

Part 2 – 700 MB

Part 3 – 700 MB

Part 4 – 700 MB

Part 5 – 700 MB

Part 6 – 700 MB

Part 7 – 700 MB

Part 8 – 700 MB

Part 9 – 700 MB

Part 10 – 700 MB

Part 11 – 700 MB

Part 12 – 215 MB

Crack

www.elj-games.blogspot.com

Darkest of Days [PC Game]

Unknown 9:25:00 PM

Darkest of Days

  • Developer: 8monkey Labs
  • Publisher: Phantom EFX
  • Genre: Shooter
  • Release Date: September 8, 2009 (US)

About Darkest of Days

In Darkest of Days, players travel back and forth through the annals time to relive some mankind’s most dire hours, when human society was at its lowest points. By fighting through terrible events such as The Battle of Antietam, the bloodiest conflict of the Civil War, and the volcanic eruption in Pompeii in the year 79, the player attempts to save certain key individuals who were never meant to become involved in these truly monstrous events and thereby change human history for the better.

Minimum System Requirements

  • OS: Windows XP (Service Pack 2)
  • Processor: 2.0 Ghz
  • Memory: 768 MB
  • Hard Drive: 5 GB available
  • Video Memory: 128 MB
  • Video Card: nVIDIA GeForce 6600 or ATI Radeon 9800
  • Sound Card: a working sound device
  • DirectX: 9.0c
  • Keyboard
  • Mouse

Download Darkest of Days – Direct Links

Part 0 – Installer

Part 1 – 620 MB

Part 2 – 620 MB

Part 3 – 620 MB

Part 4 – 620 MB

Part 5 – 620 MB

Part 6 – 620 MB

Part 7 – 620 MB

Part 8 – 138 MB

Crack

www.elj-games.blogspot.com

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