Game news

House Hazards

Patent Blaster - Fri, 06/14/2013 - 13:00
The patents, having come to life by some mysterious process probably involving corporate personhood, waste no time infesting a grand decaying mansion. There, they intend to experiment and cross-breed.
Categories: Game news

Reprisal now free to play

Reprisal - Fri, 06/14/2013 - 11:45
A year after it’s release, Reprisal has now gone free to play!
A year after it’s release, Reprisal has now gone free to play!
Categories: Game news

Odamex Saturday Nitro #95 - Dweller2 FFA

DOOM - Fri, 06/14/2013 - 11:33
The previous Dweller2 session went exceedingly smoothly. Thanks to that, we're going to have another launch with Dweller2, with a free-for-all flavor. Get ready to wreak exciting havoc! Date: Saturday, June 15th, 2013 Euro Session: 20:00 GMT (15:00 EDT) USA Session: 20:00 EDT (1:00 GMT) WAD: Dweller2 Maps: 16 (map01 - map16) Mode: 12-Player FFA Server: IDL Chicago / [NL] Funcrusher If you want to join up and don't have Odamex yet, ...
Categories: Game news

9 emotes added in the Boutique

Wakfu - Fri, 06/14/2013 - 10:00
What’s new in the Boutique?... Emotes! Nothing better than a new pose to make your character look much more original and alive. No matter if you’re “In Rage”, “In love” or “Laughing”, let it know! Discover the Emotes that have just been added to the Boutique.

Emotes everywhere!

Learn to express your feelings with the following emotes, now available on the WAKFU Boutique:
Have fun with your Emotes!
Categories: Game news

Exciting Electron Density Results!

Foldit - Fri, 06/14/2013 - 06:02

We wanted to give you some very fresh results on Blind Electron Density Puzzle 7, as the native for this puzzle was just released.
Below is a superposition of the native (in blue) with the top-scoring Foldit solution (in green) by karstenw & Susume:

We knew this puzzle was going to be very difficult, since the automated methods for fitting electron density weren't able to solve this structure using the exact same density we provided you with, but Foldit players never cease to amaze us!
Not only were you able to match the native so well (which in itself is already quite a feat), but the top-scoring solution was actually able to accomplish this!

You can see in the RMSD plot below, that this is the kind of plot we dream of seeing: as the Rosetta energy gets lower (Foldit score gets higher) your solutions are getting closer to the native (further to the left on the plot).

So we just posted another Blind Electron Density Puzzle that might be a bit more difficult, as the automated methods just generated garbage using this density! Please note the short deadline on this puzzle, as the native is scheduled to be released next Wednesday.

Once that puzzle closes, we'll have a familiar Blind Electron Density Puzzle for you: CASP ROLL target R0034 (which was also De-novo Freestyle 23). We look forward to seeing how much closer to the currently-unreleased native you are able to get given electron density to work with!

Great work everybody! We realize how difficult these Electron Density puzzles are, and we are trying to implement your suggestions to make them easier and more user-friendly. As usual, thank you for your patience on this and keep up the great folding!

BONUS FOLDIT RESULTS:

I also wanted to mention the results from Puzzles 716: Two chains of Insulin Mutant, and the repost of it: Puzzle 719 which used the new Disulfide Count Score Filter that gives you a bonus for forming disulfide bridges.

RMSD plot of Puzzle 716 (without the Disulfide Filter):

RMSD plot of Puzzle 719 (using the Disulfide Filter):

As I mentioned above, what we always hope to see is that the top-scoring Foldit solutions (the lowest Rosetta energies) are the ones that are closest to the native. That was NOT the case with Puzzle 716, where the top-scoring solutions were ~8 Angstroms away from the native!
So hopefully this means that the new Disulfide Count Score Filter is working properly and doing its job. (Although we haven't posted a puzzle yet that has cysteines that DO NOT form disulfide bridges in the native, to see what those resulting plots would look like). Feel free to let us know if we post a prediction puzzle without the Disulfide Filter, but you believe that it should be forming disulfide bridges.

Categories: Game news

Server update

Eternal Lands - Fri, 06/14/2013 - 05:23
Fixed the 120+ invance second wave bug.
Changed the rare little dragon blue drop.
Fixed a bug with teleporting in no magic areas.
Fixed a bug where you could cast spells in no magic areas.
New perk, Fewer Tears. Can only be obtained by trading some awards at a new NPC. If you have it, harvesting tools are 1/3 less likely to break and manufacturing tools (molds, etc.) 20% less likely to break.
Categories: Game news

BTS Video 57: Tool Belt Update

RuneScape - Fri, 06/14/2013 - 00:00
This week we catch up with Mod Avatar, who's updating the tool belt to hold hatchets and pickaxes all the way up to dragon!
Categories: Game news

NIS Beta: Customisable Keybinds

RuneScape - Fri, 06/14/2013 - 00:00
Keybind customisation was your most requested feature for the New Interface System, so we've added it in. If you 're a RuneScape member, log into the beta and start mapping your optimal key setup now!
Categories: Game news

On the fence about starting your very own space program? KSP is...

Kerbal Space Program - Thu, 06/13/2013 - 18:36


On the fence about starting your very own space program? KSP is 33% off this weekend and this weekend only on Steam! Get online and grab it today, Sale ends on Monday 10 AM Pacific Time! http://store.steampowered.com/app/220200/

Categories: Game news

Online rating. Next OGS Mahjong version testing

OGS Mahjong - Thu, 06/13/2013 - 18:21
Hello! It’s been a while since we shared news with you. It’s not because we had nothing to say, we simply didn’t have time for it. Currently, we are working actively on the OGS Mahjong 2 and soon we’ll tell you a lot about it . Right now, we’ll tell you about the latest improvements of the current OGS Mahjong. First of all, we’ve fixed most of the known problems with running OGS Mahjong under Linux. Also, the game will receive a Hindi translation (thanks to Abhijeet Pokhriyal). The main feature of the new version is online rating. Now, OGS Mahjong player will be able not only to store his results locally, but also share them with the world. You can try it out already. The statistics server is up and running and we invite you to test it.

In order to do it, you’ll need to take two steps. First, register on the statistics website. Second, download the unstable verstion of the game with the online rating support: The users of Ubuntu, Debian and Mint linux distributions can use our unstable repository:


APT-line: deb http://packages.opengamestudio.org unstable ogs

GPG-key: http://packages.opengamestudio.org/opengamestudio.key
apt-get install ogs-mahjong

After installing and launching the game, open the settings menu, go to the “Game” tab and enable the online mode, then enter your username and password. After that, the game uploads you results to the statistics server each time you play. You can view it on the website and inside the game. If you don’t want to use online rating, simply disable the online mode and the game will continue to keep your results locally, as it was before.
Categories: Game news

Photos from Science EXPO Day 2013

Foldit - Thu, 06/13/2013 - 07:00

We had a great time at this year's Science EXPO Day event. Thanks to everyone who came out to see us! We've uploaded an album of photos from the event. Enjoy!

Categories: Game news

Community Round-Up 13/06

RuneScape - Thu, 06/13/2013 - 00:00
Plenty of events, videos and other artistic creations from around the community in this week’s Community Round-Up!
Categories: Game news

Squeal of Fortune: The Lamp of the Djinn

RuneScape - Thu, 06/13/2013 - 00:00
From tonight, collect lamps parts, trade them with other players to complete your collection and receive XP in all 25 skills - all this coming week on Squeal of Fortune.
Categories: Game news

/FreeOrion/Test/FreeOrion-6142-MacOSX-10.6.dmg

FreeOrion - Wed, 06/12/2013 - 18:01
/FreeOrion/Test/FreeOrion-6142-MacOSX-10.6.dmg
Categories: Game news

/FreeOrion/Test/FreeOrion-6142-Test-Win32-Setup.exe

FreeOrion - Wed, 06/12/2013 - 18:00
/FreeOrion/Test/FreeOrion-6142-Test-Win32-Setup.exe
Categories: Game news

/FreeOrion/Test/FreeOrion-6142-Test-Win32-ExecutablesOnly.zip

FreeOrion - Wed, 06/12/2013 - 17:55
/FreeOrion/Test/FreeOrion-6142-Test-Win32-ExecutablesOnly.zip
Categories: Game news

Moods, Sleeping, and Fortifications

Dungeons of Dredmor - Wed, 06/12/2013 - 17:52

Happy June! It’s a bit early this month, but let’s have a technical status update. After all, E3 only comes once a year. Thank goodness for that. Let us, therefore, scour our eyeballs with the contents of the programmer-taken screenshot-mobile* and look at some new features that have made their way into CE that are, in fact, not related to E3 at all.

* Sanity adjustments performed by art team; Programmers have funny ideas about composition. And everything, really, though I admit if you need a fine pair of shoes or a man’s hat, Nicholas can hook you up. -d

“Ah, the water — so sublime! So bracing! It’ll make beautiful feedstock for our steam-piped power network.”

This happy naturalist, for instance, is not going to E3. Your subjects will now tell you what they’re thinking via little floating bubbles above their heads. In this case, a naturalist is happy, probably because she’s knee-deep in ocean water. You go, naturalist. Character thoughts can include thoughts about what they currently want to do (eat, sleep, walk into the sea never to return, go to E3), or their moods (happiness, sadness, anger, at E3, etc.)

Character moods are slowly starting to be tracked, where people will be happy but will become less happy as their needs are not met. If your subjects are not happy, expect Unwanted Behaviour, including the sort of thing which may warrant a visit from the Anti-Paranormal Invigilators and walking into the sea, never to return. Also, E3.

Characters now also need to sleep. They seem to do this rather a lot right now, admittedly for testing purposes. Characters prefer to sleep in beds (currently next to beds, as Mr. Triolo has not yet devised the getting-in-bed animation due to being fully occupied with un-shoggothing the biped rig), and will be happiest sleeping in a bed that corresponds to their class (upper-class, middle-class, lower-class.) Failing that, characters will sleep wherever they can:

We all remember what The Hunger Games taught us about eating random berries, right? Good.

… or, in this case, underwater:

Heliotype provided by Brazenchock’s best-selling pamplet “The Azure Menace: A Guide to Unpleasantnesses of The Oceans’ Deeps”, under heading “Top Ten Signs That You May Be In Unknowing Association With Fish-Persons”.

(As has been noted before, we should probably fix that.) If an interior space is available without a bed, characters will do their best to make themselves comfortable:

(We shall also politely neglect to mention that these ovens have been incorrectly installed with their chimneys inside the building. What with the structure lacking any ventilation … But no, we assure you, things are probably all Perfectly Fine. I’m sure the oven is very warm and that just made him sleepy.)

- which can, of course, lead to everybody deciding to have a nap in your refinery.

Otis Rachetwright, gasping for breath, attempts to discover the source of the foul miasma which has felled his comrades. (Note sole properly installed oven on left.)

Artists have also been seen getting into the XML files* and adding new in-game objects, which is why the game now contains such wonders as smatterings of skulls and bones all over the place, additional trees, and cacti. All of these have been modeled for awhile, but it seems like now is a good time to start dropping them into the engine proper.

*Imagine this spoken in the tone which one would say “Beetles have been getting into the Crimble”-d

Combat! Combat is starting to fall into place. Your military will now shoot encroaching… things. Sadly, we cannot reveal the nature of the things encroaching upon your territory, for fear that your minds are not yet ready to handle the truth. Soon.

(The things, incidentally, can also kill people.)

To that end, your military can also build fortifications from which they can defend themselves. Right now, fortifications are limited to various types of walls (fences, brick walls, barbed wire fences, etc.), pointy stakes, and gabions (a sort of earthworks defensive thing that people can hide behind or shoot over as they see fit):

Pictured: A merry summertime earthsworks-building party.

Constructions that are being built but have not yet been built are now implemented as semi-translucent floating things. (Internally, the engine refers to them as “ghosts”) Here we see some gabions in the process of being constructed behind a barbed-wire fence, in order to serve as a crude line of defense against E3:

You must construct ghost-walls to keep ghosts out of your settlement.

Happy E3, everybody! Enjoy the madness and the horror. Yes, you see, E3 is part of the conspiracy. They’re all in on it. Sony, Microsoft, Nintendo.

SOON YOU WILL ALL KNOW WHAT IT IS LIKE TO EXPERIENCE SOCIAL MEDIA INTEGRATION. Soon you will all be Kinected to each oth… no, don’t drag me away from my keyboard! Give me back my special coffee, I’m on a roll here…

Nicholas has returned to the Code Abyss to … rest. Once he completes his regeneration cycle we can let him out again. -d

Categories: Game news

Haven Worlds postponed to June 25

Wakfu - Wed, 06/12/2013 - 16:00
After many tests, much thoughts and in order to make sure that we provide an optimal content, we decided to take an additional week of development on the Haven World update. They will therefore be deployed on June 25. We use this opportunity to reveal new information about the feature.



 

Why postponing? Our forums and internal discussions, as well as the internal playtest, raised concerns on some of the main aspects of the Haven Worlds (accessibility, tollbooths, interface, feedback…).

Since our intention is to offer quality content that matches your expectations, we decided to take one more week to improve a few gameplay details.
  Evolutions Tollbooths Despite what was formerly announced, we will not implement Tollbooths in the Haven Worlds. We noted that imposing a fixed toll value wasn’t adapted to the various economies of each server.

We decided to adopt a more malleable and craft oriented system: Doors that can be crafted by Handymen, allowing you to close the access to precise sections of your Haven Worlds.

We’re trying to get this ready for June 25. It might of course evolve in the future with further rights, like doors only allowing passage to members of a guilds alliance.
  Taxes Many of you shared your concerns about seeing your Haven World used and reaped by external players. We will implement a building allowing your guild to receive 5 to 10% of the Kamas and drops earned on the monsters killed in your Haven World. These items will be stored in a chest found in this building, while the Kamas will be directly sent to your guild bank. The goal is to reward Haven Worlds open to external players.
    Prims (July update) Again based on a common concern we saw, we will offer the ability to lock the GvG feature. By default, Haven Worlds will not have a Prims. However, if the guild attacks another Prims, or builds a GvG building, its Prims will then appear and become attackable.
  Auctions We will keep the ascending system. We looked into other options but they required too much development time. The auctions will begin on Wednesday, June 26, at 7 PM Server Time and will last for a week. We first wanted to begin them on Friday, but this would have limited our ability to react, should anything go wrong.

15 Haven World will begin their auction each week. Once the 60 initial ones are sold, we would like to implement 8 new ones with each update (2 auctions per week).

Guilds will first have to reach level 3 to participate: it will take them 6h30 (waiting time for the purchase of all these levels). Note also that a guild with a level 20 in Crafting will receive 9000 Guild points, and 6000 for a level 20 in Combat.


For the most curious ones, we wanted to share something more concrete: the price and construction time of all buildings as well as the guild bonuses. The complete documents can be downloaded here.

This should allow you to start planning your Haven World and your guild!


Thank you all for your support and see you on June 25!
 
The WAKFU Team
Categories: Game news

RS3 Around the Campfire: Open for Questions

RuneScape - Wed, 06/12/2013 - 00:00
The questions thread for tonight's Around the Campfire Q&A with Mod Mark, Mod Pips and Mod Conor is now open! Get your questions in and we'll kick off at 7.30pm BST.
Categories: Game news

BTS Video: Your RS3 Questions Answered

RuneScape - Wed, 06/12/2013 - 00:00
Today we wring the answers to your most pressing RuneScape 3 questions out of Mod Mark, Mod Pips and Mod Conor! There's also an Around the Campfire Q&A this evening if you have more questions.
Categories: Game news

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  • 19:59:21 Lichess, the free and open source, the most comprehensively-featured chess website, brimming with HTML5-ness and modern web goodness, with no ads (ever), recently had a new release! Check it out at lichess.org
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