3369.1 is a “hotfix” patch to correct some issues in the 3369 patch.Changes over stock 3369:
- Linux: Fixed large memory usage
- x86 Linux: Reenabled Pixomatic renderer (“PixoDrv”).
- Mac OS X: game will now run on Mac OS X 10.2.8 (“Jaguar”) again.
- Mac OS X: 3D audio now correctly spatializes, other OpenAL fixes.
The Linux version can be applied as usual; it’s the 3369 patch with updated binaries.
Version 1.0.10 of the
ALSA 1.0.10 Download: [
- Attempting to resume from system suspension no longer results in the system failing to respond.
- Kernel module compile issues with the stock 2.6.13 and 2.6.14 kernel are now resolved
Version 0.2.6 of GemRB (screenshots), the free re-implementation of BioWare‘s (hay look, there’s a “what platform do you use” poll!) 2D Infinity Engine, used in Planescape: Torment and the Baldur’s Gate and Icewind Dale series has been released.
- Effects are in a different plugin
- DoxyGen docs
- Wallgroup covers
- Door triggers
- Changing default action to talk/fight (only in pst)
- Party/protagonist death handle
- Textscreen graphic fixed
- Script workflow
- Compilation and running on different systems (Mac OS X, PPC Linux)
- Various leaks/instabilities fixed
- Saving games
- Inventory screens in many games
GemRB 0.2.6 Download: [ sourceforge.net ]
The third release candidate for the 0.6 series of BattletechMUX is now out. This is primarily a bugfix release; changes:
- Glancing Blows are now implemented.
- New AI commands, improvements, and tweaks.
- SQL connector now supports sqlite.
- Many, many bug fixes.
- Fixed GeForce 7800 GTX clocking problem that affected 3D performance.
- Added support for NVIDIA SLI. Please see the README for details.
- Added a new utility ‘nvidia-xconfig’, which is a commandline tool for updating X configuration files.
- Added support for new GeForce 6100, GeForce 6150 and GeForce 7800 GTX 512.
- Added manpages for ‘nvidia-xconfig’, ‘nvidia-settings’, and ‘nvidia-installer’.
- Made UseEdidFreqs “on” by default; the NVIDIA X driver will use the valid HorizSync and VertRefresh frequency ranges from the EDID whenever possible.
- Added support for Stereo Digital Flat Panels such as the SeeReal and Sharp3D DFPs.
- Added HTML version of the README.
- Added support for static Rotation; see the “Rotate” X config option in the README.
- Improved stability on 64-bit Linux 2.6 kernels.
- Fixed driver installation when SELinux is enabled.
The gaming news blog Joystiq has posted an article which examines Cedega, mainly in the context of running World of Warcraft.
Edited by Crusader – Tuesday Dec 06 23:52:18 2005
Also, a reader let us know a long time ago (sorry erek) that Cedega 5.0.1 was released for subscribers, which added improved command-line interface support.
Version 8.20 of X-Plane was releasedrecently for retail users (the patch acts as a demo for those without the fullgame though). There are many new features, including working controls in thecockpit 3D mode, choosing slung load objects, and dynamic in-flight autopilotconstants. The site also has screenshots from version 8.21, which includes aGlobal Scenery texture pack.Version 8.21 is currently only available by
X-Plane 8.20 Patch/Demo Download: [
Edited by Crusader – Tuesday Dec 06 08:28:57 2005
Laminar Research sent in the following clarification:
Right now Mac and PC only on the disk. Linux will follow in about 3weeks, w/ all 3 platforms on the same disk.
Based upon the K8E S2865, the K8E-SLI S2866 is Tyan’s initial offering when it comes to NVIDIA Socket 939 SLI on the nForce PRO 2200 Chipset. Yes, that is right an nForce Professional 2200 Chipset implementation on a Socket 939 Athlon 64 system and not the nForce4. Presently Tyan has the K8WE (S2895), which is nForce Professional based, and is capable of running in SLI with the Opteron 200 series, but the K8E-SLI is their first time venturing into this new arena. With us today we have the K8E-SLI and we shall see just how well it fares in the world of Scalable Link Interface.
Patch 3369 contains several important fixes, but Linux users might be most excited about the availability of render-to-texture support (detailed shadows, motion blur, headlights, the DM-Morpheus scoreboard, etc).
This also means we get license plates on the Hellbender, which is arguably the whole point of the game!
For those that are experimenting with the new render-to-texture support, here’re my updated notes from before:
Some things this fixes:
- The scoreboard in DM-Morpheus3.
- Motion blur in Red Orchestra and UnWheel, etc.
- Realistic player shadows.
- The Hellbender license plate.
- Vehicle headlights, mostly.
- Other things.
Some notes, first:
- On Linux and Win64, you MUST have Nvidia’s latest drivers, or this WILL NOT WORK (although it will probably work like it does now, no render targets). ATI’s drivers, or anyone else’s, will probably work if they support the OpenGL extension GL_EXT_framebuffer_object (which I hear they do now).
- You MUST set “UseRenderTargets=True” in the “[OpenGLDrv.OpenGLRenderDevice]” section of your UT2004.ini, or it WILL NOT WORK.
- To get realistic shadows, you also have to set “bPlayerShadows=True” and “bBlobShadow=False” in the “[UnrealGame.UnrealPawn]” section of your User.ini…the GUI config will not let you set this, because I screwed this up in my GUI patch. You can also enable vehicle shadows in User.ini (on by default?).
- The DM-Morpheus3 scoreboard renders strangely in Windows too; this is not an OpenGL renderer bug, it matches the behaviour of the Direct3D renderer.
- Red Orchestra’s motion blur now works (and, unrelated, their splash screen got fixed, too), but the sniper scope is still broken; use the “texture” setting and not “model” for the sniper scope in the options. This is my bug, to be considered later.
- Please send bug reports to https://bugzilla.icculus.org/, not my inbox.