Some of you, our readers have requested some age of conan pictures and images, and screenshots that don’t exist on this site anymore. But Here are some below (click on the images to enlarge):
From IGN a picture of a woman and man from age of conan.
Cinematic looking image with creatures from age of conan.
A rendered image from gamespy of age of conan characters:
A detailed picture of an age of conan woman character:
Here is a background wallpaper for age of conan hyborian adventures:
Comments (0) Posted by Spencer on Wednesday, April 9th, 2008
Grid is a game by Codemasters who also previously created the game DiRT.
Anyway Grid is expected to be released by summer 2008. Anyone that waits for game’s to be released know’s that the release dates are always subject to change, delays etc. But seeing some of the gameplay of Grid and trailers it looks like Codemasters are up to scratch.
The game looks great it has about 50 cars, which maybe less than expected but they each have their own greatness about them. They are said to be 50 of the best racing cars that were made, which means you will have a great time driving them at very high speeds..
The cars each have their own way of breaking apart, meaning when taking on damage from hitting other objects or opponents you hit the bumper and it may fall off.
The damage engine they are using has derived from DiRT, but has been modified and changed alot since that game was developed.
They announced that this type of racer was not going to be an Arcade style racer or and Simulator Type racer. It was going to be inbetween, a cross between the both? maybe. It will have some aspects of a simluator and arcade style. This racing game Grid focuses on the race of racing, not modding your car improving performance, but the actually rush of being in a race. So all the cars will be unlocked ‘out of the box’, no need to play for days and days to unlock new cars.
The game is said to include many racing types, including drifting, and average speed race first to the finish.
Checkout the gallery on grid-game.com for some nice screenshots, and more information.
Comments (1) Posted by Spencer on Monday, April 7th, 2008
I thought I’d update you guys quickly and just let you know hes released another video this time 9 minutes long and showing you the zombies in great masses, how they react to a certain amount of humans etc, its very interesting as well as fun!
Once you know how to change the colour of your crysis nickname / username then you are ready to permanently change the colour of your nickname.
Firstly you need to find your profile folder which will be located at such a directory like:DRIVE:\Documents and Settings\[ XP USERNAME]\My Documents\My Games\Crysis\ProfilesSo in your “My Documents” folder under “My Games” -> “Crysis” -> “Profiles”
(Before you question it what i mean by ‘permanent’, it does not mean you cant repeat these steps and change your game name ever again, it just means when entering the game you will not have to keep changing your name the manual way, your name will be changed automatically.)
Right click the folder of that profile name you wish to change the name of, Rename it to a colour name e.g
Rename the folder “Username” to “$8User$4Name”. In Crysis that would look something like UserName , see the crysis colour chart for a list of colour codes.
Then OPEN the folder and you should see profile.xml
OPEN profile.XML in a text editor such as notepad.
Replace:
<Profile Name=”Username”/>With the profile name you chose to rename the folder in our case:
<Profile Name=”$4User$8Name”/>
Save The File!
Launch Crysis and enter a multiplayer game you will see your name is already set as coloured!
If you need anymore help comments are welcome.
Comments (0) Posted by Spencer on Monday, March 17th, 2008
A while ago now an article was written about the Crysis coop mod not long ago an update with a video had been released containing ZOMBIES!
these zombies are WIP. this is just displaying the zombie behavior or character in game. the map and zombies will be in Assault Coop Crysis.
Here are a few image’s captured from the implementation of Korean zombies, running across the Sandy Dunes which i think actually looks like a great area to be placed in with a hundred zombies, not sure if this is just a test area for flameknight7 the developer. Assault Crysis COOP Mod looks to be coming together quite well.
I’m glad there re a lot of users looking forward to it.
Comments (1) Posted by Spencer on Sunday, March 16th, 2008
Football Superstars is an Massively Multi-player Online Game, in which of course you will be playing as a football player. I know this game will appeal to so many people as there are a lot of football fans out there.
Football Superstars is currently due to be released this year 2008. Although there is no exact date confirmed it is expected to be this summer sometime.
Like most MMOG’s Football Superstars will feature a epic world in which players can explore different parts of. This game is not all about being a player on the pitch but also taking the Superstar to the max and enjoying what players do off the pitch ( saying that i doubt the age rating will be that high so don’t expect to see or do everything they get up to ).
The game will feature full TEAMS create your own team with a few mates or just people you meet online, I’ve not seen this type of MMOG before but this looks like it is going well!
The good stuff
Football Superstars is soon to be released as a beta phase and you the public will be able to test it. The graphics from screen shots do not look as good as some MMOG’s and MMORPG’s that we have seen around today, but they look sufficient and that they will serve the purpose of what they need.
In Football Superstars its said in the Developer’s diary’s that you WILL be able to customize your players look.
Checkout their site get signed up, and make sure you fill out all the information and you will have a chance for Beta testing Football Superstars very soon!
Comments (0) Posted by Spencer on Sunday, March 16th, 2008
And enjoy a few cool pictures i found whilst finding out some information about Firefox 3.
That’s right one of the worlds most favored web browser’s mozilla firefox 3! is available for download as a beta version 4. The smart, and small browser compared to its web browser rival’s, FireFox has taken the web browsing experience by storm and more and more people use Firefox everyday.
Internet Users have seemed to start using Firefox for its great new features that other browser like Internet Explorer have started to implement. Firefox also has a cleaner interface that was very basic looking, but kept everything that any user needed.
Plugins, themes, and community based development is a great feature in Firefox unlike Microsoft’s Internet explorer too.
Lets see what Firefox 3 has in store for us anyway.
Improvements?!
Yeah thats right.. as strange as it may seem what could improve FireFox.
FireFox 3 contains many improvements, When i actually started up this Firefox 3 beta 4 version, it seemed like there was something missing, so of course i checked back to the old firefox and checked back in Firefox 3 again, i thought to myself its got everything that Firefox version 2 has, why does it look cleaner, i managed to notice that there was only no google bar on Firefox 3, because of it being a clean installation.
Firefox 3 also has many additional anti-spy and anti pop up methods, which is great! although i didn’t have many pop up or spy ware problems with Firefox , everyone i come across did with Internet Explorer! Go Firefox.
Mozilla Firefox 3 has also incorporated a more browsing history information, more information! Don’t worry there maybe more information displayed on your screen, but they have managed to keep it as clean as the Firefox browser has maintained through the years.
A lot of gamers got Motorstorm 2′s predecessor ‘Motorstorm’ shipped and bought with their PS3 in a package. Sony are planning to bring you Motorstorm 2 this year 2008. Sony only being the publishers, this game was created originally by Evolution Studios , but Sony have since then acquired Evolution Studios who have a good background in game development especially racing games. Although Motorstorm 2 will be a bigger, badder great game to play it will still use the same game engine as motorstorm, although this doesn’t seem to be a draw back of any kind because the original motorstorm had stunning visuals anyway.
Talking of visuals motorstorm 2 is not going to be located in desert and sandy dunes like its predecessor motorstorm. Players are going to experience another type of scene where you will be driving and riding though jungle and vast vegetation areas, which reminds me of the lush environment crysis was set in, and these scenes definitely can open some eyes.
Take a look below at the screen shots from the trailer and ever further for the motorstorm 2 trailer itself.
Whats New
Motorstorm 2 brings you:
lush interactive environments
new vehicles including Monster Trucks!
And obviously tons more tracks.
More features to come I’m sure but right now they are unannounced
Another great feature will be 4 player split screen which I am sure a lot of gamers want when they have their friends and family over.
Crytek / EA Have released the second patch, good news because frankly the other patch ( crysis patch 1.1 ) only fixed a few minor bugs and there were loads of cheaters running around the servers still.
Although there has been many changes i think I’d find the connection messages the most help full because i often got disconnected from servers and sometimes not even being able to join them, authentication failed!
Crytek is committed to continuing their support of the community, and CEO Cevat Yerli is driving the team towards attacking the Crysis community’s most wanted list. Stay tuned for more information.
Patch Notice
Patch 1.2 can be applied to both vanilla Crysis (v1.0) and Crysis v1.1 since it will update automatically to Crysis version 1.2.
Crysis Patch 1.2 Change log Full List
Optimizations and Stability
Corrected a number of memory leaks with FSAA modes.
Optimized Object Motion Blur for DX10 Very High Spec
Destroying objects will now properly remove their decals from the world under DX10.
Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization.
Fixed issue in windowed mode where the map or weapon attachment UI cursor can leave the game window.
Fixed potential server exploit that could cause servers to crash
Fixed crash with AI triangulation in the editor
General Fixes/tweaks
Added new effects for vehicle shattering after being frozen
Player movement will now be cancelled if the player is shooting while moving in prone mode.
Fixed issue where player will exit VTOL from closed rear hatch irrespective of seat.
Continuously firing the VTOL machine gun in 3rd person mode no longer causes the VTOL to descend.
Fixed an issue where vehicle 3rd person camera could break when switching the player “ControlledTurret” flag while using the gun.
Fixed identical swimming sounds being used on surface, underwater and swimming in different directions.
Frogs will no longer block the player’s view after being picked up
Fixed an issue where in unarmed mode, the character’s arms will suddenly reappear and disappear when picking up and dropping an object.
Fixed health recharge rate when computing drowning damage.
If climbing a ladder while cloaked, energy no longer depletes at the same rate as if player were standing still.
Mouse cursor will no longer be permanently removed on attaching gamepad.
Fixed issue where resetting gamepad control with Default button doesn’t enable Force Feedback.
Fixed issue where the Clear All and Back Keys do not function properly when creating a profile on the gamepad.
Fixed the “Back” key in the on-screen keypad not deleting the first character in the keypad text box.
Fixed the “Clear All” key not functioning for text input in the on-screen Keypad.
Waterfalls can now be viewed from underwater.
Virtual keyboard now functions correctly when a game pad is connected
Fixed an issue where users can lose the ability to look around with the Right Stick.
Player no longer continues to move forward when prone on roof of bunker after letting go of button.
Mouse cursor now hidden when virtual keyboard is enabled
Fixed an issue where key bindings were not saved until the player resumed the game
Fixed a number of chainlink fences/barbwire that could not be shot through.
Fixed a broken LOD1 on electricity pylon object
Fixed player receiving damage from ragdolls.
Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy.
Fixed bolting/pumping sound not playing when firing shotgun, precision rifle and gauss rifle in scope view.
Fixed issue with vehicle mounted MOAR reload sound being audible for all players.
Added mouse wheel scrolling support for server browser
Weapons
Added “overfreezing” sounds to handheld and vehicle mounted MOAR/MOAC
C4 will now stick to doors correctly
C4 can no longer stick to the surface of water
Fixed an issue where the player could shorten the shot duration of the MOAR near the edges of a map.
Fixed an issue when using dual handguns and switching to 3rd person view, a pair of arms will remain when running devmode or in editor
Fixed an issue where the player could force firing after reloading if player clicks and keeps pressing fire button while reloading.
Explosive charges no longer clip through the top of the NK tanks located in the munitions dump in mission tank.
The ice beam animation from the moar gun no longer clips through the walls of tunnels.
Grenade Launcher projectile is no longer invisible.
When freezing a dual-SOCOM player, the second pistol will now be properly frozen.
Freezing a player that is shooting a MOAR will now properly stop the MOAR’s beam.
Nano-Disruptor grenade will no longer disrupt the revive invulnerability effect.
Fixed claymore/mine limit not being applied properly.
Added an empty landmine animation.
Players are no longer revealed to enemy on enemy minimap when using silencers on weapons unless they are within 5 meters of another player.
When prone with a sniper rifle, the attachments menu should no longer be cut off.
Fixed issue where dual wielding SOCOMs the pistol equipped in main hand doesnt automatically reload if weapon switched whilst empty.
The crosshair for the TAC no longer disappears after the player zooms in and out of ironsight mode.
Added missing animations for FY71 and SMG when holding an enemy and using the melee attack.
Fixed issue when the player dropped last picked up SOCOM, even if that is the pistol with the most ammo.
Scaled grenade launcher projectile for better visibility.
Added smoke trail to grenade launcher shell for better visibility.
Adjusted odd looking random rotation values for grenade launcher projectile
Adjusted explosion radius of grenade launcher to be more efficient vs players
Decreased air speed of grenade launcher projectile for better readability.
Reduced initial visibility time of grenade launcher shell very slightly
Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally.
Improved the HUD Grenade Indicator – Players will now be able to track one enemy and one friendly grenade. Enemy grenades show up as red, friendly as blue.
Fixed a number of issues where the grenade indicator was not showing up on multiplayer clients.
Added new grenade indicator icon.
Improved the behavior of the Repair Kit, when repairing rotating turrets.
Update singularity explosion effect.
Fixed an issue with some weapon effects that would cause explosions not to be rendered.
Moved assault scope further away from the camera to allow for a better peripheral view while zoomed
Vehicles
Added first person view limits for helicopter, VTOL and APC rear seats.
Fixed an issue with incorrect “friendly fire” icon in multiplayer VTOLs
Helicopter wind effect no longer plays after vehicle is destroyed.
Fixed a number of issues where players getting out of vehicles would get stuck in walls.
Fixed issue where the AA cannon only produces tracers from the left side barrels
Fixed issue with friendly fire setting not affecting vehicle-actor collisions
Components can no longer be more than 100% damaged.
Correct firemode now displayed when switching seats in Gauss Tank in Multiplayer.
Improved vehicle handling under braking and boosting
Tweaked damage for players hit by vehicles at lower speeds
Reduced collision damage multiplier for actor-vehicle collisions in MP.
Smooth out change between vehicle views when changing seats.
Adjusted wall collision damage for civilian car.
Reduced damage to trucks during slow collisions.
Added new shell ejection effect for air vehicles.
Vehicle lights will now turn off vehicle lights after player leaves vehicle.
Vtol cannon now has correct spin up or spin down sounds
Fixed issue with the amphibious apc taking far longer to repair than any other vehicle
Fixed potential issue with tank turret rotation when a second player takes control of vehicle, the turret could be unsync’d between server and clients.
Increased VTOL vulnerability to being hit by other aircraft cannons
Added seat entry point for gunner position from roof of cab of Truck
Fixed an issue where vehicle ammo could become greyed out when in a vehicle in a valid buyzone.
Increased visibility of friendly player name tags by 3 times when in vehicles
Fixed issue where players hands were not touching the hovercraft steering bars correctly
Disabled vehicle exploding above a certain speed threshold in MP and SP when there isn’t a player in the vehicle.
Locked camera in 3rd person view when player is using a vehicle mounted weapon in difficulty settings that allow driver controlled mounted weapons on vehicles.
Fixed issue where explosions had no sound when hitting VTOL or helicopter
Added overheat sounds for VTOL and helicopter guns
Fixed issue with VTOL weapons not overheating correctly
Greatly increased AAA damage vs VTOL and Helicopter
Adjusted damage of rockets vs. AAA
Fixed a number of issues where players would not get the correctly awarded/deducted amount of prestige points for team kills or enemy kills
SinglePlayer
Fixed an issue with “Escort Prophet out of sphere” objective failure causing reloading issues.
Player will now be prone if loading a level that was saved while they were prone.
Fixed an issue with troopers missing shield fx if the player was holding them when the level was saved and loaded.
Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list.
Player no longer has grenade controls during cutscenes
Player is no longer able to carry enemies into cut scenes.
Fixed issue where player weapon loses shadow on loading save game.
Fixed player view aligning to horizon on loading.
Helmets on the Navy personnel on the flight deck now fit their heads.
Added a missing texture at the base of doorway leading to schoolhouse roof from staircase in village.
The paper on all of the clipboards through out fleet no longer appears to be upside down.
Improved AI machinegun handling (both stationary and mounted machineguns on vehicles.)
Increased player melee damage and decreased AI melee damage
Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons.
Helmets will never deflect shots when the player hits them while using weapon sights.
Halved suit energy required for punching in strength mode.
Adjusted AI vehicle coax gun pitch limits
MultiPlayer
Fixed issue where death effects were only showing on remote players.
Server admins can now remove the server password with ‘sv_password 0′.
Clients with a password set can now correctly connect to unpassworded servers.
Fixed some game states not properly resetting after game restart.
Fixed an issue where factory vehicle marker was not showing up for clients. The vehicle you purchased is now visible with a blue icon.
Fixed an issue where scores could change after the game has ended.
Fixed issue where sometimes demotions would not be properly announced.
Radio commands will now be properly played as a voice sound.
Fixed an issue in spectator mode where the player’s view could clip through the top of objects
Fixed an issue where vehicle shattering effects were not playing on clients
Fixed an issue where standing on a crouched squadmate would cause model clipping.
Fixed an issue where the player was unable to purchase additional mines or claymores through load out menu if one already in inventory.
Fixed issue with missing subtitles in French version of PowerStruggle tutorial.
Player can now no longer create and save unpurchasable custom loadouts by including multiple pieces of kit equipment.
Player can now no longer create custom loadouts with more weapons than the player can carry.
Fixed issue where player was automatically assigned armor mode when switching to spectator team.
Fixed issue where tutorial message warning player of an enemy base is played too late.
Fixed issue where tutorial message starts too soon when player gets to the aviation factory.
Player no longer gains 1 free grenade when he uses up all ammo in a grenade launcher and purchases a different weapon.
Fixed a potential negative ammo hurricane issue.
Fixed an issue where if the player picks up a claymore after placing two claymores, player’s weapon will not switch to claymore upon pick up.
Player can no longer suicide when already dead.
The loadout menu no longer changes to the weapons menu when an alert event occurs in the game.
When using PDA, if any player captures a location it will no longer revert to the first page of the PDA.
Players will no longer be banned for team killing while in pre-game period.
Players will now be able to pick up a respawned MOAR attachment.
Fixed not being able to scroll player names on end of game scoreboard.
Fixed an issue where the character’s hands immediately disappears when attempting to throw a grenade with dual socoms equipped.
When grabbing an enemy while Dual SOCOMs are equipped the right hand SOCOM will no longer disappear.
Fixed an issue where the parachute is not seen by players when deployed in Powerstruggle.
Fixed issue where VOIP doesn’t work properly on non-dedicated servers.
Tweaked spectator camera so view is more horizontal.
Delayed manual switching to spectator mode right after death.
Fixed issue where spectators don’t see player names in IA.
Map filter no longer allows the user to input an infinite amount of characters.
Removed ability to highlight players on instant action scoreboard.
Fixed issue where the player score was not the default view when pressing the ‘Tab’ button in MP.
Fixed a number of issues where projectiles are not playing explosion effects and sounds on clients.
Added team colors to kill/death messages
Purchasing SMG and SCAR ammo now gives the correct amount of bullets in each clip
Increased FY71 Incendiary ammo damage slightly
Teamkilled players will no longer drop their weapon.
Fixed an issue where enemy HQ flag icon would disappear.
Added some additional clamping and protection to some console variables that could be used to cheat.
Added a number of warnings for incorrect map version and missing maps when connecting to servers.
Added a number of missing additional entities to the network scheduler
Fixed an issue where players could be killed with AV mines placed above vehicles but not in contact with the vehicle.
TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks.
New Features
Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced.
Added multisample shading for shadows.
Added vehicle-specific shatter effects when vehicles have been frozen.
Logitech G15 display now fully supported in MP and SP
Added free-rotation support for spectator camera.
Added zooming support for spectator camera.
Added mod loader to the main menu. User created content can now be loaded and unloaded through this menu.
Added some additional audio hitfeedback functionality to multiplayer and singleplayer bullet impacts. Headshots will include an audible ding in multiplayer games.
Improved red near-death HUD effect and visual feedback for player being hit.
Added additional audio feedback for player hitting enemies. The feedback can be disabled with “g_useHitSoundFeedback 0″.
In single player, AI can now be knocked over while running into them in speed mode.
Added numbers to energy bar in PowerStruggle for quicker reference
Allow loading of custom objectives.xml files inside the respective level folder.