CoD5 Zombies
- January 20th, 2009
Jack from room237origins.com put up a kick ass post about Call of Duty: World at War’s Zombie Mode that inspired me to show off some screenshots:
Archive for ‘ January, 2009 ’
Jack from room237origins.com put up a kick ass post about Call of Duty: World at War’s Zombie Mode that inspired me to show off some screenshots:
Here’s a couple of screens I took of Alien Arena 2008 v7.21 running on Linux. I played this awhile back, but wasn’t impressed. Now it just feels better for some reason.
Box won’t run Crysis? Try this instead
Changelog v7.21:
1. Fixed water fragment shaders.
2. Fixed bug with water caustics.
3. Added normalmaps for many textures.
4. Added alphamask support to non-shadered meshes.
5. Fixed bug with draw order of alpha surfaces and shadered surfaces.
6. Rebuilt maps – dm-dynamo2k8, dm-omega2k8, dm-crucible2k8.
7. New Cattle Prod map – cp-ribeye.
8. All level shots now colored.
9. Fixed bug with antilag.
10. Allowed standard vs full compensation with antilag.
11. Skybox cloud shader support added.
12. Added color options to steam effects(spawnflag controlled).
13. Removed unused legacy code in particle system, improved explosions blending.
14. Added vertical scrollbars to menu GUI, used with in-game server browser.
15. Added colored names support in server browser, and allowed servers to output them to query.
16. Greatly improved splash and spark effects.
17. Fixed bug with dynamic particle lighting and GLSL.
18. Added options for clients to change color of disruptor beams.
19. Added vegetation shader system.
20. Bots now get autoassigned teams, helps when rejoining team games when players leave to balance.
21. Added ejecting brass for chaingun.
22. Added sloshing water effect.
23. Added clock option.
24. Menu options for fov, showing fps, and showing clock.
25. Error checking in particle loading, to prevent crashes in cases of missing or damaged particle images.
26. Help section added to Galaxy menu, with useful links.
27. Mouse wheel support in in-game server browser.
28. Improved per-pixel lighting on meshes.
29. Added GLSL water shaders.
30. Stripped out old true reflective water code, impractical for a deathmatch game.
Continue the epic saga of the Protoss, Terran, and Zerg. These three distinct and powerful races will clash once again in the fast-paced real-time strategy sequel to the original, StarCraft. Legions of veteran, upgraded, and new unit types will do battle across the galaxy, as each faction struggles for survival.
Featuring a single-player campaign that picks up where StarCraft: Brood War left off, StarCraft II presents a cast of new heroes and familiar faces in a sci-fi story filled with adventure and intrigue. In addition, Blizzard offers online play through Battle.net with several enhancements and features to make StarCraft II even better.
Features:
Single-player campaign or multiplayer available
Full map-making and scripting tools give players freedom in customizing and personalizing their gameplay experience
See more Starcraft II screenshots at gamershell.com