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old car finally died.. we got this.. by Nhor
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May 08, 2015, 02:47:28 PM by |AGW|TC-Ed | Views: 13 | Comments: 4

Oculus released news of the when the consumer version will be out & when you can pre order, details below...

First Look at the Rift, Shipping Q1 2016
May 6, 2015 - 05:00 PDT by Oculus VR

Since the earliest days of the Oculus Kickstarter, the Rift has been shaped by gamers, backers, developers, and enthusiasts around the world. Today, we’re incredibly excited to announce that the Oculus Rift will be shipping to consumers in Q1 2016, with pre-orders later this year.

The Rift delivers on the dream of consumer VR with compelling content, a full ecosystem, and a fully-integrated hardware/software tech stack designed specifically for virtual reality. It’s a system designed by a team of extremely passionate gamers, developers, and engineers to reimagine what gaming can be.

The Oculus Rift builds on the presence, immersion, and comfort of the Crescent Bay prototype with an improved tracking system that supports both seated and standing experiences, as well as a highly refined industrial design, and updated ergonomics for a more natural fit.

In the weeks ahead, we’ll be revealing the details around hardware, software, input, and many of our unannounced made-for-VR games and experiences coming to the Rift. Next week, we’ll share more of the technical specifications here on the Oculus blog.

Virtual reality is going to transform gaming, film, entertainment, communication, and much more. If you’re interested in building a next-generation VR game or application, everything you need to start developing for the Rift is available at the Oculus Developer Center.

E3 is just around the corner — this is only the beginning.

– The Oculus Team

link to newsletter...


The Rift’s Recommended Spec

Presence is the first level of magic for great VR experiences: the unmistakable feeling that you’ve been teleported somewhere new. Comfortable, sustained presence requires a combination of the proper VR hardware, the right content, and an appropriate system. 

For the full Rift experience, we recommend the following system:

    NVIDIA GTX 970 / AMD 290 equivalent or greater
    Intel i5-4590 equivalent or greater
    8GB+ RAM
    Compatible HDMI 1.3 video output
    2x USB 3.0 ports
    Windows 7 SP1 or newer

The goal is for all Rift games and applications to deliver a great experience on this configuration. Ultimately, we believe this will be fundamental to VR’s success, as developers can optimize and tune their game for a known specification, consistently achieving presence and simplifying development.

All of the games and applications for the Rift created by Oculus will provide an incredible experience on this system.

Binstock, Oculus chief architect, wrote a detailed technical post outlining the recommended system specification and the reasoning behind it, along with more Rift details, here: "Powering the Rift".

May 04, 2015, 03:07:55 PM by |AGW|TC-Ed | Views: 2 | Comments: 0

SCS has released the latest update for ETS2, details below...

We are delighted to announce that as of now the 1.17 update is available. While Steam players are getting it automatically right away, as always, it will take us another day to complete and release the non-Steam game build.

The public beta for 1.17 was a massive success for us. Plenty of bugs we could not foresee were found by the community. We much appreciate your support and dedication!

Let us do a short recap of major items in the 1.17 update:

    New weather and lighting setup
    New sounds for DAF XF Euro 6
    New drivers, new driver art
    Tires and rims turned into independent accessories
    Added six-wheeled chassis for both Renault Magnum and Premium
    Better support for retina displays (OSX)
    Traffic AI behavior improvements
    Improved engine performance and stability
    Improved support for multi-monitor systems
    A full list of modding changes can be found here.

For full list of improvements check out the previous blog.

We'll see how the wide-scale rollout of 1.17 fares, there is always the danger of a need for a quick hotfix patch, but we think that the game is currently stable and prepared for Scandinavia expansion release in two days, at midnight CEST of May 7, 2015!

official release notes...
April 16, 2015, 05:57:07 PM by |AGW|TC-Ed | Views: 5 | Comments: 0

Star Wars: The Force Awakens Official Teaser

Episode VII in the Star Wars Saga, Star Wars: The Force Awakens, opens in theaters December 18, 2015

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Looks like it's going to be awesome, can't wait...

April 02, 2015, 01:43:15 PM by |AGW|TC-Ed | Views: 2 | Comments: 0

Check out some of the details in this weeks newsletter from E:D... Drones are coming in the next patch.. "whaaa!" you say?  details below..

Powerplay Update

This week on the Elite: Dangerous forums Executive Producer Mike Brookes revealed the first details about the upcoming Powerplay content update, promising a whole new method of interacting with the galaxy and more information in three weeks' time. Powerplay is our biggest content update yet, adding a number of game-changing features to Elite: Dangerous and offering you new gameplay options whether you prefer the life of a trader, explorer or combat pilot. Some of the new features will be massive; others will be smaller, but no less meaningful.

"One part of Powerplay involves balancing the different roles further," Brookes says. "Part of this is expanding the drone system. Collection drones will be added and will prove useful for pirates needing to gather cargo in a hurry and also to improve mining efficiency."  And a new fuel drone will let players swap fuel while in flight. "Players can act as buddy tankers for each other," Brookes says. "Larger freight ships can carry additional fuel for their escort fighters and extend the effective range of their wing."

Collection Drones work in two ways. In its primary mode, you'll target a cargo canister or mining chunk and launch the drone, which will scoop the object and return it to your open cargo hatch. The secondary mode has an area effect, scooping everything it can before its power expires. Drones are disposable, consumable items you'll have to replenish at a starport, so there's still reason to learn how to use that cargo scoop.  Drones are just one of the smaller upgrades to Elite: Dangerous we'll be making with the massive Powerplay content update. We'll have more in a few weeks; until then, take an early look at the Collection Drone in this week's Newsletter Peek.

read the rest of the newsletter here...

also, Elite Dangerous now on Steam!
March 11, 2015, 04:05:01 PM by |AGW|TC-Ed | Views: 4 | Comments: 0

Update 1.2 "Wings" is out, download size: 3.67GB.  Finally some new ships.. the Fer-de-Lance & the Vulture, plus the new "Wings" feature that allows you to squad up & work as a team.  Details below..

Elite: Dangerous 1.2
Wings update (1.2) adds player and NPC wings to the game as well as playable Fer-de-Lance and Vulture ships. It also contains a wealth of fixes, tweaks and improvements to the 1.1 Community Goals release.

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New Content/Features:

- Wings functionality added
- Added playable ship:Fer-de-Lance
- Added playable ship: Vulture
- Comms interface overhaul
- Added AI Groups
- Added ability to reboot destroyed sub systems (modules)
- Flyable debug camera with limited range added (CTRL+ALT+SPACE)

Stability Fixes:

- Fix issue in low level animation code
- Prevent crash trying to get kinematic outputs from non live ships when spawning limpet debris
- Prevent crash when shadow lights are being shut down
- Fix crash in beam weapons
- Fix a crash when trying to create asteroids in transition locations
- Prevent crash on Anaconda creation with damage regions not correctly initialised
- Fix for asteroid ring soft-lock
- Fix for unreleased dynamic material set on shutdown
- Crash dereferencing an invalid interface on shutdown fixed
- Fix for crash on entering WOLFPACK TACTICS and SUPPLY STRIKE tutorials
- Prevent crash when there is a null surface for a planet
- Fix for game crashing whenever we mouse-over an AFM in outfitting

Tweaks & Fixes:

- Don't create ambient AIs unless there's a player in range to see them
- Added some depth and detail to the engine throats on the station engine module
- Asteroid CPU improvements. Removed unused aabb and its update
- Fix schematic for High Metal Content No Atmosphere planets
- Adjusted the draw distance slightly on the text for station external names so that they don't switch on/off as abruptly
- Make sure that the local polity is updated if a player slow boats between jurisdictions
- Increase distance the system map camera can be zoomed out
- Two new headlook controls added: a sensitivity slider and a "don't centre when I turn headlook off" option
- Brought back fuel usage gauge
- When a large ship tries to dock at a station with no large enough pads, tell the player why they're refused
- Fixed fuel scoop and gauges panel heat level to be in sync
- Fixed: Letters cut off on the right hand side panel under statistics
- Optimise cargo replication
- Better checks for limpets against shield states
- Fix for looping ammo bar if it's initialised to 50%
- Fix decals on Python
- Show docked players on sensors
- When players try to move their ship and the engines are off (/broken/etc) give a warning message
- Fix for AI not scooping up mined chunks if they'd previously been in combat and their combat target was still set
- Interdiction can no longer spam fines if the thing you're interdicting isn't in a state to be interdicted (hyperspacing out for example)
- Galactic map jump data cargo mass slider - uses fractional cargo tonnage fixed
- If you have no cargo racks, you are able to cause your galaxy map jump range to become -1.0 fooling the route planner fixed
- Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
- Fix decals from popping when in outfitting menu
- Added new light cone renderer

there's a huge amount on the official changelog, click below to view...
Official Changelog...