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News with tag Trade  RSS
This UK Rapper Will Trade You His Album for Shiny Charizard Pokemon Cards

Added: 14.07.2015 13:10 | 4 views | 0 comments


UK Grime rapper Jamie Adenuga, better known as JME, is on the hunt for a shiny Charizard Pokemon card and is offering to trade a copy of his new album, Integrity>, on vinyl for one.

For those not familiar with the him, Adenuga is founder of English grime label and group

Adenuga tweeted on July 10 that he would be up for swaps for a "Charizard in good condition."

From: www.gamespot.com

PokerTracker 4 4.13.5

Added: 12.07.2015 12:55 | 4 views | 0 comments


Track your poker history and analyze your game style with this powerful statistics utility

Tags: Trade
From: spd.rss.ac

Valve Updates Scam Policy: Refuses to Restore Games Lost in Steam Trade Scams

Added: 11.07.2015 3:15 | 6 views | 0 comments


Valve updates their scam policy to the point where they won't replace items scammed.

From: n4g.com

Into the Stars Gets an Early Access Launch Trailer

Added: 09.07.2015 20:15 | 4 views | 0 comments


EB: Into the Stars, or The Oregon Trail in space, is now available on Steams Early Access platform for $19.99. To support the launch a new trailer has been released, which you can check out above.

From: n4g.com

Into the Stars is Like Playing Oregon Trail in Space | OnlySP

Added: 06.07.2015 21:15 | 12 views | 0 comments


OnlySP: Into the Stars is a space exploration survival simulator set in a distant galaxy where youre the last hope for humanity. Youre the Captain of a ship packed with 10,000 civilians, the last of our species, hoping that youll find new salvation; youre on the run from hostile alien races in search of a suitable new spot to settle.

From: n4g.com

rFactor 2 Build 982

Added: 02.07.2015 18:23 | 36 views | 0 comments


FEATURES: - This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED. - Max vehicles for the All Cars Tracks default mod was increased to 45. - Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used). - Added AI self-preservation reaction to preventing tipping. - Increased effect AIW parameter AISpec has on AI acceleration and max speed. - Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use. - Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots. - Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000. - FOV now stored per (exact) vehicle. - Added steering wheel ranges to plugin telemetry. - Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code - Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl(). - Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number. - Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect. - Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.

From: www.gamershell.com

rFactor 2 Build 982

Added: 02.07.2015 18:23 | 48 views | 0 comments


FEATURES: - This build represents the first major step in migrating our game rules out of the base game and into plugins. This system is intended to allow easy adjustment of rules for your races without waiting for ISI to add or develop them. We're still working on this, so feedback is very welcome. NEW PLUGIN SYSTEM RELEASED. - Max vehicles for the All Cars Tracks default mod was increased to 45. - Added a configurable control for "Skip Formation" (but if none is configured, the Space key will be used). - Added AI self-preservation reaction to preventing tipping. - Increased effect AIW parameter AISpec has on AI acceleration and max speed. - Added cockpit readouts "BESTLAP" and "LASTLAP" for modders to use. - Clean up of AI multiline pack driving. More tolerance of nearby cars when slowingly moving towards grid or pit spots. - Assume any future Thrustmaster wheel will need its FFB direction reversed and do so automatically. If for some reason that is not desired, open up the Controller.JSON file and set "Steering Effects Strength" to 9999 instead of 10000. - FOV now stored per (exact) vehicle. - Added steering wheel ranges to plugin telemetry. - Now recognizing GDB track type of "Oval" in addition to the original types "Superspeedway", "Superspeedway Oval", "Speedway", "Speedway Oval", "Short Track" and "Short Track Oval". Despite all these choices, the app code doesn't actually differentiate them, other than to identify these track types as not being a "Road Course". The main differences in behaviors between ovals and road courses are 1) whether the spotter works (oval only), 2) whether formation/caution lines are called "inside/outside" (ovals) or "left/right" (road courses), 3) auto-shifting and AI shifting behavior, and 4) some scoring things that will soon be obsolete because they will be controlled by plugins rather than the app code - Added a plugin interface to view some pit menu data. Currently, you can only change the pitstop choices by using this in conjunction with CheckHWControl(). - Expanded the virtual vehicle creation to optionally include vehicle description and vehicle number. - Adjustment parameters for multiview are now available in config.ini. You must manually edit the values in this file until the in-game tool is available. You can revert to the original multiview method by setting UseSubViewParams to 0. Setting UseSubViewParams to 1 assumes a symmetric setup and will use the ViewParams for all viewports. Exit the sim, edit config.ini and restart for settings to take effect. - Forcing vehicle body collision model to be below a certain limit now (automatically LOD'ing if necessary). This is done for performance reasons.

From: www.gamershell.com


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