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Post by WebSpark on Oct 20, 2003 2:21:19 GMT -5
[glow=orangered,2,300]FREE 3D First Person Action Games[/glow]
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Post by WebSpark on Oct 20, 2003 2:39:54 GMT -5
www.microsoft.com/games/allegiance/downloads.htm
[glow=green,2,300]Allegiance[/glow] [glow=red,2,300]System Requirements[/glow] Multimedia PC with a Pentium II 266 MHz or higher processor (Pentium II 300 MHz recommended). Microsoft Windows® 98, Windows 2000, or Windows NT® 4.0 with Service Pack 6 operating system with DirectX® 7.0 API.(*) 32 MB of RAM (64 MB recommended). Microsoft Internet Explorer version 4.01 or later. Minimum 20 MB of hard drive space. Quad-speed CD-ROM drive (needed only for installation). SVGA (800 × 600) monitor. SVGA (800 × 600) video card with 1 MB of video memory. Microsoft Mouse or compatible pointing device. 56 Kbps modem.(**) Internet access.(***) (*) Only the DirectPlay® component is installed on Windows NT 4.0. No DirectX files should be installed if NT 4.0 Service Pack 6 is installed prior to running Setup. (**) A modem is not required for LAN-only play or if you have direct Internet access. (***) Internet access is not required for LAN-only play, but it is recommended. Note that any Internet access and phone charges you may incur are your responsibility www.microsoft.com/games/allegiance/downloads.htm
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Post by WebSpark on Oct 20, 2003 2:59:59 GMT -5
www.americasarmy.com/operations/downloads2.php
[glow=green,2,300]America's Army[/glow] [glow=red,2,300]About America's Army[/glow] Nobody knows military simulations like the world’s premier land force, the U.S. Army. So when the Army began making a simulation to let civilians experience the barracks to the battlefields, it sent its talented development teams to experience the Army as a recruit would. The developers crawled through obstacle courses, shot weapons, parachute jumped, and visited the Army bases, all to let you play Army in the most realistic way ever depicted in a computer game. [glow=red,2,300]About The Game[/glow] Nobody knows military simulations like the world's premier land force, the U.S. Army. So when the Army began making the America's Army game to provide civilians with insights on Soldiering from the barracks to the battlefields, it sent its talented development teams to experience the Army as a recruit would. The developers crawled through obstacle courses, shot weapons, observed parachutist training, and participated in training with a variety of the elite units that makeup the Army, all so that you could virtually experience Soldiering in the most realistic way possible. The America's Army game, which is rated T for Teen by the Entertainment Standards Rating Board (ESRB) and recommended for players 13 years old and above, consists of two interlaced game experiences that highlight the role of various types of units within the Army and the development of the Soldiers that comprise these units. As with Soldiers in the U.S. Army, game players are bound by the laws of land warfare, Army values and realistic rules of engagement as they navigate challenges in teamwork-based multiplayer force versus force operations. In the game, as in the Army, mission accomplishment standings are functions of team effort and adherence to a set to values and norms of conduct. Players who violate these norms incur penalties ranging from a loss of standing within the game to incarceration in a virtual jail cell at Fort Leavenworth. Through its emphasis on team play, adherence to norms of conduct and the linkage of player inputs to game outputs, the game implements U.S. Army's values that include loyalty, duty, respect, selfless service, honor, integrity and personal courage within the game by making them integral to success in America's Army. In the game, players will explore progressive individual and collective training events within the game. Once they successfully completed these events they will advance to multiplayer operations in small units. These training missions begin by familiarizing players with game controls as they navigate elements of Basic Combat Training at Fort Benning. Mastery of these experiences provides a gateway to advanced training in occupations ranging from Medic to Combat Engineer, Scout and Special Forces. It also opens the door to multiplayer missions with units ranging from the elite 82d Airborne Division to the 7th Ranger Regiment. Each mission begins with players selecting their team and role within their team. Realistic infantry roles, such as grenadier, rifleman, and fire team leader are incorporated into missions according to Army doctrine. Communication includes shouted and whispered commands, radio messages and -- in a game industry first -- genuine military hand and arm signals. Also included in the networked play are training missions in which laser engagement systems mirror Army training to simulate combat. In keeping with the dynamic nature of Soldiering, the America's Army game will continue to expand through monthly releases of new editions. During 2003 these editions will add roles such as Combat Medic, Special Forces Intel, Commo, Engineers and Weapons Sergeant to the game. By incorporating the Army's newest system and organization, the Stryker, these new editions will also allow players to explore the Army of today, tomorrow and into the future. Are you ready to see some of the over 200 ways to be a Soldier? Let me hear a HOOAH. www.americasarmy.com/operations/downloads2.php
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Post by WebSpark on Oct 20, 2003 3:37:17 GMT -5
www.DarkFireRPG.com
[glow=green,2,300]DarkFire[/glow] [glow=red,2,300]System Requirements[/glow] Darkfire Online requires a Pentium III class machine with at least 450Mhz, at least 128MB of system RAM, approximately 250MB of hard disk space and a video card that supports Direct 3D video acceleration with at least 16MB of video ram. An internet connection is also required to connect to the game server. Darkfire Online does not formally support the use of a hardware or software firewall although it may work with the proper settings. www.DarkFireRPG.com
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Post by WebSpark on Oct 20, 2003 3:50:45 GMT -5
myrmidia.mikeasoft.com/index.php?page=downloads&accept=yes
[glow=green,2,300]Myrmidia[/glow] [glow=red,2,300]System Requirements[/glow] 500Mhz Processor 32Mb Direct3D Compatible 3D Acclerator card Sound card (optional) Direct X 8.0 or higher (9.0 is recommended) Windows 95/98/ME/XP Internet Connection The game may work with lower system specifications than this, but the frame rate may be very poor. [glow=red,2,300]Clarification of the Alpha[/glow] The alpha release is not a buggy version of the complete game. It is a buggy version of bits of the game. You won't be able to do alot of things. The beta versions will be complete, in that you will be able to gain skills, kill things, buy things, and all the other things you'd expect to be able to do in a game of this genre, but may not be fully stable, and may be riddled with bugs, the purpose of the beta is to iron out these bugs before the final release. [glow=red,2,300]The following features are included in the alpha.[/glow] Communication, you are able to talk to other people in the world. Enemy AI, the enemies walk around the world, they will not yet attack you. Object collision, you are no longer able to walk through things. Force feedback, for people with force feedback joysticks/game pads you can feel what's going on. NPC communication, you're able to talk with the Non-Player Characters. Music, there's music playing. Magic, a few magic spells are available. Environmental effect, rain, day time and night time are in the alpha. Saving of data, the server now saves character data. A permant server, the server is now running (hopefully) 24/7. Distance Fog. Ability to create characters. New GUI* Option loading/saving* Colour coded chat* Texture fixes* Better clipping* Improved log on and character creation* [glow=red,2,300]The following things aren't in the alpha release.[/glow] Fighting, you won't be able to attack any creatures or other players. For this reason no creatures will be able to attack you either. Skills, you won't have any skills, nor will you be able to gain any levels. Items & equipment, you won't be able to pick up, wear or use any items. A large player limit, to avoid strain on the server there will a player limit of about 40 (though I doubt that this will be an issue, since it seems unlikely that the limit will be reached). Uniqueness, you won't look exactly the same as everyone else. A large world, the map is now small and patchy, not merging terrains particularly. Items from the list of unimplemented things will gradually be integrated into the game with each new alpha release untill everything is supported, signalling the start of the beta releases. [glow=red,2,300]Controls[/glow] Movement: Cursor Keys Run: Hold Shift and Cursor keys. Look: Mouse controlled. Show/Hide Mouse: H key Talking: Press ' (apostrophe) followed by what you want to say then return. Quit: Escape key Mute sound: M key myrmidia.mikeasoft.com/index.php?page=downloads&accept=yes
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Post by WebSpark on Oct 20, 2003 4:01:36 GMT -5
www.realmwarsgame.com/downloads/
[glow=green,2,300]Realm Wars[/glow] [glow=red,2,300]About Realm Wars[/glow] Realm Wars is a community project that is currently being developed with the use of the popular Torque Game Engine available from GarageGames. The game itself is a fantasy themed first person style action game that emphasises massive team combat on an epic scale. Players can choose a race, customize your abilities and your appearance with an impressive array of weapons, armor and items -- then prepare for battle! Become a master of ranged or close quarters weapons as you join into a vast world of simple team based skirmishes, controlled battles, or epic wars. [glow=red,2,300]Who is Developing It?[/glow] Realm Wars is being developed by some of the most talented individuals within the GarageGames community. Many of the core contributors to the project are experts in their field and have under their belts numerous shipped software projects. Additional contribution is provided by any intersted parties from within the GarageGames community (the community project), this allows people to participate in the project as they see fit without impacting signifigantly on its development. [glow=red,2,300]When Will Realm Wars Be Finished?[/glow] It is difficult for us to guage when we will be done Realm Wars due to the finite resources that can be put towards it, so we are unsure at this time exactly when the project will be ready. We do provide public builds of the project that you can freely download and use though. www.realmwarsgame.com/downloads/
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Post by WebSpark on Oct 20, 2003 4:15:21 GMT -5
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Post by WebSpark on Oct 20, 2003 4:32:07 GMT -5
www.FlyOrDie.com
[glow=green,2,300]Swarm[/glow] Swarm is a classic Arcade style space shooter that delivers non-stop action. Your thrilling mission is to collect priceless crystals and put down the relentless alien race that is in your way – and intent on stopping you. Featuring excellent graphics and sound, Swarm brings addictive action to your PC for endless hours at a time. [glow=red,2,300]System Requirements[/glow] OS: Windows 95, Windows 98, Windows 2000, Windows XP, Windows Me, Windows NT Processor: P-90 Memory: 16 MB DirectX: Version 6.0 www.FlyOrDie.com
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Post by WebSpark on Oct 20, 2003 5:51:19 GMT -5
www.vsmod.com
[glow=green,2,300]Vampire Slayer[/glow] Vampire Slayer is a multiplayer, team-play modification for Half-Life. Vampire Slayer comes with built in bots so you can play single player games offline too. Vampire Slayer requires Half-Life v1.1.0.9. or above. Visit www.sierra.com for details on upgrading your version of Half-Life. When the game starts you choose a team, Vampire or Slayer. The game is played in rounds where the teams have to wipe out the opposition. More scenarios regarding round objectives are planned. The game pits the speed and physical dexterity of the Vampires against the weaponry of the Slayers. Vampires can move quicker, jump higher, leap at opponents. Slayers are mere mortals but use shotguns, machine guns and crossbows to fight their enemy. Although Vampires have no ranged weapons, their close up attack is deadly. Vampires can move quietly to get close enough to use this attack. Vampires cannot be killed with bullets alone. You must either stake them or use the “stake firing crossbow” to properly kill a Vampire. If a Vampire is knocked down with bullets and is not staked, the Vampire will rise again. Vampires can feed off dead bodies to recover health. For more information, see the manual. www.vsmod.com
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Post by WebSpark on Oct 20, 2003 6:03:24 GMT -5
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Post by WebSpark on Oct 20, 2003 6:15:59 GMT -5
www.wulfram.com/download.php
[glow=green,2,300]Wulfram II[/glow] [glow=red,2,300]Introduction[/glow] In a place and time far away from where we are today, two intergalactic forces fight for control over a few strategic planets. In large antigravity hovertanks battle lines are being drawn. A commander controls mammoth spaceships orbiting far above the battlefield. New temporary military bases are being built as the enemy is destroying old ones. The goal? Complete annihilation of the enemy. Welcome to Wulfram II, welcome to the struggle of your life. [glow=red,2,300]Overview[/glow] What makes this game unique is the freedom it integrates into how a player decides to play the game. The player is part of a team, and can help that team win in many different ways. Without going into excruciating detail, the players can help build new bases, help place strategic elements that allow spaceships to maneuver, help your frontline tanks by going in with a medic unit and repairing their damage on the battlefield, help the team by rushing enemy bases all alone, or be part of a large group of frontline tanks that battle it out over the territory at hand. The strategy component is undeniable, however it takes collaboration from your entire team to execute a strategy reasonably well. This is a challenge the game presents to both teams, and as such, some games have a higher strategy dynamic than others. This isn't a problem - it's a tribute to the high fidelity of the experience a player frequently sees. Some games are virtually only won by starship battles high above, far removed from direct control by anyone. Other times, the spaceships are hardly of concern to anyone. The game playing style subtly changes over time as well. I've seen games where each enemy cargo box was tracked by the enemy, and fought over. Other times no one cares how many cargo boxes the enemy picks up. I've seen games that last five minutes; I've seen games that last two days. Skill. Some people have it - others do not. Hey! It's a network game, so yes lag comes into play. However, it is not the deciding factor in winning a tactical battle with opposing players. Skilled players pick up knowledge on how to best attack an enemy unit. They consider things such as the terrain slope that they are on, how much fuel they have left, what kind of weapons they have on board, and what else is around them. Experience will show through, as they make their tanks jump high into the air while firing a pulse shell onto their helpless enemies, and have the pulse shell meet its intended target. Control over the hovertank takes practice. Unlike a lot of other first person shooters, the player needs to learn how to navigate a hovertank. It takes time to turn a tank around. Moreover because a hovertank uses antigravity jets to tilt and turn, there is some further error introduced into how precisely you can control the vehicle. Everyone battles with this, and for now, it is part of the skill the players must learn to be successful. [glow=red,2,300]The Community[/glow] Wulfram II is an independently run and owned game. This means there is no monetary budget to make it all work. All players are encouraged to help out the community in one way or another. There currently are moderators and trainers whose role it is to make sure the community has a good environment to grow in, and to help new people out on learning how to play the game. People by and large, are friendly and help new players out as much as possible. Everyone is encouraged to contact his or her friends, the press, the radio, or whatever it takes to make the community grow. [glow=red,2,300]The Mechanics[/glow] It is a multiplayer, action-strategy game, that allows up to 64 players per server. Actually there is no such hard limit in the code, so if we ever get more than 64 players into a server, we will see what happens. I guess some on-screen player lists may roll off the bottom of the screen. Superficially speaking, the game is similar to that of Tanarus and perhaps Battlezone - that is because it's based on tanks, and you can build bases. But if you look past the tanks, and you can see and describe the behavioral dynamics that spring up in the game, then you understand how this game is different, and only then can you really understand why people are playing it. If you review the game, I cannot expect you to see this. If you play the game for a few weeks, you should begin to be able to understand what I mean. [glow=red,2,300]The Technology (Full Disclosure)[/glow] Wulfram II is based on an aging rendering engine. In fact, the entire game is quite dated. The sound quality is marginal, the bitmaps and textures all come from a global 256-color palette, and the resolution is fixed to 640x480, and probably worst of all, the game does not support OpenGL at the moment (or D3D). Having said all that, I have been told by more than a few people that despite all this when you play the game, and you are in the thick of the action -- you do not notice the dated technology. What you actually see is the reason you've been playing for years: You see great game dynamics. On another positive note, you will be able to play this game on most if not all computers that you might think of. As a general guideline, faster is better, but you could play this game on a Pentium 1 going at 133 Mhz with 32 MB of RAM. If you happened to have a voodoo 1 or 2 card, then you will be able to play the game with older 3dfx drivers. When you're in that mode, the game is much nicer. I am working on integrating newer technology into Wulfram II, but it's going somewhat slow because I've been concentrating on a few other things. When you're looking at this game, you completely miss the point if you do not see the great community we have, and the great game dynamics that come with this game. The current technology is most definitely a bitter pill to swallow, however compared to other more current games: Not all that glitters is gold. There are many games out there that are visually stunning. Unfortunately some of these games have no depth. Can you enjoy a black and white movie? If you can, chances are you can enjoy Wulfram II. [glow=red,2,300]Other things that are not so hot about this game[/glow] I'd like as many people to play the game as possible, but want to be straight up with things that I think could be better. Getting right to the point, beyond the graphics issues, it would be great to have better vehicle dynanics. The learning curve is complicated enough, and the way the vehicles manouver will sometimes make your head explode. So ummm, that's the single biggest issue there is I think besides the graphics. If you're still reading this, I hope you go into the game and get used to the vehicle dynamics before you give up. Because after you're used to them, the world of Wulfram really opens up. www.wulfram.com/download.php
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