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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/974/?d=1</link><description>News: News</description><language>en</language><item><title>Una data per Need for Speed ProStreet</title><link>https://www.drivingitalia.net/home-page/software/una-data-per-need-for-speed-prostreet-r9251/</link><description><![CDATA[
<p align="justify">La Electronic Arts ha annunciato che il prossimo <a href="http://www.ea.com/nfs/prostreet/" rel="external">Need for Speed ProStreet</a> sarà disponibile negli Stati Uniti a partire dal 31 ottobre 2007. Il lancio in Europa e quindi in Italia avverrà invece con 7 giorni di ritardo e cioè ai primi di novembre. <a href="https://www.drivingitalia.net/index.php?showtopic=34537" rel="">Commenti e domande sul forum</a>.</p>
]]></description><guid isPermaLink="false">9251</guid><pubDate>Sun, 10 Jun 2007 15:45:00 +0000</pubDate></item><item><title>Need for Speed Carbon: patch v1.4</title><link>https://www.drivingitalia.net/home-page/software/need-for-speed-carbon-patch-v14-r9250/</link><description><![CDATA[
<p align="justify">Se state aspettando con ansia il nuovo ProStreet, avrete certamente nel vostro pc anche <a href="http://www.needforspeedcarbon.ea.com/home.asp?lang=it" rel="external">Need for Speed Carbon</a>: sarete allora felici di sapere che la EA ha rilasciato una nuova patch uffciale da 26,3MB, scaricabile direttamente da <a href="http://largedownloads.ea.com/pub/patches/NFS/carbon/ITALIAN.zip" rel="external">questo link per la release italiana</a>, che aggiorna il gioco alla versione 1.4. Per commenti o problemi utilizzate <a href="https://www.drivingitalia.net/index.php?s=&amp;showtopic=31092&amp;view=findpost&amp;p=428152" rel="">questo post</a>.</p>
]]></description><guid isPermaLink="false">9250</guid><pubDate>Sun, 10 Jun 2007 15:35:00 +0000</pubDate></item><item><title>ARCA Simracing in video</title><link>https://www.drivingitalia.net/home-page/software/arca-simracing-in-video-r9249/</link><description><![CDATA[
<p align="justify">Si fa sempre più interessante il progetto ARCA Simracing: potete <a href="http://vids.myspace.com/index.cfm?fuseaction=vids.individual&amp;videoid=2035401649" rel="external">visionare a questo indirizzo</a> un nuovo video di anteprima che ci mostra Michael McDowell, pilota reale nella serie ARCA americana, cimentarsi in pista con una prima versione del software.</p>
]]></description><guid isPermaLink="false">9249</guid><pubDate>Sun, 10 Jun 2007 15:22:00 +0000</pubDate></item><item><title>Nuovo video per Juiced 2</title><link>https://www.drivingitalia.net/home-page/software/nuovo-video-per-juiced-2-r9244/</link><description><![CDATA[
<p align="justify">Potete ammirare a <a href="http://www.gametrailers.com/player.php?id=20426&amp;type=wmv&amp;pl=game" rel="external">questo indirizzo</a> (oppure in <a href="http://www.gametrailers.com/player.php?id=20425&amp;type=wmv&amp;pl=game" rel="external">alta risoluzione</a>) un nuovo video di anteprima che ci mostra in azione il prossimo Juiced 2 Hot Import Nights della THQ: si parte con il tuning della vettura per poi correre in pista.</p>
]]></description><guid isPermaLink="false">9244</guid><pubDate>Sat, 09 Jun 2007 17:21:00 +0000</pubDate></item><item><title>Patch X per Live For Speed</title><link>https://www.drivingitalia.net/home-page/software/patch-x-per-live-for-speed-r9241/</link><description><![CDATA[

<p></p>
<p align="justify">Dopo varie test patch, il team di Live For Speed ha rilasciato un <a href="http://www.lfs.net/" rel="external">nuovo update ufficiale</a>. La lista di aggiornamenti e migliorie sembra quasi essere infinita, a testimoniare la cura che questi ragazzi mettono nello sviluppare il loro prodotto. Per il download, dirigetevi alla <a href="http://www.lfs.net/" rel="external">pagine ufficiale del progetto</a>. Il <a href="https://www.drivingitalia.net/index.php?showforum=60" rel="">forum vi aspetta</a> per ogni dubbio o commento.</p>
<p></p>
<p align="justify">#CONTINUE#</p>
<p></p>
<p align="justify"><em>Hello Racers!<br><br>We are pleased to announce... a new update : Patch X<br><br>Here are some of the important features in the new version.<br><br>- The number of cars that can join a race has been increased to 32<br>- False starts are now possible (LFS does not hold you at the start line)<br>- Physics : preload added to clutch pack differentials improving car handling<br>- Skin improvements including high resolution premium skin download service<br>- Global class balancing system (currently applied to GTR and TBO classes)<br>- A new version of InSim including many improvements and a button interface<br><br>To update to version X, just run your V or W version and click List of Games in the Multiplayer screen. You will be given the option to automatically install the update.<br><br>For more detailed information about the skin download system and all the other updates, please read below.<br><br>Have fun!<br><br><br>Patch Download : Just click List of Games in LFS to use the automatic update system<br><br><br>Dedicated host (special program for hosting only) : <a href="http://www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_X.zip" rel="external">http://www.liveforspeed.net/file_lfs.php?name=LFS_S2_DEDI_X.zip</a></em><br><br><br><em>Patch X Detailed Information :<br><br>There are various improvements related to skins including the option to download high resolution skins while online, for a small charge of £1 for 2000 downloads. The low resolution downloads are still free. We have to charge for the downloading of high resolution skins because of the increased bandwidth and the need to buy and maintain more internet servers for LFS online usage which is always increasing. Please note, we are not selling skins. The skins remain the property of their owners. Your copy is a high resolution compressed version of the original. This is a charge purely for the downloading service which allows you to see other cars' skins in higher resolution.<br><br>Downloaded skins are now always saved and shown in compressed form. The original jpg is not saved on other computers. This allows the best use of memory and the quickest load from disk.<br><br>To use your own jpg skins, or to view skins that you manually download, save them into your skins folder - you will then find them selectable in game, just as before. You can see your manually downloaded skins compressed or not compressed according to the option for local skins. There are now 4 skins folders but you can ignore them all, just forget about them and just use the skins folder as usual.<br><br>skins : you save jpg skins that you want to select in game<br>skins_dds : lfs uses this to store dds (compressed) versions of your local skins<br>skins_x : lfs stores automatically downloaded low res skins<br>skins_y : lfs stores automatically downloaded high res skins<br><br>If you want to use this service, you can make a payment at </em><a href="http://www.lfsworld.net/" rel="external"><em>www.lfsworld.net</em></a><em> or at the main site </em><a href="http://www.lfs.net/?page=shop" rel="external"><em></em></a><br><br><em>To deal with the increased memory usage, there is also a skin purging system which removes unneeded skins from your graphics card memory, some time after they were last used. You can see the list of skins in use in the Misc Options screen. White means the skin is actually in use. Black means it was recently used and is hanging around a while in case it is used again (to avoid a disc access). In the past, LFS just left all skins in memory until you changed track or weather.<br><br><br>Changes in Patch X :<br><br>Multiplayer :<br><br>Up to 47 guests can connect to a host<br>Max cars in multiplayer race increased to 32<br>In demo 12 can race and up to 15 connections<br>Disconnection reason is now shown in MP Replay<br>Can now save MPR from dedicated host (auto or manual)<br>A new connection queuing system to make connecting easy<br>Car is no longer held at start line - false starts possible<br>Start lights time between red and green is changed each race<br>Kick and ban votes never need more than eight people to vote<br>Ban votes can be completed after the player has disconnected<br>Votes do not expire and are not reset when a player joins host<br>Ready on game setup screen is not reset when a player connects<br>Current vote is shown beside player name and in connection list<br>Improved race position list so the confirmed results are locked<br>Fuel load is no longer visible in MPR (for strategy protection)<br>Avoided most of the "Can't x - a player is connecting" messages<br>Implemented a new "canreset" option while leaving hotlaps valid<br>BLUE FLAG works in practice (priority to those not on first lap)<br>Automatic spectate driving out of bounds when reset not allowed<br>Optimisation to improve frame rate in SHIFT+U mode when online<br>Removed "unknown finisher" and associated stats / insim issues<br>Improved the code that relays car position updates to guests<br>Global handicaps for class balancing (set by master server)<br>Remote car's handicap shown in F11 menu, tyres in F12 menu<br>Grid reordering is now done on end race as well as restart<br>FIX : Pit instructions were wrong when taking over a car<br>FIX : Penalty in pit stop would make the stop never end<br><br>Racing :<br><br>Start and pit fuel loads range from 1% to 100%<br>Qualifying and practice now start from the pit lane<br>Qualifying out lap is no longer counted as a valid lap<br>Single player now allows up to 20 ai cars (powerful pc)<br>Pit instructions and live settings work in single player<br>Admin penalties and commands are now recorded in SP Replays<br>SHIFT+G gear shift selection no longer stops SPR recording<br>New voluntary handicap system in pits (part of setup)<br>Added preload setting to clutch pack differentials<br>FIX : AI drivers ignored the pit lane speed limit<br><br>Display :<br><br>Small map colours can be changed : Options-Display-Interface<br>Small map cars more than one lap ahead are a different colour<br>Automatic show results - leaves small map visible when driving<br>Hide / show results removed from options - available on CTRL+TAB<br>Timing info shown in orange after winner crosses line / time over<br>Yellow finished message is no longer duplicated in central text<br>Connection bars are not drawn if they would obscure tyre info<br>Qualifying cars on out lap are drawn orange (others yellow)<br>Qualifying position is shown in yellow like race position<br>Added text on screen showing the reason for a penalty<br>Display option : Virtual steering gauge<br>Display option : Rotate small map<br><br>Interface :<br><br>Added button to spectate directly from pits<br>Supporting TrackIR with 6 degrees of freedom<br>Scroll though autocross results with PgUp / PgDn<br>SHIFT+P now enters garage from game setup screen<br>SHIFT+O now enters options when watching a SP replay<br>New keys SHIFT+S (spectate) and SHIFT+P (go to pits)<br>Button look is now added to the yaw output of TrackIR<br>Automatic unpause when starting or restarting a replay<br>Ignition key "I" is now assignable to any key or button<br>Removed the sound effect of a racer pitting or spectating<br>Pit instructions fuel load can now be adjusted in 1% steps<br>Escape menu improvements : can use keys (listed on screen)<br>Race control message now has priority over wrong way message<br>Wider FOV and more view pitch available (for extreme settings)<br>Filter added to list of games to avoid hosts which allow reset<br>Dedicated host now has a grey screen so you can read black text<br>Used top left temporary message for CTRL+TAB and other functions<br>Increased message history size to 20 stored + 20 recent (was 16)<br>Place objects is now switched off when entering race or qualifying<br>Code page names are now translatable for switching keyboard layouts<br>FIX : Dedicated host could stop responding to messages and commands<br>FIX : Start restriction countdown was missing from OK button in pits<br><br>Skins :<br><br>Replay skins download screen new "always" and "never" options<br>High res premium skin download system (£1 for 2000 downloads)<br>System to purge skins from graphics card memory when not used<br>Skin download and preload during connection after loading track<br>Improved the "new colours" system - combined with skin selection<br>Skins in skins folder are not converted to dds if using full skins<br><br>InSim :<br><br>New version of InSim allows up to eight TCP or UDP connections<br>New buttons system allowing better interface in InSim programs<br>More race tracking info and many packets added (see InSim.txt)<br>More commands now work on AI drivers : /spec /pitlane /p_xxx<br>More commands work even if player joining e.g. /spec /laps<br>New /i command to send a message to a race control program<br>Race penalty can now be removed with /p_clear command<br>Send all players to their pits with /pit_all command<br>Admins can now use the IS_REO (race reorder) packet<br>IS_CPP can now be used to set custom view position<br><br>System :<br><br>Removed the option not to use HVS if it is available<br>Better messages showing the reason for disconnection<br>Admins can now edit and /axsave layouts while online<br>Admin ban dialog now asks for a number of days to ban<br>Admins can now see other admins in list of connections<br>Added short track name to SPR, MPR and RAF file formats<br>Command /mprdir to specify mpr folder on dedicated host<br>MPR file format : result times now saved in milliseconds<br>Added handicap mass and restriction to hotlap file header<br>Increased maximum physics objects due to more cars on track<br>Start grid remains when track or config changes (if possible)<br>Start time added to MPR file @ offset 36 (seconds since 1/1/1970)<br>Command line command /player (start LFS with specified player name)<br>New command /wait (like /exec but LFS hangs until the program exits)<br>New command /hlog to set log file on host - command /log is now local<br>FIX : Could not delete all text after clicking a name in meeting room<br>FIX : Overtaking lesson could sometimes give an invalid lesson result<br>FIX : Removed the need to pass a split after receiving admin penalty<br>FIX : The TAB key did not work with /press /ctrl and /shift commands<br>FIX : Occasional black screen bug when changing to full screen mode<br>FIX : Autocross checkpoints in line could cause rapid lap count bug<br>FIX : Path followers were reset when an object was added or removed<br>FIX : Path follower reset caused a glitch or an out of bounds reset<br>FIX : Some objects were not drawn after exiting pits while paused<br>FIX : Start lights were not shown in some of the training lessons<br>FIX : Autocross layout number of laps sometimes did not load<br>FIX : In single player /end command did not exit correctly<br>FIX : Find user in S2 mode looking for racer on S1 host<br>FIX : Safer code when changing windowed to full screen<br>FIX : Occasional crash when exiting from List of Games<br>FIX : Long messages could sometimes get cut short</em></p>

]]></description><guid isPermaLink="false">9241</guid><pubDate>Sat, 09 Jun 2007 09:55:00 +0000</pubDate></item><item><title>Trackmania United su Steam</title><link>https://www.drivingitalia.net/home-page/software/trackmania-united-su-steam-r9237/</link><description><![CDATA[

<p></p>
<p align="justify">La Nadeo ha annunciato oggi che l'imminente Trackmania United avrà il supporto della piattaforma Steam: già dal 14 giugno sarà possibile acquistare il gioco, mentre da subito è possibile <a href="http://storefront.steampowered.com/v/index.php?area=game&amp;AppId=7200" rel="external">prenotarlo a questo indirizzo</a> con un ottimo 20% di sconto.</p>
<p></p>
<p align="justify"><font color="#000000"><em>TrackMania United represents what Nadeo wanted to do from the beginning with his vision of TrackMania. Functionnalities such as the management of solo scores, the possibility to combine the different environments in one game and highly technological graphics adapting to every computer.</em></font></p>
<p></p>
<p align="justify">#CONTINUE#</p>
<p></p>
<p align="justify"><font color="#000000"><em>Add to this all the tools developed until now for TrackMania: the MediaTracker, which allows to create introductions, cinematic sequences ands spectacular replays for the races, the integration of musics, pictures and videos to further enrich your tracks, the model importer to replace your vehicle by other ones, the Painter to paint to your will the cars from TrackMania or the ones you imported, the integrated Peer2Peer network to exchange all your creations, the dedicated server, etc.</em></font></p>
<p></p>
<p align="justify"><em><font color="#000000">"Trackmania has captured the attention of both racing and action gamers across Europe and the world," said Jason Holtman, director of business development at Valve. "The launch of this title not only expands Steam's collection of racing titles, but also continues in the Steam tradition of introducing innovative titles to our worldwide audience of over 13 million customers and growing." </font><font color="#000000">"As an unrivaled digital distribution platform, Steam is the ideal vehicle to introduce TrackMania United to audiences around the world," said Cedric Lagarrigue, Chief Operating Officer at Focus Home Interactive.</font></em></p>
<p></p>
<p align="justify"><font color="#000000"><em>Finally, a new dimension will appear with TrackMania United. The first TrackMania was created for the fun, the second one for the sensations, the third one for the sport. This fourth TrackMania, although the fusion of the first three, will add a new dimension to the racing, the creation and the sharing: it will be Existential.</em></font></p>
<p></p>
<p align="justify"><font color="#000000"><em>What is an Existential game? It's mostly a pretty pretentious term that could have resulted from a marketing brainstorming session gone wrong. Let's say a game that is not Existential is the same as a book that is not read. By playing TrackMania United, your action will exist, you will exist. You will have a ranking on every track in your God's forsaken place at the end of the world. Your creations will be rated by the players. You will receive news about the oncoming competitions, to compete or to watch. You will see the most famous players of the worlds, the Mania Stars, the ranking of your team in your department... Wether you are in contact with other players or not, your actions will have an impact on the TrackMania world, and you will have a reaction from them.</em></font></p>
<p></p>
<p align="justify"><font color="#000000"><em>Anyway, all this is bla bla, we will do some incomprehensible nonsensical stuff that will not necessary give anything worthwhile anyway. But we are going forward, exploring new possibilities, and we are sure we will find new rock solid concepts with the most constructive community ever.</em></font></p>
<p></p>
<p align="justify"><font color="#000000"><em>TrackMania United is available at a 20% discount for those who pre-order via Steam by June 14, 2007. The game will also be available in retail outlets in the coming weeks.</em></font></p>

]]></description><guid isPermaLink="false">9237</guid><pubDate>Fri, 08 Jun 2007 14:15:00 +0000</pubDate></item><item><title>Screens: Juiced 2</title><link>https://www.drivingitalia.net/home-page/software/screens-juiced-2-r9236/</link><description><![CDATA[
<p align="justify"><a rel=""><img style="width:99px;height:56px;" alt="img" hspace="10" src="http://www.drivingitalia.net/resize.php?orig=Juiced2_HiN_073.jpg&amp;val=100&amp;dir=/news/img/" align="right" border="0"></a>Anche oggi nuove immagini di anteprima del prossimo Juiced 2 Hot Import Nights della THQ: <a href="http://www.worthplaying.com/article.php?sid=43481&amp;mode=thread&amp;order=0" rel="external">correte qui</a> per ammirare tutti gli screenshots.</p>
]]></description><guid isPermaLink="false">9236</guid><pubDate>Fri, 08 Jun 2007 14:13:00 +0000</pubDate></item><item><title>Screens: Overspeed: High Performance Street Racing</title><link>https://www.drivingitalia.net/home-page/software/screens-overspeed-high-performance-street-racing-r9235/</link><description><![CDATA[
<p></p>
<p align="justify"><a rel=""><img style="width:99px;height:48px;" alt="img" hspace="10" src="http://www.drivingitalia.net/resize.php?orig=overspeedhpsr_06-08-2007_01.jpg&amp;val=100&amp;dir=/news/img/" align="right" border="0"></a>Nuove immagini di anteprima per il prossimo Overspeed: High Performance Street Racing, titolo della Groove Games che sarà disponibile a partire da agosto 2007. Per ammirare tutti gli screenshots fate click su #CONTINUE#</p>
<p></p>
<p align="center"><a rel=""><img src="http://www.drivingitalia.net/resize.php?orig=overspeedhpsr_06-08-2007_02.jpg&amp;val=100&amp;dir=/news/img/" border="0" alt="img"></a> <a rel=""><img src="http://www.drivingitalia.net/resize.php?orig=overspeedhpsr_06-08-2007_03.jpg&amp;val=100&amp;dir=/news/img/" border="0" alt="img"></a> <a rel=""><img src="http://www.drivingitalia.net/resize.php?orig=overspeedhpsr_06-08-2007_04.jpg&amp;val=100&amp;dir=/news/img/" border="0" alt="img"></a></p>
]]></description><guid isPermaLink="false">9235</guid><pubDate>Fri, 08 Jun 2007 14:09:00 +0000</pubDate></item><item><title>Milestone sviluppa MotoGP 07 (PS2)</title><link>https://www.drivingitalia.net/home-page/software/milestone-sviluppa-motogp-07-ps2-r9234/</link><description><![CDATA[

<p></p>
<p align="justify">Annunciato a metà aprile e accolto dalla comprensibile curiosità degli appassionati, il <a href="https://www.drivingitalia.net/index.php?showtopic=34747&amp;hl=" rel="">MotoGP 07 per PlayStation 2</a> prodotto da Capcom si svela oggi con le prime immagini, accompagnate dalla notizia che il gioco è in via di svilluppo presso gli uffici di Milestone, lo studio italiano ben noto nel panorama dei giochi di guida che proprio di recente è tornato sul mercato con SBK 07 - Superbike World Championship.</p>
<p></p>
<p align="justify">#CONTINUE#</p>
<p></p>
<p align="justify">E proprio con il gioco dedicato al campionato Superbike è inevitabile fare subito un paragone, dal momento che molte delle caratteristiche annunciate combaciano alla perfezione: a partire dalla completa configurabilità del modello di guida e dell'intelligenza artificiale degli avversari passando per l'accurata riproduzione di moto, piloti e tracciati derivanti dalla relativa licenza, per concludere con le tante modalità di gioco, comprese quella denominata Challenge Mode composta da cento sfide pensate per mettere ulteriormente alla prova le abilità degli aspiranti piloti.</p>
<p></p>
<p align="justify">Prima di lasciarvi alla galleria di <a href="http://next.videogame.it/html/screenshot.php?id=5158" rel="external">screenshot</a> vi ricordiamo che il gioco è annunciato ufficialmente solo su PlayStation 2 ed è atteso nei negozi il prossimo autunno.</p>

]]></description><guid isPermaLink="false">9234</guid><pubDate>Fri, 08 Jun 2007 13:58:00 +0000</pubDate></item><item><title>Screens e video per Juiced 2</title><link>https://www.drivingitalia.net/home-page/software/screens-e-video-per-juiced-2-r9230/</link><description><![CDATA[
<p align="justify"><a rel=""><img style="width:99px;height:119px;" alt="img" hspace="10" src="http://www.drivingitalia.net/resize.php?orig=Juiced2_HIN_Ursula_05.jpg&amp;val=100&amp;dir=/news/img/" align="right" border="0"></a>La THQ ha pubblicato oggi alcuni <a href="http://www.worthplaying.com/article.php?sid=43430&amp;mode=thread&amp;order=0" rel="external">nuovi screenshots</a> ed un <a href="http://www.worthdownloading.com/game.php?gid=2471" rel="external">filmato di anteprima</a> (da 20MB) che ci mostrano il prossimo Juiced 2 Hot Import Nights. In particolare potremo ammirare la bellissima Ursula Mayes, cover girl del gioco.</p>
]]></description><guid isPermaLink="false">9230</guid><pubDate>Thu, 07 Jun 2007 14:00:00 +0000</pubDate></item></channel></rss>
