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Archived News:
Dynamix' Tim Gift made a big .plan update giving the status of the TRIBES 1.3 patch, which he
says will be released Monday. Here's the update:
The good news is Starsiege went GOLD. This was a little overshadowed by some bad
news, layoffs at Dynamix due to the re-org that was announced the other day. The TRIBES
team is still here, but this hasn't been a very productive week.
OpenGL status: basically we're ready to release the beta driver except for the TNT's
performance. I thought we were close to resolving our last issues here, but we've stalled.
We can't get the TNT OpenGL drivers to download textures at anything approaching a
reasonable rate. Unfortunately, TRIBES does a fair amount of on the fly construction of
textures, mainly for the terrain. The TNT driver does not seem capable of dealing with it.
(Dave Moore goes into general OpenGL issues in his latest plan.) Not having access to
TNT's source code, or any form of data from the driver, it has been difficult to figure
out what's going on. I hate to say "go buy a 3Dfx card", but at this point we're
running out of ideas, and unless nVidia get's us more information (or fixes their driver),
were probably not going to make much more progress. There is no reason to believe that the
TNT cards can't handle our requirements. It's frustrating, if we knew the card couldn't
handle it, we would have dropped it long ago. We believe the card can handle the load, we
just can't get the TNT driver to perform. There have been some ideas on crippling the game
to work around the problem, but those ideas don't appeal to me too much. Another option
may be DirectX6, as those drivers may be better optimized. We'll continue to investigate.
In the mean time, we are getting tired of holding back the 1.3 release, as I'm sure most
of our players are, so we are going to go ahead and release it. We'll put the build
together on Monday. 1.3 will include the beta OpenGL driver, but it will be disabled by
default. We'll include instructions on how to enable it if you want to try it out, but
there are some serious pauses when new textures are downloaded, most of you will probably
not want to play this way.
Starsiege just shipped with our OpenGL driver and does suffer the same problem, but to a
lesser degree. Starsiege has it's terrain and interiors configured differently, and being
a slower paced game, it downloads textures less often.
I took a look at Shogo's patch progress page (thanks Chas),
http://www.shogo-mad.com/patch/fix.as, pretty cool. We'll look into to doing something
similar ourselves. It should help keep you guys informed as to what we're working
on.
Sharky passed along a press release from
Metabyte with an announcement that confirms the scoop he posted earlier in the week about
future support for using any video chipset in parallel operation, which can provide
increased framerates and resolutions. Here's a couple of quotes that cover all the bases:
This technology will allow Metabyte to run graphics cards in a parallel
configuration using any existing chip on the market. It will also have the capability to
be applied to any future chipset that comes to market. Specifically, the application of
this technology to an existing 2D/3D chip set will yield a 40+ percent increase in
performance and will double megapixel per second fill rate of a dual card configuration
over a single card. A white paper outlining the benefits of this technology in more detail
can be found at http://www.wicked3d.com.
The implementation of this Wicked3D driver technology requires very minor modifications to
existing hardware. The process of rendering images from two sources will separate the
images being rendered into sections. The driver then sends the render information to the
appropriate board so that rendering occurs in parallel on the two boards. Such rendering
is still the biggest performance bottleneck performance with current graphics hardware
especially at high resolution so this approach provides a big win.
Wicked3D is reviewing which chipsets would best be supported by this technology in the
high-end consumer graphics market, and will be making announcements shortly regarding
products that will be using the Wicked3D technology. The company is targeting an
aggressive retail launch for this technology.
Activision's Sin page has posted the
version 1.03 update for Sin. Here's a local copy (2.0 MB) with a mirror courtesy of our pals at Walnut Creek CDROM. Here's the lowdown on the new patch,
which offers compatibility with the new Wages of Sin mission pack:
This patch updates your previously patched version of Sin from 1.01 to 1.03. You must
have at least version 1.01 before running this patch. If you have not previously patched
your Sin game, download "Sin Update 1.01" and run that first.
There is one inclusive file named sinupdate103.exe, it's a 2 meg
download taking 10 minutes from a 28.8 kbs.
- Sin 103 update rewrites your autoexec.cfg and your default.cfg. If you have changed
these in any way, you may want to back them up in a different location as they will be
updated to the 1.03 version.
- Double click the file and the installation will begin.
- Three dialog boxes will appear. Read each box carefully and then proceed.
A. You must have previously updated you Sin version to at lease 1.01.
B. Original Sin players are not supported to play on Wages of Sin
servers.
You must have Wages of Sin to play on Wages of Sin servers.
C. Sin will be updated to version 1.03. Previous save games may not
work.
- Sin Update 1.03 will continue and conclude.
Experience has posted two new character
sketches online from WXP's upcoming action/adventure
game, Experience.
GA-Source's
Daikatana Single Player Development Update snagged a quote form ION Storm's John
Romero giving the state of single-player Daikatana amid talk of the release of a DM demo
soon. Here's what JR had to say:
The mapping team has completed episode 1's maps while Map Lead Chris Klie is
polishing E1's maps while the map team works on Episode 2. The AI is working out pretty
well now that the node system is final. Custom AI code for E1 monsters is being completed
right now. We're planning on releasing Daikatana in June.
Gamestream.Net 's Anachronox
preview is up taking a look ahead to ION Storms Quake II-engine action/RPG.
There's a GamesCon Recap
on the GamesCon page that give the rundown on all
the festivities planned for this weekend's event in Toronto, including demonstrations of
Unreal Tournament, Slave Zero, and Mortyr, all on a network of Pentium III computers.
The Quake III
Arena Bot Board, co-operated by the cooperative bot-oriented Metropolis and Bot Epidemic, offers some posts by John
"Hellrot" Cash, the Dr. Frankenstein behind the bots in id's upcoming Quake III
Arena. In one post Hellrot discusses the interface between the server and the bots, and in
another, he gives the latest on the state-of-the-bots, which I'll quote here (John
tells me he's since learned that Polos are mints, not cigarettes -- I would have guessed
condoms):
>1:How well are the bots going? I haven't see or heard anything about them,
since, well.. a long time ago. Any chance we'll see them in Q3test?
That's two questions BTW ;-)
1a) They are coming along nicely. It's quite a different task to develop the bots for a
game that is still under development itself. Features come, features go, features saty on
the "to do" list. Every time we add a new mode of movement (like the bouncy
pads), I have to rework the navigation system to handle it. You haven't heard anything
because I've been doing a lot of R&D and nobody else knew anything much to say. The
best status I can give you is to say that the bots are winning games now :-)
1b) We've not made a firm decision about having a bot/bots in the test yet.
>2: I haven't heard much talk about the "other game modes" lately.. It just
seems like you guys will do ffa\1on1\team and possibly CTF. Is this the case? And more
importantly, you guys are still planning on doing bot support for ALL game modes, right?
My opinion is that we should only have the bots play in game modes where they can play
effectively. IOW, I'd rather have them not play CTF at all than play it stupidly. Of
course that means I just need to work hard to have them play well.
>Oh, and any chance we can get an engine license for Cube's £5 & 25p (plus a
packet of Polos)? No?
I don't smoke and the vendors here don't seem to accept £, so ummm... No! :-)
>I always have wondered about the ladder idea. We are still going to be able to just
fire up a random map and spawn a few bots for some good 'ol DM action, right?
Of course!
A big update to Mat 'The Lurker' Bettinson's .plan
file talking of this PC Gaming World editor's recent trip to id to look at Quake III
Arena. The update offers some photos and talks about the interviews they conducted for the
magazine piece, in what turns out to be quite an extensive and detailed preview. Thanks Slim.
A press release from ION
Storm on the Cyberathlete Professional League site
announces that the first worldwide Daikatana LAN tournament will be held at the Extreme Annihilation CPL event, March 12-14
in Dallas, TX.
The inevitable Planet Kingpin has opened its
doors, dedicated to the upcoming Quake II gangsta game from Xatrix Entertainment. To
celebrate the grand opening, they've posted some new screenshots.
As he promised, Raven's Eric Beissman has added a development update for Soldier of
Fortune in his .plan with a discussion of where this game began, with a single
idea.
The latest eisode of the The Bitchslap
on 3DGN offers a piece authored by Ritual's Levelord discussing what he calls a
"rash of game- and gamer-bashing in the past year."
Gamelinks interviews Scott
Rice lead artist on Soldier of Fortune talking about Raven's upcoming Quake II-engine
game in a piece that caps off their Soldier of Fortune week.
Drakan.Net has posted three new screenshots from
Surreal's upcoming Drakan: Order of the Flame showing off one of the exciting sounding
aspects of this project: airborne combat on dragonback! Thanks Voodoo Extreme.
3D Action Week on
GameSpot UK kicks off today with a Babylon 5 preview
with festivities planned for all next week including a daily poll about 3D action games.
There's a new Interstate
82 Preview on GameSpot UK I missed earlier
this week offering a look ahead at the sequel to I'76 offering a bunch of new screenshots.
Arcadia interviews Brandon
Reinhart, talking to Epic Games' own GreenMarine about life, games, and Unreal
Tournament.
Diamond Multimedia
Monster 3D Drivers page has new version 4.10.01.1600 Windows 95/98 drivers for
Diamond's Voodoo 1 based accelerators. Thanks Tim at 3DFiles.
The movie showing off gameplay from Bungie's upcoming Oni that was posted here
earlier has been pulled at the request of Bungie. It turns out this was not intended for
distribution, and is not representative of the game's current gameplay.
3DNews.Net's Industry
Interview concludes with some final questions for their panel of industry experts,
asking today about online only games, bugs, and 2D.
A follow-up on my mini-review of the new PMS mousepads earlier ( story),
the 3M Computer Workstations
Solutions page has pricing and online ordering. Thanks Tony Fabris. Turns out the big
ones run $36.78, and the small ones $11.11.
The newly opened PXO.NET is a free Internet gaming service
from Parallax Online. Word there is "FreeSpace users who experience difficulty
following the announcement should download the following file, pxo.cfg and place it in their FreeSpace/Data
folder. Tim at 3DFiles.Com.
FCC rings in with controversial
ISP ruling is a News.Com article putting a decision
yesterday by the FCC in perspective for US Internet users talking of the possible impact
of the ruling in ISP charges, including the danger it poses to flat-rate 'net access,
called Flat-rate Net access
still alive for now saying "Are the days of flat-rate local calls to ISPs drawing
to an end? The answer appears to be no, despite a decision that reclassifies ISP calls as
long distance." Thanks CiKoTiC. Also addressing this situation are two articles on
the AVault: FCC
Adopts Order Addressing Dial-Up Internet Traffic and FCC Ruling Does Not
Translate Into Higher ISP Charges.
There's an interview With Zak Belica
on redchurch.com. This conversation between
Ritual's sound engineer and this audio website concentrates, as you would imagine, on
sound, music, and all things audio.
Following up on a couple of updates from yesterday, id Software's Brian Hook made another
update to his .plan with a discussion of how id selects the independent hardware vendors
they work with, going into the several factors involved. It's a lengthy post so I'll
excerpt the summary (the whole update) also offers Brian's awards for 1998 for Best Clothing,
Best Box that a Card Arrived In, and Best Misc Crap. Here's the excerpt:
So there are basically "chips we have to support", "chips we like
to support", "chips that aren't terribly relevant but we'd like to support
anyway", and "chips that we could give a damn about". Chips we HAVE to
support include the Voodoo, Voodoo2, and Rage Pro because they are out there in HUGE
numbers. Chips we like to support are NVidia RivaTNT and ATI Rage128. Chips that aren't
terribly relevant but that we'd like to support well include Rendition V2x00, Savage S3,
and Permedia2. And chips we could give a damn about are things like TriTech Pyramid3D,
Virge, and Number Nine Ticket To Ride.
We can't comment on Permedia3 or Voodoo3 since we are not in possession of any of these
devices. And for those of you still with PowerVR PCX2, you're probably out of luck since I
don't believe NEC/VL/PowerVR are actively updating those drivers (although the hardware
itself should work fine with our vertex lighting model).
On a somewhat related note, several Matrox G200 users have asked me about the support for
that board. The G200 is a very good accelerator with good performance and great image
quality, however they haven't gotten on the ball with the OpenGL thing. When they have a
high quality, high performance OpenGL driver then I'll be able to recommend their hardware
enthusiastically. Their reliance on the D3D wrapper for so long did not endear them to
us.
I received a couple of new variations on one of my favorite gaming peripherals, the 3M
Precise Mousing Surface (PMS), the mouse pad that does such a good job of giving your mouse consistent
traction. The first model is a variation on the original PMS, maintaining the odd smallish
shape, but it's now thicker (if not exactly "thick," it's still fairly slim) and
less likely to curl, and offers a new set of even funkier colors (in case your eyes were
getting used to the old ones). The other is a real breakthrough for gamers that addresses
the small size of the pads mentioned above by offering a version that's a full
12"x16" (though this one is the same thickness, or thin-ness, as the original). Here's a gratuitous
photo of two of the pads (I got a new digital camera and am dying for excuses to play
with it) showing the funkiest of the small ones atop the giant one, with a mouse thrown in
for reference. No word yet on pricing or availability of the new models.
Daikatana
Nation interviews Bobby "Xcalibur" Pavlock of ION Storm talking about his
work as a level designer on Daikatana.
Based on a reply from id's Brian Hook to a question from ALive that says "We do not
support 3d sound at this time. We will evaluate support for it later," there is a Quake III Petition on 3DsoundSurge that is collecting names to present
to id requesting various forms of 3D sound support. As the page points out a petition
seems a preferable alternative to lots of folks emailing id about this individually.
My remark about browser interoperability, and Opera's
browserability prompted a little re-exploration of some HTML (thanks Wade and loonyboi in
particular) which fixes the search box spacing under Opera by making the whole contents
frame a form. Since my understanding is that Opera is truly HTML compliant, so the answer
to my question of whether Netscape or MSIE had it right, is neither did.
Here's a little separated at birth, cooked up by Jack "morbid" Mathews:
CF TF interviews
Valve/TeamFortress Software's Robin Walker, talking about their upcoming free
TeamFortress Classic multiplayer add-on for Half-Life, and TeamFortress2, their upcoming
standalone multiplayer game.
Brian Hook made a .plan update to follow-up on his earlier update ( story), or as he
calls it "the usual 'answer all the questions my last .plan update asked'
update," talking further about support for 3D accelerators that are no longer
state-of-the-art.
Okay, time for the usual "answer all the questions my last .plan update
asked" update:
- "If you're willing to do this, why not do all kinds of workarounds so that you can
support [insert orphaned graphics accelerator here]"
Because that's a lot of work, and we have to be very careful about how much we're willing
to uglify our code and accept significant design limitations. We could add things like
4-bpp palettized textures to make the Permedia2 run even faster, but that would be a lot
of work to help only Permedia2 users.
Our vertex lighting path helps _everyone_, but it especially helps out the lower end
cards.
- "Are you going to support S3TC"
Yes. We are willing to support any compression mechanism that does not require precomputed
data on our part. Right now we support the GL_S3_s3tc standard and it works quite well.
- "What are your new minimum system requirements"
This is still up in the air. While it should _run_ on any Pentium, that doesn't mean it'll
run _well_ on any Pentium. We haven't done wide scalability testing, but with a small
viewport and greatly reduced LOD on models then something like a P200MMX w/ Voodoo should
be playable. No promises though until we have all our features implemented and have had
time to do some optimization work on a wide range of hardware.
- "Would you recommend the vertex lighting mechanism for Voodoo?"
Yes, for maximum performance then I would recommend the vertex lighting mechanism and/or
running at 512x384.
- "Is a V2 SLI going to have any benefits for Q3"
Obviously, more fill rate is better, but a lot will depend on the screen resolution you're
running at and the quality of 3Dfx's OpenGL drivers when we ship. If their drivers aren't
performing well, then a V2 SLI isn't going to be much help since we won't be fill rate
limited. If their drivers are performing well, then yeah, the V2 SLI should kick ass. Keep
in mind that a V2 SLI in our lightmapped case provides the equivalent of 360Mpixels/
second of rendering, which is REALLY REALLY fast.
I hope to have new benchmark numbers posted in a couple weeks after the IHVs get a fair
chance to update their drivers.
Sharky Extreme is on the Accolade kick today, posting previews of both Redline (with a bunch
of screenshots), which will offer combat both on foot and driving in cars, and Slave Zero, offering
the chance to crush cities while operating a giant robot.
Sharky Extreme has posted still
more that adds to the anticipation of upcoming products offering dual accelerator support
from non-3Dfx products, this time from Hercules:
Hercules has considered the possibility of doing Non-3Dfx based SLI products.
Currently, we're working on a number of other enhancements that we're very excited about
as well. Stay tuned...
Raven's Rick Johnson updated his .plan with a tech update on their upcoming Quake II-engine game,
Soldier of Fortune, talking about support for things like 3DNow!, SSE extensions, and 3D
sound APIs:
Thought I would give a little tech update about SoF.
Right now, we are putting in some of the 3dNow! enhancements made to the Q2 engine. Not
all of them are usable, as some concentrated on the software renderer, and other routines
that we have changed are no longer compatible with the original 3dNow! changes. So we
should have some 3dNow! support out of the box. As for how much support we will have is
uncertain, as getting the game completed is a difficult enough task, let alone, adding
MMX, 3dNow!, and PIII special instructions all take time.
We will also be supporting A3D and SBLive! out of the box. The support should be better
than Heretic2, so expect to hear good results.
We also have plenty of rendering options to make sure the game runs well on the lower-end
cards. Our "low-end" card is a VooDoo1 chipset. Currently, SoF looks great on
TNT cards. Minor *nudge* to 3dfx to place priorities on those OpenGL drivers.
2015 President Tom Kudirka sends word that they have released an AVI-format movie showing
off gameplay from their upcoming official Sin mission pack, Wages of Sin (which I'm told is now available in some stores). Here's a local copy of the movie
(9.3 MB), mirror courtesy of the swell folks over at Walnut
Creek CDROM.
3DNews.Net continues their marathon interview with a bunch of
folks from the industry on various topics, today asking the assembled group of experts
about game violence and the female gaming market.
MagixX has posted a Mortyr Special including a bunch of
storyboards and screenshots from this upcoming game that sends a soldier from the future
back to do battle in World War II. Word on MagixX is that this game will not be published
in their native Germany.
iLERNeT interviews Kevin Lambert of Monolith
Productions in a ten question interview that kicks off a week-long series of interviews
there. The interview focuses more on Kevin's thoughts on websites, publicity, and the
community than games.
The
Adrenaline Vault reviews the Intel Pentium III offering benchmarks to demonstrate
improved performance using the SSE extensions versus when they are turned off in a review
written by Marcia and Barry Press, noted authors of several books on hardware, including
the PC Upgrade and Repair Bible Professional Edition.
The L-Fire Development Group Home
has a new version 1.20 of L-Fire CTF for Quake II available for download. The new release
fixes a couple of bugs in the id source that would cause the techs and flags to be lost
until the level was restarted (which can significantly impact scoring in a CTF match), and
another that made it impossible to enable friendly fire.
Two more previews of Team Fortress Classic are online as Valve and TeamFortress Software
tour around showing off this upcoming free multiplayer-only add-on for Half-Life. Here's PC.IGN.COM's TF Classic preview, and
here's GameCenter's TF
Classic preview. If you're unfamiliar with TeamFortress (originally developed for
Quake, here's the Team Fortress Home
if you want to check that out), here's a concise summary from the PC.IGN.COM piece: Players take on the roles of different character classes--soldier, medic,
demolitions expert--and work together to defeat the opposition. Each class has its own
strengths and disadvantages...
id Software programmer Brian Hook made an update to his .plan talking about adding a new way of approximating lightmaps on
lower-end accelerators to make them more capable of acceptable performance (if not visual
quality) in Quake III Arena. Here's the update:
John had been nagging me to implement our vertex lit approximation of lightmaps
for lower end cards. This has several key benefits. The obvious one is better performance
-- single pass instead of two pass lighting, effectively halving the number of triangles
tossed down the API on non-multitexture hardware. The second, and biggest (to me), benefit
is enhanced compatibility with lower end hardware.
A couple cards have sort of been nagging at the back of our minds when it comes to market
saturation, compatibility, and performance. While working on Quake3 we've primarily tested
and worried about the real high performance, high quality accelerators such as ATI Rage128
and NVidia RivaTNT, and we know other accelerators such as Permedia3 and Savage4 and
Voodoo3 will run our stuff just great. But there are a few cards that have been
problematic for us because A.) they don't have all the features or performance we need and
B.) there are about a zillion of them out there in our customer base.
While differences in fill rate are a source of concern, it's easy enough to scale for fill
rate by moving down video modes (320x240 has 1/4 the pixel fill rate requirements of
640x480). Triangle throughput, however, is much more difficult to compensate for since we
don't do level-of-detail on the world, and we only do a very coarse LOD on models. Going
to a vertex lit model halves the number of triangles rendered in the world compared to
lightmapping, which helps both slower graphics cards and slower CPUs.
The other problem is the Permedia2's lack of src*dst blending. This has been a sticking
point for quite some time, where we've been tempted to say "Well, screw the
Permedia2, it's the odd man out and it's in workstations anyway, not consumer
machines". By doing the vertex lighting we've removed this problem AND given the P2 a
little performance boost.
So I'm now very confident that we'll run reliably and fairly quickly on fairly low end
hardware, i.e. hardware that has not been our conscious target platform.
The vertex lit model has one major drawback -- it's not exactly attractive. It's not
horrible -- Jedi Knight and Descent both used vertex lighting -- but it's not very
competitive in terms of image quality with, say, Quake3's native rendering method. But I
take some comfort knowing that no matter what, those early cards had some serious image
quality issues (lack of proper MIP mapping, cracks/gaps/sparkles, missing blend modes), so
this isn't a huge loss.
The current angle of attack is that on Permedia2 we'll automatically turn on vertex
lighting. For Rage Pro and Rendition V2200 we'll probably recommend it. All users will
have the option of going for the "fast and ugly" path, and I'm sure you hardcore
players out there will do just that so you can hit your 390fps on a TNT at 320x240 with no
lightmaps. :-)
Quake3's range of scalability is going to be very good. My hope is that we can get fairly
consistent performance from a PII/233 with a Rage Pro all the way up to a PIII/550 w/
Rage128/TNT2/Voodoo3.
MagixX has posted three more new screenshots from
Interactive Magic's upcoming World War II shooter, Mortyr. Also, there's a new Mortyr screenshot on 3D-Unlimited
that's the third of six they are posting over the course of a week or more (consider that
a half-time report).
The Rainbow 6 Toolkit Homepage has
a new beta 0.7 of the Rainbow Six toolkit, a collection of programs to enhance your R6
experience. The new version adds a working mouse sensitivity slider, an option to disable
the intro movie in R6, a new IP display so you can easily copy your current IP address to
the clipboard, and a change that allows you to enter servers by name as well as IP.
A couple of follow-ups on the story about the possibility of using dual TNTs in some
systems. First, as a couple of readers have pointed out, referring to using two video
cards in tandem shouldn't be called SLI mode, since SLI means "scan line
interleave," where every other line is drawn by the other card (interleaved), and the
discussions of the TNT implementation refer to the screen being drawn in two different
halves (top and bottom) each handled by one card. A bit more on this has been written on
the prospect of using a pair of TNTs in tandem since the original story, including a GrandMaster B update that's
skeptical of the whole report, and, in contrast, an update to the Sharky Extreme message board by Kerry
Philpott, a Metabyte employee, that makes this all sound like a foregone conclusion:
By the way, this technology is only a small part of what we are working on here
at Metabyte. We are working our engineers overtime to get you guys the bomb in a graphics
config.
Did you ever think that you would be able to play Quake2 on three monitors with every
available slot filled with Wicked3D graphics cards? with eyeSCREAM? Thought not - I
have... :) Anybody interested?? How many slots would you fill?? Would you use more than
two?? Just curious. :)
There's an
interview with Tim Gerritsen on GA-Source, talking with the Project Manager of Human Head Studios,
about RUNE, an upcoming Unreal-engine action/adventure game tinged in Norse
mythology being developed by this group of seven former Raven Software programmers and
artists and a former producer from FASA Interactive in conjunction with Epic Games.
AGN3D
previews Giants, the upcoming action/adventure game from PlanetMoon Studios, offering
up a couple of screenshots along the way.
To follow-up on the report about the closing of Sierra's Yosemite Entertainment Division ( story), Sierra Online founder Ken Williams made a post to the Black Monday Forum with
an open letter to former Sierra employees with an explanation of the events that lead to
the closing of the Yosemite offices, going into detail about the road Sierra has traveled
to get where they are today. Thanks GA-Source. As
the letter says, "There is really nothing good that can be said. This is a sad ending
to Sierra's twenty-year operating history in Oakhurst, which at one time, represented over
550 Oakhurst-based employees."
The Qizmo page has a new version 2.60 of the Qizmo
proxy program for QuakeWorld. Thanks Zibbo. The new release offers several exciting
innovations, including enhanced data compression they say allows a modem player to set his
rate to 10000 (ISDN territory). Also new in this release is a change to demo recording so
that it no longer disables delta compression, and a feature for LPBs with high packet loss
that allows them to get each packet sent repeatedly to increase the chance of each packet
getting through.
Sharky Extreme's Diamond
Stealth Savage4 hands-on preview looks at Diamond's new card based on S3's new
chipset. More on the latest and greatest in upcoming video cards can be found in another
report on Sharky Extreme where
there's word that Matrox Graphics will unveil their next generation accelerator, the G400,
for the first time at CeBit '99 in Hannover, Germany (March 18), with initial
release dates of cards based off of the chipset said to be second quarter 1999.
- Two new shows on AGN3D
TV span the globe to bring the latest in hardware, with this show covering the
Voodoo3 festivities in Dallas last week including the trip to Mexico to see STB's plant,
and an interview with Thresh. Also, this show talks with
Diamond Multimedia about their upcoming Savage4 card, touching on the idea of using two of
these in tandem (like in recent discussing of doing so with two TNTs). RealPlayer required...
- The LoneGunmen (you've got to love a group of
loners) have updated their TRIBES Sniping
Guide with more on how to keep adding notches to your laser rifle. They've also posted
some new replacement crosshairs for download...
- Loki's Minion's Capture The Flag
personalized t-shirts are now available. Word on LMCTF 5.0 is that it will be out
within a week...
- Intervju med DC_Sujoy is a
conversation (in English) with feared deathmatcher/humorist Sujoy Roy about an upcoming
showdown between his Clan_UK and Sweden's Clan 9...
- Off-topic download of the day: Bungie Software has
a new version 1.2 patch for Myth II: SoulBlighter...
Thanks to all the HTML gurus out there who were quick to point out the foible that was
causing the mystery linefeed after the Search! box in MSIE. If you're interested, it was
repaired by placing the form tags around the table cell tags, rather than within them,
though it's not clear which browser is formatting the output improperly. I tweaked the
left frame a bit for those who said the changes produced a horizontal scroll bar (mostly
folks using large fonts) so hopefully that's fixed. Finally, I'm told I may be
busting my all-browser compatibility, as an Opera
user said the search (err, Search!) form doesn't output properly under this alternative browser,
which I'll look into.
Link of the day: NGR - Gaming's
Hottest Guys Pin-up Calendar. Thanks Ron Little (warning, if you are drinking milk,
point your nose away from the keyboard before clicking that link).
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