Archived News:
The Qtracker Homepage has public beta 2 of
version 2.3 of the Qtracker server browser program. This release adds subnet-broadcasting,
and aid to those with switched networks or multiple subnets. There have also been several
bugs squished, mainly relating to autoposting on the JediBoard and XWingboard.
There is now a complete list of cheats for Requiem: Avenging Angel on Requiem-HQ. (Update -- they've since been
pulled, but are still posted over at Voodoo
Extreme).
Ritual Programmer Mark Dochtermann updated his .plan with an update on the status of Sin 3DNow! support, which is
not included in the version 1.04 patch. Here's the deal:
3DNOW update
============
We are currently in the middle of doing optimizations for 3DNOW with AMD, unfortunately
they were not ready in time for version 1.04. Version 1.04 includes the same
ref_gl_amd.dll that I had released as beta 2 weeks prior. If everything goes as planned,
we should have a new beta dll sometime next week.
A list of Starsiege
TRIBES Call Back Functions have been posted on the Tribes Players page, the first
release of the TRIBES Scripting Documentation, the rest of which is expected within a
week, or so. Thanks James at Datumplane::Starsiege.
Ritual Programmer Scott Alden's .plan contains the announcement that Sin 1.04 is
available at Ritualistic on this
download page. Here's word on the release, which includes SinCTF built in:
Sin 1.04 is out at www.ritualistic.com
This update contains CTF built in. Thanks to all those involved who helped make SinCTF a
reality.
Give it a try while you're waiting for that other game. There's a server up at
sinctf.ritual.com.
Have Fun!
id Software's John "Hellrot" Cash updated his .plan on the mainstream press, The Matrix,
and a mention that Graeme Devine's .plan is the source for Q3A info with a tantalizing Jerry Pournelle quote:
To quote Jerry Pournelle... "Real Soon Now". Graeme's plan is the
place to go for the offical Q3A info.
Sony Sues Dave is a GameCenter article announcing that Sony Computer
Entertainment, Inc. (SCEI), and Sony Computer Entertainment America, Inc. (SCEA), have
filed a lawsuit against ActionWorld, Inc. over copyright infringement, contributory
copyright infringement, and unfair competition. The Sony suit, filed in the U.S. District
Court of Northern California, turns out to be the cause of the recent shutdown ( story) at emulator site Dave's
Classics, ending a lot of wild (and mostly inaccurate) speculation over who was the
source of the "recent legal action" that closed the site. Thanks Ant. According to the article, Sony alleges that
"ActionWorld willfully copied the proprietary PlayStation BIOS onto the site, and
made it available as a download to visitors up until at least March 23." In an
interesting note, as this is being written, Dave's
Classics is back on line (at least for the moment).
4gamers.net's Unreal
Tournament Preview offers some never-before-seen shots from Epic's upcoming Unreal
Tournament.
The Coven's Deadlode II page has the new
public beta of Deadlode II for Quake II. The new version adds support for visible weapons,
a "vastly improved menu system," a new improved HUD, player id, and of course,
bug fixes, tweaks and improvements to this goal-based teamplay mod for Quake II.
The Orange Smoothie Productions page has a
new Version 1.32 of OSP Tourney DM, their tournament control mod for Quake II that was
used at Extreme Annihilation and for
portions of K9CON. The new release is available for
Windows 95/98/NT, Linux/x86 for libc5/glibc systems, Linux/Alpha, Solaris/Sparc and
FreeBSD/x86, and offers the option to allow clients who've disconnected to recover their
score upon reconnection, optional auto-pausing of one-on-one matches when one player gets
disconnected, and much more. From the page: "This release constitutes a full upgrade
from all previous versions. It is a *highly* recommended upgrade for any servers running
*ANY* version of OSP Tourney DM."
Version 0.9.2 of Quake II Java, the
mod that allows Quake II mods written in Java, is now available. The new release adds
support for reading/writing map information in XML format, which allows mappers to define
new XML tags. Included are example Java gamelets which let admins easily set CVars and
load/unload other gamelets on a map-by-map basis just by editing an XML file.
Clan MaX Homepage for Starsiege Tribes has
posted an updated version of their TAWA
(Tribes Advanced Weapons Analysis), offering weapons tips, etc., now almost double its
original size. Also, the Xtreme Gaming Network
has released another pair of TRIBES maps as well as a pair of new maps for Shogo: Mobile
Armor Division made by the head mapper for Tow Arena.
Sloshy Software Inc. has released version
2.37 of the Quick Start - Eraser Bot Wizard that fixes a few bugs in this front-end for
the Eraser Bot for Quake II. They've also announced
their latest project, "The Swapper," a program that will function as a huge
database of add-ons such as mods, maps, models, skins, cfg files, etc. for games like
Quake II, Half-Life, Starcraft, Q3A, etc.
The Pixel-lab has a new version of Texl, the noisy seamless texture generator written in Java. The latest version supports 256*256 textures in 24-bit color, and is described as "a kind of image synthesizer you can
play around with, creating seamless textures that don't look too square-edged or
mirrored."
- Teamplay.Net is a newly opened site offering
team-oriented competitions. They host four TRIBES servers across the US where they track
the histories and statistics of every member and team that plays. Tournaments and leagues
are planned soon.
- Registrants in the Professional 3 on 3
Half-Life League who have not received an email regarding teamplay.net, please
email ck231@home.com with your team name and number
and you will be given a password to enter the tournament.
Woo, another dead horse to beat (I have a smelly, but quiet, stable full of them): To
follow up on some recent rambles, it turns out Kevin Spacey did a sketch on SNL a few
years back playing Christopher Walken auditioning for the part of Han Solo. Matt
"Hastur" Dimmic did some digging, and came up with the Spaceyland Listening Booth, where there's a .wav
file of this sketch under the heading "Kevin as."
There are seven
new Spec Ops 2: Green Berets screenshots on Gibbed.com
showing off a pre-alpha build of the sequel currently in the works over at Zombie.
Doomworld interviews John Carmack
talking to id's lead programmer about the days way back when Doom was being created.
Good stuff, including the first revelation I've ever seen of where Doom got its name:
Carmack: There is a scene in "The Color of
Money" where Tom Cruse shows up at a pool hall with a custom pool cue in a case.
"What do you have in there?" asks someone. "Doom." replied Cruse with
a cocky grin. That, and the resulting carnage, was how I viewed us springing the game on
the industry.
After yesterday's April Fools joke about the Rainbow Six sequel, today comes the real
deal, as Tom Clancy's Rogue Spear has
been announced by Red Storm Entertainment. Thanks Billy at Voodoo Extreme. Here's the dope on the sequel:
Feedback from players showed an interest in a more realistic, real world
story-with that in mind, we're considering the idea of two vastly different, well-known
international terrorist groups forming an alliance. This alliance would join forces in an
effort to achieve even greater, more sinister goals worldwide than those they could
accomplish separately. As in the original, the missions will progress in a linear
storyline, with the first few crisis situations appearing to be unrelated, and leading up
to a challenging and explosive ending.
The sequel is currently scheduled for sixteen separate levels, and eighteen unique
missions (some levels will be used in different time periods during the game). Again, as
in the original, there will be a mix of hostage rescue, surveillance, and demolitions
missions.
SOME (not all) New Features:
- REPLAY: Players will be able to record missions and watch them later. Viewers
will be able to watch from the perspective of any operative on the team.
- Improved AI and Team Behavior: No more team members crowding, or getting stuck
behind you!
- Improved graphics: including revised special effects and lighting
- Weather Effects: including snow and rain.
- New Weapons and items: will include a grenade launcher
- Observer mode: (originally in the Mission Pack, but it will carry over into the
sequel)
- New Multiplayer game types
- Multiplayer Feature: A special Multiplayer "arm patch" option, so that
teams/squads can customize their uniforms and distinguish team members during multiplayer
firefights.
Version 1.17 of the Mac Descent/Descent II 3Dfx patch
is available. Thanks Billy at Voodoo Extreme.
Jenni from Valve just sent along word that the TeamFortress Classic release, originally planned for last Friday then rescheduled for today, has been delayed again. The bad news has some corresponding good news, a new map will be included when the release does occur. Here's the update:
The Bad News:
- TFC isn't going to release today. We have to do simultaneous releases in all languages, and we haven't finished QA on the international versions. Once that finishes up, we're
going to do final acceptance testing on all the different language versions for 24 hours, and then release. I'll let you know as soon as that 24 hour clock starts.
The Good News:
- There will be a new map in the release, called Push. We were going to keep this a secret until the release went out the door, but in a desperate attempt to reduce hate mail, I'm going to try to buy you off with this information.
- The Team Fortress Classic review in today's issue of 'USA Today' gives Team Fortress Classic 4 out of 4 stars, calling it "incredible" and "spectacular",
and saying it "rocks"!
- Remember, Team Fortress Classic will be the BEST FREE GAME you've ever played.
There is a Slave
Zero Q&A on GA-Source talking with Slave Zero Producer Matt Powers about
Accolade's upcoming third-person giant robot game, offering four new screenshots.
The Linux release of version 5.2 of Loki's Minions Capture
the Flag for Quake II is now available.
Jamie Zawinski has resigned as head of
Mozilla.Org, citing the reasons behind the decision in this post, which offers some interesting
commentary on the world of big software development. Thanks Beta Bites.
3DO's Official
Requiem: Avenging Angel FAQ is online offering frequently asked questions and their
answers about this just-released first-person shooter (here's a link to the Unofficial Requiem FAQ). The
FAQ mostly covers screen darkness, and similar video issues at the moment. Thanks Requiem HQ.
WarZone interviews Tim Sweeney
talking to the Epic programmer in a brief Q&A about progress on the 223 (or perhaps
now 224) Unreal patch and Unreal Tournament.
WarZone interviews Scott Herrington
of Shiny about their upcoming Messiah, and Avault's
Messiah preview is online, as well.
PC Gamer Online's Mortyr preview
is up with a hands-on look at Interactive Magic's upcoming World War II shooter (at least
I think the undated article is new, the PC
Gamer gang busted out the HTML manual and executed a re-design, so that may be
throwing me off here).
PCVelocity's AMD
Interview is up asking a few questions of Drew Prairie and Byran Longmire of AMD about
their upcoming K7 CPUs.
There's a Team Fortress
Classic preview on 3DGamers and another Team Fortress Classic Preview on
Beta Bites, offering looks ahead at this free
add-on, scheduled for release sometime today.
TOW Arena for Shogo: Mobile Armor
Division is now available. As may be evident from the name, this is the Shogo variant on
Rocket Arena, pitting two fully armed Shogo-go-gophers in an arena for a little of the old
two men enter, one man leaves style combat.
Can Linux score big
with IP gaming is a CNN editorial looking at the alternative OS' chances of making it
in the gaming world. Thanks Calico. The article briefly advocates the formation of a
committee of developers to create an open source-based API specifically for Linux IP
gaming. Here's a bit more on the challenges that the author says must be overcome for
Linux to succeed in gaming:
The problems for Linux are numerous, however, and need immediate attention. In
the first place, Linux needs a standard 3D API with broad support for hardware
acceleration. OpenGL is already available for Linux -- perhaps this would be the way to
go.
More important, Linux needs to support the vast majority of sound cards and their special
features.
Last but not least, Linux needs to support USB as quickly as possible. This is a subtle
performance issue that applies most of all to 3D gaming...
The Lord-X Home Page has a new release of
EZConsole for TRIBES, which allows simple point-and-click administration of a TRIBES
server.
Thanks to Anyware for the Blue's Clues masthead graphic that adorned the site yesterday in
honor of April Fools, he didn't intend it for that purpose when he sent it along a couple
of months back, but I think it served well (I got a positively frightening number of
suggestions to keep it). Doing the news on April 1 is getting pretty darned treacherous, I
think if I had to decide now, I'd plan on taking the entire day off next year and just
sort through the aftermath. If you didn't keep up with it yesterday, I have a fairly
lengthy list of April Fools stories from yesterday if you want a recap. Oh
yeah, according to the MDK manual, the initials stand for "Mission Deliver
Kindness." Finally, [A3D]HannoverFest sends along the following, inspired by the
Christopher Walken as Han Solo stuff yesterday. How about Walken as Obi Wan? "It's
your father's lightsaber. I've been keeping this uncomfortable hunk of metal up my ass for
a number of years now. Living out here all alone, waiting for the time when I could bestow
it upon you..."
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