Archived News:
An email from the observant (and lemony-fresh) Toilet Duck, points out an interesting
quote in the John Carmack interview posted earlier, a reference to 3Dfx's plans to
announce a part that supports 32-bit color. Here's how T.D. put it:
In the Mat interview, it's very interesting bit in the second file (about 8
minutes in), where Carmack is talking about 32 bit color. He says that "When they
finally announced that they would have this 32 part, Tiwirly was like, 'And this should
make John Happy', but I feel that the 3dfx situation is really unfortunate."
The name of the 3dfx guy isn't clear (It sounds like too-early), but you might want to
check out the interview at timestamp 8:10.
AFAIK, 3dfx hasn't announced ANY 32 bit parts (external, 3d, etc.), so this would be new,
non-public tech.
Action Xtreme interviews Wesley Davis,
Project Leader and Designer for Digital Platoon, eliciting some details about their
upcoming Unreal-engine Project V1. Included in the interview are three exclusive
screenshots with three more to be posted tomorrow with part two of the interview.
The Enternet Global Network site
has a new alpha 593 version of the EGN2 server-browser/chat software. Thanks BetaNews.
PCGamer's Interactive Interview
with Marc Laidlaw is online offering the answers to reader-submitted questions for the
man who wrote the story for Half-Life. Thanks Voodoo
Extreme.
Rust, the game editing design site, offers an interview with Ward Six's Dawn
of Darkness team talking about this upcoming Dawn of Darkness Quake II add-on, and
tossing in a half-dozen screenshots along the way.
The Qizmo page has a new version of the Qizmo
QuakeWorld proxy that fixes a bug in 2.60 that was causing random exits under Windows '95.
Thanks X-M4N. Qizmo is a full-featured proxy program for QuakeWorld.
The Rendition software download page
has posted version: 3.0 beta3a reference drivers for their v2x00 series of accelerators
(they're dated February 16). Thanks ]kaMpFsaU[. These drivers are Windows 98 native and
support DirectX 6, but are still Windows 95 compatible, and offer built in OpenGL ICD
support. A note on the page specifically mentions that "these drivers are NOT
supported by Rendition. Use at your own risk."
A follow-up on the id interview stuff posted yesterday in Mat 'The Lurker' Bettinson's cunning .plan comes
today in the form of a two part audio interview with John Carmack in .mp3 format. Here's part one of the John Carmack
Interview (5.6 MB) and part
two of the John Carmack Interview (10.3 MB), local copies, as always, thanks to Walnut Creek CDROM. Part one is a half-hour conversation
about Quake III Arena in general, and part two is about an hour, and is more technical in
nature, talking about graphics cards and networking, etc. Thanks Midiguy. Word is
that transcribed versions will appear in a Gamespot UK
article next week.
Version 1.01 of the Official
Duke Nukem Forever FAQ is online at Dukeworld
with new Q&A on the chances of a parental lock, the likelihood of a simultaneous Mac
release, supported sound and video APIs, and more. Also, while digging on Dukiness, Duke Nukem's Ascent to World
Domination is a new article at D.W. that, in the vein of the recent posting of all the
games in the Duke series on the 3D Realms website, looks at the series from Duke 1 to Duke
3D, and ahead to Duke Nukem Forever and the rest of the upcoming Duke line, as well as the
products spawned by series.
Threshold, Behavior pact
for vidgame pix is an article on Variety
that describes a pact between Threshold Entertainment and Behaviour Worldwide to finance and
distribute eight movies based on computer games including Duke Nukem, and Zork. Thanks
Spacklebeast. The article describes the Duke project as being on the fast track, and the
Zork movie "a darker and more romantic pic..."
Layoffs Continue at
Sierra is a GameCenter article that describes
a layoff of 30 employees at Dynamix, something to
which Tim Gift's .plan alluded. Thanks Lorien at GA-Source. Earlier this week Dynamix' parent Sierra
announced that it was closing four development studios (here's another GameCenter article on
that), including Yosemite Entertainment.
According to the article on the new round of cuts, the 30 employees represent about 15 percent of Dynamix's staff.
FiringSquad's
"Stepsister" SLI Preview gives a hands-on look at this new hardware setup
from Metabyte that allows parallel use of any
graphics chipset. The article even delves into the origination of the products icky name
(no offense to any stepsisters out there).
The Zero Division page has posted a bunch of screenshots from Tank
Fury, currently in beta. As the name implies this is a tank combat game, and they
describe it as a blend of Quake-style deathmatch in Animé-style assault tanks with
realistic racing physics and some pretty powerful weapons.
Making it in the game
industry is a CNN article that talks with
Interactive Digital Software Assn. President Douglas Lowenstein about the
"unprecedented growth in the video game industry" and how it presents difficult
challenges for developers and hardware manufacturers. Thanks dethkultur.
Word on Sniper.Net is Saturday March 13 they will be
holding a Teamplay Boot Camp in Vancouver for Starsiege TRIBES and (if available) TeamFortress Classic.
- Here's an FCC
ISP FAQ with a string of TLAs on the new ruling that should ease your mind. Thanks
broken...
- The final release of the UKPAK
level pack is out, offering eight four-on-four teamplay maps for Quake (1) done by a group
of UK mappers...
- A new version 1.04 of the Powertweak program
that promises to optimize your processor and chipset to work together is out. Thanks Tweak3D...
Off to GamesCon in Toronto mid-morning, just spending these last few hours alternating between filling
the BlueJet and myself with anti-freeze (just kidding, you shouldn't drink and fly). I
should be able to check in and update in the early afternoon. I was channel flipping
yesterday and saw the portion of E.R. where they play Doom against another hospital
("shoot him with the BFG-9000!") pretty wild stuff.
Sad news, Culture
News from Wired News reports the end of MST3K.
Thanks Randy Perry. "If you're wondering how he eats and breathes and other science
facts (la-la-la), Just repeat to yourself, 'It's just a show, I should really just
relax...' for Mystery Science Theater 3000!"
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:
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