Archived News:
A new beta 2 of version 1.2 of the BattleCom
client, and beta 4 of the server are now available, offering fixes for issues with Beta 1
and extends the beta expiration to March 23, 1999. BattleCom is a program that provides
in-game, real-time voice communication for up to 64 players, and is designed to work using a 28.8
modem.
Another news tidbit from the recent John Carmack interview has been pointed out by several
readers. Thanks Bagpuss and Denison for being the first to point out that at about 37:10
of the second interview, though he doesn't say it will happen for certain,
John states that he is considering releasing the full Quake source code
"probably around Christmas, or something...", but realize that it's not a
promise, as he clearly says, he "hasn't actually committed to it."
ION Storm's John Romero updated his .plan with word on the imminence of the Mplayer version of the
Daikatana Deathmatch Demo, to be followed by a LAN and general Internet ready version of
the demo. Here's the skinny:
The modem interpolation bug was fixed just a couple hours ago. We're finishing
off some remaining polish and sending it off to MPlayer for their final testing phase. We
will be releasing the demo in the Practice Area of MPlayer first (limited release), then
into the Tournament Area when Practice is through with their testing. When it gets into
the Tournament Area, everyone can download it and try it out.
About a month or so later, we will put up the Internet Deathmatch Demo release so you can
play over LAN as well and start up your own servers. Just remember: this demo is only for
the first episode of Daikatana's deathmatch. Each of the remaining 3 episodes have their
own different deathmatch feel because the weapons are all different. It's like 4
deathmatch games in one. (And one single-player game in one. :)
We've been working hard on getting this demo together and I hope everyone likes it. Sure,
it's taken us a little longer to get polished, but it will be worth the wait. No use
releasing a shab demo.
The 4D Rulers News page has been
updated with several bits of news about the development of their upcoming first-person
shooter, Gore. The update explains the lack of screenshots recently, gives an updated
release date of Fall '99, and gives news of a public playable networking demo that will
have one or two levels, around four weapons to give a feel for Gore multiplayer, and allow
them to get bug reports and feedback. Word is they're not sure when it will be done, they
are shooting for April 15.
GA-Source interviews
id's Christian Antkow asking Disruptor about his history in gaming and real-life
stuff, rather than being focused on id or Quake III Arena as part of their Gamer Among Us
series.
Tweak3D's guide to Tweaking
Shogo is online with tips on how to enhance your gaming experience playing Monolith's
Shogo: Mobile Armor Division with ways to tweak your hardware for improved framerates. It
was written specifically for the TNT, but apparently offers benefits to users of other
video cards as well.
An email from PCGaming World's Mat Bettinson responds to some of the implications of the
questions asked in Chris Spencer's follow-up with Mr. Carmack about the recently posted
audio interview:
Clarification time.
> 2. The interview sounds like it was somewhat off the record. When
> you mentioned 3DFX's future plans for a 32 bit part, that sounded
> like a breach of NDA. Was thi interview meant to be off the record?
> If it was, then what are your thoughts about having your off the
> record comments posted up for wide release?
One doesn't fly to Texas and go to id's office to interview the staff 'off the record'. I
also work for PC Gaming World, not Computer Gaming World which is our US sister magazine.
CGW's Robert Coffey conducted their own interviews on the same day.
URL link for PC Gaming World is http://www.pcgw.co.uk/
- like CGW, our official web site is Gamespot, with us it's Gamespot UK.
My decision to sample the interviews and make available via my web page, and also to post
an unofficial informal Quake 3 Arena preview was not taken lightly. I did it because I'm a
fan of id's and there was a lot more material than I could use in the official PCGW and
Gamespot features. However I have made efforts to remove unsuitable comments from the
interviews, both those that have been released so far and those that I'm yet to release,
pending id's approval, on my unofficial .plan preview.
Action
Xtreme interviews has part two of their conversation with Wesley Davis, Digital
Platoon designer/project leader, about their upcoming Unreal-engine game, Project V1,
posting another three screenshots along the way.
The Qizmo page has a new Qizmo fix available, version
2.62 fixes problems in the recently released 2.60 and 2.61. Qizmo is a full-featured
QuakeWorld proxy program. Thanks X-M4N.
A follow-up on the quote from John Carmack yesterday about 32-bit support from 3Dfx: As
several readers pointed out that the Tiwirly the quote refers to is actually Gary Tarolli.
Finally, Christopher L. Spencer sent along an exchange he had
with John about the revelations in the interview.
> After listening to the interview you did with Mat Bettinson
>for Computer Gaming World, a few questions have come up. A lot of
>speculation is going around on messageboards and the like. I thought
>I might get some answers so I could write an article clarifying some
>issues raised by your interview.
Feel free to forward this around.
>1. You are taking over bot development after Q3ATest. Does that mean
>you have lost confidence in John Cash's ability to code a bot that can
>stand up to critical review?
I'm just going to start working on their tactical behavior. Cash has the navigation and
strategy code pretty close to finished.
The bot code IS lagging the rest of the game's development, though.
>2. The interview sounds like it was somewhat off the record. When
>you mentioned 3DFX's future plans for a 32 bit part, that sounded like
>a breach of NDA. Was this interview meant to be off the record? If
>it was, then what are your thoughts about having your off the record
>comments posted up for wide release?
I try to operate as if everything I ever say is "on the record". 3DFX is
obviously working on a 24 bit part. I am looking forward to the time when I don't have to
make complex qualifications about anything I say regarding 3DFX.
>3. There are plans for a petition to put in 3D sound for Q3A. You
>are known for not bowing to public pressure. Would a petition make
>any difference at all to you?
Petitions and public outcry make absolutely no difference to me. My mind can be changed be
argument or evidence, but not by vote.
The real issue is that 3D sound just doesn't excite me very much, and I have thousands
(literally) of other things that I can be working on.
However, as I have been informed, A3D does work on NT, so there is a decent chance I will
implement some support for that.
>4. About the "Beginner Levels". Given the fact that Quake 3 Arena
>requires a basic level of 3D accellerated hardware, what guarantees
>that your Average Joe would buy the game anyways? It seems to me that
>having basic levels to introduce your dad to 3D shooters is mutually
>exclusive with the fact that it requires that your dad may very well
>might not have any reason to have a 3D accellerator.
"3D accellerator" includes the rage pro, which is basically the standard pentium
II video card by volume. Riva128 also works fine, and now permedia II can at least limp
along. That covers plenty of market. You are very hard pressed to buy a computer without a
3D accelerator in the last year or so.
Anyway, a lot of experienced players will love the simple maps.
>5. Can we have a definitive answer here as to whether bots will be
>available for the teamplay modes such as CTF?
They don't function that way right now, but it is our intention that they will.
John Carmack
The unofficial Half-Life FAQ has
been updated to version 2.27. Thanks Voodoo
Extreme.
Sharky Extreme's first
glimpse at Mortyr looks at the upcoming WWII FPS from Interactive Magic. Also 3D-Unlimited has posted the last of
their half-dozen Mortyr shots.
Half-Life Editing Resource Center has posted
a guide for newbies to get started editing levels with Worldcraft 2.0.
Next-Generation Online
Descent 4 Details talks with Volition's President, Mike Kulas, with exclusive
development news on Descent 4. Thanks Voodoo
Extreme.
- The Pentium III Serial # control utility is now available, allowing P3 users to disable
or enable the serial number function in the P3 here.
Thanks Jon Underwood...
- The Webdog page has the release of the source code
for the Webdog gamesite monitoring utility, including the last official build from early
January. The source code is covered under both the GNU Public License and an extra license
agreement Webdog programmer Bagpuss...
Had a great first day at GamesCon, I got to see a
few of the games being shown off here, talk to a bunch of folks, and see the worst lounge
singer in the universe. All-in-all a fun, if not always typical event. I'm suffering from
some manner of food poisoning, or traveler's stomach or something. Zoid has been hanging
out with me while I prepared this update, and since he had to listen to me throwing up, I
thought I'd share that with all of you too. =]
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!"
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