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Thursday, Apr 08, 1999

  

New Daikatana Shot

The Burpfish Network (the Burpfish lives?) has posted a new screenshot from Daikatana that was obtained during tonight's chat. The shot's from a level by Stevie "KillCreek" Case, and here's the quickie description I got from ION Storm's Bobby Pavlock:

That's a scene from the loading bay of E1M4 - the crematorium, I believe. The monsters you see hovering are the DeathSpheres, the robot is the RageMaster, and the fat guy and skinny guy are 2 worker NPCs.

Female Frag Fest

AllGames gal Bobbi sends along word of a new LAN party/online competition being put together by the CPL, HEAT.NET, and AllGames. It's an all Female Quake 2 tournament called the Female Frag Fest, and the whole thing starts as an online tournament, but the finals are being held at a LAN party here in NYC. Go get the scoop from the press release.

PGL Finals/Finalists Announced

The PGL finals have been announced (see press release) along with the finalists in both the Quake 2 and Starcraft categories. The finals will be held on May 21 - 22 at XS New York, right here in sunny Manhattan. Profiles of all the winners can be found on the PGL's site as well.

Half-Life Model Viewer

chUmbaLum sOft (jeez, and I thought my caps were weird) has released v1.0 of their Open GL Half-Life Model Viewer, along with its corresponding source code, which according to the developer is ready to port to X11.

Graeme Devine Q&A

Computer Gaming Review (newly spun off from Warzone) has posted a short Q&A with id's Graeme Devine about Q3A. So short in fact, that Apache fired the whole thing off in his mail, so with thanks to CGR, here's the poop:

CGR: How will Quake3 Arena's bots raise the bar in terms of AI and performance over exisiting bots?

Graeme Devine: Our bots don't follow set paths or "waypoints", they have the luxury of being able to work with the level designer's map data directly to preprocess their data, something existing bots cannot, and that gives us a database which has superior information.

CGR: How are the physics going to be different in Quake3 Arena compared to Quake and Quake 2?

Graeme Devine: Obviously being the same brand name as Quake and Quake 2 we've not messed with the physics too much. We've added jump pads and acceleration pads to speed up navigation around the levels and that makes the biggest difference to gameplay physics. A jump pad replaces all ladders in the game by blasting you off the ground and into the air, while an acceleration pad accelerates you in the direction it faces.

On TRIBES Tools

An update to the Starsiege TRIBES Status Page by Mitch "Skeet" Shaw gives the skinny on what to expect from the tools that will be released with the upcoming TRIBES 1.4 patch (now in Q/A). Thanks Datumplane::Starsiege.

Welcome back to Skeet's Update Corner (the acronym says it all). By now, you probably all know that the 1.3.12 patch is finished and distributed, and now we're getting busy working on 1.4. The tools package is in QA right now, and we should be edging ever closer to giving that bundle over to you folks. I've heard some concern over what might or might not be in this tools release, so here's a quick rundown: MakeSkin -- the utility we released a couple of months ago to process your custom skins (just in case you didn't grab it the first time)

Matilda -- this creates DMLs, which ZED and other utilities use.

MaxShapes -- contains the 3DStudio Max plugins to export DTS shapes, along with a heaping helping of the MAX files and bitmaps we used in TRIBES.

Missionlighting -- the executable and script file needed to relight missions. These were also in the 1.3.12 patch, but in case you didn't get that patch, here they are again.

PicaNew -- an advanced utility that allows you to process 24-bit textures into 8-bit textures, create palettes or remap textures according to an existing palette.

VolumeTools -- utilities for manipulating .VOL files. Includes VT (create volume or add file to volume), VMerge (add the contents of one volume to another), VTList (list contents of a volume), and Extract (I think you can guess what this one does).

ZEDTools -- the set of programs that allow you to create interiors (buildings, rocks, etc) and process them for use. Includes ZED (actual interior editor), ZEDbuild (interior processor), ZEDlight and ZEDshape (two programs called internally by ZEDbuild), some example shapes, and a nifty HTML manual cooked up by Diamondback himself. Consider yourself warned.

MiscTools -- all the stuff that didn't get lumped in somewhere else. Includes Mipmake (create mipped versions of bitmaps), TexTable (generates a DML and lookup table for terrains), and a HTML manual for the mission editor.

Beta Test Homeworld

For the 3D strategy fans out there, WON.net is looking for a few beta testers for Homeworld. Here's the details:

We're looking for a few good space soldiers to shake out the Homeworld Vessels and the new WON.net multiplayer system in a live environment. Beta testers are expected to play a lot of Homeworld on-line over the next two weeks and report bugs, discuss issues on the WON.net message board dedicated to Homeworld and tell us what you think.

If that's up your alley, head over to their sign-up page and apply.

Team Fortress Classic Guide

Mod Central's Guide to Team Fortress Classic to help get you going in the right direction in Valve/Team Fortress Software's just-released add-on for Half-Life.

Drakan & Oni Previews

There's a Drakan Order of the Flame Preview on GameSpot UK and an Oni Preview on PC Paradox, looking ahead at these two third-person action games. Thanks Billy.

SS2 Not Delayed

According to The Adrenaline Vault News, recent rumors of a delay in system Shock 2 are not true (thanks again Billy). Here's the poop from AVault:

First Electronic Arts announced that the 3D action-adventure System Shock 2 had been delayed until the fall. When we contacted them to obtain a comment regarding the reasons, we were directed to TSI, the game's public relations agency, which today told us "The game will be shipping this summer." Now that is a release date confirmation we can smile about.

Hardware Bits

The loonster has definitely come up with a handy way to compartmentalize some of the day's doings in the world of hardware by combining a few bits into an afternoon byte (don't spoil your dinner): First, there's a Voodoo3 Overclocking Guide & 3500 Info article on Sharky Extreme discussing planned availability of 3dfx's top-of-the-line V3 accelerator, as well as the first info on how to overclock a V3 for the true performance freak. Similarly, the front page of Hot Hardware has some info on their experiments in overclocking a pre-production TNT2 they've gotten their hot hands on, showing results after pushing the memory clock up to 180 MHz. Finally, Matrox G400 Screenshots with Environment Mapped Bump Mapping is a piece on GA-Source showing off the Matrox G400's environmental bump-mapping feature with screenshots of Descent 3, Slave Zero and Speed Busters.

Hired Guns Shots

There are eight brand-new Hired Guns screenshots on GA-Source showing off this upcoming Unreal-engine game from Psygnosis and Devil’s Thumb Entertainment that follows up on the old Amiga game of the same name. This action/strategy/RPG hybrid that divides your screen into four first-person views (to allow you to act as any of the four members of your team), is expected to be released sometime this Spring.

Unreal 224, UT Demo Soon

According to FGN Online, Unreal version 224 is on its way Real Soon Now, and Unreal Tournament will not ship before E3. Here's the skinny:

The release of the 224 version of Unreal in nearing. In addition, despite a tentative March or April release expected for the obviously excellent Unreal Tournament, Epic has confirmed that the game will not ship before E3. Mark Rein, vice president of the developer, has given details as to a demo release, as well as the emergence of the latest version of Unreal. "There will be a demo of Unreal Tournament sometime prior to it's retail release," he confirmed. "I don't know if we'll do a public beta or not. We'll be releasing the 224 update for Unreal sometime soon and it's got a lot of the same underlying code as the current build of Unreal Tournament, so it should serve as a pretty good test for shaking any engine-related bugs out of Unreal Tournament. We'll certainly be watching for bugs with much enthusiasm.

Unreal: Odd No More

According to an interview with the Daily Dementia with Oddworld head Lorne Lanning, the next title from the company will no longer be using the Unreal engine (thanks FGNOnline). Here's a quote:

The problem with licensing game engines in general, is they're very highly and specifically designed to specific performances, and the reason Unreal shined well in its day, was because it was very hard-wired into a specific way of utilizing its own world and the hardware specifics of that time...but when you want to extrapolate and make more complex worlds, and really break a lot of the rules that have existed, then those tools don't seem to have as great of an impact as you hoped they would, because they're kind of embedded in a history...in the final analysis, it looks today as though we will not be using Unreal.

Voodoo Transition Tip

If you're one of those people who's planning on upgrading from a Voodoo 1 to one of those newfangled Voodoo 3 cards, take note of this bit sent along by Mark Muller of Volition:

I added a few Voodoo 3s to our stable here today and when upgrading from voodoo 1 to the 3, I encountered problems if *all* voodoo 1 driver files were not removed before installing the new card. This includes, but is not limited to the following: glide.dll, glide2x.dll, glide2x.ovl, sstinit.dll, dd3dfx.drv, dd3dfx16.dll, dd3dfx32.dll, and fxmemmap.vxd. If these files aren't removed, chances are the machine will lock on running any 3d accelerated game. Upgrades from Voodoo2 went smoothly with no extra steps needed.

I'd suggest doing a HD search for these files before you install that new card, as Voodoo 1 uninstall programs have been known to leave these lingering around.

Presto!

Presto sends along word that version 0.93 of the Presto Pack for Starsiege: TRIBES is available, adding a new feature (a client-side muting menu) and fixing enough bugs that anyone who's got an earlier version will want to upgrade as soon as humanly possible. Snag that over at the Presto Pack Page (try saying that six times fast).

Quake III Arena Preview

There's a big Quake III Arena feature on PC Zone offering a look at id's upcoming shooter (note: since this story was posted, they've added a registration form, so you have to submit info enter the site now). The piece has a Q&A sidebar with John Carmack that includes some subjects like John's favorite games, and his one fight in high-school (a victory no less), as well as a load of answers from members of the id crew to various questions about the game. Also included are several screenshots of action from Q3A. Here is a quote from John Carmack about the state of progress in Quake III Arena in the war against 'net lag:

Carmack: "Jerkiness is the characteristic of Net play that has been most improved. Almost all visual effects are either cued for local running, or presented in a parametric or other extrapolatable form, so that when packets fail to arrive on time, most of the world continues as expected without a visible hitch. Of course, if your Net connection really craps out and you don't receive any new packets for several hundred milliseconds, the action will reach the reasonable limits of its predictability. Perceived lag has been decreased by allowing more actions to be handled completely on the client side, without having to make a round trip to the server. Weapon cycling, falling/stepping/ walking view feedback, and weapon muzzle flash/sound feedback are all done locally now. The actual effects of your actions on the world and other players still requires a round trip to the server, so lag isn't gone, but it is improved over all previous efforts

Low-Poly Love Doll Challenge

You read that right. A public grudge match has broken out, thanks to LamingInsider, id Software's Paul Steed, and Ritual's Murphy Michaels. The challenge? To create the best sub-1000 polygon female model in an, "interesting pose." The first round is to create the model, the second, to create an original skin and 90 second animation. The stakes as set by Paul Steed are:

If I don't win then I'll convert, animate and deliver the winner's model as a Q3:A md3 before the game ships. Note, this model will be game-ready but not ship with the game.

Entries for the first round must be received by May 1, so get cracking. The winners will be determined by the public, but the artist's names will be withheld until the contest is over (so no stuffing the ballot for Steed, ladies). If you're wondering how this whole thing started, read up on the history, it's definitely entertaining.

Half-Life Editing

Very hot on the heels of the release of the Half-Life SDK come a pair of Half-Life editing stories: First, Wavelength, the Half-Life editing site, has posted a pair of new tutorials on creating Half-Life mods, one on getting started, and the other on creating a three bolt crossbow. Second, the Rust editing site, has begun the Gamedesign.net Half-Life Forum where mod makers can exchange ideas and such on Half-Life programming.

Demo Specs Updates

Dr. Uwe Girlich updated his Demo Specs page with new versions of a couple of his comprehensive demo utilities:

Dr. G also passed along the following about duplicating his prodigious efforts at doping out the innards of demo recording in the future for Quake III Arena (this is a reference to how the data provided by his work can possibly be used by those looking to exploit the game code):

I would like to use the opportunity to make clear that I wont publish any information on the upcoming Quake 3: Arena demo format without an (at least half-) official approval of id software. This may harm the movie community but whoever heard the (leaked) interview with John Carmack (2nd file, last 15 minutes) knows about the problem. I wont risk any legal consequences.

Daikatana Chat Tonight

Tonight at 8:00 PM CDT (9:00 PM EDT), Planet Daikatana will be hosting the April edition of the monthly Cabana Chat with the Daikatana team members to discuss Daikatana's status and more. The chat is in IRC at 'www.ionstorm.com' #ion, or you can connect through the online button on the Ion Storm website.

Gore Editor Shot

There's a gl editor screenshot on the 4D Rulers page showing off the 24-bit color OpenGL editor they are using to create their upcoming first-person shooter, Gore.

Half-Life International

Frans from 3D Action Gamers sends word they've posted the German/French/Italian/Spanish Half-Life v1.0.0.9 patches with Team Fortress Classic to the 3D Action Gamers' Archive Half-Life page. Frans says these files are also on ftp.won.net/pub/half-life/.

Song of Death for Quake

The Song Of Death Homepage has version 1.2 of the Song of Death teamplay mod for Quake/QuakeWorld. SoD offers Capture the flag with six different player classes, 19 new weapons, and new Song of Death maps.

New Quick Start

Sloshy Software Inc. has the new version 2.38 of their Quick Start - Eraser Bot Wizard, their front-end for the Eraser bot for Quake II.

Competitions

Reviews

etc.

  • In print: Several readers have written in to point out John Carmack and his fabulous Ferraris are featured in the May issue of Car & Driver magazine. Also, Jeff sends word that the "Readings" section in April Harper's Monthly (pp 30-31) includes several bios from the PGL page in an article titled "She Got Game." Included are Kornelia, Pookie, Mystique, and Jasp...
  • GameCenter's 3D Graphics Chip Scorecard has been updated...
  • Blizzard Chat Session 7 April 1999 transcript is online with all the Diablo II discussion...
  • Just Coolin Around is an article on HardOCP's recent success overclocking a 300 MHz Celeron to 600 MHz, now offering benchmarks...
  • The Glide Underground has news of their tangles with 3dfx that has resulted in the removal of all their Glide wrapper emulators...

Out of the Blue

BlueTracker is only partially fixed -- the .plan files no longer generate an error when there's a database problem, but rather display the last .plan posted by that author. But it is still messing up the new .plan entries, so I'm hoping we can fix that today. The new LAN Parties page is shaping up quickly, I think that will be up soon too. Phoebus passes along word that once you make one of those IE5 icons for a site, it doesn't change even if you switch the file, so I don't know how to update it to the transparent version for those who already have it (oh well). Someone wrote in saying it was 'ironic" that I used an IE5-only icon with my "any browser" stance. That's that cheesy form of Alanis Morrisette kind of irony: The site has images, but supports text-only browsers too (yeesh). By the way, I changed the link on this page, but I want folks to be aware that if they send in news and they want both loony and myself to receive it, please use the news@bluesnews.com email, rather than the blue@... one. Thanks!

Link of the Day: Anvil Firing. It's been a while since we've had dangerous experimentation on the LoD. Today's edition is a bit more low tech than the usual fare here, but still fun. Thanks Rich LaPorte.

Wednesday, Apr 07, 1999

Half-Life Patch Tips

If you're having trouble installing or connecting using the new 1.0.0.9 Half-Life/TeamFortress Classic releases, perhaps one of the following pair of tips sent along buy readers will help. Here the first one from ExsMediocre:

A lot of people are having problems connecting to 1009 FinalTFC. The 1009 TFC LAN patch installed a client.dll under tfc/cl_dlls dir. this file is not used or overwritten with the 1009 Final patch. If this file is still in your TFC dir you get an error about conflicting client.dlls and it will not allow the connection. The simple fix is just to delete this dll. Everyone including server operators need to remove this dll.

Even uninstalling HL first and then reinstalling does not fix this unless you delete the HL dir before reinstalling.

And there's this, from JB:

Problem : Error in setup, incorrect language settings when installing the 1.0.0.8->1.0.0.9 patch with Lan Party TFC patch already installed.

Fix : Change the ShortTitle entry in the sierra.inf file from "HALFLIFELAN" to "HALFLIFE"

George Broussard on New Tech

GuruTech has posted the answer to a one question Q&A with 3D Realms' George Broussard talking about the new Sven Technologies' Multi-Resolution Geometry technology that they just announced would be included in Duke Nukem Forever (story). Here's the reply (kinda hard not to gank the whole thing):

George Broussard: We've had the stuff in for something like 5-6 months. It dropped it in initially in a couple of days. We tweaked things over a couple of weeks and have had no problems. The game will benefit from drawing less polys than it needs to. DNF is a test bed for the technology for us, but I see no reason not to consider it for future games. It saves you from re-inventing the wheel.

Team Fortress Classic GameSpy Tab

[TF] The Cleanser sent along a GameSpy tab so that users of this server browser can easily find servers running the newly released Team Fortress Classic for Half-Life. Here's a local copy of the teeny tab (300 bytes), along with mirrors.

Hardware Bits

WinHEC this week means lots of hardware news...NVIDIA issued a couple of press releases today, first announcing their support for TeraLogic's DTVPC system (allowing HDTV to be viewed on your PC) and second announcing their plans to integrate "transform and lighting" processes into their products. What the heck does that mean? Here's an excerpt:

By moving T&L calculations from the CPU to the graphics processor, there are more cycles available for modeling physics, artificial intelligence, character behavior and game play; areas that are severely lacking in modern applications. The benefit is two-fold, a world that both looks and behaves realistically.

In non-NVIDIA news, new reference drivers are available on Rendition's downloads page for Verite V2x00 based cards. These are Windows 98 native, and fully DirectX 6 compliant. Thanks Assassin. Finally, there's an interview with Dan Wood on GA-Source talking with Matrox' Senior product manager about the recently-announced additions to their upcoming G400 line.

New Kali95

Kali-guy Brian Hayes sends word that a new version of the server browsing Kali95 has been released. This version adds support for Delta Force, Red Baron 3D, Team Fortress Classic, Railroad Tycoon 2, South Park, Demon Star, Starcraft and Brood War V1.05 and Wages of Sin. Phew! Snag that over at the Kali homepage.

Talkin' Bots

Ritualistic has posted an interview with RiEvEr, the author of the ReDeMpTiOn bot for Sin, entitled, "Walk forward. Stop. Fire." (Thanks Hexagon).

New BattleComm

ShadowFactor Software has released a new version 1.2 Beta 4 of their BattleComm (formerly known as "BattleField Communicator") client software, along with version 0.90 Beta 5 of the server. This program allows real-time voice communication in multiplayer games, even for modem users, and the new release fixes some bugs, extends the beta expiration date, and adds support that allows the activation of BattleComm through ICQ.

Unreal Tournament Screenshots

PlanetUnreal has posted a few more new screenshots from Epic's upcoming Unreal Tournament, these showing off two more weapons, "the Enforcer," and "the Translocator." They also have posted an extensive preview of RealCTF, an upcoming free CTF mod for Unreal.

DOS not DOA?

Just when you thought it was safe to install NT...News.com is reporting that Microsoft has another DOS based operating system in the works, to be released sometime in the year 2000. This is contrary to previous reports that their next consumer OS would be based around an NT kernel, and not DOS based. Regarding whether it'll be a new version of Win98 or something entirely different seems to be in dispute, as the article has conflicting reports:

Microsoft, in fact, seems to be debating the issue itself. While Ballmer called the OS a "new version" of Windows 98, a Windows product manager placed it in a "new generation" category.

"Don't think of it as a new version of Windows 98," said Mike Nichols, a Windows product manager. The upcoming OS will be based on the same code, but will contain a number of new features, he said.

Win98 StepUp Free After All?

'StepUp' Windows 98 release on tap is a ZDNN story that says: "Users who were distressed at the thought of paying Microsoft Corp. $89 for a minor upgrade to Windows 98, take heart," as it follows up on the announcement reported yesterday (story) that the Win98 StepUp program to fixes bugs, etc. would be fee-based, with word that "Microsoft has multiple -- not just one -- upgrades to Win98 up its sleeve." Thanks Maverick. Here's a quote:

But the company also is readying a CD-only, non-retail upgrade for existing Windows 98 customers at a substantially reduced price. Like the full edition, the upgrade will include fixes plus new features. Microsoft plans to sell the CD direct only, as its low cost will prohibit it from being a product of interest to resellers, says Windows product manager Mike Nichols. Nichols said the company has not decided on pricing.

Kingpin Interview

There's a Kingpin: Life of Crime interview on 3D Spotlight talking with Ryan "Ridah" Feltrin from Xatrix Entertainment about Kingpin, the upcoming Quake II-engine game that puts you smack dab in the heart of the underworld, with the goal of clawing your way to the top of the mob. The piece also offers a handful of screenshots.

Heavy Gear II Shots

Beyond 3D has posted some new screenshots showing off Activision's upcoming Heavy Gear II running on a TNT at 1024x768 resolution, using 32-bit color.

MDK2 FAQ

Version 0.5 of the Unofficial MDK2 FAQ is online, with a preliminary set of Q&A about the upcoming sequel to MDK.

Tomb Raider II Gold Announced

Eidos Interactive Announces Tomb Raider II Gold. Word is a playable demo of the new reworking or TR2 will be available on GameCenter on April 22. TRII Gold will be free to those who already own TRII.

K7 Poop

Sharky Extreme's Weekly CPU Prices update offers some early skinny on AMD's upcoming K7 CPUs, discussing details gleaned from off-the-record discussions with two of the firms that currently possess Alpha K7 systems, discussing indications that the K7 is more on a par with the PIII, rather than its clear superior.

Team Fortress Classic Released

As planned, Team Fortress Classic for Half-Life has been released, which will update your Half-Life executable to a new version 1.0.0.9. You can get the patch via the Half-Life auto-update feature, or here are pages with local copies and mirrors of all four new releases. Here is the 1.0.0.5 to 1.0.0.9 update (20.5 MB), here is the 1.0.0.8 to 1.0.0.9 update (19.0 MB), here is the Standard Half-Life SDK (13.5 MB), and the Standard SDK source code (713 KB).

Voodoo3 In Stores

3dfx sends along a couple of press releases, this one to announce Voodoo3 accelerators would be on the motherboard of the next line of Packard Bell computers, and this one announcing that the Voodoo3 2000 and 3000 are in stores as of today, the 143 MHz V3-2000 accompanied by an Eidos game sampler, and the TV-out equipped 166 MHz Voodoo3 3000 offering a bundle of Need for Speed III, Descent 3 Sol Ascent (a five level version of the game), and Unreal, along with a coupon for Unreal tournament, when it is available. The release also outlines US and European availability and pricing for the cards. Here's some info they've included about some benchmarks they commissioned:

According to ZDTag test results released today, the blistering real-world performance of the Voodoo3 2000 and 3000 handily outpaces the non-3dfx based competition's most powerful shipping products the nVidia TNT-based Diamond Viper V550, the S3 Savage3D-based Hercules Terminator Beast, and the ATI Rage 128-based Rage Fury.

In Quake II time demo testing*, ZDTag found the Voodoo3 3000 scored an astounding 95.7 percent faster than its nearest competitor, the ATI Rage Fury. The tests, conducted at a resolution of 1,024 by 768, also found the Voodoo3 2000 is 68.8 percent faster than the ATI card. Complete test results are available today at http://www.3dfx.com/.

New EGN2

The Enternet Global Network page has the 621 alpha version of EGN2, their program that combines a server browser with an ICQ-type chat client. From the page: "This build was mainly released to get in the new Tribes server support. GameScan and other gaming features are being worked on at the current time."

TNT2 Previews

Computer Games Online previews the TNT2 (thanks Billy). Also, Hot Hardware has posted a preview of the Leadtek Winfast S320 II after a hands-on look at a pre-production version of this upcoming TNT2-based accelerator. The board in the Hot Hardware article has a 150 MHz. core speed and a 170 MHz. Memory Speed, but the clock speeds for the TNT2 are not hard and fast, as this quote from the CGO article explains:

The actual speed of the cards will vary widely, depending on what the hardware manufacturers want to make. The least expensive TNT 2 cards will probably have the core processor at a clock rate of 125MHz and the memory clocked higher. This will deliver a fill rate of 250 megatexels per second, quite a bit more than the 180 delivered by current TNT cards. NVIDIA is recommending that high-end TNT 2 cards be clocked at 150MHz with a 183MHz memory speed, but there are already plans by hardware manufacturers to go higher. At least one brand of TNT 2 card will be sold at with a 175MHz core and 200MHz memory clock speed. This translates into an impressive 350 megatexles fill rate—nearly twice the current TNT. Some users may remember that NVIDIA's claims for the speed of the original TNT couldn't be met. The company is being more conservative this time around, and already have parts in-house running faster than the 175/200 speed that some high-end cards may use.

New Half-Life Server List

Here is a new TeamFortress Classic Server List on Evildead.com. Server operators interested in being added to the list should go here.

Robin Walker Interview Revisited

A Netscape compatible version of WarZone's Robin Walker interview is now online for those who had problems with the MSIE-only version that was posted yesterday.

TRIBES Tidbits

PlanetStarSiege has posted an updated cowboy HUD for TRIBES, which, when used with Presto's Tribes Presto Pak allows you to keep tabs on the last enemy that killed you. Also, the technical FAQ at Planet-Tribes has been updated, and now even includes illustrations. Finally, there is also a tip on PlanetStarSiege from Tribesplayers.com on how to ping and refresh TRIBES servers faster if you have a fast Internet connection by editing your ClientPrefs.cs. Here's the scoop:

Edit your ClientPrefs.cs file and find the lines that say '$pref::maxConcurrentPings = "10";' and '$pref::maxConcurrentRequests = "6";'. You can increase these values to get faster refreshes of the server list. But be warned, this is recommended only for people with cable modems or faster connections. Mark "GotMilk?" Frohnmayer suggests that 64 is the practical upper limit on these values.

Duel QW Mod

Quake'N Down Under News has a new release of the Duel mod for QuakeWorld, offering a newer and more stable version of this competition mod.

Grissly Half-Life Front-end

Version 0.6 of the Grissly front-end for Half-Life is now available from CrazyPete´s Toolbox, offering a fix for the "Developer Mod Bug," Half-Life 1.0.0.9 support, TeamFortress Classic support, and dedicated server support.

Want Ad

The Want Ads are the next feature in line after the LAN Parties to get automated (which should go online very soon), but in the meantime, I got a request to post some spots for a programmer at Bethesda Softworks that seemed worth passing along here:

We're looking for programmers with a wide range of skills: Tools programmers, lead programmers, and programmers with a history of design. But mainly we're looking for the ability to code in Windows, C++, Open GL and DirectX like nobody's business -- we're talking kick-ass skills combined with enough self-confidence to help us shape the future of gaming. Previous game programming experience is desired, but if you've got a killer demo reel you've cooked up yourself we're willing to talk. Works well within a well-managed team environment and has the motivation to push the boundaries. Please send resumes via e-mail, snail-mail or FAX to: Todd Vaughn Director of New Business Development Bethesda Softworks 1370 Piccard Dr. Suite 120 Rockville, MD 20850 (301) 926-8300 Ext. 362 Fax: (301) 926-8010 ICQ# 28848359

Competitions

Engbat Tourney is a tournament for Engineers in TeamFortress for Quake that says it's offering $1,000 in cash and prizes.

Reviews

etc.

Out of the Blue

Well, it seems like whatever went out of control on the hard drive on the server yesterday is under control, but it has left the BlueTracker in a state of disrepair. I'm looking into the problem, but until it's straightened out, the .plan updates output an error (along with a note to contact me, but I'm aware already). Hopefully we'll get this straightened out soon enough (darned technology). More on the little Blue smiley icon for IE5 (only, unfortunately) users: I want to thank Morbid for making a version of the blue smiley with a transparent background, which I may use, but I also want to acknowledge 6|Red-Death, who originally sent along word on this trick a while back, along with an icon of his own (I didn't see the included icon at the time--doh!). I've changed the icon for his, which is perhaps easier to make out, though it may take a while to show up (I don't know what the deal is on caching with these icons is, but it seems awfully persistent). Finally, I do not know why it does not work on the index1 that offers headlines, but unless a solution offers itself, headline aficionados will have to suffer iconless (I've always been an iconoclast).

An apology: I confused a Brainiac reference with a Bizarro reference yesterday. Don't know what me was thinking... me am sorry (I pulled the reference in embarrassment once a couple of readers spotted it with their X-Ray vision).

Link of the Day: Seattle Weekly's April Fool. You would not believe the number of emails I got from frightened readers who bit on this one.



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