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Friday, Apr 09, 1999

  

WorldCraft 2.1 Released

Shane "Fishman" Sherman sends word that WorldCraft 2.1 is out, and available for download over at GameDesign.net. You'll note that this version is only for Half-Life. Here's a list of changes in the new version:

  • Fixed crash when selecting large entities (the TFC entities for example) after placing them in the map.
  • Moved registry keys to be independent of Worldcraft 1.6, so now 2.1 can coexist with 1.6.
  • Added a new mouselook navigation system. Press 'z' to toggle it on/off. ASDW keys work like in Half-Life. This system can be disabled from the 3D options page and everything should work the old way.
  • Streamlined memory allocation to be more economical.
  • Fixed a crash when an entity in the game data file had a type "flags" or "choices" variable and another variable of the same name but with a different type. The only way to test this would be to add this error to the FGD file.
  • Added an autoupdate utility so that Worldcraft can be updated over the internet.
  • The old lights.rad has been renamed valve.rad. The new lights.rad contains only one entry (for +0~WHITE). If you want the old lights.rad file, copy valve.rad over light.rad.

He also points out a few caveats: this is a full install (so it's a beefy 8 meg download) and it'll overwrite your CmdSeq.wc, so back that up if you're installing on top of an older version (if you make Half-Life levels, that makes sense, i'm sure).

QuakeCon Registration Delayed

The QuakeCon homepage was updated with the news that the registration (originally scheduled for tonight) has been pushed back to next friday at 9:00 EST, due to hardware issues with the registration server.

Bleem 1, Sony 0

Sony Loses First Round to Bleem is a GameSpot article announcing that Sony was not awarded a restraining order this afternoon to hold back distribution of the upcoming Bleem PlayStation emulator (previous story). Thanks Davos.

Project V1 Interview

There is an English-language version of GameStone's interview with Wesley Davis (the site is Russian), a conversation about Project V1, Digital Platoon's upcoming Unreal-engine game. The piece is illustrated with a few new screenshots.

Wages of Sin Trick

2015's Tom Kudirka sends word that he's updated his .plan with word of a day versus night trick you can try while playing their Sin add-on, Wages of Sin:

For those of you that didn't know this, a big part of the plot in Wages of Sin changes depending on what YOU do. You will visit levels at different times of the day and in a different order. You will see different cinematics, even the location of where the hostage is held changes.

If you KILL Dr. Lansing, or leave the room before he gets a chance to talk to you (or if you never find him) the order of levels is as follows:
- Warehouses will be visited in the daytime
- Shipyards will be visited in the daytime
- Ship will be visited in the daytime
- Nightclub will be visited at night
- Vacant Building will be visited at night

If you listen to Dr Lansing, the order of levels is as follows:
- Nightclub will be visited during the day
- Vacant Building will be visited during the day
- Warehouses will be visited at night
- Shipyards will be visited at night
- Ship will be visited at night

Whether you visit a location during the day or night will actually change the gameplay. For instance visiting the Shipyards at night makes for a stealthier mission since there are fewer workers at night than in the day, whereas visiting the Shipyards in the day requires you to keep your gun holstered in order to prevent the workers from freaking out. Check it out!

Duke Nukem Forever Q&A

Ear On Games, the "game audio reference," has an interview up with Lee Jackson, the sound designer for Duke Nukem Forever, talking about his work on the audio from 3D Realms' upcoming Unreal-engine game.

Half-Life Fiction

With Half-Life's emphasis on its story, which was written by noted cyber-punk author Marc Laidlaw, it's little surprise it has inspired others to take up the characters involved in the incident at the Black Mesa facility for stories of their own. In that vein, there are four new stories posted on Twisted Half-Life, three about Half-Life and one TeamFortress2 story (one, The Chaotic Factor, is a nine chapter work in progress that has earned a 10/10 rating from their crack staff). They are now ready to accept and distribute other story submissions.

Slave Zero Interview

Games Domain Review's Slave Zero Interview offers a conversation with Accolade's Matt Powers talking about their upcoming Slave Zero discussing the gameplay, game's "ecstasy engine," and its development. Thanks Billy at Voodoo Extreme.

PSX Clones in Court

Business News from Wired News is reporting that Sony Computer Entertainment will appear in a San Francisco courtroom this afternoon attempting to obtain injunctions against two software companies: First they are seeking a preliminary injunction preventing Connectix from selling the Virtual Game Station for Apple Power Mac G3 that emulates a PlayStation (on March 11, Sony was awarded a temporary order "preventing Connectix from using a specific piece of software to develop a Windows version of the emulator"). Second, in a separate action, Sony will try to get a temporary restraining order this afternoon against Bleem that would prevent the release of the Bleem emulator (this Tuesday, Sony filed a lawsuit against Bleem, claiming infringement of Sony's copyrights). Thanks JimmyPop (no relation to Iggy AFAIK) and, of course, Wired News for this story.

Bit Based Bites

A bunch of bit-based stories for your viewing pleasure this afternoon. First up is Viper 3D's comparison of Quake 2 benchmarks at 16 and 32-bit color, and then there's Gamer's Depot's comparative screenshots between a Voodoo 3 and a TNT2, both at 1600x1200, with the V3 in 16-bit color and the TNT2 in 32-bit. Lastly is Beyond3D's article on 3DFX's 22-bit color, which explains how 3DFX manages 22-bit color from 16-bit input.

Stephen Polge Q&A

In a wacky sort of follow-up to yesterday's Q&A with Graeme Devine, Computer Gaming Review has posted a quick Q&A with Stephen Polge, master of all things AI at Epic Games regarding the bots in Unreal Tournament. Here's a quick excerpt:

I've rewritten most of the bot AI for Unreal Tournament. I was only able to spend a little over a week focused on the Unreal I bots (although they also shared a good bit of their AI with the Unreal I monsters), while I've been able to devote a substantial part of the last 10 months to the Unreal Tournament bots. As a result, I've been able to really tweak and improve them in a lot of areas. Their navigation is much more polished. They feel a lot more human, in terms of how they make decisions about what to do, how they use weapons and inventory items, how they hit or miss targets, and how they have different personalities. Another significant improvement is their vastly improved team AI support. The bots play the Unreal Tournament team games (Assault, Domination, and Capture the Flag) very well. They work together and support each other, as well as changing strategies based on the situation. Players can also give them orders on the fly. The code is also designed so that mod authors will be easily able to extend the AI support for new game types.

I never really enjoyed playing the reaper bots or the Unreal I bots, because I was always too cognizant of their flaws, which really distracted me from the game. I do really enjoy playing against the UT bots.

Unreal Tournament Shots

UnrealTournament.Net has posted some new in-game screenshots from Epic's upcoming Unreal Tournament. The new images can be found in the Weapons section under the Gallery link, and they show off the Ripper and the BioRifle.

Loose Cannon Shots

GA-Source has posted some Loose Cannon Screenshots showing off action from this upcoming car combat game from Microsoft and Digital Anvil.

Mortyr Preview, Shots

This Italian-language Mortyr preview offers a whole load of new shots from this upcoming World War II inspired shooter, as well as the opportunity to brush up on your Italiano.

MacQ3ATest Benchmarks

The MacGamers Ledge (don't jump!) has posted some benchmarks of Q3A Test running on a Mac and an ATI accelerator, along with some comments from id's John Carmack about the new ATI drivers.

AnachroChat

StormTroopers has word of tonight's monthly chat with the Anachronox team. The chat starts at 8:00 PM CST in the ION Storm chat room, accessible through the ION Storm web page and clicking chat lobby, or via an IRC client via IRC server "www.ionstorm.com" room #ion.

New MADHUD

The MADHUD Home Page has a new version of their cool HUD add-on for TRIBES that's compatible with the newly released version 0.93 of the feared Presto Pack for TRIBES.

New Crystal Space

A new version 0.13r007 of the Crystal Space 3D Engine is out, offering a newer version of this free 3D engine after the 0.13r006 "disaster release," which suffered from some severe bugs. Thanks Billy at Voodoo Extreme.

Akolyte Cancelled

The Adrenaline Vault News has posted the news that Revenant's planned 3D action game Akolyte, has been cancelled. Here's a bit of the announcement:

The Adrenaline Vault has learned that Revenant’s 3D action game Akolyte has been cancelled. According to our source, the development team has separated after an arrangement with a major publisher did not go through in the time the team wanted to have a deal in place...

Homeworld Stuff

GameSpot has posted the latest Homeworld Developer Diary, Beyond3D has some new screenshots, and a clarification about the WON.net beta has been posted to homeworld.org, that explains that it is only to test the multiplayer, and that a forthcoming (public) demo will show off the single player game as well. (Thanks to homeworld.org for all those.)

Aliens vs. Predator Multiplayer Shots

The Aliens vs. Predator Network has posted two screenshots from AvP's multiplayer game, and promises more sometime today.

Quake III Arena Preview

My Trip to id Software is a feature on Q3Arena.com offering a report on a visit to Mesquite to do some hands-on play-testing Quake III Arena (not by me: "My Trip..." is part of the title of the story).

QuakeCon 99 Registration Today

General registration for QuakeCon '99 begins tonight at 9:00 PM Eastern time.

Shogo Add-on Interview

Tweak3D interviews David Gallay of Nevolution who are working with Instant Access to create the forthcoming add-on for Shogo: Mobile Armor Division titled Shugotenshi. The interview discusses the story behind the mod and discusses its progress, offering several new screenshots along the way.

Holy Holy Wars Batman!

A bunch of new Holy Wars releases are up on the Holy Wars for Quake II page, including new versions of Holy Wars for QuakeWorld, the Holy Wars FrogBot for Classic Quake and the Holy Wars Solaris Server for Quake II.

Terror Quake2

A beta 5 (bugfix) version of Terror Quake2 is now available, which fixes the "grunt" problem (of course bran can often help with this, as well).

Quake II Front-end

CrazyPete´s Toolbox has posted Quake2Runner, revision 1, a simple Quake II launcher which can manage and launch several mods. Crazy Pete's is also the home of the just-released Grissly Half-Life front-end (story). I mention this because I failed to include the link in that story at first, so that may help if you saw the story before it was added.

Competitions

Reviews

etc.

Out of the Blue

Vate Powell points out that by scheduling their NYC competitions on the weekend of the Star Wars Episode One release, it has become PGL versus Darth Maul. Bug update: We've now got both Furn and Webdog's Bagpuss tracking the blues being sung by the BlueTracker, so I'm hopeful that will go away today (that's my roundabout way of saying it's still broken). Happy birthday to ace Blue's News proofreader Wouter 'JinXter' Teeninga.

Link of the Day: Beat up the Backstreet Boys (an earlier, funnier, effort from the same folks that brought the kill the Ham(p)sters dealie).

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.



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