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Archived News:
The Wheel of Time page has undergone
its weekly update (thanks Billy "proud mary"
Wilson) with the status on WoT deathmatch, AI, levels, cut scenes, and more,
as they gear up for E3 (and the release of Star Wars: Episode 1, apparently).
Here you go kids, a new
screenshot from Volition's recently announced upcoming
space shooter, Descent: Freespace 2. Here's a description of the game's complex
plot: Thirty-two years ago, in the Altair system, Vasudan scientists discovered
the remnants of an extinct civilization we now call the Ancients, and here we
found the secret to defeating the Shivans. How close did we come to being a
footnote in the history of a future species that would happen upon our ruins
ten thousand years from now? Would they have indulged in the fiction of their
own immortality until the Shivans came for them? Now, we have uncovered the
map of the Ancients' dominion, the mesh of stars and subspace filaments weaving
the fabric of space and time. Jump nodes we never knew existed. We have launched
our ships through these portals, and all have returned but one…
Got a couple o' TRIBES related bits for your reading enjoyment this evening.
Rifter o' PlanetStarsiege sends
word that the TRIBES
dev-team status page got a brief update, and now shows the 1.4 patch as
being 100% done and 60% in testing. Also, this
thread on the TribesPlayers forum has details on how to import 3D models
into TRIBES.
Granted it has nothing to do with games, but Apple has released Quicktime
4 for download. To give you a decent reason to download the software, there's
a new version of the ever-popular Star
Wars trailer in 640x288 with full 44khz stereo sound that's only 25 meg
(the same size as the old one). The catch? You need Quicktime 4 to play it.
GA
Source has posted a quick Q&A with Mortyr developer Mike Pearson about
the controversy surrounding the game, in particular the game's packaging. Here's an excerpt: Think of the
subject matter and how difficult it was to convey the story with this subject
matter. As it is, you've got a German officer's helmet with a bullet hole going
through it and a pool of blood. To me this thing screams shooter, and guess
what you get to shoot? Nazis. Not demons or aliens, but Nazis, mankind's worst
enemy, a real quantifiable evil.
Microsoft unveiled their latest mouse today, the oddly named IntelliMouse Explorer
(thanks Quiller). It's a wacky looking thing with four buttons and no moving
parts, and will be available in September. Here's a snippet from the press
release: The most significant improvement is the addition of Microsoft
IntelliEye, an innovative new optical tracking technology that makes mouse balls
and pads seem as archaic as the dot matrix printer. An optical sensor captures
images of the work surface at a rate of 1,500 images per second, and a digital
signal processor (DSP) translates changes between the images into on-screen
movements.
This technique, called image correlation processing, results in smooth, precise
pointer movement. The mouse works on any surface - paper, walls, your jeans
- no mouse pad is required. And since the mouse has no moving parts, cleaning
is unnecessary; after years of use, the IntelliMouse Explorer will be as responsive
and accurate as the day it was purchased.
Looking for a laugh to get you out of that Monday rut? Swing by this week's
edition of The Mushroom for such stories
as "Belmonts Are An S&M Cult," "Mavis Beacon Teaches Pimping,"
and my personal favorite, "Hunter S. Thompson To Start Software Line."
Also out there on the fringe of taste today is National
Gamer Review, whose lead stories include, "Playstation 2: Is It Getting
Enough Hype?" and the hilarious "Command and Conquer Found At Root
of Kosovo Crisis." And of course for those of you out there who are really
gullible, swing by Requiem HQ
for "an early technology video from Requiem 2." (Thanks to Billy
"gullible" Wilson for that last one.)
The Academy of Interactive Arts and Sciences
announced the nominees for their Interactive Achievement Awards this afternoon...here's
some categories of note: Action Game of the Year (pc)
Half-Life, Sierra Studios/Valve
Starsiege Tribes, Sierra Online/Dynamix, Inc.
Tom Clancy's Rainbow Six, Red Storm Entertainment, Inc./Red Storm Entertainment,
Inc.
Unreal, GT Interactive Software/Epic Games and Digital Extremes
Action/Strategy Game of the Year (online)
Airwarrior III, Aries Online Games/Kesmai Studios
CyberStrike 2, Simutronics/Simutronics
Starsiege Tribes, Sierra Online/Dynamix, Inc.
Outstanding Achievement in Interactive Design
DMG Pokemon, Team Pokemon, Nintendo of America/Creatures Inc./Game Freak, Inc.
(Game Boy)
Half-Life, Team Half-Life, Sierra Studios/Valve
Metal Gear Solid, Hideo Kojima, Konami of America, Inc./ KCEJ (PSX)
Sid Meier's Alpha Centauri, Brian Reynolds, Electronic Arts/Firaxis Games
Zelda: Ocarina of Time, Team Zelda, Nintendo of America/Nintendo Co. Ltd. (N64)
Best
of luck to all the nominees! You can take a look at the full list of nominees
at the AIAS page, and the winners
will be announced on May 13th, during E3.
The ever-popular community site 10
Questions with SamHell has relocated to sCary's
Shugashack, and picked up a swanky new logo by illiad of User
Friendly fame. This week's interview is (gulp) me...so head
over there if you want to read me making a fool out of myself.
Sharky Extreme News is reporting that sometime today, Infogrames will announce they are acquiring Accolade Games. According to Sharky's report, the sale, reportedly for some $42 million, will not impact
the release of Slave Zero, which is still planned for this June.
The Creative Files Download
page has new WinNT 4.0 drivers for all Sound Blaster ISA cards (SB16, SB32, AWE32,
AWE64 and AWE64 Gold), and new NT drivers for the Sound Blaster PCI128, as well as new
Windows 95/98 drivers for the Sound Blaster PCI128 (CT4700). Thanks BetaNews.
id's Anna Kang sends word that registration for QuakeCon
99 was a resounding success, reaching the limit of 1000 entrants within 16 hours of
opening up. As a result, registration is now closed, but they are still accepting
registration for a waiting list expecting a "fairly good possibility that spots will
open up" as they validate all the registrations they've received. Registration spots
that become available will be filled from the waiting list in the order the waiting list
registrations were received.
I received an email from EP, who had problems running the new Expendable demo ( story) on his Voodoo card, and the reply he received from Rage to his inquiry about this indicates that the demo will only work on a 2D/3D combo card, not
systems with a 2D card and a 3D card (this will not be a limitation of the full game).
Here's the skinny:
The Expendable Demo will not work on machines which have a proper 2D only card
in conjunction with a 3D card. This is a known bug and has been fixed for the full version
of the game. Sorry, but you will not be able to play this demo.
The first release of the Q2sdb, or Quake II server database (though they point out "it isn't a real database") is now available. This is a "smallish" Java application which queries Quake II servers building an internal database of server information. Client applications can connect to this database and query for servers meeting certain criteria, such as a particular game or
map name, or a server with a particular player. Here's a quote to describe what this can
accomplish:
Since the server refreshing is done by the computer running Q2sdb, it can answer
client queries simply by looking up information in its database. So if you just want to
find out if your buddy (or clan) is playing (and where), why refresh the entire list of
servers locally, when you can just query Q2sdb and have the answer in a second or two?
This code is capable of querying over 2000 Quake II servers per minute on a reasonable
connection (384Kbit ADSL in my case), meaning the internal database is always quite
fresh.
The code is very threaded, making it quite efficient. Each client connecting is handled in
a separate thread so many clients can connect at once.
Also included is a sample client application called 'q2grep' which will display servers
which match a number of given criteria.
I'll post the loony p1mpage this week just so no one gets the impression that it's
something he does when my back is turned. Here's the lowdown on the articles to be posted
all week in the new loonygames, replete with more
exclamation points than you can shake a stick at(!):
loonygames types issue thirty-four! Thirty four issues! I think my hands are
starting to hurt. Writing the great American novel this week:
- Writing the Game!: Jason "loonyboi" Bergman chats with Mark Laidlaw,
novelist, reporter, and game designer about life before (and at) Valve, games in general,
and of course...The Matrix. [Monday]
- Pixel Obscura: Josh Vasquez checks out Myth II: Soulblighter! [Tuesday] Also look for
Jason "loonyboi" Bergman's look at Myth II in The Top Shelf! [Thursday]
- From the Mouth of Madness: Palm Pilot gaming! [Monday]
- PLUS: A pair of Penny Arcades [Wednesday, Friday], Beaker's Bent [Wednesday], Behind the
Curtain [Thursday] and lots more! And then some more, because we can't stop! Dear lord, we
can't stop!
A couple of sites recently posted an illegal playable demo of Rage's upcoming 3D action game, Expendable, which was then quickly pulled at Rage's request. Tim at 3DFiles managed to get to the bottom of the problem Rage had with the demo, which, among other things, was that it needed to be burned onto a CD to work. Now, with Rage's approval, the 72 MB
Expendable demo is available here from 3D Files.com, offering a fix that no longer requires the CD burning dealie. The demo is still unsupported, but you can possibly find, or offer, help on the
3DFiles message boards.
The Unreal Technology page has an update about
network cross-compatibility that Tim warns is "nitty-gritty technical info,"
describing a new technique he's devised to incrementally update Unreal's .u files to allow
mixed versions of the game to operate together in the future, though he points out that
"Really major updates will always break code assumptions and require downloading an
update."
The Adrenaline
Vault News has posted an interview with 3D Realms' George Broussard, following up on
the recent announcement that there would be no E3 showing of Duke Nukem Forever. Here's a
quote talking, and not talking, about the state of technology in DNF:
Broussard also said the technology is 90 percent complete. The remaining
technology falls into two classes. Technical things to fix in the way the engine operates
and implementing new technologies. We recently completed our bones-based animation system,
and it's in the game using our motion captured data. We do have one more piece of
significant technology we have created to implement in the game, and no, I'm not
discussing it, Broussard finished with a grin.
There is an interview
with Tony Zurovec of Digital Anvil (in English) on the Italian-language GoL - Games on Line talking about D.A's upcoming Loose
Cannon.
The Perfect One's Online Magazine
interviews Jason McIntosh of the Ward Six
development team about their Quake II project Dawn of Darkness, as well as the progress on
their "Renaissance Engine."
A new version 0.92 of the Gladiator Bot is now available. The new version of this Quake II playmate offers new CTF and teamplay AI, the ability to give teammate bots instructions, and more. Word is "For the best bot performance you will have to re-aas your maps."
Gloom's Official Homepage has a new
version 1.1d release of Gloom, adding flood protection, fixing balance issues, and
providing what should be a more stable server for this class-based mod for Quake II that
follows a space marines versus aliens (small "a" ) theme.
A pair of front-ends: A beta of version 2 of the Half-Life Game Launcher is now available. The new release includes full TFC support and a "Deathmatch Maker," to configure
a server, and the full version 2 is expected to include a Map Organizer and a Bind Editor. Also, The Quakelaunch website has what's described as the latest and probably last version of Quakelaunch, the Quake front-end that made its debut way back in 1996. Quakelaunch includes its own server browser and also stores all
maps and patches as zips.
The results of the name the two guys in this photo contest are in, the two in the shot were Robin Williams and Ritual's Levelord, congrats to Leif Schweiss, winner of the tiebreaker, who earned an autographed copy of Sin for his efforts (as I said, revealing the prize at the outset of the contest would have been too much of a giveaway). There were a bunch of funny comments that rolled in along with folk's guesses, so I compiled a bunch of them on this contest results page.
Okay, here's the deal on this week's contest: for those with artistic skills (or spirit): design a new IE5 favorites icon for Blue's News. I believe the .bmp format icons are supposed to be 16x16, but the only real rule will be whatever looks the best when it
is installed. Deadline will be Friday April 23, 1999, at 11:59 PM. Send all entries to contest@bluesnews.com. Good luck to all who enter.
Thanks to those who offered suggestions for the random freezing problem, but as I
mentioned yesterday, it seemed to abate as soon as Disk Doctor pronounced my hard drive
healthy (perhaps all it needed was reassurance). I'm assuming it had to do with corruption
in something in Virtual memory, but that's just uneducated guessing based on the outcome.
As I also mentioned yesterday, the true explanation is clearly that F.M., or as someone
(sorry, can't find the mail for the name) wrote in recalling as P.F.M. Same old F.M., the
"P" is for "Pure."
Link of the Day: Scientific
American: Taking Ballistics by Storm describes an electronic gun with no mechanical
parts that fires a million rounds per minute. As Nick Altmann, who sent this along points
out, "I bet quakers would still bitch about the slow firing rate."
It's that time of the week kids...it's a Sunday, so here's
your Mailbag. In this week's zany collection of letters: more on the lawsuit,
the whereabouts of the Unreal shareware, Balls of Steel, Daikatana, mice, brain
plugs, and of course the inevitable more. Swing
on over there and take a look at what your fellow readers are saying.
GA-Source has
posted eight exclusive Giants screenshots offering a look ahead at PlanetMoon's
upcoming Giants: Citizen Kabuto. Also, Sharky Extreme's
First Glimpse at BattleZone 2 is up offering a teensy look ahead at the upcoming
action/strategy sequel from Pandemic Studios with a few screenshots. Finally, Lorien at
GA-Source sends word that the Illusion
Softworks website has been updated with some more new screenshots from their upcoming
WWII action/strategy offering, Hidden & Dangerous.
Not "PM" bits, we hedge and leave that available in case more bits pop through
the wire this evening:
- Tweak3D reviews the UltraTNT2
and there's a Voodoo 3 2000 Review @
BXBoards.
- Still more follow up on the Win98 VXD patch dealie (story and original follow-up). I received the following from someone I consider a
credible source. There is also a post up there by Mr.N Natural, creator of the patch to
answer questions and concerns, but to give an example of what they are, I'll pass the
email I received along (don't be offended by the bit about "non-advanced users"
he's referring to someone other than you specifically):
VMM32.VXD is a file built during Windows Setup. All of the VXD's people
say Microsoft forgot are actually rolled up into this file. VMM32 is a required file to
boot Windows. Why roll them up into one big file? Boot performance. It's
better to load one VXD at boot time than load 30. There are reports on Anandtech of
people not booting after installing the "patch" or coming up with
viruses. Other people have run dedicated system benchmarks and seen no performance
gains. Others have said they see gains but have not posted anything but a timedemo
score or, in one case, a 3d benchmark score. As to why anyone would get a
performance gain from this, I don't know. But messing with the system VXD's (you
know, the ones that load Ebios, Vcache, Vfat, Vcomm, and so forth) is not a wise thing to
do for anyone but an advanced user. And a lot of non-advanced users read your page.
Here is a post from
someone on Anandtechs BBS (called Cyprus) who contacted Microsoft about the
"patch":
"there is no reason to put these files into your windows\system directory.
win98 did NOT forget to put them there, and vmm32.vxd is not some generic replacement for
all the other files. This vmm32.vxd file isn't even one file, it is all the other files
specific to your machine grouped together into one file to speed up load times. This file
is built at setup time. If you manually copy all the files into windows\system, you're not
helping anything, and unnecessarily causing load/boot times to increase..."
GA's Lorien sends word that registration
has begun for SegaSoft's massively multiplayer title, 10six. They're looking
for all of 1,000 people this time around, so if you want in, run
over there now. If you don't know anything about the game, it's a combination
action/strategy title, played from a number of different perspectives, including
first person, third person, and top-down. Note: GoNINzo points out that you must be a premium member of HEAT.net to register.
The Rocket Arena website has a new version 2.5 of Rocket Arena 2. The new release has no programming changes, but adds a new map pak compiled by Multi-Arena HeadQuarters with nine new maps containing a total of 57 new arenas, bringing the total number of maps in RA2 to 28, with an impressive 172 total arenas. The full version is now a robust 41.3 MB and the upgrade for previous versions is 14 MB, and both are available on the RA2 downloads page.
Ear On Games interviews Kevin Schilder
and Chia Chin Lee of Raven Software, turning a keen eye, or ear, rather, towards the
sound effects in the recently released Heretic II, and the upcoming Soldier of Fortune.
SubXero at Requiem-HQ sends word of a new "top secret level" they've made available for download. Here's the deal on this:
I just got my hands on a top secret level for Requiem: Avenging Angel.
The file weighs in at a little less than 400kbs. The secret level reveals credits for
people who worked on the game including people who left the project early and were unable
to get in the official credits.
A new version 1.2 of the Quake 2 2 mod that allows two players to have a Quake II
deathmatch on the same computer is out on the Blackmoon
development site. The new release offers a brand-new interface, and as a result, old
versions of the mod must be removed before installing the new one.
A new version 2.3 of Demoplay, is out, the
first shareware release of this formerly freeware utility that allows you to easily play
back demos recorded in Quake and Quake II under Windows 95/98 using nifty VCR-like
functionality without having to contend with that nasty (this joke is Netscape enhanced).
More coffee anyone? The Q2Java site has
relocated, and to commemorate the occasion, they have released a new version 0.9.3 of this program that allows the creation of Quake II mods coded in Java. There is also a new Q2Java mailing list for those interested in detailed discussion of the project.
Two new ones: Version 1.10 of the Quake II
Console Parser is now available. This program can use either log files or demo files
produced by Quake II as input, and can output analysis in a few forms, including HTML
formatted tables. New features in the new release include chat logging, and support
for the PureDM, Lithium, and Battleground Quake II mods. Also, the Console Stats Webpage has version 1.1 preview 2.21
of Console Stats offering some bug fixes and tweaks for this feature rich Quake II stat
analysis program. Future versions will support QuakeWorld, and Loki's Minions CTF.
Giles' Quake Tinkertoys has a new version
1.12 of the meQanno Quake
modeling utility for the Macintosh, and a new version 1.30 of MacQFE, the MacQuake front-end.
According to the accompanying update, these releases mark the end of the current cycle of
development as the author considers more advanced modeling tools and Quake II and Quake
III support. Thanks Scandalon.
- As mentioned in the follow-up below, word was posted here yesterday of a level design
contest that has actually already ended. As if to balance the books, the deadline in the SP3D Quake II Level Design Contest,
originally last night, has been extended to next Saturday.
- 3D Rant is holding a "name the Rant Chic"
contest, offering a PII-450 CPU for the winner.
I posted mention of PCXL's Ultimate
Ultra Hyper Excellently Stoopid Design Contest, but it turns out this has already
ended, sorry about that. Here's hoping they come up with another contest soon, considering
how cool the name of that one was.
- The results of the 3rd Methos Ultimate
Quake Poll have been posted...
- The Q2PMP has posted a new plugin for 3D
Studio MAX and Character Studio 2.1 that allows modelers to adjust and modify their work
on Quake II models "and specifically Half-Life models which currently require the use
of MAX/CS..."
- The Terror Quake2 site has posted a new
online manual for this Quake II mod...
- d-TOP has posted a new Rainbow Six wallpaper from
Steve Reid, creative director at Red Storm Interactive...
- The Sonique Downloads has a new version
.95c of this .mp3 player with the unique interface, which includes plug-in support for the
new Microsoft Audio 4.0 thingy. Thanks Manpreet Jagpal...
I'm worn out... something suddenly got terribly unhappy on my machine, and it froze up about 20 times while making this morning's update, requiring a hard reboot each time. The crashes came more and more frequently, thwarting any attempt at addressing the problem
until I finally resorted to a full checkup from the old Norton Disk Doctor, which gave the disk a clean bill of health, saying it found no problems to repair. Of course, the system has been perfectly happy since then. I learned long ago the term for such occurrences is F.M., with the "M" standing for magic... As always, I feel better for sharing, thanks for your time. The answer to the contest and winners, along with a brand-spankin' new contest (wheee!) will go up tomorrow.
Link of the Day: Lumpynet - Teletubby Execution
Chamber. Thanks devilbunny.
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