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Thursday, Jun 17, 1999 Independence Day (Iceland)

  

Daikatana Chat Log

PlanetDaikatana has posted an edited version of the chat log from last night's Cabana Chat with members of the Daikatana team. One of the topics is the eagerly anticipated Internet demo, which according to the chat is still quite a way from release (as it takes time away that team members could be spending working on the actual game).

Scott Youngblood Interview

U-Games has posted an interview with TRIBES 2 designer Scott Youngblood, talking about well...TRIBES 2 (you were expecting something else?). Thanks Frans.

New Creative MiniGL

A new version of Creative Labs' MiniGL driver for their 3D Blaster Banshee and Voodoo 2 based cards has been released (thanks JTJJ). This version (which is dated yesterday, June 16th) fixes a few bugs that plagued the last release (just a few days ago) including the gamma calculation error and problems that occurred when switching from 3dfx' driver to the Creative driver. A reminder: this is for Quake engine based games only.

Max Payne Preview

GameSpot UK has posted a preview of Max Payne, with a hands-on test of the game, as well as a whopping 14 (!) new screenshots from this action title set in good ol' NYC (unfortunately, I don't believe there's a Blue Tower level in there).

NiSplit Released

The Strange Company has released a public beta of NiSplit, a Quake II utility that can be used to make Unreal-style flythroughs in any normal level. A technology demo is also available, showing off the utility's capabilities.

New Half-Life Server Soon

HepCat{WFC} sends along this letter that was posted to the hlds mailing list from a Won.net employee, detailing the soon-to-be-released Half-Life server update that is now internally testing:

The new version of the Win32 server is now posted on our FTP site for testing. This new server is backward-compatible with the existing Half-Life client codebase, so players will be able to connect and play on your server immediately after you upgrade.

In this new version:
* All known cheats/exploits are fixed
* Running hlds +<mapname> from the command line will heartbeat to theWON master server.

Hlserver.exe (~80 MB)- This is the full download of the latest version of the Win32 server. This includes all the files necessary to run a Team Fortress Classic or Half-Life server.

Hlserver10101012.exe (~500k) - This is the update to the Primary Server Package that will upgrade you from the previous update from WON (hlserver10011002.exe).

The current version of the Linux server is linux1010d.tar.gz, which was released last Thursday the 20th.

It should be publicly available within a few days.

Hyde Ammendment Shot Down

Next-Generation Online is reporting that the Hyde Amendment has been rejected by a vote of 282 to 146. This potentially prescedent-setting amendment would have made it a criminal act to show any violent material to a minor.

New Soldier of Fortune Screenshots

Soldier-of-Fortune.com has posted a couple of new screenshots from Raven's action-packed Quake 2 engine title. Also, they're reporting that GameSpot will have the E3-banned SoF movie available for download tomorrow.

New I.A.S. Engine

The Extreme Audio Reality site has a new version 1.57 of the Interactive Around-Sound(R) audio engine that provides 3D sound placement, even on soundcards with no 3D support. This is the same version of the IAS patch that ships with Heavy Gear 2.

TRIBES 2 Preview

Apache sends word that Computer Gaming Review has posted a new preview of Dynamix' upcoming sequel, Starsiege: TRIBES 2.

NOLF Interview

Gamers' Crypt interviews Paul Butterfield of Monolith, chatting about Monolith's upcoming LithTech-engine James Bond shooter, No One Lives Forever.

System Shock 2 Preview, News

Gamelinks previews System Shock 2, looking at Irrational Games' imminent sci-fi RPG sequel to the cult classic original System Shock in a piece that includes a bunch of screenshots. Also Billy has posted a status report on Voodoo Extreme from Irrational Games' "Art p1mp," Scott "Skarz" Blinn saying the game is "basically done as far as implementation and content go," and that the "play testers are working around the clock to try and catch any last minute bugs."

Bowie Omikron Shots

The Adrenaline Vault News has posted a couple of screenshots showing off what the David Bowie character will look like in Omikron, the upcoming third-person action title from Eidos and Quantic Dream.

AvP Interview

AVault has conducted an interview with Fox Interactive's Aliens vs. Predator producer David Stalker, talking about the much debated save game feature, which will be implemented into the next patch (story).

Unreal Tournament Screenshots

There are a bunch of new unreal Tournament screenshots on Unreal Universe showing off action from Epic's upcoming game of head-to-head deathmatch.

OutCast FAQ

A post to the OutCast Central Forums by Appeal's Douglas Freese answers some of the frequently asked questions from the forums about Appeal/Infogrames' upcoming action game, OutCast. Thanks Certis at Altered Worlds.

AM Tech Bits

Hardware reviews are up here this morning:

Dave Perry Interview

Computer Gaming Review interviews Dave Perry talking to Shiny's happy shiny person about Messiah and other Shiny projects.

Creative Labs Interview

The Creative Labs interview at Glide Underground talks with John Danforth, VP & General Counsel and Steve Mosher, VP, Graphics Business Unit from Creative Labs, talking about the recently released Unified drivers from Creative that allow Glide games to play on a TNT2, and the subsequent legal action from 3dfx about those drivers.

ST: Voyager Updates

Raven's Chris Foster updated his .plan with some clarifications about how gameplay will unfold in Raven's upcoming Quake III-engine Star Trek Voyager game, mentioning that even more detail on this stuff can be found in Mike Gummelt's .plan:

Ah, the joys of less than perfect communication!

In order to clear up a few items regarding our game, I felt it was necessary to update my .plan file today.

First off...you play the Game as Alexander Munro, a security specialist aboard the Voyager. A member of an elite force of away team operatives, Munro will be called upon to defend the ship and its crew from the dangers in a hostile environment. Trapped in an artificial pocket of space by alien beings, Voyager is disabled and beset on all sides by ruthless scavengers as well as the race which has them trapped.

He will explore many areas on Voyager, (yes even the mess hall...), as well as numerous alien craft also trapped within the pocket.

The game will be a single-player affair, with Holomatch options; including Deathmatch, other team games and possibly Multiplayer Co-operative missions outside of the regular single-player game.

Munro will have a number of weapons at his disposal throughout the game, some Federation tech... some not.

Holomatch will basically be a Holodeck generated combat stage with the ability to fight other players and score as if running a training exercise. When a player is 'killed' he is transported back to the command staging area to reset himself, re-arm and then 're-spawn' (i.e. randomly be transported back within the playing area).

As an aside, what do you all think about the idea of 'Siege' type missions for Holomatch?

Hope this answers most of the questions I got.

And No, you are not going to be able to play as Tuvok in the game, sorry! Possibly in Multiplayer, but not in the single-player game.

Also...for a more concise definition of the Hazard Team (the 'elite force' mentioned earlier) as well as a synopsis of the characters, see Mike Gummelt's .plan file!

Also, Raven's Jake Simpson updated his .plan mentioning an interview with him on GameDev.net, and more on his unsolicited (and apparently un-agreed with) opinion about the value of publishing Carmack's worklog, along with some accounts of his own work, which I'm going to risk the possible disinterest of other programmers by quoting here, since it covers some interesting stuff about LOD support in Star Trek Voyager game as well as a bit about eye-candy in Soldier of Fortune:

So it looks like the LOD stuff I looked into may not be going into Star Trek. The reasoning here involved low poly count models. Traditionally, Raven has been extremely good at producing attractive low poly count models. This has come after years of experience that our modeler have had, plus large amounts of beatings until they get it right :) However, one of the things that LOD is traditionally NOT good at is reducing low poly count models even further and making them look ok. Yes, it is understood that they are reduced in size, so you don't notice this so much, but still, there comes a quality issue and at some point, modelers and designers need to say "enough". Really and truly, to do LOD so it looks correct, you should be building high poly count models to begin with. Since we already have a decent amount of work done on the models and animation for Voyager, there comes a point where the amount of time to redo it all is not balanced by rebuilding everything and pushing our delivery date back. We are still investigating the whole dynamic LOD approach, and are still undecided on its final form for Star Trek right now. As my father would have said, if we have the time to invest in code experiementation in an ongoing project, then we'll suck it and see.:)

I'm doing some eye candy for SOF right now. Its really cool to be free enough to have the time to experiement with fluff stuff to try and get it right. Since I'm a free resource right now, they are applying me to stuff that otherwise may not have been so addressed. It looks like I'll have my hands in the effect scaling code too, which is fine by me :) Nathan Albury has added a very cool Special Effects generating tool into the game code base, something we've all been talking about for while. This takes effect generation out of the coders hands, (thankfully, since it takes longer for a coder to do it than an artist) and places it in the designer hands. I know I'm happy about this :) Doesn't stop me making effects but it sure does allow everyone a fair crack at it now :)

Shadow Man Preview

PC Gamer Online previews Shadow Man taking a look ahead at Acclaim's upcoming third-person action game based on the eerie comic of the same name.

GDemo1 Shots

The Genesis 3D Engine Screenshots page has new screenshots from GDemo1, described as a "wonderfully sculpted, technological display of the power of Genesis3D." Word is the demo will be released soon, and the update goes on to say "We have targeted this demo at high-end 3D cards (second generation 3D accelerators or better) so that we could pack in all of the features of Genesis3D for mass public consumption in the shortest amount of time possible. Don't worry if you do have a first generation 3D accelerator, you will still be able to ooh! and aah! as well. Who says you can't have it all!"

Reviews

etc.

Out of the Blue

We're having a little trouble with Blammo since yesterday, it was difficult getting the database to update after stories were added, and this causes a few glitches when it occurs. Your patience is requested if things happen like getting CGI errors in place of the headlines in the left frame which is an example of one of the problems that's resulted from this at certain times, though I'm not sure this will continue to be a problem today, as it seems to be okay so far (fingers crossed).

Yesterday was MrsBlue's birthday, and I will be spending the day today celebrating with the light of my life, so I'll leave you in loony's able hands (wings?)... you've been forewarned if he manages to crack his way into the liquor cabinet (or lick his way into the crack cabinet).

Link of the Day: US scientists clone first human embryos - reports the Sydney Morning Herald's Breaking News. Wild stuff. Thanks $ikander.

Image of the Day: This animated .gif mentioned in Patrick Magruder's .plan, yeah that's pretty mean, but damn am I glad Divx is gone.

Wednesday, Jun 16, 1999

New Max Payne Movie

GameCenter has posted a new exclusive movie from 3D Realms and Remedy Entertainment's upcoming title, Max Payne (thanks Ant). The 31 meg AVI uses Intel's Indeo Codec, so you may need to download that first.

Bungie Interview

GamesDomain has posted an interview with Bungie PR guy Doug Zartman, talking about their upcoming third person action title Oni. The interview was conducted during the last hour of the last day at E3, and contains this quote that serves as a good introduction to the game:

Oni is the first 3rd-person game that will "do action right". The core idea behind Oni was to mix hand-to-hand combat (kicks, punches, throws) with gunplay in one unified interface. 3rd-person games are notorious for having controls that are either awkward or oversimplified, and for having action components that are essentially "rail" experiences. Oni changes that by using standard first-person action controls, that most gamers are familiar with, and uses the mouse buttons for punching and kicking when Konoko (the main character) is unarmed. Konoko's special martial arts moves are done with key combinations. For example, a player might hit the kick key once to kick forward, then hit it once while moving backward and jumping, to do a spinning backward kick in midair.

Unreal Technology Update

Brandon "GreenMarine" Reinhart updated the Unreal Technology Page with details on two new tricks for mod and map authors that are in Unreal Tournament: "mapshots" and "mutators" (thanks Bink-er...Vangie).

Descent 3 in Stores

Tetrad of Descent 3D.com sends along word that Descent 3 has been sighted in both Electronics Boutique and Babbages stores. A few quick calls from the Blue crime lab verified that it is indeed available in stores throughout the NY area, and most likely across the US as well.

Harry Teasley Interview

The Hive has posted an interview with Valve's Harry Teasley, talking about mods, the Half-Life SDK, and Team Fortress 2.

More Messiah Q&A

GASource has posted a follow up to yesterday's Q&A with Shiny PR guy Scott Herrington, with a clarification on their reasons for releasing the multiplayer patch for Messiah after the game is finished.

Werewolf Beta Testers Needed

ASC Games producer Rich Rosado posted to the ASC Games Message Board with word that they're looking to hire some beta testers for their upcoming Unreal engine title, Werewolf: The Apocalypse (thanks PlanetUnreal). Here's the scoop:

Well folks, you've read about it and dreamnt about it, now you can test it too!
We're currently looking to hire a few lucky beta testers to test Werewolf and other ASC product.
Before you jump up and run out the door to our offices, make sure you fit the following:

You must be at least 18 years of age,
live in the NY/CT area,
be able to travel to our office on a daily basis,
have flexable hours (Werewolves don't sleep!),
Have good writing skills, and
Have some kind of PC knowledge.

Were offering both full-time and temp positions (I'll explain it if you get an interview ).

If you think you have what it takes, e-mail me with a contact number and resume at:
rrosado@ascgames.com.

Good luck to those interested,
-Rich Rosado

AvP Save Function on the Way

Well-Rounded News is reporting that Fox Interactive has decided to add an in-game save feature to Aliens vs. Predator. Here's a quote from David Stalker, AvP Producer for Fox:

We have received a lot of feedback from our consumers on both sides of this issue. Some gamers enjoy the suspense and excitement of this game without the option of hitting the save button. On the other hand, we understand the frustration of some players who are used to an "in game save" feature available in this type of game," said David Stalker, Producer, Fox Interactive. "The 'save patch' ultimately takes care of this debate."

Paul Jaquays Interview

Q3Arena.net has posted an interview with id software cartographer Paul Jaquays, that features this bit of advice for dealing with curved surfaces, amongst other topics:

Proceed with caution. They can chew up your poly counts extremely quickly. Use them in grand and obvious ways. Try to keep the curve patch dimensions in even integer multiples of the size of the texture being used (2x, 3x, etc.). That means if a texture is 128x128 pixels, try to make the curve patch be a multiple of 128 (256, 384, etc.).

TRIBES 2 Q&A

Planet-Tribes has posted a quick Q&A with Dynamix' Tim "storm over" Gift, talking about the transition from Starsiege: TRIBES to TRIBES 2.

DIVX Dead

It's off-topic, but as many sites (including this one) were part of the "stop DIVX" campaign, it seems necessary to point out that according to this ZDNet article, the baffling format is dead in the water (thanks Jason Bruce).

Screenshots

It's screenshot mania! The BattleCruiser Online Screen Shots page has been updated with some new shots of Tamara, the female commander character in BattleCruiser 3020. Act Three -- Screen Shot 13 is the new Diablo II screenshot of the week, and there is also a new render of the Diablo II barbarian character suitable for wallpaper and stuff like that. There are also a bunch of new Blade screenshots on oneZone. The Dawn of Darkness News page has a pair of new shots from this upcoming Quake II conversion. Finally, the Redemption page has new shots up from this Half-Life mod in-progress.

MDK2 FAQ

Fredrik at mdk2.com sends word that The unofficial MDK 2 FAQ has been updated, and I'll take his word for it, even though the version number is the same (version 0.5) as after the last update.

Romero Q&A

SailorScout's GC has posted a short Q&A with ION Storm's John Romero, mostly soliciting his opinions on the circumstances surrounding the termination of the Generations mod (story).

AM Tech Bits

New Intel740 drivers and an Intel Roadmap the Sharky team smuggled out of Taipei in this morning's Tech Bits:

Daikatana Chat

Today will be the monthly Daikatana Cabana chat session with the ION Storm team working on Daikatana. The chat is at 8:00 PM Eastern Time, and you can connect through IRC at www.ionstorm.com and join the channel #ion, or through the online section on the Ion Storm web site.

Gunslinger Quake II

Version 0.99a of Gunslinger Quake 2 marks the first release of this Quake II old west conversion that gives you an arsenal of 10 "cowboy-action" weapons, and a bunch of other authentic features (like no armor). The page has 20 screenshots from the mod if you want to window shop before downloading.

Reviews

etc.

  • The ICQ FTP directory has new files dated yesterday, and the ZDNet Software Library calls it a new beta version 2.22 of ICQ (though it says version 99a Beta 2.21 build 1800 just like the last few versions--the app is dated May, so it's hard to be positive how new it really is). Thanks BetaNews...
  • Version 4.0 beta 1 of GetRight, the resumable download manager, is now available. Thanks BetaNews...
  • The Official GX Mouse Cam is probably proof the GX guys have a little too much time on their hands...

Out of the Blue

Regarding the KDE dealie mentioned here yesterday, this is not just a browser, but actually a desktop environment (hence the "DE" in the name), and the problems are with the integrated file browser, which can display simple HTML as well as contents of the hard drive, which is what I meant I thought not too many people were using (seems KDE is becoming pretty popular in the Linux crowd). While a couple of loyal KDE users defended it against being dismissed as not widely used, others were quite willing to concede the integrated browser's shortcomings, saying there are many sites it will not display properly.

Link of the Day: Innovation Ray gun freezes victims without causing injury reports the London Sunday Times, an article sent along by Ryan "Joltox" Greene who comments it sounds like a working lighting gun, though it seems the way the Quake lightning gun works would probably actually cause some injuries (or at least nasty static cling)... Cool science fiction/fact cusp stuff nonetheless.



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