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Saturday, Jul 24, 1999

  

Raven Chat Log

Editing site Rust has posted the transcript from their chat with Raven programmers John Scott and Dan Kramer. This is a heavily edited log, so it's fairly easy to read (which is something of a rarity with logs of this kind). The talk focuses on both of Raven's games currently in production: Soldier of Fortune, which uses the Quake II engine, and Star Trek: Voyager - Elite Force, which uses the Quake III: Arena engine.

Wheel of Time Q&A

Several members from Legend's Wheel of Time team have been taking questions from gamers over on GT's Wheel of Time Forums (thanks Apache). There's a lot of subjects tackled in here, including the WoT scoreboard, rocket jumping, air control, and a whole gaggle of others for you to read up on.

Kingpin Patch News

Just a quick caveat to anyone planning on downloading the just released Kingpin version 1.1 patch (story): we've gotten several reports that you will not be able to use any previously saved games, as well as many reports of people randomly being kicked from multiplayer servers. Also, we received details on how to use the vehicles in Kingpin from Daniel "Milamber" Woods of WA Gaming Zone:

I was just fiddling around with Kingpin and found out how you can test the very cool vehicle code that didn't quite make it into Kingpin. As you probably know, before being hired by Xatrix, Ryan "Ridah" Feltrin coded the immensely popular Q1 TC, Quake rally. So, the vehicle code is pretty damn special. Anyways, start the game using +set developer 1 and the bring down the console and type g_vehicle_test 1 and for a really authentic feel, turn on the rear-view mirror by typing cl_rearviewmirror 1. Now map one of the DM levels, kpdm1 works fine, and try being, from what I can gather, a motorbike, complete with fairly realistic physics and sounds.

Soldier of Fortune Interview

3D Action Planet has posted an interview with Kenn Hoekstra, the Project Administrator on Raven's Quake II engine extravaganza, Soldier of Fortune. The interview features a bunch of new information about the game, including the available graphics resolutions, and word that there are no plans for a Linux SoF client at this time.

Messiah Shots

Billy "screenshots" Wilson has posted two new images from Shiny's diaper wearing Messiah, which is due to be released in early November (if you trust release dates, that is).

Kingpin Patch Released

The Kingpin 1.1 patch has been released, and is available for download over at PlanetKingpin. This patch has a ton of fixes and changes, including a fix for those long level loads, the new "dm_realmode" which is sort of Action Quake-esque, and lots of other stuff. Also available is the 1.1 Linux version of the Kingpin client/server, which is available for download in both TAR and RPM format (download links are available in Ryan Feltrin's .plan file).

Carmack on QVM

John Carmack updated his .plan with details on the QVM, or Quake Virtual Machine, that he has implemented into Quake III: Arena over this past week. It's a giant update, but here's an excerpt:

The basic setup is that I have a modified version of the lcc compiler that generates assembly files that are processed by a new tool "q3asm" into a .qvm file that can be interpreted by q3. You can still use normal dll's for debugging, then release interpreted code. You can release a binary dll if you need some native system services (some networking stuff, for example) or are doing very compute intensive work, but I strongly encourage everyone to try to use the virtual machine.

The interpreted code has two prime benefits: portability and security.User mods done with qvms will automatically work on mac, linux, and any other oddball ports that get released.

A qvm program cannot modify anything outside its private address space, and the "system calls" to the game strictly limit what can be touched. I was scared about the binary dll's in Q2, but rationalized it to myself that people running public servers should be aware of the dangers. With Q3 allowing client side programming, it just needs to be safe for everyone.

Level Design Secrets

Gamasutra has posted a big article on level design, featuring tips from such industry luminaries as Levelord, The Romero, Paul Jaquays, and Cliff Bleszinski (thanks Billy "yoink" Wilson).

Mortyr Demo News

Mortyr.net has posted another fixed EXE for the Mortyr demo, this time fixing the "nie monza otworzyc pliku avi" error message that some people have been getting (thanks Frans). Also of note is Damage Gaming's extensive walkthrough of the demo, for those of you who are stuck.

Vampire Preview

Next-Generation Online has posted a preview of Nihilistic's upcoming 3D RPG title, Vampire: The Masquerade - Redemption, featuring the usual descriptive text, as well as nine new screenshots from the game.

UT Level of the Week

This week's Unreal Tournament level of the week is up over at GT's official UT site. This week's level is called DM-Tempest, and it's described as having been, "created strictly for large scale arena combat, with multi layered areas and dark hiding spots." Swing by for more details, as well as three screenshots from the level.

NV10 Details

GameSpot has posted a news bit about NVIDIA's next-generation graphics chipset, currently called the NV10. They're reporting that the chip will have, "more than twice as many transistors as a Pentium III CPU" as well as, having a triangle rate that's "three to five times that of a Pentium III CPU, which can put out about 5 million triangles per second." Yowza.

Delta Force 2 Preview

PC.IGN has posted a new preview of Nova Logic's Delta Force 2, featuring some new images, as well as a handful of information about this Voxel powered tactical game.

Battlezone II Shot

Pandemic Studios has released their Battlezone II shot of the week, and it can be found over at StrategyPlanet's Battlezone II Center. More BZ2 info can be found in GameCenter's new preview of the game (thanks VE).

Tim Sweeney on Platforms

Unreal Nation has posted an e-mail they received from Epic's Tim Sweeney, asking about their future plans in regards to cross platform portability. Here's a quickie excerpt:

We will develop the next engine on at least two platforms simultaneously. At least PC and Playstation2 (pending arrival of a development system). I can't promise Linux, but it would be pretty easy I think. The big complication we've faced porting Unreal Tournament is that our C++ code needed lots of modifications for Gnu C++, but since that's the Playstation's compiler too, our code should be Linux-friendly all along

Freespace 2 Update

The official Freespace 2 website has been given a complete overhaul, and to celebrate it, they've posted two new ships in their ship gallery. They plan on adding two ships a week to the site until well, the game ships.

New Kali Beta

A new version of Kali, the server browsing IRC program, has been released and is available for download on their FTP site (thanks Scott). This is a beta, as it warns you as you install it, "everything is new!!! THIS IS A BETA! PLEASE REPORT ANY BUGS IMMEDIATELY!" Oooookay then.

AM Tech Bits

Fruit of the loon

So okay, here's the latest on my ISDN situation - sadly, it's not up and running yet (like nobody saw that one coming, right?). I'm not 100% positive that it's been turned on yet (I was told it would be, but that doesn't mean anything) but believe it or not, the showstopping problem at the moment is simply that I don't have a cord long enough to reach my computer! Oh well. I've got one that will be here sometime this morning, so once that arrives I'll be able to see if the phone company has done their part in getting me online (I can only hope they have). So check back tomorrow, and hopefully I'll be able to say that I'm a happy ISDN user (if there is such a thing).

Link of the Day: As I'm gearing up for QuakeCon in a few weeks here, it's only appropriate that today's link be Virtual Cow Tipping. It's a source of endless amusement, I tell ya.



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