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Archived News:

Wednesday, Jul 28, 1999

  

TRIBES 1.7 Update

Dynamix' Tim Gift updated his .plan with an update on the status of the Starsiege: TRIBES 1.7 patch, which he says is off to QA for testing. Here's the scoop:

Put a few fixes into the current patch (should end up version 1.7); the elevator bugs (displacing deployables through floors, and player warping). No more flying through ceilings with vehicles, a few other misc. things. JohnA fixed a number of bug's in the scripts, and the palette problem should addressed (DaveM). The release notes will have the full list.

We'll hand a version to QA this afternoon so they can start testing. I hope this wraps up my TRIBES 1 work for a while. With the vacation, catching up on all the emails and the patch fixes, I haven't been doing much on TRIBES 2 work for over a month.

K7 Q3Test Benchmarks

James Monroe, lead programmer for Raven's Quake III: Arena engine title Star Trek: Voyager - Elite Force updated his .plan with some Q3Test benchmarks he's taken using a pre-release AMD K7 running at 600 mhz:

I am testing it out on a wonderful new K7-600 AMD was kind enough to send us. Man this thing rocks! I'll get some meaningful timings if anyone cares. But i assure you it flies!

q3test 1.07, on the k7-600, voodoo3 3K agp
graphics mode normal: (640 x 480)
q3testdemo1
1653 frames, 33.5 seconds: 49.3 fps

q3testdemo2
1528 frames, 23.9 seconds: 63.9 fps

graphics mode fast:
q3testdemo1
1653 frames, 26.8 seconds: 61.8 fps

q3testdemo2
1528 frames, 21.0 seconds: 72.7 fps

TRIBES Interview - Part 2

PlanetStarsiege has posted the second part of their two-part interview with Mark Frohnmayer. This part focuses almost entirely on TRIBES 2, with a slew of questions about the upcoming sequel's new features. I found this quote to be especially interesting, given that Starsiege: TRIBES already handles 32 player servers with remarkable grace:

PlanetStarsiege: Scott Youngblood said the Dev Team was shooting for more players per server, how do you think you can accomplish that?

Mark Frohnmayer: I've optimized the network code in several ways to get rid of unnecessary searches. I've also designed out a new object collision database with Tim and Dave that should speed up the server considerably. Also, it's possible that we could see some serious speedup on multiprocessor machines.

The Moon is Full

As promised earlier (story), ASC Games has updated their official Werewolf: The Apocalypse - The Heart of Gaia site with this month's slew of content. In addition to all the stuff mentioned earlier, there's five new screenshots from the game as well for your viewing enjoyment.

Mail Bag

This week's edition of the Mail Bag is a suck fest, with topics such as sucking in Vampire: The Masquerade, Romero's Suck-ful battle against Chris Taylor, and of course, why we suck. There's some other stuff in here, but let's face it, it doesn't get more entertaining than that. Swing over and check it out.

Mortyr & N64 Quake II FAQs

An updated version 0.7 of Mortyr.Net's Mortyr FAQ is online with more new info added about the demo. Also, there is a brand new N64 Quake II FAQ on GameFAQs, with the initial version number 0.25. Thanks Frans at 3D Action Gamers.

New Kali Beta

Though not noted on the Kali Homepage, there is a new version 1.99a, described as a version 2.0 beta of the Kali server browser. You can get a full version here (direct link - 2721471 bytes), or a patch for 1.99 to 1.99a here (direct link - 532795 bytes). The new version adds new layout options, a stand-alone Game Lobby window, and more.

Howl at the Moon

Though they didn't plan anything special for today's partial lunar eclipse, the lupine-loving folks over at ASC Games are having another Werewolf The Apocalypse - Heart of Gaia extravaganza tonight as they do on each full moon. What this means is tonight they will post Part nine of their ten-part Prequel Series, their 9th installment of "Rants"where guest ranter Rich Rosado rants about "GIFTS," which is how they handle magic in the Werewolf universe. Finally, they give word of a chat with the developers of this RPG next week:

Next Wednesday, August 4th, from 8-9 PM EST we'll be hosting a chat in the ASC Games Chat Room. Guests will include members of the Dreamforge development team and our very own Travis Williams!

Mac Eraser Beta

The Railgun Project (a MacQuake site) has the release of a new beta 1.01b1 of the Eraser bot for Quake II, adjusted to work properly under the Mac port of Quake II. The new version fixes various file i/o problems so that even Mac-only files should work now, along with a few other adjustments. The next step in this project will be to port the source of the Eraser version 1.1.0 to the Mac.

Halo Preview

Sharky Extreme's First Glimpse at Halo is a hands-off look at Bungie's upcoming action title, along with some video capture screenshots.

Evolva Interview

GASource has posted an interview with Paul Whipp, producer on Virgin Interactive's Evolva. The game is being developed by UK based Computer Artworks, and is an oddball 3D shooter of sorts, with a plot that centers around the after effects of the Human Genome Project's completion. Quirky though it may be, they've posted some new screenshots so you can see what we have to look forward to (hey, at least it's not a resonance cascade, right?).

Opposing Force Interview

The Ministry of Development (clever name, guys) has posted an interview with Gearbox software's Landon Montgomery, talking about their upcoming Half-Life add-on pack Opposing Force. OpFor, you may recall, is the official add-on pack that puts you back in the Black Mesa facility, only this time as a soldier.

Spec Ops II Shot

There's a new Spec Ops II screenshot on Before It's Done showing off a soldier from Zombie's upcoming sequel to their game of realistic tactical combat.

SoF Q&As

Soldier-of-Fortune.com has been updated with a few questions gleaned from the SoF forums and corresponding answers supplied by Raven's Rick Johnson and Keith Fuller in an attempt to satisfy some common sources of curiosity about their upcoming Quake II-engine game.

Carmack on Dreamcast

John Carmack Talks Q3A Dreamcast on SegaNet has some excerpts from a recent Gamer's Republic interview with John Carmack where the id programmer discusses the Sega Dreamcast. Thanks Matthew Rorie. Among other things, the Q&A discusses the odd history of plans for a Q3A port for the Dreamcast, which is not on the boards, in spite of Carmack's enthusiasm:

So then more months pass and then they're all hot again to get Q3A as a modem pack-in on the DC, which I would love to do. A console game with a fixed function network interface moving Q3A with really good modem level networking and everything would be great. You'd get better performance modem-wise on the DC, mainly because you wouldn't have a bunch of other operating systems fighting for space and interfering with the network capabilities of the system. I still think it's a good idea, and they basically had a deal on the table which we were ready to sign and they mysteriously pulled out at the last minute, perhaps because they lost a quarter of a billion dollars last quarter and they just didn't have any money. I don't really know.

Witchboy Interview

ActionXtreme.com's Harvey Smith Interview talks turkey with the man from ION Storm more commonly known as Witchboy about his work on ION's upcoming Unreal-engine role-playing game, Deus Ex. The interview is a nice in-depth conversation, refreshingly presented in a single sitting.

Thief II Interview

The Adrenaline Vault's Thief 2 Developer Interview is up talking about Thief 2: The Metal Age, the upcoming sequel to Thief: The Dark Project, talking with one-time AVault Editor-in-Chief Emil Pagliarulo now that he's crossed to the developer's side of the fence.

BattleZone II Interview

Saw on VE that GamesMania's Quick Q&A With Matt Candler talks with the former Associate Producer of Mechwarrior Mercenaries, who is currently manager for many different Activision games, including Dark Reign II and Vampire: The Masquerade, though the Q&A mainly discusses Battlezone II, the upcoming action.RTS sequel.

AM Tech Bits

On Star Trek Voyager

UGN3D interviews Raven's Brian Pelletier about their upcoming Star Trek Voyager game. Also, Raven's Jeremy Statz updated his .plan talking about progress on the curved surfaces in Star Trek Voyager (which uses that oh-so-curvy Quake III engine):

Work continues on Voyager... we're trying to see how far we can push the curves at this point, and it's resulting in some really unique architecture. The fact that they're scalable is a nice bonus for these levels, too.

Now that SoF has deathmatch going, I'll have to actually finish those levels I started. heh

You have become better at Updating! (23)

Screenshots

SystemLogic's Age Of Empires 2 Screenshots show off the sequel to MS' RTS. Also, Act One - No. 125 - Large is the new Diablo II screenshot of the week, regular as clockwork. Also, word is Blizzard has released the official gameplay AVI of the Barbarian in action (direct link -- about 25 MB).

New Crush Depth

The 4th Dimension Interactive page has version 1.1i of the Crush Depth mod for Quake II, putting you behind the scope of your own submarine. If you are installing the update over a previous version of C.D., you should delete the old files first.

Competition

Datumplane::Starsiege's one-on-one Starsiege ladder is underway looking for the top gun in Dynamix' giant robot game (I thought this was a one-on-one TRIBES ladder at first, which got me to scratching my head in puzzlement).

Contests

The Gameart competitions winners have been posted. Congrats to winner Rowan "Sumaleth"Crawford. also, this week's Blue's News game knowledge quiz is up and running, so fire up that brain and head on over.

More Previews

Reviews

etc.

Out of the Blue

A couple of glitches to keep tabs on this morning: The index1.html that carries the headlines seems to have been nuked recently, probably in aftermath of the full drive incident, so if you are a headline user, you should be back in business now... sorry about that (thanks ImageOmega for the heads-up). Also, the BlueTracker is still messed up, it seems to be detecting updates, but the tracker is perpetually one update behind. I may need a bigger monkey wrench.

Link of the Day: Japan in lather over human washing machine reports CNN Thanks devilbunny.
Image of the Day: Jack- by dhabih eng. Not really gaming-related, but damn cool.
eBay Sale of the Day: Young Man's Virginity, minimum bid is $10,000,000 (I'm assuming he'll pay you in installments--wait--you mean he thinks he's collecting the 10 mil??). Thanks file_id.diz.

Tuesday, Jul 27, 1999

Mark Frohnmayer Interview

PlanetStarsiege has posted part one of their two part, "mondo interview" with Mark Frohnmayer, code monkey behind Starsiege: TRIBES, and currently TRIBES 2. In this part of the interview, Mark talks about TRIBES' beginnings, game ratings, and that warm, fuzzy feeling he gets deep down inside (hey, I just report this stuff, don't look at me).

Absolute Terror Test Release

The Symbiosys Software has the release of Absolute Terror Test Release 1, described as a new 3D accelerated shoot-em-up title. The test release is so they can tweak the game engine and gameplay before releasing the finished game, and to test compatibility on different systems. While meant to be fun to play, this is a test and not a feature complete demo, which they say will be released "in due course." Absolute Terror uses a proprietary OpenGL engine, and has been in development for 18 months. Symbiosys' next product, a LithTech-engine military-themed team-play action game, is already in the planning and initial coding stages.

On SoF Linux & More

Raven's John Scott updated his .plan with some common questions and answers about Soldier of Fortune development:

The IRC chat the other night was a lot of fun, thanks for so many people turning up! There were a few common questions that I'll give the official line here - please bear in mind that this is the official line and not necessarily my opinion.

1. Will there be a Linux port ?
There are no plans at the moment, however, we realise that this will increase the number of servers out there and will be a big support for the Win32 users. It all really depends on how many units are sold, we are not in the fortunate
position of being able to support an OS because it would be cool to do so.

2. Will the tools be on the CD?
No. They will be available for download soon after we go gold. It is just one thing we don't need to deal with during the stress of getting a game finished. There isn't enough space on the CD either :) This also gives us chance to write help files and make demo maps and sample models.

3. Will it be as violent as people say it is ?
Yes. There will be a strong parental lock option, however, so there is an option to turn off the gore and sanitise the violence. We have made the game for adults and there will be a warning on the box.

Q3TStats

The Q3TStats Home has beta 2 of version 1.0 of Q3TStats, a program to output stat from a Q3Test server. The new release offers various fixes in stat parsing, adds frags per hour, and adds the ability to limit player list size. The website has sample output so you can see what the program does.

Wheel of Time Update

Glen Dhalgren has updated the official Wheel of Time site with this week's development update. In this installment are a couple of new screenshots (thumbnails only, I'm afraid), the revelation that they're, "really focusing on getting this bad boy done" and a whole slew of other stuff.

Contest

Well, it's a day late, but here's the answers to last week's Test Your Game Knowledge Contest. Swing by and see how you did. And once you're through with that, we've got a whole new contest to keep you up at night. Evil, aren't we?

FAKK2 Artists Needed

Ritual's Robert Atkins updated his .plan with word that they're looking to hire two new artists to work on their Quake III: Arena engine title Heavy Metal: FAKK2. Interested? Here are the details:

We are looking for a "professional' 2d artist with game development experience to work on Heavy Metal: F.A.K.K.2. If you want to work with some of the coolest and most talented guys in the industry on one of the wildest games ever, then get over to http://www.ritual.com/inside_ritual/help_wanted_2d_artist.html for the details.

It would be ideal to get someone here no later than the first of September. So, if you are in a contract or obligation that you are unwilling to break free of, I understand, we can't wait.

With the changes of sounding like a real dick - if you are straight out of school and without professional game development experience, chances are you are not going to have the skills we are looking for, so please don't send me your work unless you meet the criteria.

Thanks for understanding.

New Kingpin Beta

A new beta patch for Kingpin (version 1.14) has been released in both Win32 and Linux flavors (thanks Billy "b*** a***" Wilson). Like always, download at your own risk. Most people are advised to wait for the next official patch release. This version has the following changes:

  • + (server) unlimited ammo in single player (DF_INFINITE_AMMO)
  • + (server) last player killed when reaching fraglimit gets overflowed (made scoreboard message unreliable)
  • ? LINUX: crashes during fighting with sewer guy with guns
  • + skin: "male thug/sku sup sup" causes Sewer skin in teamplay
  • + Player ID always RED
  • + old chat style option
  • + (server) shotgun doesn't always change when out of ammo
  • + (server) real-mode option in start server menu

BeQuake II Interview

BeGamer has posted an interview with Andrew Kimpton, the engineer at Be responsible for the BeOS port of Quake II, talking about gaming on the OS, as well as the revelation that he (like American McGee) suffers from Quake-induced nausea.

Tachyon Preview

GameSpot UK has posted a preview of Tachyon, NovaLogic's space shooter, complete with 11 images (some of which are concept art, others actual screenshots).

New Aqua Screenshots

GA-Source has posted three new screenshots from Massive Development's upcoming aquatic adventure, appropriately titled Aqua. Where's Kevin Costner when you need him?

PM Tech Bits

  • Part two of Extreme Hardware's Voodoo 2 experiment is up, showing the results of getting mismatched V2 cards to work in SLI with a variety of different drivers.
  • Matrox has opened up their online store to European users, now allowing them to purchase other products including the Marvel G200-TV, Millennium G200, Rainbow Runner-G series, and others, in addition to those already available.
  • Joystick maker Thrustmaster has been sold to Guillemot, makers of the popular Xentor line of video cards for a whopping 15 million dollars, as detailed in this press release. In addition, Thrustmaster will no longer be manufacturing joysticks at all, as they plan to focus on "the significant opportunities in Internet community and communications." Thanks Well-Rounded Games for the tip.
  • AGN Hardware is reporting that IBM has announced a new high-volume storage system code-named "Shark" which can hold from 420 gigabytes of data, all the way up to 11 terabytes. Yowza.

Titanium Angels Shots

3drage.com has posted a spiffy-looking screenshot and a piece of concept art from Titanium Angels, a 3D action/adventure where you play Carmen Blake, "a tough futuristic bounty hunter"

Lord British Interview

Voodoo Extreme's interview with Richard Garriott (a.k.a. Lord British) is the first VE interview I can ever recall not to mention a chimp or Vaseline. The tasty, saucy, spicy Q&A does discuss gaming though, obviously focusing on the present and future of the Ultima series.

Game Name Builder

The Game Name Builder Official Homepage has the first release of this program that can add fun names (names using colored, and/or special characters) to Quake & QuakeWorld, Q3Test, and "other games that support namefun," which got me curious enough to check to see what other games that could be, but the remaining choice in the program turns out to be support for "generic games."

Q3Test 1.05 versus 1.07

Thresh's FiringSquad's Q3Test 1.07 Overview offers Thresh's observations about what has changed between the Q3Test version 1.05 and 1.07 releases, as well as some analysis of the brand-new one-on-one tourney map. The piece discusses footstep sounds, strafe-jump protection, and other gameplay factors.

New Bleem

The bleem! site has a new version 1.4 of the bleem! PC PlayStation emulator. The new release offers significant Direct3D speed optimizations, significant Direct3D texture improvements, improved Direct3D support for background graphics, improved Direct3D clipping, and more. Thanks Wario64.

Sin Bug Fix

Ritual's Mark "Markgyver" Dochtermann updated his .plan with word that he's fixed the invisibility bug in Sin, which will lead to a version 1.06 soon. Here's the poop:

I fixed the invisibility bug (I think) in Sin. The new version is running at sinctf and debugctf. If anyone can still cheat, please let me know directly.

Version 1.06 should be ready to roll, as long as this bug has been squashed.

Screenshot Mania

MDK2, Gothic, Blade, SoF, Vampire, and Star Trek: Armada on tap this morning:

Italian Messiah Interview

Games on Line's Il ritorno del Messiah gives a look ahead at Shiny's upcoming third-person (third-cherub?) action title en Italiano with a conversation with Shiny's Scott Herrington. There is also an English version of the Messiah Interview to help out if your Italian is rusty. The piece includes 33 screenshots (the first 10 are brand-new exclusives), and discusses plans to include nude codes, in case you want to see the little cherub with his diadie off.

Shadows of Reality Interview

GA-RPG's Shadows of Reality Interview talks with Steve Adkins and David Gallay, Lead Programmer/Producer and Lead Designer respectively for Nevolution, talking about their upcoming Unreal-engine cyberpunk RPG, Shadows of Reality.

PingTool Fix

A new version 2.5a of the PingTool server-browser is now available, fixing a big bug that slipped through in the just released version 2.5 that locked up the installer, as well as a pair of other bugs. Thanks Umberto. Details can be found in the new release notes.

AM Tech Bits

Mod Developers' Chat

Here's news on a mod developers' chat slated for tomorrow that's open to the general public, focusing mainly on Half-Life mods, though some Q2 mods will be represented:

The Mod Developers chat is here!
It will take place on Wednesday, July 28th. At 9:00 PM Eastern Time on 3dnet.
[telefragged.3dnet.net port 6667]
in rooms #mod-bash and #mod-questions

Many mod development groups will be there, but the chat will rotate focusing on different mods every half-hour. Many mods will be represented including, Opera, Squadron: Ghost, Swarm, Aftershock, and more!

The mod is not solely focused on these four mods, and all mod developers are encouraged to attend, and will get a chance to answer any questions about their respective mods.

Other Previews

Reviews

etc.

Out of the Blue

The aftermath of the full disk here has left BlueTracker completely on the fritz, I'll get out a monkey wrench later and bang on it and see if that helps (sorry). Yesterday was the first anniversary of Sinday, Bloody Sinday, the debut of the Sin demo, which coincided with last year's QuakeCon, so this is the anniversary of that too. Today also marks the third consecutive business day that loony has been assured his ISDN will be turned on, which I believe officially marks the half-way point in what for me was an over three month process. Poor loony actually believed 'em the first couple of times, but the phone company can pound cynicism into the most wide-eyed optimist.

Link of the Day: Starcraft Online Lessons With Kain-The-Feared (yup, another eBay item). These are at US $78.00 at the moment, but apparently got as high as $350! Thanks John.



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