Archived News:
Gigex has posted a 23 MB trailer for Prince of Persia 3D, both as full download on this page, and as
a small stub program
that will allow resuming interrupted downloads. Thanks MeccaWorld and Frans at 3D Action Gamers. On a related note, GamePen's Prince of Persia
3D preview is online.
Stevie "KillCreek" Case sent this .plan update from ION's Steve Ash (just added to the Blue Tracker)
which should clarify the reasons for Ash's departure from the Daikatana team ( story): Not
this rumor stuff again ;)
It's true, I am leaving ION, but only for boring personal reasons, I'm afraid.
I've had a lot of fun working at ION for
the past few months. I got to add a lot of cool tech to DK, and now that that's
done, I'm heading back to Cali. It's
been cool working with John and everyone else here, and I wish them all the
best!
Now go away!
As part of Quake2000.net's coverage of games that aren't Quake, they've posted
an interview
with Dynamix' Nels Bruckner, former programmer, and current manager on Starsiege:
TRIBES.
John Romero updated his
.plan with word that Steve Ash, former lead programmer on ION Storm's Daikatana,
has decided to part with the company. Taking his place is Shawn Green, who many
will recall is an id Software alumnus. Here's the scoop, straight from The Romero
himself: Alright, before all of the news sites start going nutty with
this information, I just want to thank Steve Ash, my lead programmer, for all
the excellent work he's put in on Daikatana. We're past the "adding tech"
stage and are working on finishing up the game, so Steve decided to move on
and get back to California where he can actually USE his Ducati motorcycle on
the winding mountain roads instead of watching his tires melt on the hot Dallas
pavement. Heh. Good luck Steve, and thanks for everything. :)
The new lead programmer on Daikatana is Shawn Green, whom I have known for eight
years or so and has been doing a great job on Daikatana since its inception.
Dynamix' Dave Moore updated his
.plan with word that the recently released Starsiege: TRIBES 1.7 (which
was supposed to fix palette errors on 3dfx cards) is causing palette errors
on 3dfx Banshee based boards: Erk! Ok, there have been reports of palette
problems on 3dfx cards with only one TMU (Voodoo Graphics, Rush, Banshee). Mea
maxima culpa, all my fault. I goofed a logic test (Morgan's law? Something like
that. The one that goes ![A && B] => [!A || !B]). We're aware of
the problem, and a fix is in QA at this time. This is especially embarrassing, since
1.7 was supposed to fix a palette problem on Voodoo 2's and Voodoo 3's. Sigh.
AGN3D
has posted a brief Q&A with James Schmalz, game designer for Digital Extremes
(Epic's collaborators on Unreal and Unreal Tournament). Also of note is Unreality.org's
interview with Andy Frazier, the composer behind the music in Legend's Unreal
Engine game Wheel of Time.
This
Seattle Times report sent along by Stillwater refutes the report posted earlier ( story)
that Bill Gates plans on donating his entire fortune to charity. The article quotes Gates'
father, the alleged source of the original report, as saying "I didn't say that...It
isn't accurate," and goes on to say "The elder Gates speculated that the Sunday
Times writer misunderstood him."
This week's edition of 10 Questions
with Sam Hell features everyone's favorite little devil interviewing Mike
Nichols (hey, didn't he direct The Graduate?), creative director on Drakan: Order of the Flame. Topics include the
game's engine, the competition, and some gameplay questions.
Raven Artist/Animator Rob Gee updated his .plan with word on progress on Elite Force, Raven's
upcoming Star Trek Voyager game using the Quake III engine. The lengthy update goes on to
describe the reception of SoF and Elite Force at the Activate Conference in Scotland and a
welcome to their new artist Andy, but I'll just quote the part about the Star Trek game:
Elite Force is coming along nicely. The newest mission area (undisclosed at this
time) is in the
final stages of defining it's overall look. The designers and artists have most of the
"major" areas
done and have been tweaking out textures, architecture and lighting effects for final
approvals. The
entire mission area is really looking great - the original concept sketches were done with
Quake III's
curved surface capabilities in mind. Needless to say, it won't be a very friendly
neighborhood when
it's done ;).
While I'm waiting for some model approvals to be reviewed, I've spent some more time
setting up some
additional animations for the scavengers. We've been fortunate to have access to the SoF
animation
data base, as well as using the CHIMAERA system for our humanoid models to apply the
animations to.
We're using a fair number of the mo-capped scenes that Scott and Eric set up with hOuse of
mOves.
But unfortunately, there are a few animations we can't use. Most Star Trek races have a
very distinct
body language and just wouldn't look right doin that gang bang thang. Klingons just don't
go talkin
smack while they cap :) A big thanks to Eric Turman for the ungodly hours he put into
setting up the
CHIMAERA system. He has much honor.
Shubes is working on the creature that will be found hanging around the newest levels,
mentioned above.
Brian P. is working with Bill to get our official website finalized - it's really looking
pretty sweet.
Mark has been doing more concepts, as well as helping Brian get the story boards done for
future cinematics.
Lampo has been a big help exporting all the anims for me so that Mike can edit and reclip
them into the
game. Kim has been working with Les to get the characters' heads and faces done. B'elanna
is looking hot.
hmmmmmmm.... B'elanna. Les has been busy making models and working with Steve R. on some
new effects that the
designers will be able to set up in their levels. Todd, Mark, Kim, and our newest artist -
Andrew Trabbold -
have been creating some very impressive textures for the new levels.
So, as I said, things are coming along nicely.
id Software CEO Todd Hollenshead updated his .plan with an excited blurb about this coming weekend's
festivities at QuakeCon '99. The update warns of how badly over-crowded the small town of
Mesquite, TX will be due to the event, and suggests attendees without accomodations get on
the ball.
Bleem!'s
President Vents is a GameSpot Q&A with
David Herpolsheimer, president of bleem! LLC discussing life after the launch of Bleem!,
the PlayStation emulation software. The article discusses the legal battles with Sony the
product is enduring, and talks about what it will take to make Bleem a mainstream product.
Also on GameSpot is an article called Half-Life MOD Heaven
that looks at the doings at last weeks event to show off seven of the best Half-Life Mods
currently in production, briefly describing Action Half-Life, Chemical Existence,
Counterstrike, Gunman, Kanonball, Science & Industry, and USS. Darkstar.
The Tectonic Latest News page has word of a new
version of the TecArena Q3Test front-end program. The new release fixes a "stupid
bug" in the last version which prevented the launcher from actually launching Q3Test
(which is a problem for a game launcher).
The Croatian Quake3 Arena Scene sends word of their new Quake III Arena User Benchmark Page.
A majority of the benchmarks on the page are user submitted, which sacrifices some control
over the data, but allows for the widest variety of tested systems. The goal is to to see
what hardware is best for Quake III Arena, and is meant to be especially useful to those
considering upgrades.
Before It's Done interviews Greg
Zeschuk posing ten questions to the CEO of BioWare about their upcoming sequel to the
quirky third-person action game, MDK, which, as we've pointed out before, stands for Math
Don't Kompute.
The press release
for the Quake III US Tour has been well, released, with some more details
on the event (or events for that matter). If you're wondering what's going to
go on at the bus stops, the PR has this bit of information, "at some locations,
lucky players will get to challenge top professional guest-gamers" although
nobody specific is named. I also enjoyed this quote quite a bit - actually it
kind of scared me: "You never know where the bus might stop -- there
are a lot of routes between cities," Welch continued. "One day it might pull
into a cyber cafe or a parking lot and just let people in to play -- it might
even be at your house. You always have to be ready. Watch the Web.
"
Including a new video card announcement from Bitboys Oy(!):
- Bitboys Oy have
announced their new line of Glaze3D video cards, which sport gigatexel fillrates
and embedded DRAM.
- 3DWars has posted an article
chronicling the battle between 3dfx and NVIDIA for dominance of the 3D market.
- Matrox has posted a
Q&A with Chris Satchell, Technical Manager at Silicon Dreams Studio
Limited, the developers of Warmonkeys, which will utilize their environment-mapped
bump-mapping.
- Ars
Technica has posted an article explaining how the Dual Celeron SMP setup
works.
- Sharky
Extreme has updated their 3dfx Next-Generation Technology article with
new images of the in-house demo they saw.
GASource
has posted a Q&A with Bungie's PR screwball Doug Zartman, talking about
their Anime influenced action title Oni. Some of the questions focus on the gameplay balance, which is an odd mix of hand to hand combat and good old fashioned gun toting mayhem.
The Italian games site Games on Line has posted a
new Black & White preview (actually, the preview's in color, but...oh,
never mind) complete with 27 screenshots (almost all of which are new, and quite
impressive looking). As the preview's in Italian, you may want to stick
a Babel Fish in your ear before heading over there.
GameMaster Gamer's Paradise has set
up a new Quake II master server all the way over in Holland (mmm...Quake with hollandaise). The server's at www.games.hetnet.nl:27900, with a server listing available
at http://www.games.hetnet.nl/quake2/gamespy.txt.
So update those server browsers if you're into that sort of thing.
Dynamix' Tinman ("yes, dammit, that is my real name!") updated his
.plan with word that he's created a new mission type for TRIBES that's up
for testing as we speak. Here's the scoop: However, I finally decided
that everyone else was having too much fun creating their own mission types,
so I decided to get in on the action. I've created a new mission type for Tribes:
"Flag Hunters"! (It may look familiar, the idea came from some other
game I'll leave nameless).
The object? Kill everyone of course, but besides that... Everyone spawns with
a flag. If you die, you drop your flag and someone else can pick it up. If you
had picked up several flags before dying, you'll drop them all, plus the flag
you spawned with. The object is to take as many flags as you can to the "alter".
Scoring is additive, so the more flags you bring at once, the higher your score.
e.g. 1 flag = 1 point, 2 flags = 1 + 2 = 3 points, n flags = 1 + ... + n points.
This hasn't been released, so the only server you can play this on is: "Kidney
Thief's Domain" (address "IP:198.74.33.53:28001")
So... check it out. Keep in mind that I'm not a mission designer, so I'd appreciate
any *suggestions* about which maps (I've set up 5) work, which need improvement,
and which just plain suck. Also, any bugs. Please keep in mind that this was
just a pet project, and not an officially sanctioned Dynamix release.
The Flamelands recently posted a new shot
from Psygnosis' upcoming Drakan: Order of the Flame. The shot, of Tahkora, "the
renowned skeletal dragon," is the sixth in their series of seven shots showing off
the various dragons that are featured in the multiplayer game. Thanks Drakan.Net.
This thread on GT's Unreal
Tournament Forum has a a couple of posts from Epic's Jack "Mek" Porter
describing the possibility that Epic will conduct a similar program to Valve's Half-Life
Primary Server program where free copies of the game may be distributed to server
operators who have "demonstrated they can run quality Unreal 1 servers for a
reasonable period of time," to help make sure UT server propagate quickly. Thanks
Apache from Voodoo Extreme.
Dave at The
Adrenaline Vault News sends word that the AVault is going to be hosting a chat with
Terminal Reality's Nocturne development team to chat about this upcoming
third-person Lovecraftian game. The chat will be this Thursday, Aug. 5 at 7:30 EDT on the
AVault's IRC server. Instructions for joining the event will be announced soon.
The
London Sunday Times is reporting "Gates to give away £65 billion fortune,"
quoting Bill Gates' dad (administrator of the William H. Gates Foundation)
saying the younger Gates, the slightly well-off co-founder and CEO of Microsoft, "plans to become the biggest single benefactor in history by giving away his £65
billion fortune to help rid the planet of diseases such as Aids and malaria." Props
to BetaNews for getting the scoop on this yesterday
(they attributed it to Reuters where I couldn't find it, thanks to The AVault for
the pointer to the Sunday Times).
Version 1.13 of the ReDeMpTiOn Bot for
Sin is now available, offering "a seriously improved combat engine that includes Aim
Leading code." Saw that on the Bot Epidemic.
The Myth
of the Bugless Game is an AVault guest editorial by Jeff Morris, Programmer and QA
manager for Firaxis Games talking from a
developers point of view about the complaint that computer games are buggy .
Raven's John Scott updated his .plan with a worklog of his own, detailing progress on
Raven's Quake II-engine game-in-progress, Soldier of Fortune. Here's the update:
* Fixed "Failed command checksum" bug
* Fixed alpha surfaces in bmodels not being rendered properly (still not perfect - but
should be good enough) and not moving.
* Sorted alpha surfaces, quads and alpha bmodels properly.
* Made undulating surfaces shade smoothly
* Added screenshots to savegames.
* Routinified lightmap creation code and surface rendering - multitexture used in more
situations now.
* Used sorted texture chains if multitexture available to reduce texture thrashing
(previously it only rendered by texture if there was no multitexture available).
* Went out and got completely blasted Saturday night.
Just a note to say that The Blair Witch Project is bleeding awesome - thoroughly
recommended.
I'm also completely hooked on the Sequencer CD by Covenant.
Quake 3 French Olympics has info (in French)
about this competition (in France) that will feature two-on-two and four-on-four duels, as
well as free-for-all competitions in Quake III. Just for completeness, here's the usual
link to AltaVista Translations in case you
are curious about the proceedings, and your Français is a bit rouillé.
We had another blessed event at the Blue Tower yesterday, as the first of our second pair of
mourning dove eggs hatched in the flowerpot on the fire escape (can you imagine climbing
down 245 flights of fire escape ladder in an emergency? There's a downside to living in
the tallest building in the world). As small is the hatchling is, it's still hard to
believe it came from something as tiny as the unhatched egg next to it, which is the size
of a large gumball. I'd describe the mother feeding the newborn, but some of you are
probably eating right now yourselves.
Link of the Day: B1FF#S
K3WL H0M3 PAG3!!! As Joel , who sent this along, says: "Everything that's lame
about the Web wrapped up in one page!" Also, as he did when passing along the link,
let me apologize in advance.
Image of the Day: The Worlds
Biggest LAN Party? Thanks Ryan.
eBay Item of the Day: eBay item
140092659 - The Blue TeamFortress Fort. Thanks Nicholas Ryan. Sure bidding
starts at $10,000,000, but it's a fort, dammit! Besides, it's blue...
AvPNews.com has posted an edited chat log from the David Stalker chat
which was held July 30 on Mplayer.com. David
is the producer for Fox Interactive's Aliens versus Predator and the chat answers
questions about why an AvP level editor has not been released ("the tools used are
not suitable for public release"), and much more, including this about something I've
wondered about myself, Alien co-op:
Dave Stalker: Honestly, Alien coop is tricky because of AI
issues but it's something that we may investigate in the future expansions that we will be
doing.
The Dawn of Darkness News page has
word that plans for this commercial Quake II conversion have been scrapped. Here's part of
the update, which goes on to describe plans for the free release of some of what they've
worked out for the project, as well as plans to continue to develop Dawn of Darkness as a
franchise:
It is with a great sense of bitter-sweet that we make the announcement first
mentioned last month. Bluntly and plainly:
Dawn of Darkness, as a Quake II total conversion, has been officially and
voluntarily cancelled.
Realizing that there is no market left for commercial Quake II products, that the Quake II
engine is showing its age, and with a desire to do justice to the Dawn of Darkness
concept, we have ended development of the conversion. Though it pains us to cancel the
project, there are several good things about it...
Ant points out the FTP directory at ftp.icq.com has some
new binaries dated today, and Violent J. points out Tucows
has a new ICQ release dated today with a version of 99a Build 1800 244, so it looks like
they've crept another new public beta out in that strong silent way of theirs.
Datumplane::Starsiege has broken the news drought
by noticing a post
by Dynamix' Rick Overman on the messageboards on StarsiegePlayers about the status of
the 1.004 patch for Starsiege:
I said I wouldn't do it but being a programmer kinda guy I always reserve the
right to change my mind at the last second. So... I am going to change the network
protocol for patch v1.004. But I will allow 1.004 servers to optionally be backward
compatible with older clients. You will be able to set up a 1.004 server that will only
accept 1.004 clients. This is great for matches because you can assure that no one is
using any hacks!
OR
You can set up a 1.004 server that will accept any client. The downside is you don't get
some of the hack fixes.
Question?
How many of the Dynamix dedicated servers should be configured to ONLY accept 1.004
clients? I'm thinking all but 2 games should be converted. At least this way there will
always be a server for those who have not downloaded the patch yet.
Pels Interactive's latest Q&A is with
Raven designer Eric Biessman playing their now-classic ten questions discussing Soldier of
Fortune, Raven, life in the biz, and all the more you can cram into ten questions. The
piece also offers two new screenshots from Soldier of Fortune.
- Extreme Hardware has
summarized some posts from the hardware newsgroups trying to convey some of the general
feelings being expressed on USENET on 3dfx' newly announced technology. The summary states
that "opinions were pretty well split down the middle on the...announcement, with
some feeling it was too much hype for a technology demo, and others really interested in
the Anti-Aliasing and other features that were mentioned." Head on over for the full
treatment.
- Sharky Extreme's
MACWORLD Expo New York summary is up with their resident Mac expert giving his take on
last week's Big Apple Apple festivities.
Tweak3D has posted 12 new
screenshots from Drakan: Order of the Flame giving a dozen detailed looks at
Psygnosis' upcoming third-person dragon-riding action/adventure in 1280x1024 resolution
and 32bpp color.
There's another Tim at work
shot on Unreality from Epic's Tim Sweeney. This is not actually a photo of him at work
programming, but rather a screenshot of the latest look of the UnrealEd interface,
perhaps of interest to level design-types.
3drage.com's Werewolf: The Apocalypse
preview follows their recent Vampire preview ( story) with their first impressions of another third-person game based
on a pen-and-paper RPG from White Wolf Studios, Werewolf: The Apocalypse - Heart of Gaia.
Another Blitz engine release, and a new version of the Act 3d visualization engine:
- The Acid Reign Site has the release of the source code to version 1.2 of the Blitz Engine. This has similar features to the version 1.0 release (story) but now also includes a "completely hand-crafted 32-bit MMX optimised realtime span-level RGB rasterizer with span-level mip-mapping in assembly (Phew...) as seen in Unreal."
- Saw on Voodoo Extreme that 3DFiles has posted the 6th generation of the Act 3d visualization engine. "The latest versions includes loads of new features to create even more stunning graphics than before. This demo displays 4 different 3d models. You can use the mouse to navigate around the models. Direct X 6.0 and an 3d accelerator are required for this demo."
A new version 1.1 of NOP is now available. NOP is
a small, speedy, freeware tool that parses q3test-server-logfiles and generates rankings
using an HTML template. The program is currently only available for Win32, but they are
looking for someone to do a Linux port. Here are a few of NOP's main features:
- generates ranking tables by calculating 'points' for every player
- you can change the table design via style-sheets
- uses a ban-list to avoid ranking of certain players
- strips color-codes from playernames
- converts q3test's special characters to ascii-characters
- you control the number of lines per page and the number of users in the list
- re-run feature: e.g. let NOP update rankings every 20 minutes
Electronic
Arts poised for Net play reports CNET News.com (saw
that on Tom's Hardware). Here's the lowdown on the
report, which currently is still all speculation:
REDWOOD CITY, California--Electronic Arts, the No. 1 video-game
publisher, is poised to unveil a series of Internet initiatives that may boost its profit
and stock price, analysts and investors said.
While company executives declined to comment on the plans, chief financial officer Stan
McKee has been telling investors that Electronic Arts
wants to get 20 percent of its sales from online sources within three years. That could
equal several hundred million dollars a year for the Redwood City, California, company,
which had $1.2 billion in sales for fiscal 1998.
Electronic Arts' bet on Internet-based gaming could help it weather transitions to new
game-console technology, which could cause industry sales to stall as consumers wait for
new consoles to buy new game software. Still, the company must overcome technical and
marketing barriers to lure millions of users to pay for online games and entertainment,
analysts said.
UGN3D Q&A with Bill Roper of
Blizzard entertainment talking about Diablo II and Battle.net. An interesting bit to note
from the article is word that they have not yet finalized how many players can be in a
single game. Also MGON
interviews an unnamed Blizzard rep on the same subject.
I see on Half-LifeNews a version 2.4b of a mod
called DMPlus has been released. This teamplay mod offers features like a grappling hook
and a cloaking device, as well as gameplay tweaks like bleeding and increased lethality
that can result in single shot kills.
A post titled Venom
Compatibility Test Demo Released on GA-Source gives word of the Venom Test Demo now
available for download. Venom is a 3D action shooter being developed using the "Vital
Engine ZL," but this is not a gameplay demo, but "is a compatibility test demo,
which has been released to test how the game works on different hardware, so the
developers can remove most bugs before releasing a playable game demo of the first level
later this month."
There's a new High
Resolution Slave Zero Screenshot on GA-Source showing off Accolade's Giant robot
combat game in 1024x768 glory with bump-mapping enabled.
The Kingpin FAQ on Planet
Kingpin has been updated to version 0.9 with he addition of a couple of new Q&As
about Xatrix' gangsta-shoota. Also, new questions and their corresponding answers have
also been added to GT's Unreal FAQ and GT's Unreal
Return to Na Pali FAQ. Thanks Frans at 3D
Action Gamers.
A Quake III Arena Road Tour page
has been added to the Quake III Arena site.
Thanks Maddes. There aren't a lot of details
there, but there is a picture of a big ole Quake III bus, and a list of destinations in
the US Southwest that can get the imagination going for locals (or those willing to
travel):
Dallas
Houston
El Paso
San Antonio
Austin
Albuquerque
Phoenix |
Las Vegas
Seattle
Tacoma
Portland
Eugene
Sacramento
San Francisco |
Oakland
Fresno
San Jose
San Diego
Irvine
Los Angeles |
Creative Labs
Products Graphics Voodoo2 page has a new beta 1.1.2.0025 release of an optimized
mini-GL driver for both the 3D Blaster Banshee and the 3D Blaster Voodoo2. Thanks Von.
According to the update, "you must be running Creative Labs drivers for the mini-GL
to install and operate properly." The update is dated July 28 (and says the driver
date is July 23), tough I haven't seen word of it previously. According to the site, the
new driver "includes several improvements from the June 16th release," including:
- Support for Quake3 Test 2 (Version 1.07)
- Support for Quake3 Test 2 (Version 1.06)
- Support for Tribes
- Performance Improvements
- Corrected Lighting Issues in Quake3
- Installs newer Glide files to provide better gamma support
Quake 3 Arena Benchmarks on the
Meter give Mercury Research's Q3Test benchmarks, which have the TNT2 cards showing up
on top. Thanks Tom's Hardware via Stomped.
Voodoo Extreme has posted a pair of new
screenshots from Shiny's upcoming third-person action game, Messiah.
There's a new GameSpy LAN Master program on
LANParty.com. This is a local master server you can run on your LAN that allows
connected clients to easily find multiplier games on the LAN simply by using GameSpy. You
can understand the usefulness of this if you've ever been to a large LAN party and tried
to keep up with all the servers folks are launching (often running local webserver to
provide server IPs). The initial version of the LAN Master includes support for
QuakeWorld, Quake II, Q3Test, Half-Life, Kingpin, and TRIBES. More games may be added in
the future.
Brandon "GreenMarine" Reinhart made an update to the Unreal Technology page describing five days of
work on a Linux client for Epic's upcoming Unreal Tournament. Word is "It runs very
well under my Voodoo 3 3000 at 1024x768 (Redhat 6, Linux 2.2.5-15)," saying "The
only major issue left on my todo list for the client is to port the Galaxy sound
library." The update includes a couple of screenshots and word that "if
everything goes well, then the client will be on the 2nd CD of UT."
id's John Carmack updated his .plan with the latest installment of his Quake III Arena worklog with
word on the latest progress on the game.
An update to the Quake Info Pool adds more
information about some bugs, including a fix for the FTOS() bug in the Quake engine (which
can also be fixed by hacking the Quake executable). Also, a new Ultimate Regular Quake
Patch v1.04a and Ultimate Regular QuakeWorld Patch v1.04f have recently been made
available.They have also enhanced all the bug-reporting forms there to use cookies.
There is a page up with info
on playing the normal Half-Life single-player maps co-operatively on SvenCoop - Atomic Half-Life. I
don't know if there's anything on the page that's changes since the SvenCoop stuff was
first announced a while back, but questions on "how do I play co-op Half-Life"
show up in the mail here all the time, so there it is (described as "far from a
perfect method, but it's fairly playable").
The Q2Utils site has a new release
of DemoMan, a utility
to makes viewing Quake II demos simple. When installed, you can launch a demo and view it
simply by double clicking it (rather than opening Quake II and proceeding manually). The
program even works to view demos from within .zipped archives.
Now that the mod is release, sign-ups for an Action
Half-Life Tournament is underway, though the tournament will not begin until the
"AHL teamplay is improved." Also, screenshots, photos, and demos of the Tempolagy LAN Party are now online.
The turning of the calendar pages to August serves as a reminder that QuakeCon is coming
up quickly, just next weekend in fact. As I anticipate the event, I am trying to figure
out the most frightening of these three prospects: Playing Q3A against people who spend as
much time deathmatching as I do HTMLing, eating at Denny's more than once in a 24-hour
span, or accepting a ride from 3DRealm's Chris Johnson. You see, it's not just the
gun-control laws (which require that all citizens over the age of three be fully armed)
that make Texas such an intimidating place.
Link of the Day: Virtual Crack
Rock(tm). Thanks Ant. They have their own
domain for crying out loud!
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