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Archived News:
Next-Generation Online Microsoft's Secret Console
Revealed is a "world exclusive" scoop on Microsoft's entry in the
console gaming race taken from an upcoming edition of their print magazine.
Here's a bit on the decidedly PC-oriented hardware in the story, as well as
Microsoft's dismissal of the rumor, which Next-Gen still seems certain is a reality:
While a Microsoft spokesperson quoted in the article called the story
"wishful thinking," several independent sources have confirmed that
X-Box has been in development for several months. Contacted today, a Microsoft
spokesperson repeatedly stated, "This is a rumor. It is Microsoft's policy
not to comment on rumors."
According to the story, X-Box will feature a 500 MHz processor by Intel (note:
according to a follow up story in the forthcoming November issue of Next
Generation Magazine, an AMD Athlon powered version is also planned), nVidia's
NV-10 graphics technology (recently renamed GeForce), and a modified version of
the WinCE operating system. According to the story, this will make X-Box capable
of PlayStation 2-level performance.
id Software's John Carmack updated his .plan with his thoughts on the newly announced NVIDIA
GeForce 256 (formerly the NV10, or as he calls it, "Nvidia's new geometry accelerated card
with the funny name," which could stick), and Apple's new G4 systems. Here's the lowdown: I
have been getting a lot of requests for commentary on two subjects lately:
Nvidia's new geometry accelerated card with the funny name.
It is fast. Very, very fast. It has the highest fill rate of any card we have
ever tested, has improved image quality over TNT2, and it gives timedemo scores
40% faster than the next closest score with extremely raw beta drivers.
The throughput will definately improve even more as their drivers mature.
For max framerates in OpenGL games, this card is going to be very hard to beat.
Q3's target of about 10,000 triangles a frame doesn't stress this card at all.
If you want more polygons out of Q3, you can do:
r_lodBias -2 // don't use lower detail models
r_subdivisions 1 // lots more triangles in curves
r_lodCurveError 10000 // don't drop curve rows for a long time
I haven't looked at the stencil shadow stuff in a long time, but it gives the
largest increase in triangle use (and a lot of fill rate as well):
cg_shadows 2 // turn on stencil shadows
// (if you have a stencil buffer)
Apple's new G4 systems.
The initial systems are just G4 processors in basically the same systems as the
current G3. There will be some speedup in the normal C code from the faster
floating point unit, and the Apple OpenGL has AltiVec optimizations, so
framerates will improve somewhat. The limiting factor is going to be the fill
rate on the rage128 and the bandwidth of the 66mhz pci bus and processor to main
memory writes.
The later G4 systems with the new memory controller and AGP will have better
performance, but probably still limited by the new 3D card.
After Apple gets all their driver tuning done, it will be interesting to try
running timedemos at low resolution to factor the fill rate out. Apple has a
shot at having the best non-geometry accelerated throughput, but it will still
be tough to overcome a K7 with an extra hundred or so mhz.
On a purely technical note, AltiVec is more flexible for computation than intel
or AMD's extensions (trinary ops), but intel style write combining is better for
filling command buffers than the G4's memory streaming operations.
Apache sends word that he's posted twelve
new high res Wheel of Time screenshots on GameFan Online, taken with TNT2
in Direct 3D mode, showing off this Unreal engine title.
GameSpot
has posted a brief preview of Tomb Raider 4: The Last Revelation, with nine
screenshots from the sequel to Tomb Raider 3 (which of course was the sequel
to the sequel of Tomb Raider).
The Unrealty - VSMM'99 Demo
has been released (thanks Preacher at the unrelated Unreality).
This is a demo of the program that will use the Unreal engine to give virtual
reality walkthroughs of buildings for architects and realtors to be able to show
off ideas and properties more easily.
Planet Daikatana has posted three
new screenshots of the N64 version of Daikatana.
Speaking of games going gold, as we have a few times today, the gold-diggers at Gone Gold
send word that Legacy of Kain- Soul Reaver
has gone gold, set to bring its horror action to stores soon.
EA sends along this
new concept sketch from American McGee's Alice, a hybrid third person/first
person action game currently in development. Tomorrow a new gallery section
is due to be unveiled at the official Alice site,
complete with lots more concept art. Look for it around 5:00 PM PDT. In the meantime,
enjoy this truly demented piece of concept art (the thumbnail is a close-up):
Dynamix' Rick Overman updated
his .plan talking about ports to the "new engine" talking about
his early success with a Mac port, and his hopes to duplicate his Mac successes
on a Linux port. Since it wasn't 100% clear what the "new engine" part
referred to, we contacted Rick and got a clarification that he is talking about
TRIBES2. Here's the update: I'm finally full time on the new engine, ahhh...
and just to liven things up I decided to port the platform
dependant layer of the engine over to the Macintosh and see how things looked
before we made too much more progress. We were all pleasantly surprised when I
had the engine testbed app up and running after just 2 weeks time. (did I
mention this is the first time I've ever worked on a Mac?) I spent a few minutes
today testing OpenGL compatibility with Mesa OpenGL for the Mac and experienced
no problems (MacG3 with Voodoo3-2000 and Mesa OpenGL). I'm hoping the ease at
which the platform dependant layer ported to the Mac is an indication of how
simple the Linux port will be.
A new GameSpot's Designer Diary for Nocturne
has just been posted, talking quite a bit about the flexibility the
editor provides in creating the worlds in this upcoming spooky adventure game,
as well the game's "richer, more lavish universe" talking about
elements of dialog and back-story falling into place. Thanks Frans at 3D
Action Gamers.
Word on Planet Half-Life is that
the Ministry Of Development has posted
a new Opposing Force Screenshot. And yes, the screenshots posted yesterday to
make up for the set that preceded them weren't new either, they were from Thresh's FiringSquad's
Opposing Force interview, in case you are keeping score at home.
Planet RIVA sends word
they've posted still more shots of the Dagoth Moor Zoological Gardens demo being
developed for the GeForce 256 by WXP
site.
Eidos' FTP site
has posted a 17.8 MB movie on the making of Omikron (here's a
local copy). The movie is almost six minutes long with high production values
(read: closing credits), a lot of game footage, some pre-rendered stuff, and
the obligatory quotes from the developers about how cool their game is going
to be (thanks Frans).
The Shugashack
has posted word that ION Storm Designer Stevie "KillCreek" Case,
currently working on Daikatana, will be appearing nude in a future issue of
Playboy in a piece "based around her being a female gamer and
developer." What can you do in a situation like this, but post the story,
and watch our news
messageboard (as well as sCary's)
with fascination.
The official Freespace 2 page has
been updated with two new ships in their ship
gallery, as well as another MP3 from the soundtrack (thanks Descent
Chronicles).
RedStorm has posted a
roster page for Rogue Spear, with details on the six new playable characters
that are in the game (in addition to the twenty in Rainbow Six). There's also
a little teaser up on the
RS downloads page, that says the demo is coming soon (thanks Frans at 3DGamers
for the scoop).
On the heels of the update sent along by Dynamix ( story),
comes another TRIBES Extreme update in Designer Scott
"Captain America" Rudi's .plan. The update covers a lot of bases,
so I'll excerpt the part about progress on the game: Tribes Extreme is
going well. We've got a ton of new missions in the works for new gameplay
online, and the campaign is really starting to shape up. Jesse R. is kicking
some ass getting the scoring and mission to mission issues working. Mitch is
also doing great with the training missions. They should be really informative
and pretty fun - the best thing about them is they'll cut down the number of
"How do I repair myself?" questions newbies ask in online games. Blah.
It seems our correction ( story)
to our report ( story)
that Sinistar: Unleashed is gold was incorrect. Yes, I guess I'm trying to be
difficult there, in other words, Sinistar Unleashed really is gold, and our
source can be officially declared reliable again. Here's the lowdown from S:U
project manager Rachel Silverstein: I am the product manager on Sinistar
Unleashed and I can promise you that it is, indeed, gold. In fact, I messengered
off the gold to manufacture myself. (<deleted> is definitely a very
reliable source).
Apparently, there was some confusion at the developer's and they wound up
sending you an old form e-mail. I really apologize for the conflicting
information, but we really, truly are Gold. Barring a huge natural disaster,
Sinistar Unleashed is on schedule to ship Sept. 15.
Move over Lara Croft...Duke Nukem's getting endorsement deals too. MonsterCable
and 3DRealms will be announcing that Duke
will be endorsing the Monster line of high end cabling. Here's the press release that will be going out to wire services tomorrow: Monster
Cable Products, Inc., the world's leading manufacturer of high-end, audio, video,
computer, gaming cables, and accessories, proudly announces that world-renowned
alien ass-kicker Duke Nukem is lending his name to their prestigious line-up
of Famous Monsters. In the past, Monster Cable has relied on a very select group
of top musicians and entertainment industry professionals who use and endorse
Monster Cable to complete the Famous Monsters roster. Today, Monster Cable adds
a man so elite, that he is in a field of one. As a many time world-saver, highly
successful entrepreneur, best-selling author (Why I'm So Great, ISBN: 0-7821-1869-0)
and famed babe-magnet, Nukem is clearly one of the most famous men on the planet-and
is pleased to team with Monster Cable.
"Hey--they asked. I'm the best. They're the best. Good fit," noted
Nukem. When pressed for more, Nukem rearranged the cigar in his teeth, adding,
"I got a call from Noel Lee, the boss over there, he actually goes by the
name 'The Head Monster,' clearly this guy knows what he likes-in addition to
making the best cables on the planet." Nukem grinned, "I can respect
that."
Not only is Monster Cable supplying their superlative cabling for Duke's computer
systems and home theaters, including full wiring for his new Las Vegas casino,
The LadyKiller, they're also wiring his award winning game studio, 3D Realms
Entertainment. 3D Realms is currently developing Nukem's much awaited PC game,
Duke Nukem Forever.
When asked for final words, Nukem snarled, "Monster Cable. Come Get Some."
Dynamix sent along this TRIBES
Extreme Update, with the latest word on the special edition of Starsiege:
TRIBES currently in development. The update has quotes from Dynamix folk, including
Scott Rudi, the lead designer, Lincoln Hutton, lead programmer,
and Jesse Russell, a mission scripter on the title. It's cool stuff, so
check it out.
Designer Graeme Devine at id Software updated
his .plan addressing the rumor of the day, saying that id is not
doing a Matrix game (which, if movie adaptation history serves as an indicator,
will be some crappy side-scrolling console game and port produced in 72 hours that will sell a
million units anyway). Here's the update:
I see a lot of people are playing with nude reptiles!
We are not doing a Matrix game. When we finish Q3A we'll start on the next
project. We will try and fit the words "welcome to my underground
lair" into the next game, mostly because we think Steed would be good at
making fembots.
Okay, that's more of a suggestion than a truth. We'll probably do something
completely different based on stories of the Quake 3 Bus and the Nevada desert.
The first release of Pinger
is now available on The Mod Shop.
Described as a simplified console game server browser for Linux, Pinger asks you
which game and mod you want to play, and goes out and finds the servers you are
looking for, and can (of course) join the server you select. Pinger currently
only supports Quake II, but more games will be added in the future.
GameStrategy.Com's Star Trek Voyager
Elite Force preview offers some hands-on impressions about the progress on
Star Trek Voyager - Elite Force after a recent visit to Raven's offices to check
it out. In addition to a paragraph-per-page preview of the upcoming Quake III-
engine Star Trek shooter, the piece also offers a bunch of screenshots that look
like they're new to me. Saw that on AGN3D.
Tomb Raider The Last Revelation interview on GA-Source talks with Adrian Smith and Mike Schmitt of CORE Design about their work on the upcoming fourth installment of the third-person,
two-breasted, single-player only Tomb Raider adventures: Tomb Raider: The Last Revelation.
The seemingly inevitable follow-up on an early gold report has occurred, as my
"formerly"-reliable ( ![=]](/miscimages/smiley4.gif) ) source has been proven somewhat off the mark
on the report that Sinistar: Unleashed is gold ( story).
I received the following note from the development team, apparently unrelated to our previous report, that makes it
obvious that the game isn't actually gold: I'm pleased to be able to
inform you that Sinistar: Unleashed has gone beta. Over the next few weeks,
we'll be rushing around putting the last few bugs to rest, and generally
undergoing "Crunch Week."
The Nocturne Home has been updated
with new screenshots and information about this upcoming horror adventure
from TRI and Gathering of Developers. Nocturne is also being shown off at ECTS,
just getting set to unfold in London, and will also be on display at Ground ZERO
in New York City the following weekend ( story),
though as Mike
Wilson's .plan update mentions, the report about what's being shown at G.Z. is not
completely accurate: Just to clarify the info being posted on The
Gathering's presence at the upcoming Ground Zero event in NYC... we'll have a
couple of guys there giving demos and letting visitors play Nocturne and
Darkstone. The other games we'll be showing will be shown only on video... new,
cool ECTS videos for the most part. That includes Age of Wonders, KISS Psycho
Circus:The Nightmare Child, Heavy Metal:FAKK2, RUNE, and Max Payne.
Playable demos off all these games will be given by the developers at ECTS...
except Max Payne. The 3DRealms/Remedy boys continue to sit out trade shows to
try to make uninterrupted progress on getting Duke Forever and Max Payne to the
level that they want them for 2000. I don't think you'll see live demos of
either of those games until E3 2000, but on 3DRealms knows for sure.
MapZone's Q3Tourney guide
offers another strategy guide to the third Q3Test map. Q3Tourney, discussing
proper one-on-one tactics for the map in tongue-in-cheek style.
The Adrenaline Vault
Patch Downloads now has a new patch to update Spec Ops: Ranger Team Bravo.
The patch increases the spawning distance in multiplayer games, reworks how
satchels operate, and more.
Frans at 3D Action Gamers sends
word that Sierra has quietly posted a new version 1004 patch for Starsiege on
their FTP site (direct link), that looks to update the OEM version of the
game from 1002 to 1004, which is the latest version of the retail game. Frans
has also mirrored the file on 3D Action Gamers' Starsiege
page.
New
Game Consoles Blow Away PCs is the name of a new article on ZDNet that talks
about the next-generation of consoles, including the Dreamcast and Playstation
2. The article fails to mention the coming generation of PC graphics cards,
but does point out the production costs of Final Fantasy VIII, which at $30
million were more than six times that of an expensive PC title. But, they do
quote John Carmack, who brings the piece back down to earth: "The
impression that the PlayStation 2 will be light years ahead of the PC is really
incorrect," says John Carmack, the top programmer at "Quake"
developer Id Software Inc. in Mesquite, Texas. "We're going to continue
with the PC because it will move ahead of the consoles and it gives us complete
freedom to make the kind of games we want."
Stomped has posted an e-mail they received
from id's Paul Steed regarding the possibility of skeletal animation being added
to Quake III: Arena this late in the engine's development (as Carmack mentioned
it recently in his .plan), so you can head on over an see what id's animator
thinks of the prospect.
The official Messiah page has been updated
with some new character images, showing off a number of different (and strange
looking) creatures from this third person action title that's a mere 10 weeks
from shipping (if you believe their release date of November 15th). Thanks VE.
Also on VE, is the latest installment in their Experience
Development report, with The Whole Experience's Patrick Moynihan giving
you the latest on their two projects: the Dagoth Moor Zoological Gardens demo
for the GeForce 256 and their 3D game Experience.
Saw on Stomped that the GameSpy
folks have come up with a workaround for the missing Q3Test servers ( story),
and Redwood says GameSpy now shows well over 400 servers available again. Okay,
just this once I suppose it's appropriate to say it: ROCK! Graeme
Devine's .plan says this is fixed in the next release of Q3Test.
The busy night owls at The Adrenaline Vault
have posted a few bits of computer role-playing games: EON
Designer Diary is the "first designer diary about the upcoming epic
fantasy CRPG, EON." Also, I see there that The Official Wizardry 8 Website
has been revamped with "all-new screenshots, a completely revised FAQ, new
sections on classes, combat and monsters, and a new design." Finally, Computer Games Online
Might and Magic VII tips are online (saw that last one on VE).
The Adrenaline Vault Previews Earth 2150 Escape from the Blue Planet
looking at this futuristic upcoming 3D accelerated RTS. In other strategy game news,
the AVault is also reporting: Warlords
4 Announced saying the sequel is "scheduled to ship Quarter 3
2000."
Some bits, including the possibility that Athlon 700's are on the way soon. Did
you know AM Tech Bits are part of a balanced breakfast?
The Adrenaline Vault News
has posted five new screenshots from Spellbinder, an upcoming first-person
shooter/ RPG from Mythic Entertainment that has just entered closed beta
testing. Spellbinder is an online game based on the pen and paper game
Rolemaster (Iron Crown Enterprises) that will feature four character classes and
will allow "thousands of participants to compete alongside and against each
other in an arena-based system."
GamePen's new "interviewer-at-large" RadPipe (who knew?) kicks off his
interviewing stint over there with a
Q&A with Jake Simpson of Raven Software talking about "life, death
and everything Star Trek: Voyager." Star Trek Voyager, is Raven's upcoming
Trekkie first-person shooter that uses the Quake III engine.
Word comes from a reliable source that Sinistar: Unleashed, the 3D Space Action
title from THQ went gold yesterday, and will be in stores later this month.
Some may consider New York City godless, but they won't be able to say that
during the Ground ZERO event, as the
Gathering of Developers has been added to the exhibitor page on the Ground ZERO
site, with word that they will be showing off a full slate of their titles,
including those currently available, as well as those in development. Here's the
list: Darkstone, F.A.K.K.2, Fly!, Nocturne, KISS Psycho Circus, Max Payne, Rune,
and Age of Wonders.
PC.IGN.COM previews Spec Ops II
giving a look ahead at the upcoming sequel to Zombie's tactical shooter, saying
they can't wait for its release.
Thanks again Frans at 3D Action Gamers:
- Nintendo Announces Game Boy
2 on Next-Generation Online:
"In addition to sporting a powerful 32-bit CPU, and 20 hours of battery
life, Game Boy Advance will be able to connect to a cellular phone to access
the Internet... (and) is slated for an August 2000 release in Japan and is
tentatively set to release before the end of 2000 in the US."...
- The BattleComm news page
has word of a price reduction on this real-time voice communication software,
as well as an apology for spotty responsiveness during their transition to Microsoft
ownership...
- The Adrenaline Vault News
is reporting that "Verant Interactive has announced that its online
combat game Tanarus will be opened to non-subscribers at no charge
during the Labor Day celebration"...
- The Habitat has an interview with
TheFatal, author of the Half-Life Jumbot (linked on their sidebar)...
- News of the death of legendary Thrustmaster programmer and founder of the
Thrustmaster User's group, William (Cowboy) Wilson can be found on SimHQ
(thanks Aslan the Furry), along with a message board where sympathies can be
expressed...
Huzzah and kudos to crezzy Tom Hall for surviving long enough to celebrate his
35th birthday! Happy birthday Tom, welcome to the realm of the ancients. In a
special ceremony, Tom will be awarded the badge of his advancing age by the
Levelord (the badge being a pair of tweezers for ear hair).
Link of the Day: Flatulence Filter.
Thanks Ant. They have their own
domain for goodness' sake..
NVIDIA is throwing a $10,000 contest and
all you have to do is fill out this
form. Well, you also have to win the drawing, but at least there's no physical
labor involved. In other NVIDIA news, the GeForce
256 bidding on eBay has skyrocketed to $20,100. So I'd suggest entering
the contest before making a bid (the bidding on the Excite
and Yahoo auctions are
still within a reasonable range, however).
GameSpot
has posted a preview of Odium, a third person, turn based RPG currently in development
by Metropolis (and set to be published this October by Monolith). The preview
features seven new screenshots that give a good feel for the game's interface.
ClanFHA has posted
a preview of TeamFortress 2, based on the author's recent trip to Valve's offices
(thanks VE). The preview contains a Q&As
with Robin Walker and Gabe Newell, as well as a downloadable movie of game footage
and an exclusive screenshot.
Tactical Planet has posted the
version 1.2 patch for Hidden and Dangerous. Here's the scoop on this 3.7MB
patch:
- Full configurable controllers. Status: included full configuration of mouse
and joystick. Support for first joystick attached to computer.
- Crashes when leaving static guns. Status: FIXED.
- Mouse lag. Status: A new checkbox 'Vertical sync' added to hardware configuration
utility. If you encounter problems with mouse response, please check this.
- Quick game load. Status: a new menu item appears in the in-game menu (after
pressing ESC).
- Boats - death of on-board soldiers. Status: FIXED.
- Static guns: possibility to use in crawl mode. Status: OK
- When walking or running, auto-centering disallows aiming up or down. Status:
Auto-centering is now a bit smarter.
The Adrenaline Vault Downloads Patch
page has a new version 1.8 of the patch for the full German version of
X-Beyond the Frontier (not the English version of the demo as I originally
wrote). No word on what the patch addresses.
CNET Gamecenter's System Shock 2
guide promises to help you Show Up SHODAN.
Of course in a game like SS2, the whole point is to figure out stuff for
yourself, but it sure beats giving up on the game if you're stuck (I avoid
spoilers my self, but Billy peeked and says it's a good concise guide).
The Microsoft Age of Empires II Age of Kings
page has posted the AoE II box art though you have to work for it, by
solving a "Microsoft's Pandora's Box" puzzle, described as the next
generation puzzle game by Tetris creator Alexey Pajitnov. There are also some new
Dark Reign 2 screenshots on Gamer's Alliance Strategy. There are also some
exclusive Metal
Fatigue screenshots on Planet RIVA.
BetaNews has word of new ASUS P2B
BIOS' on the ASUS German FTP site. There seems to be a new beta BIOS there
to work on any P2B board.
Also on BetaNews is word that yet another
new ICQ beta is available, as ICQ v3.19 Build 2569
is on the ICQ website.
Mail has been rolling in to the Blue Tower trying to figure out what's going on
with the Master Servers over at id Software. Hearing the call, id Software
Designer Graeme "Zaphod" Devine updated
his .plan with word that the Master Server hasn't blown a master cylinder,
but there is a problem seeing empty servers (which of course makes it hard for
them to stop being that way to show up). This is going to be addressed in the
next release. Here's the update, which also includes word of some new id
servers, and the story of the mad mapper: Some of you have commented on
the master server being a bit odd right now. It's actually running just fine,
it's just responding to queries for protocol 41, which is not entirely
compatible with protocol 40. Only servers with people on there will actually
show up. You can force showing the empty servers with the keyword
"empty", but this isn't so useful since in 1.08 you can't combine that
with game types (e.g. you can't say "empty tourney"). For
completeness's sake, you can also say "full". But heck, if you type in
"nude reptiles", you can scan that too and get exactly zip.
All of this is of course fixed in the new test and browsing gametypes, keywords,
and so forth is easier than ever. You'll swoon. Trust me.
For those of you, and there's a bunch of you, who believe that our previous
efforts had better network support than 1.08, we've set up servers here for you
to get side to side experiences. Go try them and let me know.
Q3test 1.05 - 192.246.40.68:27961
Q3test 1.08 - 192.246.40.68:27960
Quake 2 version 3.20 - 192.246.40.68
QuakeWorld version 2.30 - 192.246.40.68
Quake version 1.09 - 192.246.40.68
We're pretty confident you'll be seeing things our way pdq.
Eric, our in house live human, bet Tim that he couldn't make a fun map in under
an hour. Tim, being Tim, took him up (the exact nature of what was bet remains
somewhat fuzzy, but it may have involved lunch). Forty-five minutes later we had
"fun", which has remained interestingly addictive throughout the last
week to the entire company (of course, listening to Tim tell this story, it's
down to thirty-five minutes while he had no power, and the mouse was
disconnected from his machine).
The lesson from all this is either that Tim really values something fuzzy to do
with lunch, or that Quake 3 is so darn cool you can toss together maps in less
than an hour. Okay, maybe knowing what Tim knows helps, so we're going to
dissect his brain for science and get him working as our own personal AI (John
swears it's possible) churning out 24 levels a day 24/7 until some odd Y2K bug
causes him to make every telephone in the world ring at once. Oh wait, that was
Lawnmower Man.
Dynamix' Mitch Shaw updated his
.plan with an update on TRIBES Extreme. Here's what he had to
say: I'm hip-deep in mission scripting for TRIBES Extreme now. Jesse
Russell did the scripting for two of the training missions before moving on
to campaign scripting, and I'm doing the others. I think it's going pretty well
so far, I have about 80% of them in a good "first pass" state, and
Scott "Cap'n America" Rudi is providing feedback and tweaking the
text. The training missions for Extreme look like they're going to be much more
comprehensive and "event-based" than the original TRIBES ones -- Greg
had very little time to put those missions together, and I think he did an amazing
job with them when you consider just how little time he had.
As a consequence of the head-down, full-on assault on the training mission scripting,
Freeze has been put on hold for
now. There are still several problems with it, and I would dearly love to get
it finished and released, but it's strictly a "free time" project.
Hopefully I'll be able to get back to it before too long. My apologies to anyone
who's been waiting for a Freeze release (if there is anyone).
I would like to encourage everyone who hasn't done so recently to visit the
TRIBES Extreme area of the website (http://www.tribesplayers.com/tribesplayers/extreme-index.html)
and give a look at what we've been working at so hard lately.
There's information about the game, screenshots, witty bon mots, and more stuff
on the way. It's more fun than you can shake a
barrel of monkeys at, or something like that.
Happy Puppy has posted a
preview of Sierra's SWAT 3 (thanks Frans).
It's a hands-off preview, but it does feature what would appear to be two new screenshots
(although admittedly I can't be 100% sure) from this Rainbow Six style tactical game.
According to Darkstone News, the
English version of the Darkstone demo released earlier today ( story)
will be an exclusive download from PC.IGN, and
will be released at 9:30 Pacific Time (thanks VE).
With this morning's announcement that TEN has been renamed to Pogo.com ( story),
and dropped much of the gaming content they were originally known for, and the
coincidental fact that currently the official PGL
site is currently offline, coupled with the fact that their next season has been cancelled, many people have been leaping to the conclusion that the
PGL is closing down. I spoke with a PGL representative who assured me that this
is not the case. The PGL will have to find a new online partner to host
the online portion of each season (since it used to be hosted by TEN) but this
shouldn't affect their future. In fact, the StarCraft division was hosted by
Battle.net last season - not TEN. Rest assured that we'll keep you up to date
as new information is released.
GAStrategy
has posted a brief Q&A with 10six producer Al Rivera, as well as three new
screenshots from SegaSoft's morbidly massively multiplayer strategy game that's
currently entering its beta testing phase.
Raven's Rick Johnson updated his
.plan with a clarification of a misprint in the current issue of PCGamer:
There's an article in the October 1999 issue of PC Gamer about SoF with
a very bad typo: "Vertex compression allows us to use more animations and
model variety and still run on a machine with 32MB of RAM. Also, since the compression
is high quality, there's 'swimming' visible on the models, even when very close."
That should read "Also, since the compression is high quality, there's
NO 'swimming' visible on the models, even when very close."
IMG Magazine
has posted a preview of Bungie's third person game of anime action, Oni, which
is based on the author's experience with an early Alpha build of the game. They've also posted an
interview with Alex Okita and Chris Hughes (two artists on the game) as
well as Brent Pease, Oni's project leader at Bungie West.
Since only one of the shots they posted yesterday was actually new ( story),
GASource
has posted two new screenshots from Half-Life: Opposing Force, Gearbox Software's
official add-on for Half-Life.
Team Abuse's Q3Tourney guide
gives maps specific strategies to the third level in Q3Test, Q3Tourney. Thanks Matthew
Rorie and Redwood.
There's a Quake III
Bus Tour Feature on Extreme Hardware with another perspective on the
tour that's currently winding its way around the Southwest US showing off the
game to eager sun-baked masses. More on the tour can be found on id's
official Quake 3 Arena Road Tour Page, our Quake Arena Road Tour
message board, and in loony's
Quake III Tour Diaries.
Borderfield productions has posted a new version of their Q3A - Total
Control utility for Q3Test, which they describe as "the ultimate Q3A
tool." It contains a FunName editor, a Key Binder, a Dialup Optimizer (they
say it "can reduce lag with up to 30%"), a Server launcher, and a
Config Editor that you can use to tweak your graphics, RailGun settings, HUD and
much more. This is an updated version to a release that was not mentioned here
because it violated the EULA, since the original version had a pak explorer,
which was removed when they learned it was a problem.
RedStorm need 50 beta testers for their
upcoming strategy/RPG game ShadowWatch. Interested? Here are the details (thanks
BetaBites): In Red Storm's new strategy RPG, Shadow Watch, you will
lead a crack team of operatives to uncover a nefarious plot to stop humanity's
advancement to the stars. Use your operatives to launch covert missions to rescue
hostages, plant surveillance devices, raze buildings, and assault enemy strongholds.
You'll have to use your wits on and off the battlefield to win. This isn't a
battle to save the world; it's a battle to save every world.
Sign up for the Beta Test is Sept. 3. 1999 starting at 12:00pm EDT. NOTE: Any
duplicate names and incomplete information will automatically be disqualified.
Shadow Watch Beta Testing will begin on Sept. 22, 1999 through Oct. 18, 1999.
Minimum Requirements to become a Beta Tester are:
- Windows 95 or 98 Operating System
- 166 MHz Pentium
- 32 MB RAM
- 16 bit Color SVGA video
- 2 MB Video Ram
- Sound Blaster 16 or compatible
- 600 MB free (required)
If Selected a Beta Tester must:
* Sign and submit a NDA (non-disclosure agreement) to Red Storm Entertainment
Inc. before receiving Beta CD.
* NDA must be received at Red Storm Entertainment by Sept. 15, 1999
* Complete Each of the 18 Mission Maps and send results for each via E-mail.
* Submit comments and bugs via E-mail using Solo bug
* After completion of all of the above the tester will receive a copy of the
game.
Selected Beta testers will be notified by email on Sept. 7, 1999. If you are
interested in registering to be a Shadow Watch Beta Tester, sign up at http://obiwan.redstorm.com/cgi-bin/betatest/application.cgi
on Friday, September 3. (The page will not be live until Friday!)
Here's an interesting story: according
to this story on ZDNet, GT Interactive (publishers of Doom 2, Quake, and
Unreal, amongst other games) is being sued by developer StarPlay of publishing
their game Alley 19 Bowling under a different name via their German publisher
GT Value (thanks to everyone who sent this in). GT had no publishing agreement
at all for Alley 19, and therefore the term "piracy" is applicable.
StarPlay is asking for $110,000 in direct damages and an extra $5 million in
punitive damages.
Wantree Games World has released a patch for the popular recamed version of
Quake Done Quick 2 by Zarathustra
Studios that fixes a bug where the VWEP doesn't work. The patch is available
in both Linux and Windows versions.
It's a Wednesday, which means it's time for this week's Mail
Bag (no really, this time we're sticking with the schedule). In this week's
incredibly exciting edition: beating on LPBs, that Ottawa Sun article, cute furry
animals, Jolt, and of course, a whole bunch more. Head
over and take a read.
The Adrenaline Vault Downloads
has a new demo for Delphine's Diablo-esque
action/fantasy game DarkStone. The demo is a 26 MB download, and is apparently
in French.
The Iron
Strategy Demo on The Adrenaline Vault is a non-playable demo of the giant
robot combo action and strategy game announced the yesterday ( story),
where you can be either a general or a pilot. The download is about 23 MB.
Interestingly, there's no word of the demo available on the Iron Strategy
site other than it's available by special request. The demo is also
available on
3DFiles.Com.
Matrox Graphics
Millennium G400 Latest Windows 9x
Drivers page has new version 5.21 Millennium G400 Windows 9x display driver.
From the notes, word is this driver can not be used with the Rainbow Runner
G-series, you should uninstall any previous Matrox drivers using this
procedure before installing the 5.21 drivers, and come time to uninstall the
5.21 drivers you will need their uninstaller
utility. Finally, the 5.21 drivers are 32-bit, QuickTime 16 will not work
properly with these drivers without this work-around.
A new version of GLSetup, the program
that detects your hardware and automatically installs the OpenGL drivers you
need has been released. This version (Public Beta v1.0.0.107) is dated August
31st (although curiously it's dated August 30th in the readme file) and is available
as an ActiveSetup download (which only downloads the drivers you need) or a
monolithic 43MB version that contains every single driver (this is great for
networks, by the way). Thanks Kurt Hoffmann.
Ritual's Robert Atkins sent along two more images from Heavy Metal: FAKK 2.
These shots show off really nicely the cool special effects they can do thanks
to their custom FX engine, which they've dubbed Ghost (not to be confused with Ghoul, Raven's modelling system on Soldier of Fortune). Enjoy!
In a strange turn of events, the online service formerly known as TEN has become
- Pogo.com (thanks AGN3D).
This new site focuses entirely on the more mainstream games that TEN offered,
including card games, and "classic arcade games". It would appear
that games that are available at retail with TEN's software are no longer supported.
I attempted to find Miz Beaver, Porky Pine, Howland Owl, Churchy La Femme and
of course Pogo on the site, but it would appear that they too, are no longer
welcome.
The Intel Developers Forum is currently underway, and there are a number of
products being shown, as laid out in this
ZDNet article (thanks OmegaFoRCe). At the top of the list is news that the
first sample Merced processors have been handed off to PC manufacturers, and
were demonstrated running 64 bit versions of both Linux and Windows. Also demonstrated
was Intel's 800MHz Coppermine processor, as well as something being called the
"Ottoman PC". A computer shaped like an Ottoman, complete with a leopard
skin cusion.
GT Interactive sends word that the Eurocom developed Duke
Nukem: Zero Hour for the N64 has shipped to stores and should be available
right now. Zero Hour is an original game (not a port from the PSX or PC titles),
and is played from a third person perspective.
id Software Lead Programmer John
Carmack updated his .plan discussing memory usage in Q3A, his forays into
PERL, and a new worklog. Here are a couple of excerpts, in the first he mulls
the possibility of implementing a skeletal animation system at this late stage
of game development: Loading a large map with full resolution, 32 bit
textures and mipmaps consumes almost 40 megs of texture space. The default of
picmip 1 and 16 bit textures reduces that to six or seven (not all images
observe picmip) in theory, but some OpenGL implementations keep a 32 bit version
of the texture around even if the card only uses 16 bit (I consider this
inapropriate), so it may still be twelve or more megs just for the images.
I have been able to save a couple megs off of the true capacity requirements by
not rolling through some larger buffers when not needed (not smp and not
dedicated server), and several megs more of one-time data mostly by moving a lot
of static tables to dynamic allocation.
I can probably save another meg of true capacity and I think three or four megs
of initialization data. The big thing that I might be forced to do is go to a
skeletal animation system. I would hate to do that at this late a point in the
project, but it would save about two megs per player model in the game.
In the process of chasing down the static memory hogs, I finally got around to
starting something I have needed to do for years: learn perl.
The update
goes on to describe John's experiments with PERL, and give his latest worklog
mentioning tweaks to lightning damage and machine gun ammo in teamplay. Here's
the worklog: * save 2.5 megs by reworking shader allocation
* save 1 meg by not double buffering backend if not smp
* convert all tr. arrays into pointers
* don't allocate as many snapshotentities when non dedicated
* new shader option: deformvertex move
* stackable deformvertex
* reduced lightning damage by 10%
* light emit from two sided surfaces
* reduced starting machinegun ammo in teamplay to 50 from 100
Busy Frans at 3D Action Gamers
sends word that an updated version of the Mortyr Internet Demo has been
quietly slipped into circulation. The
original is on the very poor connection that made the first demo so hard to
nab, but Frans has it mirrored on this page on 3D Action
Gamers. The new demo is a bit smaller than the original, and is version 1.06
as opposed to the original 1.02, the new release addresses some bugs. Frans also
mentions that the new demo will not break your old saved games.
There's a TRIBES2
screenshot on Penny Arcade Cartoons. Not a goof or a drawing, a real
screenshot of a landscape described as the never-before-seen Swamp World in
Dynamix' upcoming sequel to Starsiege TRIBES.
Saw a note on MacGamer's Ledge
revealing that the clamor for the Quake III Arena hats and mousepads that are
being handed out on the Bus Tour has been heard, and these items will soon be
for sale. Here's the scoop from the id
Quake 3 Arena page: A bit of cheerie news for all of you who have
been e-mailing about the Quake III Arena t-shirts, hats and mousepads.
Your voices have been heard. I've received news that we will soon be
making them available for purchase via 1-800-id-games. I'll make an update
on these items once they become available.
Frans at 3D Action Gamers sends
word that Activision has posted a
movie showing their updated Space Invaders in AVI format (about 3.6 MB).
A thread called Software mode
on the 3D Realms Bulletin Board
has a post from 3DRealms' George Broussard (thanks Brian) talking about the
hassles of software rendering in a world where hardware acceleration is becoming the
standard, saying that software mode might just end up not being included in Duke
Nukem Forever when it's released. I wouldn't be surprised to see Software
go away in DNF. It's a real hassle to add things that look cool in hardware then
have to deal with the software version ramifications of that. We had decided to
go hardware only way back in the early days with Prey, so it woulnd't be outside
the realm of possibility that we go hardware with Duke.
The bottom line is that is software looks "ok" and won't cost us weeks
of extra development time to keep it current with the hardware version, it can
stay. But as of right now, we've all but abandonned software mode and have the
attitude that hardware is the priority.
The reality is that no system ships now without a 3D accelerator. Added to that
will be a flood of Voodoo 2 level cards on the market as new hardware ships. And
once everyone can have 3D acceleration for under $100, it becomes the same issue
as a sound card. Just go buy one.
George Broussard
I saw on RainbowSix.Net that R6
Trigger Happy has posted a mod for Rainbow Six that attempts to duplicate
the planned weapons in Rogue Spear, the upcoming sequel to Rainbow Six, if you
have an itchy trigger finger (sorry, couldn't resist).
A post on Tweak3D.net (thanks Game Forces)
clarifies the deal with those auctions mentioned yesterday ( story),
and it seems my skepticism was unfounded, and that this
eBay auction, this Yahoo
auction, and this
Excite Auction (as of this writing, neither of the last two seem to be
active yet) are all legit. Apparently the GeForce cards are being auctioned for
charity by NVIDIA, and the cards being auctioned will actually be autographed of
all things.
As usual, thanks Frans at 3D Action Gamers
for the assist with these:
In the initial post about the 10SIX
beta sign-ups yesterday ( story)
we referred to the requirement that applicants be HEAT.net
"Premiere" members, which I'd say implies paying, but it turns out
that you must, in fact, be a "Perimeter" member, which is a free
membership. Sorry for the confusion, thanks Al Rivera the producer of 10SIX for
the clarification.
Yesterday was not the first time we've seen some event or another brown out our
little gaming corner of the Internet, but it was the first such time I remember
when the cause was a hardware announcement, rather than a
demo/shareware/software release of some sort. NVIDIA certainly did a fine job of
creating a fuss... I don't know if it changed the world, but it certainly almost
broke the 'net, with the announcement bringing a few hardware sites, including
NVIDIA's, down or to their figurative knees for a good part of the day. It is
certainly the first time I can recall needing to mirror a press release because
so many people were having a hard time accessing it.
Link of the Day: Crack Aficionado Online.
Thanks the Pon+iff. Please skip if you don't like crack jokes, but damn did that
"crack" me up, even if they do mock my beloved, if eminently mockable,
LT.
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