Archived News:
AVault
has posted a version 1.03 patch for Sierra's Homeworld. Here's what it does for you:
- A problem with auto-detecting firewalls was fixed. Previously it would always
detect that you were behind a firewall.
- Previously, OpenGL was not available for any of the Nvidia TNT cards under
Windows9x. This was disabled due to driver problems under Win95. OpenGL is
now available for Win98 but not Win95.
- The Intel i740 is now more reliable under Direct 3D.
- To fix problems associated with Voodoo2 SLI configurations, gamers need
to visit http://www.glsetup.com/where.htm
and download version 1.0.0.107 of GLSetup. Homeworld ships with 1.06 but it
does not help with SLI users.. 1.07 does.
Despite the fact that they just posted a new preview of the game...well, yesterday,
PC.IGN is reporting that ASC
Games' planned Unreal-engine title Werewolf: The Apocalypse has been "put
on hold indefinitely, due to delays with game pushing it to next march."
Expect more to this story soon.
Xatrix' Ryan "Ridah" Feltrin sent along an e-mail letting us know
that he's released the version 1.21 patch and SDK for Kingpin (they're available
for download at 3DGamers).
Here's what he had to say: The Kingpin v1.21 patch and SDK is now available.
While this is an official patch, it may not work it's way onto the "official"
Kingpin page at Interplay, due to circumstances out of my
control. So please spread the good word my friends.
Unfortunately my Linux box is unavailable at this time, so the Linux port will
be somewhat delayed.
An update to the Unreal Technology Page
explains some of the Direct3D anomalies that people have been running into (thanks
Unreal Universe). Here's what it
says: We've been looking at the feedback on Direct3D performance and investigating
some strange reports. Recently, we've mainly been testing on 96-meg and 128-meg
machines (I have a Celeron 400, Jack Porter has a K6-2 450). On these machines,
TNT1 performance is good -- average 28 fps at 648x480, 25 fps at 800x600. The
TNT2 performance is significantly better.
However, upon removing some RAM and testing Direct3D on a 64-meg K6-2, the "precache"
time increased by about 5X, and performance dropped to a few frames per second.
These performance drops don't occur in the software renderer, and don't occur
in Glide. Something is going wrong between Unreal, Direct3D, and the TNT's Direct3D
driver, and we're investigating.
Overall, the feedback indicates a very wide variance in performance among TNT
users, much more so than with any other card. Our internal testing has indicated
this too; for example, we've found (and worked around) a lot of driver bugs
that only happen on one machine, and not others with otherwise similar configurations.
Don't Try This At Home Dept.: Some TNT users have reported that tweaking their
BIOS's "AGP Aperture Size" improves performance on 64-meg machines.
We have tried this and couldn't find any differences on our 64-meg test machine.
Others report that the Creative Labs unified drivers (with TNT Glide support)
outperform Direct3D on their cards. If anybody finds definite improvements or
workarounds, or has insight into what's happening, please email utbugs@epicgames.com
and let us know.
Frans of 3DGamers sends word that the
second Tread Marks demo has been released, and is available for download at
the official site. This
demo (which the site stresses is not a finished demo, but rather a publicly
available test) features two maps, and two tank types. 3DGamers has a
mirror up if the main download link is too slow for you.
id's David "Zoid" Kirsch made an appearance on IRC this evening to
gauge reactions to the announcement earlier that Quake III: Arena CTF wouldn't
be shipping with the grappling hook enabled (although again, the code is in
there). A full log is up on Elite
Strike, and here's a quick explanation of the decision (which wasn't made
lightly): No instant weapon switching--no grapple. Grapple worked in
Quake because you could chase--switch, launch, switch fire. You can't in Q2.
I didn't like how the grapple turned out in Q2. You couldn't chase grapple monkeys--they
were just gone if you didn't kill them immediately.
The
Shadow Company: Left For Dead demo page has a newer version of the playable
demo for Shadow Company than the one previously released. There's no word on
what's different in the new version, but its possibly substantial, since the new
file, at 39 MB is 7 MB larger than the previous release. Thanks again Frans at 3D Action Gamers.
Frans noticed the UT
Demo-Known Bugs list has moved to a separate page on the Epic site, and has
had a single item added to it about the server browser flicker: Networking
* People have noticed that the server browser now flashes the screenshot and the
server title every 5 seconds. This is the server being repinged every 5 seconds.
The 3dfx version did this as well but it did not cause flicker. It only does
this while browser is visible. It is NOT repinging servers once the browser is
no longer visible.
The Rogue Spear
support page has been updated, and now has three more frequently asked questions
(thanks Frans). The questions deal with
Riva 128 and Permidia 2 cards, as well as other sound and video issues.
EuroGamer
has posted an interview with Ritual Entertainment's Robert Atkins and Tom Mustaine,
talking to the art director and level designer for Heavy Metal: FAKK 2 about
their Quake III: Arena engine title. The interview also contains three new screenshots
from the game.
3DFiles has posted
the massive Drakan patch. This patch is jam packed with features, including
the new winsock based networking (instead of DirectPlay), and tons of gameplay
tweaks and fixes. The full list is posted along with the download.
Okay, so it's a little late, but here's
this week's Mail Bag! In this week's thrilling installment are comments
about the Unreal Tournament demo, more on consoles vs. PCs, that GeForce 256
card that should be out soon, the cancelled Babylon 5 game, and of course, whole
bunches more. Swing
over and take a read.
Blizzard has released patches for both
StarCraft, and StarCraft: Brood War (Brood War owners need only download the
second patch, not both). You can snag them from Blizzard's
site, through the Battle.net auto-update, or at AVault,
where they have local copies of both files. No details are available, but it's a safe assumption that these patches fix bugs n' stuff.
3D GameForce
has posted an entertaining interview with the divine Graeme of id Software,
talking about (surprise, surprise) Quake III: Arena (you know, that game they're
working on over there instead of sleeping). There's a few goofy answers in here,
including this one which gave me a headache trying to figure out (and yes, I've seen Twin Peaks): Mark:
Any specific novel features you can now reveal?, any more details on how
the single player side of Q3A will work?
Graeme: The owls are not what they seem.
GameSpot
UK has posted their preview of Gabriel Knight: Blood of the Sacred, Blood
of the Damned, offering a look at this fully 3D adventure game from Sierra,
complete with a number of new screenshots.
id's Graeme Devine updated his
.plan with some thoughts on the grappling hook and its relationship to Quake
III: Arena CTF as well as word that Jan Paul, author of the Gladiator bot is
helping out with the bot code in Q3A. You'll note that he says the code for
the grappling hook is in there, but that the levels shipping with the game don't
use it. Here's what he had to say: Ah, grappling hook hoopla when
I read about the hoopla over UT grapple CTF I knew wed have a similar
impact (BTW, believe it or not, there is room for both games in the universe!).
The grapple code is still going to be in Q3A (through bot reachability and so
forth), its just not on the maps were shipping with the product.
The CTF maps we have in there are designed for non-grapple use. CTF and grapple
are not tied implicitly together.
Mr. Elusive (aka Jan Paul) is over here from The Netherlands helping finalize
the game. He is of course the famed author of the Gladiator bot for Quake II.
As some of you have been guessing hes been working with John Cash on the
bots in Q3A. Were very pleased to have Jans expertise on Q3A.
id's John Carmack updated his
.plan with his response to a question posted to a Mac OpenGL programmer's
mailing list dealing with "display lists" and how OpenGL handles them.
It's very technical in nature, but here's an excerpt that explains a bit of
what he's talking about: In a busy Q3 battle, the triangle count may
be split roughly evenly between character models and world geometry. Going from
an empty scene to a pitched battle can result in a 50% performance drop if you
are triangle limited. Not great, but livable.
If we kept the same ratios and designed for geometry acceleration with all the
static world geometry in display lists, then the empty scene could have 4x the
geometry and still be running the same speed. However, current OpenGL display
lists can't really accelerate high quality skinned characters, so when an equal
number of character polygons was in scene and passed through normal direct rendering,
the performance would drop to 20% of the original. Unacceptable.
So, either you would have to use significantly different polygon counts in characters
and the world, or some new API features would need to be defined. Nvidia has
a skinning extension that gives some benefit, but still requires a character
to be broken up into one static list per bone pair, instead of a single list
for the entire character.
This HearMe Press Release
announces that Mpath has acquired Resounding
Technology, the Massachusetts-based developer of Roger Wilco, the software
that can add real-time voice chat to any multiplayer game played over the
Internet. In recognition of the impact of the acquisition, Mpath is changing its
name to HearMe ( www.hearme.com), and this
quote from the press release makes it clear that they view this as a move not
just aimed at the world of gaming: The acquisition of Resounding and the
accompanying name change from Mpath Interactive to HearMe better position the
company to capitalize on significant trends in the Internet industry that are
opening the door for mass consumer adoption of live voice. First, HearMe will
take advantage of an evolving area of Web usage focused on communications,
collaboration, and community that is already being driven by the increasing
popularity of e-mail, chat and instant messaging.
There is also word on
the Roger Wilco page that a program
called Rapman for Roger Wilco is
now available, offering buddy lists for RW users. Thanks ripsaw.
There are four new
Halo screenshots on Halo.Bungie.Org that seem to be scans of shots that
appeared in a print version of Computer
Gaming World. Saw that on The Shugashack.
Halo is Bungie's upcoming third-person multiplayer action game.
Redwood's Quake 3 Arena Status
is a hands-on report after a few more hours playtesting a more recent build of
Q3Test than the public version during a visit to id software. The article
describes what's new and different, including the newly-added music, though he
points out that "Q3Test 1.09 hasn't even been built yet in any form so it's
not really close to coming out."
nV News'
Tweaking Quake 3 Test Graphics has been updated with info on how changes in
version 1.08 of Q3Test impact performance compared to 1.07, along with all the
latest intelligence on how to improve your Q3Test framerate.
Thresh's FiringSquad's
"What's right with UT" is an editorial talking about what's got
them so impressed about Unreal Tournament from playing the demo, examining the
demo's strengths, and making some comparisons to Q3Test.
Though not reflected on the Netscape Netcenter
as of this writing, this
Netscape FTP directory has version 4.7 of Netscape Communicator. Also, while
the Winamp.com homepage similarly does not
mention it, this NullSoft FTP directory
has version 2.5d of the now-freeware Winamp mp3 player. Thanks Mike Rutkas.
Thanks Frans at 3D Action Gamers:
- Word on the Qtracker Homepage
is that this server-browser is no longer shareware, but has reverted to
freeware...
- Act Two - No. 84
is the new Diablo II screenshot of the week showing off a Barbarian, Amazon,
and Necromancer fighting over a dozen skeletons in a shot that shows off the
lighting effect in the new Town Portal animation...
- GameSpot's Command & Conquer: Tiberian Sun Game Guide
is online to help if you're stuck for S' in this RTS. Thanks Frans at 3D Action
Gamers...
- NameMaker offers an on-line
resource to create extended ASCII names for games that support them. The
website is done up in an amusing news site send-up style...
- There's a new Need for Speed High Stakes
car for download. Vroom! Thanks Moondog...
Ooops, another late start, got a little too caught up in playing the new UT demo
last night (I should try and cover up, but they have those darn stats online
making an alibi difficult to pull off). Fun stuff.
Link of the Day: Nitrous Express 15lb. Bottle Explosion.
As John Guajardo, who sent this along, comments: "This guy has Darwin Award
written all over him."
Story of the Day: Tobacco giant tells smokers it loves them.
Thanks Eric "Rush" Bennett. "The recorded message, while
proclaiming its love for B&W consumers, also uses the line to take a swipe
at its competitors. 'By the way, the other tobacco companies hate you and think
you're ugly,' the voice says. 'They told us so.'"
Bonus Story: (Almost on-topic): Here's Linux for fundamentalists.
Yup, Jesux.
Thanks AllanOne and marley.
PC.IGN.COM previews Werewolf:
The Apocalypse with a hands-off, but very detailed look ahead at ASC Games' upcoming first-person shooter based on the pen-and-paper "world of darkness" role-playing
game. The preview is accompanied by a bunch of new screenshots.
Stomped has posted
three Q&A sessions with members of Gearbox Software, with Randy Pitchford,
Brian Martel and John Faulkenbury talking about their work on Half-Life: Opposing
Force. The interviews are illustrated with new screenshots as well.
We received this e-mail from the CPL's head honcho Angel Munoz, letting us
know that there will not be any walk-in traffic allowed at The Frag 3, so if
you're planning on going, make
sure you register: With almost 700 confirmed registrations and over
30 days still left for FRAG 3, the CPL is urging everyone that is planning to
attend the event to register online as soon as possible. The CPL has decided
not to allow walk-ins or accept any third party free passes for FRAG 3. The
unprecedented number of confirmed registrations has even prompted the CPL to
cancel an advertising campaign that was scheduled to launch next week in the
Dallas market, which was geared to drive walk-in traffic to the event. Please
register today at www.frag3.com/register.shtml
This was just added to the list of issues with the Unreal Tournament demo over
at Epic's Unreal Technology site
(thanks Frans): Due to an oversight,
the patch does not add the OpenGL or S3 Metal rendering drivers. If you have
patched the 3dfx demo and really want to try these drivers, you will need to
download the full 55MB demo. You are still best off using Glide for your 3dfx
card, or Direct3D for all other cards except S3s.
A list
of mirrors is available below if you need to download the full demo.
Thresh's FiringSquad
has posted a Q&A with John Carmack, talking about the changes he's implemented
into Quake III: Arena as outlined in his .plan update this morning ( story).
Topics discussed include the new max_fps limit, the new turning delay, and naturally,
more.
GamesMania
has posted their preview of Tomb Raider: The Last Revelation, offering a look
at an alpha version of the fourth adventure of the fabulous Ms. Lara Croft (thanks
Frans).
Themasquerade.org has posted a new
exclusive screenshot from Nihilistic's upcoming third-person vampire game, Vampire The Masquerade--Redemption,
showing off a cool mirror effect that was mentioned in a recent development
update by Rob Huebner.
The GameSpy 3D site now has version 2.16
of the GameSpy3D server browser for download, which adds the ability to find
Unreal Tournament Demo servers on the Internet to the list of games the program
supports. The new release is for registered users only, a shareware release is
expected "in a few days." The new version also adds Deer Hunter 3
support, so you can stop gathering names on that petition.
The folks over at The Adrenaline Vault,
who've clearly been dipping into the coffee stash lately, have posted word of
delays from Microsoft, saying that "no titles from Digital Anvil will be
shipping in 1999. Starlancer, previously a Christmas title, is now slated for an
early 2000 launch. After Starlancer, Loose Cannon will ship in the spring or
summer, then Conquest: Frontier Wars in the summer or fall, then Freelancer in
the fall or winter."
The Unreal Technology page has been
updated with a list of known issues with the demo. Thanks Frans at 3D Action
Gamers. Here's the deal: Known Issues With The Demo
Direct3D
- You need DirectX7 to use Direct3D. Get it on Microsoft's Download
Page.
- Some users of Windows 98 + Sound Blaster live cards + NVidia video cards
are finding the demo locks up on exit, sometimes with the music looping.
Restarting the computer or killing the TournamentDemo.exe application gets
you free.
- In 16-bit color, weapons may interpenetrate walls when you get real close.
- If you have any problems, make sure you have the latest Direct3D
drivers for your card.
Networking
- Occasionally when the server switches levels, users with high-ping
connections may see the "Connecting..." screen appear twice, and
reconnect to the server twice.
- When picking up a weapon, sometimes the animations flicker.
- In 3dfx Glide, if you alt-tab away from Unreal while connected to a
server, you will time out and be disconnected. If running a listen server,
all other clients will time out.
- We have many reports that internet gameplay performance sucks with all
games for users with WebTV installed (particularly the version bundled with
the Voodoo3 3500). Uninstall it.
Audio
- A3D support is back. For A3D support to work properly, you need the latest
drivers from Aureal.
- EAX support is back.
Cosmetic
- Ping doesn't always align right in the scoreboard.
- Ping doesn't show up in scoreboard if resolution X size is less than 640.
In case the ( cough) unlimited bandwidth isn't enough for you, here's a
list of mirrors for the Unreal Tournament demo. We'll be updating as more come
in, and screening them to make sure they're the right version:
Full Demo:
Patch:
The Unreal Tournament site
has been updated with news of the release of the eagerly-anticipated full demo
for Unreal Tournament. The
changelog posted on the Unreal Technology
page has word on what's new in the new release, which is 55 MB, and
available as a Gigex download
here, and as a downloadable installer on
this page (again, using that theoretical "unlimited bandwidth").
The 10 MB patch for the Glide version of the demo is
available here (Gigex), and
here (for download). Here's the word from Mark Rein's update: The
full version of the new demo (55Mb) is now released. Modem users can download it
from Gigex here - this is
a resumable download so if your modem connection dies during the 55Mb download
you can still get the file without starting the whole download over. Those using
really fast connections and those behind firewalls should try here
which is a more normal FTP-style download.
The patch for the existing 3DFX demo (10Mb) is also available now. Modem users
can download it from Gigex at here
- this is a resumable download so if your modem connection dies during the 10Mb
download you can still get the file without starting the whole download over.
Those using really fast connections and those behind firewalls should try here
which is a more normal FTP-style download.
Win some UT goodies: If you download either version through Gigex, and provide
your email address, you could be one of 50 lucky winners (chosen at random) to
receive a long-sleeve, black UT T-shirt or be the one lucky winner to get a very
exclusive Unreal Tournament leather jacket! Details appear with the download.
An incorrect version of the patch is floating around. A 7Mb version we
distributed earlier for testing purposes only seems to have appeared on some
sites - do not download this. It does not contain the new deathmatch map, DM-TempestDEMO.
The proper name of the patch is UTDemo338cPatch.exe (note the "c"
between 338 and Patch) and it's 10Mb rather than 7Mb.
Updating the story that's dominating today's news, Brandon
"RainbowMarine" Reinhart made an update to the Unreal Technology
page with the latest status report on the new version of the Unreal
Tournament Demo, due today, along with an explanation of all the non-legit
versions of the patch being posted by sites with itchy trigger fingers. Here's
the deal: A few versions of the final demo that were not intended for
release have been released on various news sites. We made these builds of the
demo so that server operators could set up servers. Unfortunately, a few
unscrupulous server operators decided to release these builds on webpages. This
only causes to create confusion. We have been working with GT on synchronizing a
release and have been working on final issues with the demo. Specifically, a
test patch for upgrading the 3dfx only version of the demo was made available.
This patch worked, but lacked the new DeathMatch map being released with the
final demo. We pulled the patch, but various news sites had already made it
available without our authorization.
Finally, a version of the demo "338a" has been going around that is
also not legitimate. This version was built by the Epic team last night to test
for a server map change problem (that was fixed). This version was mistakenly
copied to the server operator's ftp, somebody downloaded and put it up for
download.
Following me still? Here are the file names of the final demo and the file
sizes. Demo version 338a will not work with the final demo. It is not new and
you shouldn't download it if you find it.
File: UTDemo338.exe Size: 55,603,712 bytes Description: This is the final demo.
Website administrators, please make sure the version you end up mirroring
matches this.
File: UTDemo338cPatch.exe Size: 9,892,864 bytes Description: This is the patch
to update the 3dfx demo to the final demo.
Please don't mirror anything else. It only serves to confuse the end user. We
apologize for the confusion and the difficulty.
Mike Wilson updated his
.plan with details on several Gathering of Developers' projects, including word that Nocturne
is code-complete and will be in stores on Halloween weekend, and will (finally!)
run on Voodoo 3 cards as soon as 3dfx releases their next set of drivers (which he says are expected
on October 1st, or so). Here's the scoop: All that's on my mind
right now is how amazing our next two releases are looking... and the fact that
they are both on schedule to hit their release dates... whoever heard of that?!
Epic/Triumph's Age of Wonders is slated to be in stores everywhere by the weekend
of Nov 12, and if you haven't yet, the demo is available on Gamespot, IGN, and
about 8 million other sites. (it's on Gamespot's front page today if you're
lazy)
And then there is Nocturne... code complete and in testing. Looking better every
day, which is saying alot since it's looked incredible for a long time now.
The system requirements are getting lower every day (Mark Randel is the most
underrated lead programmer alive, by the way) and I hear that 3DFX will be releasing
their new Voodoo 3 drivers on Oct 1 or so, which makes Nocturne run just dandy.
(it really was a hardware issue, not a software issue). There will be a new
demo on PC Gamer's Nov CD, and that demo will be online about 10 days after
that. In stores everywhere for Halloween weekend.
We're planning quite a bit of coolness surrounding these launches, so keep your
eyes peeled. If you haven't seen the 2 avi's we've released so far, check them
out on www.nocturnegame.com. Just a tease of what is to come.
We contacted Epic's Brandon "GreenMarine" Reinhart to see if he could
clear up the confusion resulting from a version of the patch for the Glide
Unreal Tournament that has popped up on a few sites. It turns out this is not the
actual patch for the Glide release, word is that while this patch will update the demo to the new version, it does not contain the new map,
DM-Tempest. Brandon says Tim is compiling the proper patch right now, so unless
something unforeseen occurs, the wait should be pretty short.
John Carmack updated his
.plan stating that they're currently working on the single player version
of Quake III: Arena, which is why there hasn't been a Q3Test release, as well
as a big ol' worklog. Here's the big ol' list, since it's loaded with interesting
stuff: * weapon switch animations at 20hz instead of 15hz
cuts switch time from 600 msec to 450 msec
* initial spawn flag for single player
* finished new fog code
* fixed walking underwater friction problems
* autosprite2 now selects the longest axis to pivot on, and allows any texture
mapping, not just unity
* fixed autosprite on entities
* fixed lurching during low timescale
* reduced machinegun damage
* set clamp mode on 2D pics
* take hostname off of single player connect
* remvoed dlighting on skies and solid lava
* fixed lower body twitch when copytobodyque with a motion
* always show your score in second box if not in first
* sarge as default model
* com_blood 0 option for no gibs and no blood on hits
* mouse click aborts cinematic
* show tourney scores in all games, add fraglimit
* removed tripple bunny-hop protection, it was too arbitrary and didn't accomplish
it's goal
* pump event loop during level loading
* added pass count to shaderlist
* default to CGEN_IDENTITY / CGEN_IDENTITY_LIGHTING based on blendSrc
* optional simplified blendfuncs: blendfunc
* new shader command: deformVertexes normal
* new shader command: tcgen vector ( ) ( )
* fixed fog on alpha tested surfaces
* reduced com_maxfps to 85
* defined shaders for menu and console backgrounds
* reset players on clientinfo transitions
* windows icons
* fixed powerups on spinning barrels
* removed some latency from lightning endpoint
* fixed lightning bolt drawing too far
* removed color clamping from entity lighting
* moved all 2D drawing to shader pipeline
* r_printShaders tool
* moved dlighting into world node descent
* pause when menu is up in single player
* fixed double EV_FIRE_WEAPON
* r_singleShader optimization tool
* some renderer optimizations
* better multitexture collapsing
Brandon
"Burnt SiennaMarine" Reinhart updated his .plan with more on
getting the Unreal Tournament Demo Linux dedicated server running properly:
Update:
It is not necessary to run the Linux dedicated server as root and you should not
do this.
If you have difficulty starting remote web administration, edit the
UnrealTournament.ini
and change the UT Web Server's ServerPort to something other than 80. For
example you
might change it to ServerPort=8080 and then connect in Netscape using this URL:
http://127.0.0.1:8080/ServerAdmin/
Activision's
FTP site has a new movie showing off cinematics from Interstate '82, the big
A's upcoming sequel to the funky driving and shooting game, Interstate '76. The
avi-format movies each show the same movie, but one is 7.5 MB and the other
5.9 MB (using a more aggressive form of compression). Thanks Frans, who has
mirrored the larger movie (though zipped to a smaller size than the unzipped larger one) on 3D Action
Gamers.
A significant update to the frequently-updated Outcast
FAQ & Walkthrough brings it up to version 1.0. The Outcast walkthrough
is now complete, to help those stuck in Appeal and Infrogrames' third-person
action title. Thanks Frans at 3D Action
Gamers.
The King of the Server page has a
new version 4.1 of the King of the Server modification for Quake II. The new
release adds a bunch of features and changes prompted by the recent KOTS chat
session which provided the KOTS team with feedback on the mod. There is also a
newer version already in the works with even more changes.
Looking for a demo to play while waiting for the updated Unreal Tourney Demo?
There's a Rally 2000 demo
on 3DFiles.com which offers racing action for rally enthusiasts, all for the
cost of a 19 MB download.
The official Tomb
Raider: The Last Revelation site has added five new images to their screenshots
section. Thanks to Frans for the tip,
although he points out that two of the shots appear to be duplicates.
A report on The Adrenaline Vault
has word that the eagerly-anticipated full version of the Unreal Tournament demo
is being uploaded to GT's servers even as I write these words. Word is that
there should be no problems with downloading this because there will be
"unlimited bandwidth" for downloads. No, really...
The Rogue Squadron Update
page has an updated version 1.2 patch for this Star Wars space shooter.
Confusingly, the patch name hasn't been changed, and the filesize has not been
updated, but the always sharp-eyed Frans at 3D Action
Gamers points out that the new file is double the size of the previous
version 1.2 patch, up to about 2.5 MB from about 1.25 MB. There is no word on
what's different in the new version of the patch.
AVault
has posted fifteen more screenshots from The Collective's third person Unreal
engine title Star Trek: Deep Space Nine - The Fallen (including some shots of
the station itself), as well as the news that they will be releasing a single
player demo sometime in November. There is also news there that a second DS9 game is in development
at Simon & Schuster (the game's publisher) which will be released in late
2000, and will be able to import ships from Starship Creator Deluxe.
Epic's Brandon "GreenMarine" Reinhart updated his
.plan with an explanation for a common problem with the recently released
Linux Unreal Tournament demo server: If you run the Linux server and
get an immediate segmentation fault, it probably means your machine is using libc5. The Linux server requires glibc. I have no
plans to make a libc5 version. Upgrade!
The Lanapalooza Rogue Spear Server List
is now online with a live list of active Rogue Spear servers on the Internet.
The web-based list can be sorted, and you can join the server you want simply by
double-clicking on it. It should be pointed out I had trouble browsing this
site, but it seemed to be an ActiveX security issue on my browser, rather than a
problem with the site.
A post on NovaCentral details the
multiplayer game types that will be included in the full release of NovaLogic's
upcoming sequel to Delta Force, their voxel-powered tactical first-person
shooter. In addition to traditional DM, teamplay and CTF options, there are also
King of the Hill variants, a game called "search and destroy," and
makes mention of four team colors (Red, Blue, Yellow, and Violet).
A couple of new releases aimed at curtailing those nasty client-side auto-aim
bots. Version 1.66 of BW-Admin,
a "transparent" .dll that adds ZBot detection and kicking (with
logging to file) to any existing Quake II modification, along with rate
and 'cl_maxfps' capping, IP and name banning, MOTD and other admin options.
Also, the Q2Admin Workbench
has version 1.1 of Q2Admin, which likewise can equip any Quake II mod with ZBot
detection and banning (multiple ways to detect Zbot users, including those using
common hacks) along with their own advanced banning and logging features, and
other administrative functions. Thanks BaygonŽ.
A new version of the Quake III Arena Server Snooper
is now available, updating this Q3Test server browser for Mac OS X. The new
release fixes the windows dragging code, and includes the program's
long-promised source code.
the Weapons Factory page
has a new version 4.25 of the Weapons Factory mod for Quake II that adds
TeamFortress-inspired class-based teamplay to Quake II. The client files on the
new release are divided into an essential portion that's required to use the
mod, and an optional portion that adds scripts, sounds, and other nonessential,
but recommended portions of the mod.
Part three of PC.IGN.COM's
Planescape: Torment interview is online offering more conversation with the
team working on Planescape Torment, the upcoming fantasy game that uses the
Baldur's Gate engine.
There are a
half-dozen new Gabriel Knight 3 Screenshots on The Adrenaline Vault where
they're reporting plans for the game to go gold on October 15 (I didn't know you
could plan these things). In addition to the shots and the gold date prediction,
the story also offers a load of detail on what's planned for the game.
The Official Heavy Gear II Tournament
offers a pretty nifty $5,000 in prizes. Thanks Cataclysm. Also, Clan World Ladder
is sporting a brand-new upgraded high-tech ladder system to all 80+ of their
ladders. The new system is meant to be more balanced, and offers a revised
system for presenting challenges.
Voodoo
Extreme's Shiny/Messiah Contest offers the chance to win a signed copy of
Shiny's Messiah when it's available by unscrambling a sentence made up of
letters hidden is Messiah screenshots that will be posted over the next couple
of months.
Thanks as usual to Frans for
reviewing so many of these reviews:
Well, no updated Unreal Tournament demo yesterday, but it sounds like it's
coming today. I'm really looking forward to the return of the statistical
rankings, I'm very curious to see what kind of results they will show after a
few days of play (I was a terribly avid baseball fan back in the past, and love
statistics. Anybody else play SSI Computer Baseball way back when?).
Link of the Day: Grit's Ninja Rap, Vanilla Ice Page.
Yes, it seems sincere. Proof there's a fan page for everything on the Internet
(and worth the visit just to check out the logo). Thanks Aslan.
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