|
|
 |
Archived News:
Pandemic's official Battlezone
II site has been updated, and now contains two new units: the ISDF and Scion
Assault Tanks (thanks GhostFire).
As with previous units, there's a full description and rotating model shot of
each on the page.
PC.IGN has posted an interview
with Yoshi Maruyama and Jay Fong, the Vice Chairman and Software Engineer for
Square Electronic Arts, talking about the PC version of Square's Final Fantasy
VIII. It looks like they're addressing a lot of the problems with the previous
title with this one, including (hopefully) making the movies high-resolution
this time around.
The Quake III Tour Bus swung by the C|Net offices today, and official Blue's News
whipping boy Bill "Crash" McClendon has posted
a writeup over at Gamecenter, complete with photos (thanks Frans).
Epic's Mark Rein made a massive update to the
official Unreal Tournament web site, with a general status report on all
things UT (thanks Frans). Amongst the
topics covered is word that listen servers will appear in the server browser
as of the next version, lots of Direct3D issues, and this general update: The
new demo has been a fantastic success from a testing standpoint. We've been
able to isolate all kinds of problems and find some good solutions. Yes, yes,
yes we should have done this for Unreal way back when. Lesson learned. Don't
forget that we do fully intend to release an updated D3D patch for Unreal itself
once we get the D3D performance to a level we're totally happy with. Unreal
Engine licensees all get access to Unreal Tournament Engine source code so future
games based on our engine should hopefully incorporate many of the improvements
we're making now, and in the coming weeks, thanks to the release of this demo.
Aliens vs Predator.com
has posted an interview with Alastair Halsby, lead artist and producer at Rebellion
on Aliens vs. Predator. There's a lot of ground covered in the interview, including
his background in the industry, a ton of AvP specific issues, and Rebellion's
other projects (including the Playstation version of Rainbow Six).
3D Realms' Chris Hargrove made a
post to their forums, talking about the scripting in their Unreal-engine
title Duke Nukem Forever, and how it compares to that of Unreal's (thanks 3DPortal,
by way of Unreal Universe). Here's
an excerpt: First off, DNF is not purely a TC of Unreal. We have made
numerous tech changes inside the engine itself and will continue to do so. That
being said, yes editing the script code for DNF will be a similar process to
doing so with Unreal.
Everything game-logic related in Unreal is object based, and DNF is no different
in that respect. Much of the script code work involved in making TCs and such
will revolve around making subclasses to existing game logic classes, and in
some cases modifying those original game logic classes directly (although this
is a bit more dangerous and should be avoided where possible). Much of this
process involves using UnrealEd. It won't be a "trivial" task to make
a TC for DNF, but it won't be impossible, either. If you are planning on doing
a lot of work in the code aspect of things, though, then get used to UnrealScript.
We have made several alterations and additions to it, but the core language
is still the same and will remain so.
Redwood over at Stomped has posted two
new images from Quake III: Arena, showing off Paul Jaquays' Q3DM11 map (thanks
redman). The images are available on Stomped's
news page, or in Redwood's
Q3 Status Article from the other day.
Gearbox Software's Randy Pitchford updated his
.plan with an update on the Team Fortress Classic contest that WON.net is
throwing: I've received some e-mail asking about the winners of the recent
TFC level design contest hosted by WON.NET, the winners of which will have their
maps featured on the Half-Life: Opposing Force CD.
We received the entry maps a few weeks ago and have played them quite a bit
before picking the winners. We wanted to make sure we gave every map the attention
it deserved. There are some GREAT Team Fortress Classic maps among them and
I'm proud to include the winning maps with our game.
So, we would like to let you know that the winners are being chosen by Gearbox
and Valve and that an announcement will be coming very soon.
Thanks for your patience, and thanks for the great maps!
AVault
has posted a demo version of NovaLogic's Tachyon: The Fringe, showing off five
single player missions from this space combat game.
Gamasutra
has posted a profile of Ronald Kee, the man behind the cutscenes of Nihilistic's
Vampire: The Masquerade - Redemption (thanks Vampire
Central). The profile is brief, and hardly even qualifies as a Q&A,
let alone an interview, but if you're curious who's making the cutscenes for
the game, you'll be interested.
Volition's site has been updated
with this bit of news that should be of the highest importance to Freespace
2 players (thanks Billy): Unfortunately we have encountered a problem
with the original shipment of Freespace 2 on some Windows95a or Windows95OSR2
systems. The problem causes the title to repeatedly ask for CD#2, even with
the correct CD in the drive. This does not mean that your CD is damaged or needs
replacement. We regret that the problem was discovered after the product had
been shipped, but we were able to pinpoint and correct this problem immediately,
and have already made an update available for the title, which can be installed
by simply clicking the 'update' button, located on the Freespace launcher. If
the title did not originally install, click on your 'Start' button, then on
'Run', and type D:\SETUP, with 'D' representing your CD-ROM drive letter. After
installation, you will then be prompted with the option to update your title
via the games launcher. The launcher can also be accessed (after the title has
been successfully installed) by: (Start/Programs/Games/Freespace2/Freespace2).
The new version will be automatically downloaded to your system. Any future
updates for the title will also be available via the update button, and we recommend
that you check it periodically to assure that you are running the newest version
of Freespace 2.
Note for Windows98 Users: Although we have not encountered the problem in tests
with Windows98 systems, installation of the patch will in no way be detrimental
to your operation of the title, and is recommended.
Again, we do apologize for any inconvenience that this may cause. We do our
best to verify that our products go out as clean as possible, and hope that
you understand that we are working to resolve this situation immediately. We
hope that you enjoy playing Freespace 2 as much as we enjoyed creating it for
you.
If you need additional assistance, please feel free to contact our support department
at support@interplay.com.
Tonight's edition of Lilith
& Eve, the real media show that's, "by women, for women" (although
men presumably won't be turned away) has the ladies chatting it up with Unreal
Tournament designer Cliff Bleszinski (including footage of him handing out a
smackdown to them in UT). You can ask questions by joining their IRC chat at
chat.pseudo.com #allgames, and don't forget to point out that both myself and
Blue are ahead of him in ngWorldStats. The fun starts at 7:00 EDT this evening.
Acclaim has released the car editor for their toy car racing game Re-Volt (which
is really a lot of fun). Here's the appropriately small press release: Glen
Cove, N.Y. - October 1, 1999 -- Acclaim Entertainment (NASDAQ:
AKLM), a leading worldwide interactive entertainment company, today announced
that a mini-application has been released via Acclaim Online that will enable
Re-Volt owners to use the application 3D Studio to edit and create cars in the
PC version of the game. The application, unsupported by Acclaim and Acclaim
Online, is currently available for download at http://www.acclaim.net/games/re-volt/images/rv3dsxpt.zip.
Acclaim Entertainment recommends that only experienced users of 3D Studio download
the application, as technical support for 3D Studio and the car editing mini-application
will not be provided by the company. 3D Studio is required to use the car editing
application.
C|Net
has posted an article talking about AMD's upcoming K8 processor, which according
to the article is a competitor to Intel's upcoming Merced chip (thanks Duane
Pemberton). Both are expected to be discussed at next week's Microprocessor
Forum in San Jose. There's not much in the way of detail, but there is this
quote: Although little is known about the K8, sources close to AMD have
said that it will be a 64-bit processor, which means it can process 64 bits
per clock cycle, double the current rate of current Intel and AMD microprocessors.
Merced, due by mid-2000, will be Intel's first 64-bit processor. Fred Weber,
vice president of engineering at AMD, is slated to speak at the conference on
Tuesday.
Greg MacMartin, lead designer on Cavedog's first person shooter made a
post to the Cavedog forums with an update on why a large portion of the
design team was let go (thanks Billy " totallyannhiliated"
Wilson): Everyone:
Please do not think that Amen is now hopelessly behind schedule because of what
has happened. Yes, this will cause delays, but we're still firmly looking at
mid next year for release.
I also want to make clear one thing. A *LOT* of design work has been completed
for this game. 80% of the environments have been constructed in various forms
of completion for the entire game. Our goal of what we are striving to accomplish
has never been clearer. But it was becoming apparent that we (as designers)
were definitely WAY ahead of the programmers. We were more than ready to make
use of features that weren't scheduled to be implemented for months later by
the programmers. And this was becoming a serious concern for the company.
Sure, this is a difficult time for all of us and it isn't easily going to be
forgotten...but this WILL allow the engine and the core basis of the game to
be completed with less pressure on the programmers.
And it also means that when we re-hire a full design team (hopefully all of
the original guys!!!), there will be nothing stopping them from creating the
experiences that we've been attempting to create for Amen in the last two years.
It is certainly a very controversial decision...for everyone involved. But it
has been made. And we are going to do everything we can to push forward and
make the most incredible gaming experience possible...which has been our goal
all along. :-)
-Valarian (aka Greg MacMartin, Lead Designer, Amen)
NovaLogic's Delta
Force 2 FAQ has been updated with new information about this upcoming
tactical shooter, including word on system requirements, hardware supported and
multiplayer requirements. Thanks Frans ("Just the FAQs") at 3D Action
Gamers.
Microsoft sends word that Asheron's Call, their massive online multiplayer RPG,
will begin public beta testing next week, as the November issue of Computer
Games magazine hits the newsstands, which will contain a beta copy of the game
on the enclosed CD (the issue will be recognizable with Asheron's call the cover
story). The beta will be playable for free over the MSN Gaming Zone. Word is that rather than a pared down version of the game, the beta will offer
the entirety of Asheron's Call's 500 square mile virtual world.
Some new video drivers coming down the wire in this morning's bits:
Unreal4Ever has posted a mod for
the Unreal Tournament Demo called U4E, which adds a bunch of new and refined
weapons to the demo. They have also posted another couple of mutators for the UT
Demo to accompany the mod, U4E Arena, which lets you play UT with only U4E
weapons, and U4E Random Arena, which lets you play with a random collection of
all of the weapons in both UT and U4E.
Info Design interviews David Sawyer
talking with the Valve level designer (author of the famed CanalZone map), talking
mostly about being a professional designer, rather than specifics about
TFC or TeamFortress2.
GA-Source's FirstLook
at ROCK offers a preview of this upcoming game, described as a
"first-person action Hybrid," in a piece that includes several
screenshots. Here's a bit to describe what they hope will set this game apart: SingleTrac
hopes to usher in a new era where gamers will have complete and total freedom to
do whatever their hearts or twisted minds desire - imagine going from piloting a
spacecraft, to taking control of a Mech-like assault robot, to running and
gibbing in the venerable first-person shooter style. SingleTrac is looking to
not mimic other first-person action games, but set a new standard that promises
to be unmatched in the single-player and multi-player arena.
The wHeretic site has a new
build 4 of this Win32 Port of Heretic. Thanks Frans at 3D Action Gamers' Archive.
The TriCon page has a new
version 2.2 of TriCon, the remote console administration tool for Starsiege
TRIBES. the new release fixes some bugs, and adds a few enhancements, like a
badass custom kick mode that shoots the player to be kicked 500 feet in the air
before booting them (the type of thing that can get folks kicked for no good
reason just to watch 'em fly...).
Insomniax.Net's Dark Reign II
Interview talks with Pandemic Studios' Greg Borrund about this upcoming 3D
RTS sequel.
Thanks Frans at 3D Action Gamers
for a huge list o' reviews:
- There's a Q3CTF Petition up
collecting signatures of those offended that Q3 CTF will not be identical to
Q2 CTF, which seems pointless to me personally, since we already have the
former. Anyway, like the "speed up the Q2 grapple to as fast as the Q1
version" petitions that followed Quake II, the new plea is to add the
grapple into Q3CTF period...
- Word from Jane and her friends is that Jane's USAF has gone gold, so all you
flight sim junkies can look forward to that soon. If you can't wait, word is a
playable demo will be released sometime this weekend. Look for that on Gamecenter.
Also, word from Sierra is that Professional Bull Rider, subject of periodic
abuse here, is now on store shelves, so ride 'em cowboy, if that floats your
boat...
- The G-Sector page
has new screenshots from this upcoming freeware arcade space shooter...
As related in yesterday's emergency post, the FM incident mentioned in
yesterday's OotB actually expanded at one point and had both loony and I offline
completely. Our ISP is working desperately hard at scratching their heads in
mystification at why just one website would be inaccessible on one of their
access numbers, but not the other (and doing a good job of it too, I really do
believe they are mystified), so we'll see if they are able to clear it up. Now
it also seems I need to reconnect to the Internet ever five minutes or so, or my
connection fails as well (ugh!). I've had barely a lick of trouble with my ISP in over
two years with them, but this is a trying time. Obviously enough my schedule
never got back on track this week (it defies reason how long this morning's
update took with all the technical difficulties), oh well, as Scarlett said, tomorrow is
another day.
Link of the Day: The Think Tank Brain Sculpture from The Edge Company.
Thanks Troy Fisher. "This is your brain. This is your brain in a four-foot
tank."
Story of the Day: School Says Boy In Drag Can't Be Queen.
Just one of those annual prom mind-plooks, but worlds class headline writing.
Thanks DNapalm.
LoD Follow-up: Nitrous Express
redux. Looks like our Darwin award nominee has come out on top in this
semi-legal battle. Thanks Steve Beiting.
PC.IGN has posted an interview
with Dave Walls, one of the developers of Hasbro Interactive's Nerf Arena Blast,
talking about their happy-sunshine first person shooter (which is actually a
ton of fun). According to the interview, the game will be shipping in the first
week of November.
GameSpot's Nocturne
Developer's diary has been updated, and now features Jeff Mills' experiences
with the beta test of this spooky adventure game that should be shipping soon
(thanks Frans).
Dynamix' Dave Meddish updated his
.plan, addressing some of the rumors that have been floating around about
the company, and their two games in development, Starsiege: TRIBES 2 and TRIBES
Extreme, as well as the shocking truth that he is not in fact "shacking
up" with Jeri Ryan. Here's what he had to say: In lieu of the recent
events here in sunny (for now) Eugene, OR, I thought I'd take a moment to clear
up some potential misconceptions and quash those nasty rumors floating around.
"TRIBES 2 will be cancelled."
No, we're still on track for a Q1 2000 release. There is discussion of a possible
TRIBES 3. And TRIBES Extreme is chugging along nicely, so be sure to put that
in your letters to Santa.
In fact, ol' dBack has almost finished something like a gajillion missions for
TX (well, it sure seems like a gajillion...I'm starting to see the Terrain Editor
in my sleep). For those itching for new missions to play, TX oughta be your
bag.
"Sierra is closing Dynamix down and moving it lock, stock and barrel to
Seattle."
As far as I know, we're not going anywhere. Say what you will about Eugene,
but it is cheaper than the other Emerald City (although far-more hippie-infested).
"Dave is shacking up with Jeri Ryan from Star Trek: Voyager."
Sadly,
this rumor is untrue as well.
"Dynamix was eaten by a 60-foot radioactive squirrel."
This, believe it or not, is true! We got pictures to prove it! (http://tribesforum.sierra.com/tubb/Forum1/HTML/004993.html)!
Oh, the humanity!
And if Blake comes near me with a vacuum, I'm gonna break out the whuppin'
stick...the things I gotta put up with, I swear...
AGN3D
has posted an interview with Ritual's Berenger "Zor" Fish, talking
about his duties as level designer on their Quake III: Arena engine title Heavy
Metal: FAKK2 (thanks Frans).
sCary has posted his hands-on report with Q3Test version 1.09, which he was
lucky enough to try out over at his ShugaShack.
The new version has a number of changes, including a decreased weapon switch
time (450ms down from 600), a new animated machine gun (with reduced damage),
a new Railgun effect, and more.
We received an e-mail from ASC Games' Joel Reiff regarding the news posted
here the other night that their Unreal-engine title Werewolf: The Apocalypse
had been put on hiatus ( story).
According to him, the news was a misunderstanding, and the game has been delayed,
not cancelled, and is currently shooting for a 1st quarter 2000 release.
The always alert Frans sends word that
Epic has updated their UT
demo bug list with a new networking bug. Here's the scoop: The remote
server admin will crash your server with the error "failed to find object
'Class Any.None" if you attempt to admin a server running the "Entry"
level. Entry is a special level which is loaded when no other map is loaded.
Be sure to start your ucc server command line with a map filename as outlined
here, and you won't have any problems.
Pandemic Studios has released this week's Battlezone
II Shot of the Week, and this week's image shows off the previously unseen
"Dark Planet". Woo...creepy. Thanks to BZ2.com
for the tip.
Activision's official Soldier
of Fortune site has gone live, and sports a number of screenshots from Raven's
upcoming Quake II engine title (I'm not entirely sure how many, if any are actually
new, but they look new to me). Thanks Jacob.
GameFan has posted
a hands-on preview of Westwood Studios' 3D action/adventure game Nox, complete
with a number of new screenshots.
Monolith's official Odium site
has posted the demo for this adventure game, which is known overseas as Gorky
17 (thanks Frans). The demo is a whopping
80 meg, and includes a large portion of the first episode in the game.
The FM described in this morning's Out of the Blue has spread, and currently
none of loony's or my access numbers are working (it's just a little more FM
that allows me to make this update now). We're working like crazy on the
situation to get it fixed (or at least yelling like crazy on the phone at the
people who are working like crazy on the situation to get it fixed), and with a
little luck, hopefully normal updates will resume shortly.
AVault
has posted a version 1.01 patch for Force 21, Red Storm's 3D strategy game.
For such a small numerical increment, the patch is loaded with fixes and improvements,
so be sure to download it if you plan on playing the game.
Computer
Games Online has posted a preview of The Collective's third person, Unreal
engine title, Star Trek: Deep Space Nine - The Fallen, complete with several new screenshots.
Also of note is GA-Source's
preview, which contains high-resolution images of the character designs, which
are pretty impressive looking, even to a jaded trekkie like myself.
Ritual's Mark Dochtermann updated his
.plan with an update on that Sin anime movie that was announced a long time
ago (hey, traditional animation takes time, you know): Yesterday we received
a small package from our good friends ADVFilms containing the latest trailer of the Sin Anime. I can't tell you how cool it
was for the entire Sin team to sit in the TV room and watch the carnage unfold
on the screen. There is nothing quite like Anime when it comes to futuristic
battles with hot animated babes and guys heads being blown apart. Even though
the crowd was well tempered by other Anime like Akira and Urotsukidoji, there
were a few scenes in the trailer that had everyone in the room going, "Ooooh!"
in unison, so you know it has to be good.
The movie is due out in the November/December timeframe and has a few twists
of its own compared to the original game. Blade, having been gunned down as
an innocent bystander years ago, is now half man, half machine. You won't have
any trouble picking him out though, because he still looks like Blade and kicks
some major Ass. Of course Elexis is still his chief nemesis, but now she is
joined by a very sexy looking "companion"/"assistant." I
think you know what that means. Here is the biggest shocker of them all, JC
is a girl. That's right, the original JC gets picked off early in the film (no
cheers from the crowd please ;) ) and his cousin, also called JC stands next
to Blade, out for revenge.
As we get closer, we will be sure to update you but if you are into Anime, I
highly recommend checking out http://www.advfilms.com/ for all your Anime needs.
Another update to the Unreal Technology
page adds two new bugs (thanks Frans).
Here they are: Direct3D
- We've seen very poor performance on TNTs in systems with only 64MB RAM.
The Direct3D driver appears to be using a lot of memory and is causing the
game to continously swap. We are working on a solution to this. Please keep
an eye on the Tech Page for updates.
Networking
- On some machines - usually with a Voodoo Banshee, non-dedicated servers
will return to the desktop at the end of the game, when the server attempts
to process and upload the ngWorldStats for the game. The only solution at
the moment is to turn off ngStats for the server, from the Stats menu.
Stomped has posted news that version 1.02
of Quake II for the Macintosh is available on Logicware's FTP.
The new version reworks the mouse code yet again, as well as adding a bunch of other
fixes. Thanks Squonkamatic. Word is a version 1.03 with integrated GameRanger
support should be released soon.
Epic's Tim Sweeney updated the Unreal Technology page again with this bit on hardware troubleshooting: More Hardware Troubleshooting
- We received some more confirmations of Unreal working better on TNT's with
the Creative Labs unified drivers using Glide than Direct3D. If you
have a Creative Labs TNT card and have having performance problems, try
that. Especially if you have under 128 megs of RAM.
- Lots of reports of slowdowns from users with Monster Sound's who have
enabled the "Advanced Options / Audio / Use3DHardware". If
you're having this slowdown, disable Use3DHardware and try again. Then
please email utbugs@epicgames.com
and let us know whether that helped. I've seen three confirmations
from users that their problems (huge slow down) went away after disabling
this.
- Jack and I have been tracking down the performance problems with the TNT
on 64-meg (and lower) machines. To our great surprise, it appears that
the TNT is keeping duplicate system memory copies of all our textures--we
saw system memory grow and shrink in almost exact proportion to our
"supposed" video memory texture allocations. Thus the game
uses an extra 12-26 megabytes of system memory--a very inefficient
allocation of resources. This is a big surprise, because the NVidia guys has
always told us this isn't the case.
Problem in my code?
I don't think so, but I'd love to be proven wrong. I'll follow up with
our henchmen at NVidia and Microsoft and see if we can track this down...
A new version 3.0 of the NOP
log parser is now available. The new version adds several new twists to this
program that can output stats from deathmatch servers in various forms. In
addition to new functions and features, the new release adds Unreal Tournament
support to the program's Q3Test support.
Mod Central Unreal has
posted some more mutators to add game types to the Unreal Tournament Demo. The
one described as the "biggie" is a mod called Soul Harvest, which
causes a "soul" to rise from a fragged player that can be collected
for an extra point. One of the side effects of this DM variation is that it
discourages camping, since it's not so easy to collect those souls from sniping
points.
IPlayGames Kingpin Map tutorial
Part 6 is online, following up the previous five chapters in this guide to
making levels for Xatrix' Quake II-engine life of crime shooter.
PC.IGN.COM previews Command and
Conquer: Renegade looking at Westwood's upcoming third-person action shooter
in the C&C universe. Thanks Ant.
Here's a little bit that outlines the hurdles that the game must overcome:
The ability of a license to transcend its original genre has been a topic
of discussion around here for a while. X-Com's Interceptor attempted it with
mixed results and the recent Warcraft Adventures was finally cancelled. If
anything, this proves that the ability to cross over into new fields is
apparently beyond the reach of most genre bound franchises. The key is in
preserving the concept of the original while adjusting the gameplay to suit the
limitations and possibilities of the new game's style. It looks like Renegade
will do just that.
Playing With the Big Kids
is the online version of an article that appeared in yesterday's print Newsday
(New York area newspaper) discussing the Unreal engine, licensing
arrangements, Unreal Tournament, and more. Thanks James.
The extensive map archive on I.Am.Team Fortress Classic
has been updated with 40 more new maps for the Team Fortress Classic add-on for
Half-Life. The maps are viewable though an interface that allows you to sort the
file listing.
The DooM forever page has the debut
public release of this conversion that attempts to recreate Doom using the Quake
engine. Thanks Jacek Fedoryński. The first release focuses on multiplayer play,
rather than single-player, and seems to offer bot support(!).
The Parsec Homepage has been updated with a
new Gallery section with
screenshots from this upcoming space shooter, as well as a
FAQ answering questions about the game.
The Blast Chamber Mapping Contest
is underway, looking to inspire map designers to create levels for this Quake II
mod.
There are two new Homeworld ladders on Clanladder.com,
a one-on-one
ladder, and a
teamplay ladder.
The daily thank you to Frans at 3D Action
Gamers for a chunk of these:
On occasion I've been able to share some stories of encounters with F.M., the
dreaded F'ing Magic that so often seems to be the cause, or cure, of PC
difficulties. Now I have come up with a new one that loony and I feel is a
defining moment in FM history: At some point last night I was unable to get the
site in a web-browser, and I assumed the server was down, even going so
far as to request a reboot. When I spoke to loony, however, it
became clear that the problem was on my end, because the site came up fine for
him. After a bunch of experimentation, it turns out that I am only able to
reach the site by using one of my ISP's ISDN lines in particular. If I use the
number I've previously used, I am unable to reach Blue's News, but I can
seemingly hit every other site on the Internet. The really odd part? None of
this seems to be happening on loony's end, and we live scant blocks away from
each other, and yup, use the same ISP. F.M., I tell you.
Link of the Day: MAMBO #5.
Thanks MxM. A little bit of midi, in my life... C'mon, crank up the volume and
whack out co-workers. you know you want to.
Image of the Day: Pyrite got a Quake III Arena symbol shaved in his
head. Again, the report offers no insight into the hairdos impact upon
dating prospects. Thanks Ryan.
Bonus Link: ZDNN 'Jesux' site called a hoax,
following up on yesterday's Bonus Link: "The Jesux page author, who claims
to be a Unix administrator, goes on to say that "Jesux was not intended as
a slam on anybody." He adds that he is a Christian himself." Thanks
Tim Kerby (first of many with this one).
|