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Archived News:
I love that headline, it's like, did you read the USA Today today? Anyway, I
noticed over on Voodoo Extreme that
Thief Gold, the enhanced version of Thief: the Dark Project, Eidos' stealthy
first-person shooter (or skulker) is gold, and should be on store shelves by
October 19.
NVIDIA Chat Log at Bjorn3d.com
with the unedited log from an IRC chat with Dwight Diercks and Nick Triantos from
NVIDIA. Thanks nV News, where they
have posted some highlights from the chat, including some new info about the
GeForce 256. Here's a little bit of what they've posted:
- We take all competitors seriously, currently our target with the
GeForce256 is to crush the UltraTNT2 performance levels.
- It runs great (the GeForce) with a P2/400 that I've got on my desk, too.
- Quake2 and Quake3 both run a TON faster on GeForce compared with even a
TNT2 Ultra
- We don't currently have plans for an Ultra Chip per se. You guys are
reading the INF's from the win2K drivers that were worked on 5 months ago
- Final GeForce drivers will work with both the TNT and TNT2
There's a new StarLancer
Screenshot on GameRush keeping up with their promise of a weekly glimpse at
this upcoming space sim from Microsoft, Digital Anvil,
and Warthog. "This week shows an
attack run on a large enemy ship."
3D Action Planet
previews Heavy Metal F.A.K.K.2. with a look at Ritual's upcoming
third-person action/adventure game that will use the Quake III-engine to depict
the world of Kevin Eastman's Heavy Metal comic and upcoming movie.
There's another Q&A
with John Carmack on Thresh's FiringSquad talking with the id Software lead
programmer about the changes to the Quake III
engine mentioned in his
most recent worklog ( story).
Here's part of the exchange towards the end of the piece that touches on the footsteps
issue, and opens the door to the possibility of some sort of pre-set
"pro mode" geared towards high-end competitive play: Firing
Squad: Would you consider turning off footsteps only for the tournament mode of
gameplay? The weapons idle sounds and item pickups should be enough to keep
players on their toes, and a 1 on 1 with footsteps is guaranteed to be much more
"dead" and quiet compared to one without. Also, if you think about it,
since sound is so important, taking out footsteps can also keep reduce
bunnyhopping/strafejumping, since they'll be able to remain silent at full
running speed (otherwise the convention goes "why should I run and make
footstep sounds when I can go faster by bunnyhopping?") Thanks again, and
sorry for the constant badgering!
JC: I have been thinking hard about that. I see your points, and they make
sense, but we just added a bunch of character specific footsteps, and for
non-professional gamers, we think they add to the experience.
If there were a small set of professional rules that I agree with in theory but
have chosen not to pursue because they conflict with more common play, then an
official "pro mode" might make sense. Any other suggestions along
those lines?
Kickass Gaming Network
interviews Nels Bruckner talking with the Dynamix programmer who is the
manager on TRIBES2 and TRIBES Extreme about work on TRIBES2, the
upcoming sequel to Dynamix' online multiplayer teamplay shooter.
Tim Sweeney updated the Unreal Technology
page with a big update with an explanation of, or at least the confirmation
of, the problem where TNT/TNT2 cards suck down an extra 25 MB of system RAM in
UT, some cool links, and some tweaks for TNT users to improve performance in the
Unreal Tournament Demo. Thanks Frans at 3D Action
Gamers. Here's the tweaky part: TNT Users, Try This!
Tweaks:
- Play in 16-bit color, which is significantly faster than 32-bit color.
- Turn the detail options down in the Preferences/Video menu.
- Use the "-" key to reduce the HUD size.
- In Preferences/Game, turn off the display of your weapon.
- If you have enabled Advanced Options / Audio / Use3DHardware audio
support, TURN IT OFF for now! Big driver performance problems.
Experimental improvement for the brave:
These two downloads are beta and haven't been rigorously tested yet,
but in our gameplay sessions here, they're a huge improvement on low-RAM
machines with the TNT, TNT2, and GeForce256.
Please let us know how these work for you, by emailing utbugs@epicgames.com
3DNews' Titanium Angels
Interview talks with Ben Gunstone, the producer on Titanium Angel to learn
more about plans for this upcoming first-person/third-person hybrid. Thanks Frans.
Sidney has posted an interview
with Jane Jensen, the lead writer & designer of Gabriel Knight 3.
A new version 1.18 of the ReDeMpTiOn Bot for Sin is now available on the ReDeMpTiOn Page.
Thanks Demo News. From the update on the
page, it sounds like the last version of this AI opponent for Sin for a while,
as the author is taking a break from Sin projects for a while (though bugs and
problems will continue to be addressed).
The Adrenaline Vault Downloads Patch
has a patch for Westwood's just-released Command & Conquer: Tiberian Sun.
Thanks Solar.
Epic's Mark Rein made a
post to GT's Unreal Tournament forums with a warning for any S3 users out
there (thanks VE): WARNING TO S3 USERS:
The demo version on the net contains a file used for chipset recognition that
is out of date. The current demo version does not detect the Savage4 chipset
on almost all machines.
S3 is sending us an updated version and we'll get it out to people shortly.
Please watch unreal.epicgames.com for more information about this.
We apologize for this oversight.
This week's Unreal
Tournament Level of the Week has been posted over at GT's official site.
This week's level is Facing Worlds, a CTF level that takes place on a giant
asteroid. As usual, there's three screenshots posted, showing it off.
MSNBC has posted an article on the Unreal engine, titled, The
Little Engine That Can Do More, which talks about Unreal Tournament, as
well as the plethora of non-gaming apps the Unreal engine is being used for
(thanks Brian "Somberfire" Smedley).
John Carmack updated his
.plan with the latest installment of his Quake III: Arena work log. Here's
the whole thing, since there's a lot of interesting stuff in here: * 10
crosshairs to select from (cg_drawCrosshair 1 - 10)
* cg_crosshairx / cg_crosshairy adjustment
I'm not convinced these are a good thing, because the crosshair is accurate
in Q3 at the default position (unlike Q2, which had an offset firing position)
* more packet encryption
* join as spectator in all team games
* cg_predictItems 0 option to not do local prediction of item pickup
* rank players counting ties, so the third player when the lead is tied is third
place, not second
* properly stack all status elements in upper right and lower right corners
so they can all be visible
* faced q3map problem giving black corners in vertex light
* fixed +button4 not causing footsteps
* fixed bad groundplane clipping on angled jumppads
* show "snc" on lagometer when g_syncronousClients
* new shader command: rgbgen const ( )
* new shader command: agen const
* snap dropped item positions
* randomized offsets of bubbles
* fixed cgame restarts processing snapshots from 0
* proper setup for external/predictable player events
* fixed q3map vertex lighting bug after alphashadows
* do personal pain sounds on health transitions so they can never be missed
* timeout clear player events
* fixed hang in UI_ProportionalStringWidth
* quad event implicit on weapon fire
* fixed gamestate not retransmitting bug
* fixed timeout issue when paused
* subdivide command times if <15fps, fixing low
com_maxfps physics exploits
* fixed footsteps playing when walking backwards
* new options at start of animation.cfg file: footsteps headoffset
Jeez, there's a headline that feels a few years late...Blizzard has
announced that Warcraft II: Battle.net Edition has gone gold, and will be
available in stores, "later this month." This special edition of Warcraft
II contains over 100 levels, including the ones in the original Warcraft II:
Tides of Darkness, as well as the mission pack Beyond the Dark Portal, as well
as full support for Blizzard's free online service, Battle.net
(thanks Razor).
GameProWorld
has posted their strategy guide to the 3D space RTS Homeworld. The guide contains
general tips, as well as level specific hints for every single player map.
PowerGamerz
has posted an interview with NVIDIA's Nick Triantos, talking to the engineer
about their GeForce 256 and its advantages over the competition (and their previous
products).
StrangeCompany's official
site for their upcoming LithTech Film Producer has gone live, and offers
a great deal of information about this LithTech engine based method for creating
standalone 3D movies.
Registration for The Frag 3 will close
on Friday, October 15th at midnight, so make sure you sign up if you're planning
on going. Nobody will be allowed in without a pass on Friday or Saturday, however
a limited amount of Sunday-only passes will be available. The Frag 3 is the
latest CPL event, which will take place October 29th through the 31st.
Thanks as always to the infallible, unfwapable Frans o' 3DGamers
for these.
- Glide Underground
has posted an interview with Rob Elam, talking about the 3D fighting game
One Must Fall: Battlegrounds.
- A demo version of the combat flight-sim Jane's USAF is now available at
its official site.
- The newly relaunched GameSpy site has posted an
article on the future of gaming, featuring comments by Civilization designer
Bruce Shelley as well as Total Annihiliation's Chris Taylor.
- After years of service to the gaming community, the
Cooler Servers are going offline on October 3rd, and to make sure they
go offline with a bang, they're doing what they do best - playing a whole
lot of games.
So, while I admittedly didn't spend nearly enough time this week playing games
(jeez, what happened?), I did manage to play a bit of Unreal Tournament, which
I'm enjoying quite a bit. A friend of mine came over a couple of times, and we
had a good ol' time playing CTF against each other with each team balanced out
with 4 bots. I'm pretty sick of that level already (I long for the wide open
spaces of TRIBES) but it sure is fun. The success of this only makes me more
excited for the first batch of bot-centric games, such as the full Unreal Tournament
(duh), but also TRIBES Extreme, and of course, Quake III: Arena. If you haven't
tried out the bots yet in the UT demo, I highly recommend them. If nothing else,
they're a great way to ensure a balanced team.
Link of the Day: Metric
System Caused NASA Crash. Thanks to Steve
Silva, who points out the quote, "you would think it wouldn't take
a rocket scientist to realize that, but actually, it did."
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.
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