Archived News:
Unreal Universe
has posted a hands-on preview of Legend's Wheel of Time, complete with a detailed
writeup and twenty four screenshots from what the author calls, "the most
graphically advanced game I've ever seen."
This Quantic Dreams download
page has some new movies from Quantic's upcoming third-person action game
Omikron: The Nomad Soul on the heels of the older one mentioned earlier ( story).
The newer ones, like the earlier one were spotted by our eagle-eyed friend Frans
from 3D Action Gamers. One movie
is a new collection of some FMV clips previously released, and the other a new
movie showing off more gameplay, and each is available as both a heftier mpeg
and in more svelte RealPlayer format.
The maXtron main site has
RiEvEr's port of his bot code to work in Kingpin: Life of Crime, Xatrix' Quake
II-engine game. This first release of the port from the author of the ReDeMpTiOn
Bot and the Licensed To Kill bot for Action Quake2 is intended as a base for mod
authors to include in their own Kingpin mods. Thanks Poisonville.
Speaking of which, there's a new Licensed To Kill bot for Action Quake2
version 0.14 beta on maXtron
as well. The new release has "the first version of the shiny new pathing
system so the bots get around a lot better..."
Epic's Brandon "GreenMarine" Reinhart updated
his .plan with word on why GameSpy users are having problems with their ngWorldStats,
a problem he says will be addressed in some way: GameSpy users won't be
able to properly create ngWorldStats account with the demo. My method of
ensuring correct account creation requires that the connect URL be created by
the game. I overlooked the fact that 3rd party programs use their own connect
URLs to open a game. This will be addressed.
Frans at 3D Action Gamers sends
word of the semi-recent release of another Omikron
movie on Eidos' FTP site to promote Omikron: The Nomad Soul, Eidos
Interactive's upcoming third-person action game. I call the release semi-recent
because though it is dated September 24, it doesn't seem to have been mentioned
yet, certainly not here. The AVI format movie is a hefty 47 MB, is 320x240 with
a 2:48 minute running time, and features a voice-over by David Bowie along with
appearances by his in-game character, among other cut-scene and in-game footage.
Doomworld has a re-released version of
id Software's source code for Doom, which was previously released, now available
as a GNU General Public License
release, which alters the terms of the code's availability. It is now
theoretically legal to sell programs based on the code, provided the new code
remains freely-available under the GPL. Here's the accompanying quote from John
Carmack: Any DOOM based EXE would have to have the source available upon
request. It doesn't necessarily have to be included, but you have to be able to
get at it if you wish. This would prevent a gldoom episode.
The GLDoom
episode to which he refers is the loss of the source code to one high-profile
Doom source port to a hard drive crash.
The Official DESCENT 3 Web Site
has the announcement of Descent 3: Mercenary, an official add-on for Descent 3,
their recent sequel to the flying and shooting Descent series. Thanks Descent3D.
The add-on will include some user-created levels, and there are details up on the
contest that for third-party map authors to get their work included in the add-on if
it's good enough. Not much more in the way of details about the new add-on are currently
available.
A new GameSpy 3D
version 2.16 shareware is now available. The new shareware release adds the
same Unreal Tournament Demo and Deer Hunter 3 support included in the just-released
registered version of this server browser.
The Tread Marks Screenshots
page has been updated with a couple of new shots from this upcoming
game that allows you to accelerate around in 3D accelerated tanks, racing (and
shooting) at similarly equipped opponents.
A new beta of SciTech GLDirect
is available updating this program that allows you to run OpenGL-based
applications using Microsoft DirectX 6.x or later drivers on "any graphics
card that supports DirectX 6.x." Thanks Demo News.
Mod Central Unreal has posted
a new Unreal Tournament Demo mutator for download. The new mutator changes all
the weapons and other pickup items so they are triple their normal size. The
weapons also remain absurdly sized after you are holding them if you check out
third-person view for some real anime-style action (though they remain
normally-sized in first-person view so you can see where you're going).
A new version 1.06 of the CronosBot for Quake
is now available. Thanks Jacek Fedoryński. The new release offers a new pathing
system that allows the bots to play any level ("but on a pre-programmed
level they move around more optimally"). The new gameplay offered by the
updated bots is described as "really very good for some nice one on one
action."
On the heels of the announcement that Thief Gold is gold ( story)
The Adrenaline Vault
has word that another of Eidos' upcoming games is nearing completion, saying
that the action./RPG Revenant should be announcing that it is gold (code
complete and off to manufacturing) any day now.
There's another listing of Q3Test
Console Commands on PlanetQuake 3 with a rundown on variables they say
should be complete, along with a command listing they are not as positive is
comprehensive (they are therefore eager of any new info on these anyone can send
along).
There's a JailBreak
report on PlanetQuake offering an explanation of what the current situation
is with this popular Quake II modification, clarifying that there will be the
promised version 2.5b of the Quake II version of the mod, in spite of some
recent events that left JailBreak fans fearing that this had been cancelled. The
article also puts rumors to rest about the future of the mod, saying there will
be a Quake III Arena version of JailBreak when the time comes.
Thanks Frans at 3D Action Gamers:
I have a new theory (ahem) that I wonder might not be true: it seems the last
few weekends have been quieter news-wise than the bunch that preceded it, and
I'm wondering if part of the cycle of this stuff is that the heavier news we
were just getting used to on the weekends is related to the summer somehow, though
I'm not really sure why this would be (just trying to read the patterns here).
Anyway the quiet time allowed me to find the glitch in the rollover code in the
menu bar that was causing the text size to jump for readers who have selected a
different than normal text size in their browser's preferences. Now if I could
only figure out why that font size seems to change for so many without
having selected a different text size. It happens to me all the time in MSIE
5.0, where I'll notice this setting has changed itself to "smaller."
Could there be something in the HTML of one or more of the sites I visit
(possibly this one included) that causes this? Theories and solutions are more
than welcome.
Link of the Day: THE REGISTER Games developer to eat insects if bugs infest software
(replacement for a dupe LoD posted earlier, sorry). Thanks Nick Morrow.
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."
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