Archived News:
id Software's Robert Duffy updated his
.plan with word that he's released a new version of the Quake III Arena
tools. Here's the scoop: I have placed a new install for the tools on
the ftp site. Our ftp gets hammered but it should show up mirrored pretty quick
as well.
ftp.idsoftware.com/idstuff/quake3/tools/Q3ToolSetup_Dec221999.exe
There are quite a few changes, see the readme for a list.
This release contains new content or updates for the following:
-Q3Radiant, this is named 'Q3Radiant_181.exe'. This will allow you to revert
to the older version in case there are unforeseen problems.
-Q3Map, some fixes.
-Q3Data, see the Modeling manual which was put together by Paul Steed and Paul
Jaquays.
-Model_manual_ps.doc, the above mentioned model manual.
-bspc - see the included text file for changes.
-Museum.map, Museum.shader - A map done by Kenneth Scott to illustrate a wide
variety of shader effects. Cool stuff.
-MapMedia.pk3 - additional content required by the museum
The museum takes quite a while to light when running Q3Map on it. Be patient
:-)
European players of the Opposing Force expansion pack to Half-Life can now upgrade their version to 1.0.0.1 as well, for Sierra has released German, French and Italian patches for download (685 KB each).
Eidos has released the version 1.1 patch for Tomb Raider: the Last Revelation (426 KB), fixing the same issues for the English edition of the game as the German patch that was released the other day ( story). The complete list is available in this text file.
3DNews.net has posted a Q&A
with Russell Ritchie, managing director at Promethean Designs, talking about
their upcoming game of art thievery, Picassio, a virtually violence free adventure,
that forces you to think about how to disable your enemies instead of killing
them.
Dynamix' Tim Gift updated his .plan with
reflections on the first anniversary of the completion of Starsiege TRIBES, as
well as a very lengthy update on the current state of TRIBES 2 development,
which I've trimmed a good bit from for space reasons (read the
whole .plan for the whole deal, which includes a lot of programming stuff):
Doesn't seem that long ago... Last Friday was the 1 year anniversary of
Tribes. We received final Sierra certification for duplication Thursday 12/17/98
at 7:46 PM. By the following Monday the warezers were online, and by the middle
of the week there were players who had actually purchased copies!
These days it's all Tribes 2 programming & game design. My role on the
project has changed quite a bit over the past few years :) (a long story) Now
I'm mostly coding all the "game" part of the Tribes 2 engine.
<snip>
Player class
Been spending a lot of time on this one recently. I had the basic player running
around a while ago, but then went off to work on other things. I just finished
cleaning up and finalizing all the player movement code, stepping (over things),
sliding off corners and along creases, etc. Tribes 1 had a few problems in this
area which I never got around to fixing. Tribes 2 is much smoother. The new
approach is cleaner, uses less code, and works better :) The player is now
almost done, bunch of misc. stuff (including death and celebration animations),
but the only big thing left is client side movement prediction, which I should
start on this afternoon. He currently moves on other clients, but doesn't
interpolate or predict (this is handled differently than your own player).
After player client prediction, some projectile code, then the code I expect to
have some fun with: vehicles.
I guess that brings me up to date. Hope I haven't bored anyone... (kind of a
long post)
id's John Carmack made a post over at Slashdot
clarifying some issues with the GPL license under which the Quake 1 source code has
been released ( story) and perhaps raising a few as well: We
are the copyright holder of all works, and we can release any part of it under
any license we choose.
Completely aside from that, I think it is still unclear exactly where the GPL
wants the separation of code and content. Few would argue that every document
read by a GPL word processor would be covered by the GPL, and most would place
maps entered by Quake into that catagory, but things can quickly get murky.
Quake game mods are written in QC, but turned into data to be processed by the
main code. I think the spirit of the GPL would want that code to be released,
but it is only a small step from there to saying that every program loaded by
a GPL operating system must be GPL, which is clearly not the case.
Hey, it's a slow news day, so here's a new edition of our Mail
Bag. In today's action-packed installment: some thoughts on the Quake source
code release, questions about id's nicknames, a banner ad review (?) and the
secret of Blue's day job revealed! Go
check it out.
PC.IGN.com has posted an interview with Rage Software lead programmer Scott Johnson, talking about Incoming Forces. This sequel to Incoming will incorporate a strategy element to the action, even more visual extravaganza (as we are accustomed to with Rage's games), and improved multiplayer capabilities:
There are going to be three different rule-sets. There is going to be
Team Play, Body Count -- which is basically deathmatch, and finally one
player playing as the aliens and one player playing the humans, with both
setting up bases and trying to destroy each other. It's going to be LAN and
Internet compatible. We are gonna do a four-way split as well on the PC
screen -- that is only the arcade game. On the technical game, we are
gonna do a two-way split.
There is a new developer profile on the official Star Trek Voyager: Elite Force site, introducing readers to Raven's lead artist Les Dorscheid, who is responsible for the completion of the game's art and managing the other artists, as well as working as a modeler and artist on the project himself (where does he find the time? :-)
It's been a while, but the latest version 0.3 of ZDoomGL has now been released, bringing the OpenGL port in sync with version 1.22 of ZDoom, adding support for floor mirrors, and fixing several bugs.
GameSpot UK has posted a preview of Evolva, the colorful looking action strategy game by Computer Artworks. While the article is very brief, it does appear to include a couple of new screenshots.
Daily Radar has posted an interview with project leader Garry Gaber on Star Wars: Force Commander, the upcoming 3D real-time strategy game by LucasArts. The talk covers the storyline, the 3D interface, the missions and units in the game (yes, you can play as an AT-AT), and more.
Version 0.5.1 of Q3A-Total Control is now available from Borderfield Software,
offering a couple of major bug fixes to this front-end for Quake III Arena that
includes such handy doodads as a server starter, an integrated server browser, a
config editor, a key binder, a FunName editor, and a dial-up optimizer.
GameFan interviews
Mike Leatham, lead texture and concept artist for Digital Extremes, talking
with the texture artist from Unreal and Unreal Tournament about his work on
those games and about the game industry in general.
- Reverend's The Pulpit
has links to a new version 4.06 of the WickedGL super-driver for Voodoo
accelerators that fixes the "lost railings" bug in OpFor, the
Quake III Arena retail version fan texture bug, and adds support for Windows
Millennium. Thanks MajestY.
- A new version 1.0.41 of the WinTune 98
benchmark is now available, offering ways to speed test your CPU, Video,
OpenGL, Direct3D, Memory and Disk. Thanks DemoNews.
- 3Dlabs sells $7.5 mln 5-year note to investor Intel.
Thanks Haakon Larsen.
- Sharky's Private Eye Volume 6
offers their top ten gifts for last minute shoppers, ABIT & Coppermine
Issues, an X-Box update, an interview 3dfx' Scott Sellers, new year's
predictions, and more.
- GXS reviews the
Diamond Viper II Z200.
- An 800-MHz Match-Up
on PC Magazine First Looks offers AMD vs. Intel benchmarks, pitting a
Coppermine-based Dell Dimension XPS B800r and a pre-release Athlon 800
MHz Falcon Northwest Mach V.
- There's a Coppermine & Slocket2
Review on HardOCP.
- iXBT
reviews the Chaintech 6WEX2 motherboard.
There's a new version 4.1 of the NOP log parser available on the NOP
page, offering a whole slew of fixes for bugs in
version 4.0. Its authors call NOP the "ultimate logfile parser and stats
generating tool," NOP can crunch the numbers in the game logs from Quake
III Arena, Unreal Tournament, and Half-Life (including Counterstrike, TFC &
Jailbreak) servers.
Polycount has the debut
release of NPherno's MD3 Compiler, a utility that can import md2, md3 and 3DS
formatted files and export to Quake III Arena's md3 format. There are plans to
offer support for the program there in the future, including a future
messageboard.
On the heels of the release of the source code for Quake ( story),
comes the opening of a SourceForge
Quake Project Info page as a way to track revisions, submit bugs and
suggestions, and get involved in a team development of the source (thanks
prototype). Similarly, the Quake Standards Group,
is open, likewise dedicated to sharing information about hacking on the Quake
Engine. Obviously there is very little content on either site yet.
Verant Interactive sends word that Tanarus,
their massively multiplayer online game featuring futuristic tank combat, will
be free to non-subscribers for a week in honor of the holidays. The free week
will start this Wednesday at 3:00 PM EST, and run through Monday January 3.
There's a new Battlecruiser Millennium Flash Promo Movie,
the first in a planned series of such web cinema presentations to gear up for
the release of the game's full demo, slated to be available later next year.
- The 1999 loonygames
Awards are now online, offering the loony staff's selections for the
best adventure, action, deathmatch, and strategy games of the year, as well
as their favorite console games, and their pick for game of the year...
- A report on GamePen
says work on the oft-discussed, but so far un-produced Tomb Raider movie may
be gearing up, as it's possible that Simon West (Con-Air and General's
Daughter) will sign on to direct, though the report on The Adrenaline Vault
also says the film's script may be a stumbling block before starting
production...
- There are some new Atriarch Screenshots
showing off some characters shots from this massively multiplayer,
persistent sci-fi rpg and strategy hybrid game currently in development by
World Fusion...
- Exxtreme3D.Com
interviews Martin Walfisz CEO of Massive Entertainment, talking about
Ground Control, their upcoming strategy/tactics game...
- The 42nd Diablo II Screenshot of the Week is
mirrored on The Labyrinth. Only ten weeks 'til the screenshot of the
year...
As noted on the 3D Realms Entertainment Web Site,
yesterday was the fifth anniversary of the debut of Rise of the Triad, their
seminal first-person shooter that introduced several features to the genre. The
page gives a rundown on just a few of the new wrinkles introduced in ROTT, which
are so numerous that when constructing trivia questions asking where given
features were first offered, the first thing we need to do is figure out whether
or not it is another that was introduced in ROTT (and more than once, features
that we thought were not from ROTT turned out to have been first introduced
there after all). If this has just whetted your appetite for more on the history
of gaming, a post by 3D Realms' Scott Miller to a thread called Duke Nukem
History on the 3D Realms Bulletin Board gives a brief history of where Duke
got his start, including who came up with his name, which in my opinion, is one
of the great all-time game character monikers. Turns out it was yesterday that
Mahir was on the Daily Show, DNapalm says dance clubs were on the agenda (and
they didn't call me!). Should be at least a couple of repeats today.
Link of the Day: The Online Pregnancy Test.
That was a load off my mind! Thanks Steve Strickland.
Image of the Day: Santa
Heavy Gear. Apparently a date-related Easter egg (or is that Christmas egg?). Thanks Heavy
Gear News Network.
GameSpot has posted their massive
guide to Unreal Tournament. The guide, which is available free online, or
as a paid download, covers every individual game type, as well as each weapon,
power-up, and map.
id Software's John Carmack updated his
.plan with word that the Quake III game source code has been pushed back
slightly (as well as word that the Quake 1 source has been released - see next
story): The Q3 game source code is getting pushed back a bit because we
had to do some rearranging in the current codebase to facilitate the release,
and we don't want to release in-progress code before the official binary point
release.
We still have a Christmas present for the coders, though:
http://www.idsoftware.com/q1source/
Happy holidays!
id Software's lead programmer John Carmack has released the full source code of Quake, including the WinQuake, GLQuake, QuakeWorld, and GLQuakeWorld versions. The archive can be downloaded from id's FTP site (which is always pretty busy) and its primary mirror at Walnut Creek (3.2 MB), as well as 3D Action Gamers. The code has been placed under the GNU Public License right from the start (this happened with the DOOM source only much later), and the accompanying text file can be downloaded separately. Here are the initial paragraphs:
This is the complete source code for winquake, glquake, quakeworld, and
glquakeworld.
The projects have been tested with visual C++ 6.0, but masm is also required
to build the assembly language files. It is possible to change a #define and
build with only C code, but the software rendering versions lose almost half
its speed. The OpenGL versions will not be effected very much. The
gas2masm tool was created to allow us to use the same source for the dos,
linux, and windows versions, but I don't really recommend anyone mess
with the asm code.
The original dos version of Quake should also be buildable from these
sources, but we didn't bother trying.
The code is all licensed under the terms of the GPL (gnu public license).
You should read the entire license, but the gist of it is that you can do
anything you want with the code, including sell your new version. The catch
is that if you distribute new binary versions, you are required to make the
entire source code available rce code available for free to everyone.
InsideMacGames has posted the version 1.3.1 patch for Descent 3 for the Mac, which fixes various crashes, controller and modem problems, and allows Mac gamers to play against the PC version on PXO. The patch is available as a full 4.3 MB download or as separate components.
Dynamix has released the first pair of TRIBES 2 skins, showing off the Blood Eagle Light armor in male and female forms with a high-quality image and a description. More of these skins are promised for the next few weeks.
The latest Delta Force 2 patch is available through the auto-update feature in the game, or via direct downloads here and here (4.4 MB). This brings the version number to 1.04.14 (thanks DF2-Base.de for this bit), and the changes include additional Voice-Over-Net features and "some animatics for the fixed gun emplacements, however you still cannot use the emplacements" (thanks Maagic for that one). This accounts for the patch being about 1 MB larger than the previous version.
The unofficial System Shock 2 FAQ has been updated, providing more tips and tactics for the acclaimed action RPG by Irrational and Looking Glass. This FAQ focuses on gameplay, but if it's technical help you need, try the official FAQ.
Spanish games site oneZone has posted a
writeup of a presentation that Shiny's Dave Perry gave in Madrid recently,
where he demonstrated their uber-secret title Sacrifice, on a p450 with a GeForce
256 card. There are several shots, although only the blurry ones taken with
a digital camera are new. As always, shove
a BabelFish in your ear to translate.
The Insomnia Software page has
been updated with word that their upcoming first person action title Decay will
be published by Interplay, as well as eight new screenshots (which, it would
appear will be the last ones for some time, as they're instituting a media blackout).
Thanks Voodoo Extreme for the tip.
GameFan has posted an
interview with Mike Leatham, lead texture artist at Digital Extremes on
Unreal Tournament. The brief interview has Mike discussing the world of texture
design, from his prediction for the future of the medium to specifics about
his design process.
id's Graeme Devine updated his
.plan with the details he promised earlier on the Quake III Arena point
release. Here's the scoop: Here's the cliffnotes version of most of the
bugs we're looking at. I'll make the actual feature database available as HTML
at somepoint soon so everyone can take a look as to what issues we're addressing.
- New scoreboard.
- New team scoreboard
- Voting can change the gametype if the new map doesnt support the current
gametype
- Misc icon fixes
- Team overlay tidied up
- Spectators can go through doors
- Late player start on screen score display fixed
- Re-add mouselook
- Callvote nextmap
- Extra/different pakfile disconnect bug fixed
- Packetloss on the scoreboard
- Delay deferred loading of players until after death
- Server browser remembers show full/show empty status
- Server browser will not refresh on stopped lists
- Show IP address in server browser
- Compressed sound support
- JPEG from disk support
- Cache filefind results so we do not requery the filesystem every load
- Make 10.x.x.x and other public addresses not use auth server
- Protect CD key into a different file
- Improve overall error reporting to user
- Make sure everyone can command the bots
- Load/Save config re-added
- Bots don't start kill, hitnokill, or hitnodeath chats when there are nearby
enemies
- Awaiting snapshot/gamestate issues resolved
Dynamix has released new "balanced" missions for Starsiege: TRIBES,
which are available
for download on TRIBES Players. These new maps were created for the OGL
and other online competitive leagues, and are fully created and supported by
Dynamix.
Incite Games has posted a
brief preview of Rune, HumanHead's Unreal engine game of grog, mutton and
really big axes. While there are several shots posted, only one of them is new.
A new version of Q2Java, the
add-on for Quake II that allows mod authors to code in Java has been released.
As this is the first release since the summer, there are a number of changes,
including some general cleanup to make things run better.
Legend level designer Matthias Worch has released his combination deathmatch/domination
map Memento Mori for Unreal Tournament. The map features textures created for
UT that have never been used before (included with Epic's permission) and is
available for download on his homepage.
id software Designer Graeme Devine updated
his .plan with word on duplicatable problems in the upcoming full version of
Mac Q3A that he's fixed, resulting in a new release candidate, and a mention of
some unduplicatable problems with the demo that he's still uncertain about,
resulting in some confusion. The update also briefly mentions a planned Q3A
point release: While I've been out with the rest of the world trying to
get a Barbie Cash Register for my daughter, I have actually been doing a bit of
work!
Activision's release QA process found two bugs in the Mac build that I felt
important enough to fix. One bug was in the client, and the other in the
installer.
I fixed them both last night and Activision has a new master candidate.
I've heard sporadic reports that the Mac demo has problems, but I've yet to be
able to repeat that issue here.
I'll update my plan file today with the [long] list of things we're addressing
for the point release (yes, we've fixed the scoreboard).
With only one chat log, two previews, an interview, and three sets of
screenshots all related to Soldier of Fortune posted already today, your
appetite has just been whetted for more SoF skinny, right? Just in time, this SOF Center
interview with Eric Biessman talks with the Raven designer even more about
this upcoming shooter. So with all this talk about the game, when can we expect
it? This Q&A attempts to get to the bottom of that one: Q: How's
Soldier of Fortune coming along, still on track for a January/February release?
A: We are still on track for an early release in ’00. Of course I can’t say
a date, something we have been trying to keep clear of, since we are really
trying to just make this the best game possible. It’s coming along great, and
it should definitely be worth the small wait!
There's a
Soldier of Fortune preview on GameSpot UK with another hands-on
preview of the game (again, presumably from the Razor mouse OEM version of the
game). In addition to some commentary on gameplay, the piece offers up 16
new screenshots (and a couple we've seen already).
Easy Unreal has the release of
beta 0.2 of UtMap, the Unreal Tournament version of UMap, which can rename maps
that are downloaded while connected a server and save them to your map folder,
can build maplists for DM; CTF; Domination; Assault; and LMS training sessions
and servers, gives the ability to play DM or LMS on any CTF; Assault; or
Domination map (or even play CTF on a dm map), view the map author's text for
any custom-made map, or write your own map-text.
There is a hands-on preview of Soldier of Fortune on Daily Radar, based on "a special build of the game" which, according to Rick Johnson's warning ( story), is just the Razer OEM version of the game. Notwithstanding that, the article does include a set of new, hi-res screenshots.
Interplay has posted three new screenshots of Star Trek: New Worlds, and a bunch more over the past month that we haven't mentioned yet. Star Trek: New Worlds is a 3D real-time strategy game that allows you to play missions as the Federation, Klingons or Romulans.
A playable demo of Command and Conquer: Tiberian Sun (~43 MB) is now available
in this Westwood
FTP directory. The file is also mirrored on 3DFiles.Com.
Word from Westwood is "The demo features two brand new levels of Tiberian
Sun. The first mission is a tutorial about how to play T-Sun. The second mission
gives you a heavy dose of C&C action." There are two files in the
directory: tsdemo
is for North America and tsdemoe
is for Europe. Both versions are identical except for the ordering phone
numbers.
There's an edited Raven
Chat Log on Voodoo Extreme giving the rundown of the IRC session with the Raven
crew discussing progress on Star Trek Voyager--Elite Force, and Soldier of
Fortune, as well as discussion of other, more general gaming topics.
Speaking of Raven, 3D-Unlimited
interviews Jake "MrGumby" Simpson talking with the Raven Software
programmer about progress on Soldier of Fortune, their upcoming Quake II-engine
mercenary shooter, and in particular SoF CTF, which Jake is currently working
on. To cap off the Q&A, they've posted the first two screenshots of SoF CTF.
Inside Mac Games Newsbriefs is
reporting that Brent Pease is no longer at Bungie Software. Brent was the
project leader on Oni, Bungie's upcoming anime-inspired third-person combat
game. Interestingly, Onicore dot com has
more on this, posting the official press release that they say they copied from
IMG (though I can't find it there at all). Here's what that has to say about
this: With the completion of the core components of the Oni game engine,
Lead Programmer Brent Pease is leaving the project. Completion of the game
design remains in the capable hands of the team, with engineering being managed
by Senior Programmer Michael Evans, one of the founding members of the team. Oni
development continues unabated, and new features for this unique action game
will be on display at the Macworld Expo in January. The parting was amicable,
and everyone at Bungie wishes Brent well in his future endeavors
Devilishone's Q3a Allbots Page
has a simple mod for download that will allow Quake III Arena to initialize all
of its bots for gameplay. The plan is to update the file to include future
user-created bots in the mix as well.
Subtitans.net interviews Raaj Menon
talking with the director of Ellipse Studios about Submarine Titans, an upcoming
underwater RTS. There is a Submarine Titans Beta Testing application form
up to select some beta testers for the game, and some of the Q&A deals with
details about the upcoming beta test.
S3 Moves to Consolidate IBM Business with Pending Acquisition of Number Nine's Assets
is a press release announcing a move by S3 designed to "strengthen the
competitive position of its Multimedia Division..."
In what seems to be a fairly safe promise of the last new releases before the
new year, the SpoonBot page has a new version
0.5h of the SpoonBot for Starsiege TRIBES, as well as the release of version 3.0
of TribesRacer. The new SpoonBot, which adds AI teammates and enemies to TRIBES,
offers bug fixes, including one so that the medic works again. The new
TribesRacer is simply said to make "gameplay even faster and more fun!"
There's an interesting article on the realism of the Sopranos on Mr Showbiz News
(thanks Jeff Magill). Speaking of the Sopranos, here's a VCR alert: I've started
seeing promos on HBO for a week-long marathon of the first season of The
Sopranos, which will run two episodes per night starting December 26.
Details are on HBO's The Sopranos site
where they also have a countdown calendar ticking off the days until the second
season starts on January 16, as well as a local copy of the new season promo and
word on where to order the soundtrack CD... "Woke up this morning..."
Link of the Day: The
Satanic Hampster Dance. Thanks Will Lawler.
Story of the Day: Cyber-Celeb Mahir Tours U.S..
I kiss you! Thanks Cyrus.
Bonus Story: Why Is Bill Gates Mad at John Vanderslice?
Thanks Steve Strickland.
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