Archived News:
3DNews.Net interviews
Anoop Shekar talking to the assistant producer on Summoner about the game,
which is an RPG currently under construction over at Volition. Accompanying the
Q&A are 12,000 words worth of pictures, in the form of a dozen
new screenshots.
Though it has obviously been sitting somewhere aging like a cheese or a fine
wine, PlayDevil.com's
interview with Paul Butterfield just went online (thanks Voodoo
Extreme). The Q&A talked with Paul while he was still PR manager at
Monolith, and offers up some details on the spy game formerly known as No One
Lives Forever and the LithTech2 engine that hopefully haven't become out of date
in the time since the Q&A took place.
After a several week hiatus, NovaLogic has released a new upgrade for Delta Force 2, this time only through the auto-update feature in the game. Details on the changes are scarce at this moment, though Suppressive Fire sends along word that it "adds a new multiplayer game type called Search & Destroy."
Also, Maagic informs us that this updates the game to version 1.04.26, including the warning that it updates the mission editor to version 1.36 "which removes some features from the version (1.31) that came with the CD so if you don't want to use the less-complete mission editor, back up your old files." We'll post mention when a downloadable patch is released, for those who prefer their upgrading the old-fashioned way.
Allegiance 101 on the
Allegiance Vault is a basic strategy guide covering all the fundamentals of
Allegiance and some basic winning tactics for Microsoft's beta space combat
game. Also, there's an
Allegiance editorial on PC Paradox complaining of difficulties using the
beta.
You say you want some more? Well here's some more:
- Dteam 3d Design Guild has
posted some helpful documents to help mod authors getting started with the
Quake III Arena game source including a tutorial on compiling your
source code.
- Since the dual posts on the Rocket Arena site
posted earlier (story)
also refer to the UT version of the mod, it seems appropriate to point out
that Epic's Brandon "GreenMarine" Reinhart updated the Rocket Arena UT
page (thanks Wiwi) with a status report on the UT version of this
legendary Quake and Quake II mod.
- There's a new IRC channel called #q3mods on irc.telefragged.com where
anyone with questions come along and ask or just hang out.
- Q3Center's Map
Design Contest offers a GeForce DDR card for the best Q3A map (at a
retail value of about $300, that's about 25 cents an hour for most maps, but
what the heck).
- Also, Cocoon-Ed, the first
site devoted to Aliens versus Predator mods, is now online.
Hot on the heels of the version 1.21 posted earlier ( story),
which came hot on the heels of version 1.20 (replaced before it was posted
here), comes a new version 1.22 of the Servarena
Quake III Arena dedicated server launcher. The new release fixes a few more bugs
(highlighting the danger in declaring that version 1.20 was a non-beta), and
adds a couple of new features as well to this program that can now serve as a
server .cfg generator, as well as a dedicated server launcher.
Ground Control Headquarters has posted a new screenshot of Massive Entertainment's upcoming 3D RTS, adding to this page of "exclusive" shots we didn't post mention of so far. Elsewhere, Controlling Forces points out that the official Ground Control site at Sierra Studios has recently been updated with a pair of new shots in their media section. And speaking of Controlling Forces, they have also posted a brief interview with sound engineer and composer Ola Strandh.
The unofficial gameplay FAQ for Quake III Arena by Jim Mazurek has been updated again, adding a new power-up analysis section, tips and info on Q3DM15, and various other changes.
The first release of the QuakeWorld Forever
modification of the public Quake source code is now available. The goal of this
project to achieve a secure system of client and server binaries while remaining
completely OpenSource within one program. The beta1 release is described as
"a very big and successful first step towards our goal," though the
page also says "the methods used in this should not be considered our final
goal, it is far from it." The current release uses the GNU
Privacy Guard for security algorithms. The source and binaries for Linux and
Win32 are available, along with info on modified servers. Also, the QER News
page has a new version of their QuakeWorld client that fixes a bug with
3dfx-based accelerators. The new fix is just two lines of code, and the new
source upload is expected soon.
The DEMISE - Rise of the
Ku'Tan page has an updated version 1.00R2 of the Demise Demo. According to
the 3DFiles.Com mirror:
"This demo follows the announcement that the game is gold and due to ship
on the 31st, so after a couple of years, this demo should better reflect the
final code." There's no patch for the R1 demo at this time, so getting it
involves a 110 MB download.
- Tom's Hardware Guide's
Future Games-the role of scene graphs asks the musical question
"Does the Quake engine qualify as a scene graph?" They emphasize
the significance of the question, saying: "This is where the next
battle in 3D hardware will be fought." Thanks David Webber.
- A new edition of the Sharky Extreme Buyer's Guide
is online.
- There are registry keys on 3D
Spotlight on how to enable side band addressing on Athlon systems and
Detonator 3.6x drivers, with one specific tweak for the leaked 3.69 drivers
if you have them.
The I.Am.Q3A Quake3Arena Q3A Console Guide
has been completely revised and updated to include the 100 new commands and
variables included in the retail version of the game. Here's I.Am's description:
"Each command or variable's purpose and use is explained, along with
examples where appropriate, and they are all available in one complete
alphabetical list, or in handy categorized lists."
Talkin' Dirty
With Monolith's Mike Dussault on Voodoo Extreme is an interview with the
Monolith programmer talking about his work on the LithTech 2 engine, discussing
its features and its, and Monolith's coolness.
Though the Sabaneta page
is shooting blanks as of this writing, the debut version 0.69 release of the
Sabaneta 2050 mod for Half-Life can be found on their partnered Riot Software
website. Sabaneta 2050 is a teamplay mod where each team must protect its
leader and eliminate the other team's leader that features an experience system
where the more experience points you have, the more weapons will become
available to you. The mod is an 11 MB download, and includes five new maps.
The carnageNet Quake 3 page has the first
release of their InstaGib modification for Quake III Arena, that looks to
sincerely flatter the Unreal Tournament game type by altering Q3A so that each
player is given a railgun, and each shot is lethal. All game modes are supported,
including FFA, tourney, single player, and CTF.
The Fist Fight page has version 1.00
of the Fist Fight tournament-style modification for Quake, similar to Unreal
Tournament or Quake III Arena, where you fight your way through levels with bots
and up to a final boss. Each bot has a unique personality and skin depending on
which level you are playing. The mod that features combat with fisticuffs as
well as footsteps, a chasecam, an observer mode, kickable gibs, blood splats,
and more.
A new version 1.21 (a fix right on the heels of 1.20 if you managed to catch
it) of the Servarena Quake III
Arena dedicated server launcher is now available adding what are described as a
boatload of features. Since we don't have a boat handy, I'll just list a few of
them: A new menu system, a "save config as" feature so Servarena now
also serves as a script generator in addition to a server launcher, a force
respawn setting, a check box to allow cheating, support for the auto-join
feature from the point release, and (a boatload) more.
Dig this load:
- The first release of Scythe Entertainment's Shader
Editor is now available, a freeware tool to edit those knotty shader
effects in Quake III Arena maps.
- This page has
links to some Quake III Arena grappling hook code and offers instructions on
adding the hook to any Q3A mod (including CTF, which the author says he's
tested).
- Rungy's Metropolis has
posted a new Quake III Arena mapping tutorial that discusses how to make
maps perform better and a "huge" guide on making models in Q3A
using the Milkshape3D editor.
- An updated version 1.3.2 of the Yadex
GPL Doom level editor for Unix systems running X (including Linux) is now
available, addressing a bug in the makefile in the previous release. Thanks
Jacek Fedoryński.
- There is an explanation on Quakeheads.com
of the "magic" caulk texture in Q3A, including tips for its use,
taken straight from the in-progress Q3Radiant manual, sent along by id's
Paul Jaquays.
- Graphtallica has another
free texture pack, following their one-per-week release schedule, the new
one offering 25 textures following a techno/evilish theme.
- Speaking of editing, this seems like an appropriate place to point out
there are a pair of posts on the Rocket Arena
site (thanks Modog), the first expressing discouragement about how the
state of the Q3A game source as released would negatively impact development of
Rocket Arena 3 for Q3A, and a follow-up after some discussions with id's
Graeme Devine showing a lot more optimism based on word that issues crt raised are being addressed.
4wesome's Wireplay UT 4v4 DM League
is online, here's a bit of concise hype from their page to sum up the deal:
"Featuring some of the best clans around and some of the fastest clan
servers in the UK we've put this league together to provide a base for many
clans all around Europe. Expect manic games, skillful opposition and some of the
most stylish UT play anywhere in the world."
- The Tectonic page has the public
release of the source code for the TecArena launcher for Q3A, a plug-in
enabled version of the Tectonic launcher. The current code is not completely
compatible with the retail version of Quake III Arena, but is being released
in case it may be useful to another programmer...
- A new beta 0.2 of the Counter-Strike Alias Binder
is online to help build your .cfg for this Half-Life mod, offering a slew of
fixes and new features. There was a problem with the first version 0.2
(before this was ever posted here), and in a unique bit of problem-solving,
the fix is also numbered version 0.2, but now doesn't include the runtime
files, which are a separate download...
- There's a test version of a Quake II proxy that adds A3D support to the
game on the HMDPRX page...
- Unreal Universe has posted a shot
sent along by Nevolution of their soon-to-be announced Unreal-engine game...
- The Allegiance Vault
has posted a piece of concept art from early in development of Microsoft's
space sim...
- Dr.TwisTer's Shadowbane for Linux Site
is an interesting proposition, since currently only a Win32 version of this
"massively multiplayer" online RPG is in the works, but they have
a petition up since they've promised to consider Linux support if enough
folks show interest...
- Speaking of "massively multiplayer" yada yada GA-RPG's
Big World Details and Screenshots have shots and info about Micro
Forte's M.M. online science fiction RPG, Big World (working title),
scheduled for PC and PlayStation 2 release in 2001...
"Woke up this morning... and got yourself a gun..." That's right, the
day I, and I assume many others, marked off on their calendars months ago when
the date of the premiere of the new season of The Sopranos was announced
has arrived, as tonight is the big night. I'm so looking forward to the new
season, that I'm actually already ruing the fact that the beginning of the
season means we are so close to the end of it already--I'm sure that's some sort
of psychological syndrome, but I probably won't seek treatment unless there's
medication involved.
Link of the Day: The Dancing Shatners
(related to recent OotBs). Thanks Patrick K. Mills. You need to get the
RealPlayer clip going and reload the page to get him a' dancing again to enjoy
the full glory.
Bonus Link: Top 20 replies by programmers when their programs don't work.
On a site of such lists, many real winners. Thanks Ant.
The Adrenaline Vault
has posted an MDK2 development update giving the latest goings-on in the
development of this upcoming sequel to the quirky third-person action game
straight from BioWare's Dr. Greg Zeschuk. In addition to the new details, the
update also includes five new screenshots. MDK, of course, stands for Moshe
Dayan's Kishkas.
Also on The Adrenaline Vault
is a Picassio update giving some more details about this upcoming stealthy game
where you get to have your own Thomas Crown Affair by visiting the great art
museums of the world, and robbing them.
The Gloom News page
has the recently released version 1.2 of the Gloom teamplay mod for Quake II.
The update, from a couple of days ago, refers to work in progress on a full
installer, but for the moment, the only file available is an update from
previous versions. Thanks Elliot.
There's a new image on Soldier of Fortune Center
showing five different characters in "The December Brigade," one of the
teams in the Team Deathmatch mode in Raven's upcoming gritty shooter. As fits
the team's name, the crew looks more suited to battle in the arctic (or the
frozen tundra of Lambeau field), than the tropics.
There's a new Giants
image on PlanetMoon Central from Giants, PlanetMoon's upcoming third-person
action game, that "depicts the different kinds of Smarties that will be
seen in Giants: Citizen Kabuto. Male, Wife, Timmy and Borjoyzee." I guess
they're smart, what with those opposable thumbs and all, but they look a little
like the happy family from the Ramones' song of the same name to me.
There is a new screenshot of Rogue Spear: Urban Operations on SimHQ.com, showing an indoor scene from Red Storm's upcoming expansion pack to their tactical squad-action game. Thanks SpecForce.
Listed on their screenshots page, oddly enough, the official Planescape: Torment site has a version 1.1
beta patch for Black Isle's isometric role-playing game. The patch is said to "solve the sludge some have experienced while playing as well as some other minor fixes," but being a beta, download at your own risk.
PC.IGN.com has kicked off the first installment of the Summoner Designer Diaries, in which Volition developers will be discussing work on their upcoming 3D role-playing game. This first entry sees assistant producer Anoop Shekar talking about the various camera angles the design went through, and a few screenshots illustrate the results.
Daily Radar has posted a brief preview of Titanium Angels, the upcoming third-person action adventure by Mobius and SCi. While the image links are currently broken (the actual images are familiar from the official site anyway), the article does feature quotes from producer Ben Gunstone.
Also up on PC.IGN.com is the fourth part of the Baldur's Gate II Developer Journal, which has art director Marcia Tofer discussing the process of creating game art for this upcoming sequel to Bioware's acclaimed isometric RPG.
More patch news as well, for Westwood has released version 1.17a patches of Command & Conquer: Tiberian Sun for download. There is no word on the changes in this version, but presumably it is also available via the auto-update feature in the game.
Though a formal update is not expected on the Quake 3 Arena
website until Monday morning, the source code for the Quake III Arena game
.dll is now available on id Software's FTP site. Here is a
local copy of the source (1.3 MB), along with the usual list of mirrors of
this code essential to the construction of modifications for the game. A
.plan update by Robert Duffy gives the scoop on what's up: The game
source is out. It should start appearing on mirrors soon. It is in
idstuff\quake3\source and named "Q3AGameSource.exe"
There is a "How to make a mod" text file included which shows the very
basics of building the source for debugging ( Win32, Visual C++ ) and building
the vms for distributing mods. It also shows steps to get your mod to run with
the engine.
PLEASE NOTE: The game source MUST BE INSTALLED in quake3 off of whatever drive
you like. This is so the batch files and the lcc compiler can find all the right
stuff for building vm's.
The tool source and video compressor will be out next week. This will include
source q3data, q3map, q3asm, q3radiant, our version of lcc and the executable
for the video compressor.
Raven's Nathan Albury updated
his .plan with what he modestly describes as a "sad attempt" at
clarifying what he refers to as some of the more controversial issues in Soldier
of Fortune. Here's the poop: It seems like there's still a fair amount of confusion on some of the
more controvertial issues in Soldier of Fortune, so here's my sad attempt to
clear it up a bit.
In regards to enemy spawning and limited saves, these two attributes of the game
are dictated by the difficultly level. HOWEVER, in addition to our 5 preset
difficultly levels, we have a custom difficultly level submenu that will allow
you to adjust the game more to your liking if you aren't pleased with our
defaults. So, for example, if you like smart enemies but can't stand spawning,
you can set up the game to accomodate that. Or, if you are more interested in a
higher intensity, more Doom-style shooter, you can crank up the spawning and
drop the enemy ai down. The game can be played according to your tastes.
With that said, I'm extremely hopeful that once people get a hold of our demo
they'll at least give our vision of the game a chance. We've taken the feedback
we've gotten into account, and honestly we've now had the chance to play the
game a lot more. The amount of tweaks that have occured since our last OEM and
the present demo are quite vast.
In particular, the AI has come a long way since our previous version. It's
finally to the point where playing the game stealthily can be entertaining, if
that's what you're looking for. I'm still of the opinion that maxing out enemy
AI to inhuman levels isn't a good approach to game creation, but I do think that
our guys are reacting in a much more believeable, enjoyable fashion.
As far as the spawning is concerned, we've greatly refined and adjusted the play
mechanics behind it so that it enhances rather than confuses the gameplay.
Probably the most common complaint about spawning is that it invalidates
stealthy play... and I think that's a fair point. In our current system, the
spawning exists in large part to ENHANCE the stealth. There are no more
instances where you can wander around quietly, taking great care to lean around
corners and pick people off, only to get shot in the back by some wandering
punk. If guys are spawning, it's exclusively because you're making a whole lot
of noise and carnage. In fact, our challenging difficultly level (4 out of 5) is
almost impossible if you don't rely on stealth - the enemies are quick enough
and powerful enough that if you draw a crowd, you will fall over. And, once
again, if you really don't like spawning to the point of religiousness, you can
turn it off.
Hopefully (fingers crossed) this will help clear up a few things that seem to be
distressing a lot of you. Well, back to work, I suppose...
GA-RPG interviews Ben Smedstad
of BioWare talking about progress on Baldur's Gate II: Shadows of Amn, their
upcoming sequel to Baldur's Gate, the Advanced Dungeons & Dragons RPG in a
lengthy interview that goes into detail about the project.
There are three new Hitman: Codename 47 Screenshots
on GA-Source depicting some of the locations in this upcoming stealthy
strategic shooter from Eidos Interactive that puts you in the lucrative (albeit
dangerous) career path of the hired assassin.
DailyRadar.com
previews Summoner with a look ahead at this upcoming RPG that includes some
Q&A with a few of the folks from Volition to discuss the game. Though the
preview actually primarily focuses on the PlayStation 2 version of the game,
the accompanying screenshots are from the PC version.
An updated version 1.5 of the Hand of Quad
is now available, offering an updated version of this system tray utility that allows
you to join a Quake III Arena server by clicking a link on a webpage. There are
some new features in the new release as well as bug fixes.
The newly-relocated Airquake2
site has a new version 2.0 beta53 of the innovative AirQuake2 flying
modification for Quake II. There are a whole bunch of fixes and new features in
the update, and there is an updater for earlier installations for download in
addition to the full installer.
As yet unviewed here (so I can't offer a thumbs up or down), A
Warriors Life is a new Quake II movie. The film has a very positive review
on Tritin Films, who give
it a 10, and the following description from the filmmaker can serve as a
trailer: "The originality make this movie a
near_revolutionary_masterpiece_of_machinima. You will know Julios, a boy with
determination and hope that fight against his fears and try to win the battle
against a voice inside him that says constantly 'You will fail, you are nothing.'.
In the long and sad quest Julios will try to be free from his demons and find
the answer for the question 'Do I have valor?'."
Version 0.3 of D3DQuake is
now available, offering a version of GLQuake reworked from the publicly
available Quake source code to run on top of Direct3D 7.0, said to use a "fairly
small" (50 function) subset of OpenGL. Thanks Ryan Stotts.
A new version 1.1.0 of the MilkShape 3D
low polygon count modeler, which can import and export file formats for models
in Half-Life, Quake II, Unreal/UT, and Genesis 3D. Thanks Voodoo
Extreme. The new release fixes a few bugs, and word is that Quake III Arena
model support is planned for the future.
A Hotel Reservations for Razer - CPL Event
press release gives details on how you can reserve one of the limited block
of rooms for this $100,000 tournament in April that was recently relocated back
in Dallas. Also, D16-Makaveli
is interviewed on Quake-Arena.de talking about his participation in the
upcoming XSi-Tournament, and the
tourney's website has an analysis
of Fatality and an analysis
of Kane to continue their preview of the event.
Sorry loonyboi fans, no Saturday Morning Fruit of the loon today, the loonster
is taking a well-deserved weekend out and about in that there world we hear so
much about, and, if he's good to his word, actually doesn't even have a computer
with him (which of course will make it difficult to contact online support
groups for his withdrawal symptoms). Here's a quick pool: how many batteries on
his color gameboy do you think he's going to go through before Monday night? I
think I need to ask wise Mr. Owl.
Link of the Day: The Largest known prime number.
Thanks Cosmo3D.
Story of the Day: Faithful find vision of Virgin of Guadalupe in spilled ice cream.
Thanks Dan Chapman.
Image of the Day: The
Demise Cover Art (that's right, game-related!), by none other than legendary
fantasy artist Boris Vallejo. Thanks
Zawash.
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