Archived News:
Adrenaline Vault has given their one, lonely screenshot of Aliens Versus Predator Gold a little company, by adding 10 more high-res images to the same page. As reported earlier today ( story), AvP Gold is an expanded and updated version of Rebellion and Fox Interactive's first-person shooter.
The now smoke-free Kenn Hoekstra (congrats, welcome to the club) updated his
.plan with word that the Soldier of Fortune demo has been downloaded enough
to put it in the big leagues with the Quake III Arena demo, as well as details
on a major sound problem people have been experiencing. Here's the scoop: I'm
continuing to lead the tech support charge on our message boards and we seem
to have most problems nailed down. The biggest one that I'm aware of is the
fact that the demo hangs on a blue/gray screen for users who have a YAMAHA DX-SG
sound card or similar YAMAHA model. The problem is with the demo's auto-detect
features looking for A3D support. These YAMAHA cards have limited A3D support
(1.0) and Soldier's auto-detect code is looking for 2.0 or 3.0. This is what's
causing the hang. Adding "+set snd_dll defsnd.dll" to your command
line shortcut has fixed the problem for some users, but most YAMAHA owners are
pretty much out of luck at this point. Jake "The Gent" Simpson is
talking to his sources now to see about fixing the problem. As soon as we know
something, you'll know something. According to Rick, future Soldier of Fortune
releases are going to start up with default sound to avoid these sound support
issues. Amen to that... =)
The sad thing? I have one of those DX-SG cards in my machine and it works. Probably
because the drivers are the 1998 factory installed variety... *shrugs*
Gamecenter has posted their
Fast Track Guide to Ultima IX: Ascension. The guide is essentially
an excerpt from the book published by Prima, but it does feature detailed tips
for virtually every area of the game (it just doesn't have the maps, the Avatar's
Journal, or other extras included in the full book).
GameProWorld has posted a
hands-on preview of Soulbringer, which is based on a full build of the game.
They describe the game as, "Diablo meets Darkstone with a real strong emphasis
on the story" and there are a whole bunch of shots for you to look at if
that makes no sense to you.
InciteGames has posted 8
new screenshots from Thief 2: The Metal Age, offering a look at the game's
architecture (which like the first Thief game is pretty impressive).
There are four new screenshots of Star Trek: Deep Space Nine - the Fallen on GameSpot, showing off scenes from the Unreal-engine powered third-person action game by The Collective and Simon & Schuster, which they say is still slated for a March release.
NWGN has posted a brief interview with Mark Frohnmayer, talking to the lead programmer of TRIBES 2 about their upcoming team-based first-person action game. Here is a bit about the planned gameplay modes:
Tribes 1 actually supported 5 distinct multiplayer game types, CTF,
capture and hold, find and retrieve, Defend and destroy, and deathmatch.
We're enhancing some of the Tribes 1 modes (D&D and F&R), and adding in
3 new game types.
Although the game didn't get a very positive review on GameSpot, they have now posted a full-fledged game guide for Mortyr, offering general strategies, an enemy guide, weapon and multiplayer strategies, and a complete walkthrough for Mirage Media's first-person shooter.
3dfx keeps churning out the drivers, and has now released these Voodoo2 Windows 9x DirectX 7 Drivers - Version 3.02.02. Thanks Ant. The new version fixes problems with resolution switching and the control panel, as well as bugs on various games.
Skinning 101 has the latest release of the Skinlinker utility for Quake III Arena that creates the .skin files needed to link the skin image files to the models in Quake III Arena. The new version now allows to create bots, mostly with default characteristics, "but you do get to set speed, aggressiveness, accuracy, alertness, sex and a few other things."
Monolith's Jason Hall updated his
.plan again with a clarification to his earlier update about the recent
formation of a separate company to handle their LithTech engine, particularly
about the term "3D Game Operating System" ( see
earlier story): Some quick clarification.
LithTech has become extremely elaborate over time, and currently the best method
to describe it to a developer in a way that makes sense (given its full capabilities)
is to describe it as a 3D Game Operating System.
This helps developers make the mental distinction and understand the different
contexts of uses between technologies like Renderware (3D Renderer), Unreal
(3D Engine) and LithTech (3DGOS).
Agreed that perhaps it's not a complete OS in every technical sense of the term,
but the context in which a developer must look at it and work with it is closer
to that than any other easy-to-understand description.
Just wanted to clarify that a little more.
Also, I can only stress that we are just getting started with our announcements.
We have been very busy as you will see! It's quite exciting.
Adrenaline Vault has posted the first screenshot of Aliens Versus Predator Gold, the just announced expanded version of the game that is due to be released in the Spring ( story). The shot displays a marine opposing a Predator, guns akimbo, with an Alien looking on to jump the survivor :-)
There is an interview with sound programmer Tony Bennett on Aureal's A3D.com, and naturally the topic of discussion is his work on the audio code in Messiah, the hopefully imminent third-person action game by Shiny.
Tonight marks the first Deus Ex developers chat, so hop over to ION's
web based chat, or point your IRC browser to www.ionstorm.com at 8:00 CST
and join #ion to talk to Warren Spector and others from ION's Deus Ex team.
Monolith's Jason Hall updated his
.plan with some comments on the formation of a separate company to handle
their LithTech engine ( story), saying their intent is to create a 3D gaming
OS with the engine (although he doesn't give a real definition of that term).
Here's what he had to say: This announcement is extremely significant.
We have been working hard to make sure that LithTech is geared and ready for
the future. This announcement shows that we are moving in the right direction.
It is the highest compliment to be able to attract someone of Dr. Whitten's
caliber. This guy really knows solid technology when he sees it.
I am looking forward to watching LithTech grow and proliferate as a true 3D
gaming operating system (3DGOS). The end result of all of this is an even more
robust development toolset that has a clear direction and a solid future - and
more importantly, great support!
More cool announcements soon...we are just getting started.
3dfx has posted new drivers
for their Voodoo 3 based cards (thanks CiKoTiC). These drivers fix a problem
some users were having with the 3dfx Tools program, and say that you should
only download these if you were experiencing problems.
Raven's John Scott updated his
.plan with some new stuff for fans of the Soldier of Fortune demo. He's
posted a TXT
file with a list of DMFlags for the game, as well as a
JPEG with the character set they used for the fonts for those interested
in creating fun names (although he says you'll have to manually hack your CFG
file).
incitegames has posted more materials from Star Trek: Klingon Academy, showing off Interplay's space-combat RTS in nine screenshots and four brief movies of Gorn-Klingon battles.
Black Isle and Interplay have now released the official version 1.1 patch for Planescape: Torment (as opposed to the beta patch awhile ago), a 3.3 MB download that fixes a number of issues with the game, most notably the recurring slowdown problems.
StormTroopers has posted an
interview with Deus Ex programmer Scott Martin, talking to him about his
work on the AI in the game. It's interesting stuff, as he talks about how the
NPCs in the game will function, but also about his "process" for developing
the AI for each class of character. Here's an excerpt where he discusses how
the NPCs will function: I wanted NPCs to react to the world in roughly
the same way that real people do. The key to this was to make the AI recognize
things based on sight and sound. The Unreal engine has a decent pathfinding
system built into it (written by Epic's Steve Polge), so thankfully I didn't
have to build one from scratch. But because the original Unreal was a single-player
shooter, its A/V event handling didn't consist of much more than "I see
the player, so I attack" and "I hear the player, so I attack."
I built an audio/visual event manager into the Unreal engine so NPCs could detect
things like footsteps, gunshots, smashed windows, objects hitting the ground,
drawn weapons, screams, distress, etc. -- and more importantly, it could distinguish
between them. I also wrote behaviors for the NPCs so they could react appropriately
to these events.
Monolith sends news of the formation of LithTech Inc., "a subsidiary
dedicated to creating the standard in real time 3D development and networked
multimedia operating systems." Here's the full release, which also
announces the hiring of Dr. Gregory Whitten as Chief Software Architect:
Kirkland, WA (January 27, 2000) Monolith Productions today announced the
formation of LithTech Inc., a subsidiary dedicated to creating the standard in
real time 3D development and networked multimedia operating systems. As its
first official action, LithTech has named Dr. Gregory Whitten-19 year veteran of
Microsoft, as Chief Software Architect.
"LithTech Inc.'s ability to attract someone of Dr. Whitten's caliber
confirms our belief that our technology implementation is state of the
art," comments Jason Hall, CEO for Monolith Productions and LithTech Inc.
"Our vision is to combine strong leadership with experienced professionals
to create the first company dedicated to serving the maturing real time 3D
market."
Dr. Whitten is currently Co-Chairman of NumeriX Corporation. He retired from
Microsoft in 1998. His research interests revolve around large-scale, concurrent
object oriented systems and software architectures. During his impressive 19
year career with Microsoft, Dr. Whitten designed and implemented many pieces of
the BASIC, Quick BASIC and Visual BASIC interpreters and compilers and the
common cross-language compiler and runtime technologies. In addition, Dr.
Whitten started the Windows project, architected the GDI graphics and device
model as well as the memory and programming models for Windows and OS/2. He was
also responsible for initiating Microsoft's company-wide object oriented
software strategy including leading the design groups for OLE 1.0, 2.0, COM and
OLE controls which became DCOM and ActiveX. Additionally, he worked on software
strategies for the Office, Back Office and Windows product lines. Dr. Whitten
has a Ph.D. from Harvard University where he did original research in numerical
analysis, analysis of algorithms and econometrics.
"LithTech is a perfect complement to my technical interests, and I look
forward to joining the team," says Dr. Whitten. "Together we can move
gaming to a new level of sophistication and capabilities."
The LithTech 3D Engine is a licensable technology for multiple platforms that
functions as a complete 3D game operating system, which allows developers to
easily design, develop and focus on content without reinventing technology for
each project.
A new version of the Jumbot
for Half-Life has been released. This version fixes a slew of bugs that
showed up in the previous release, and will be the last for the immediate future
(unless still more bugs pop up, of course).
According to this story
on PSXNation (which apparently is based on a quote from this interview on Unreal Universe, although no credit is given), Epic will be showing Unreal Tournament running on the Playstation
2 at this year's Game Developer's Conference. I asked Epic's Brandon "greenmarine"
Reinhart, who is working on the port about this, who confirmed that, "the
plan is to bring our dev kit and show off what we have."
Aliens Versus Predator is Back and It's Pure Gold is a press release from Fox Interactive, announcing their plans to release a Gold Edition of Aliens Versus Predator this Spring. The update will feature nine new levels, new weapons, and other enhancements, and will also include the official strategy guide.
There are more new screenshots of Evolva on GA-Source, as well as a little info on the AI system in this colorful action/strategy title currently under construction at Computer Artworks.
WAGZ (short for West Australian Gaming Zone) has posted an interview with Jeff DeWitt, animator on Human Head's upcoming Viking slashfest RUNE. The talk covers his work on modelling and animating the game's protagonist Ragnar, applying the Unreal engine to a third-person title, and more.
There are three new screenshots of Metal Fatigue on 3D-Unlimited, showing off scenes from Zono and Psygnosis' upcoming 3D real-time strategy title.
GameSpot UK has posted a brief but hands-on preview of Star Trek: Voyager - Elite Force, the Q3A-engine based action game in development at Raven. Unusual for a hands-on preview, most if not all of the screenshots in the short gallery are already familiar, though.
PC.IGN.com has updated their preview of Thief II: the Metal Age with some 40 new screenshots taken from a recent build of the game (with these numbers, thumbnails would have been welcome).
Epic Programmer Brandon "GreenMarine" Reinhart updated
his .plan with a lengthy essay focusing primarily on the user-made mod
community, and how vitally important it is to the success of games in the
shooter area. Brandon points out that "Minh Le, the author of
Counterstrike, has effectively more people playing his game online at any one
point in time than either Quake3 or UT. Consider this very closely if you work
in the 3D industry. This is important." He goes on to repeat his belief we
are in the midst of "a 'renaissance' in garage game development," and
points out that some of Half-Life's longevity on the sales charts and
online are due "to Valve brilliant and unrelenting support of the mod
community," saying "This is NOTHING NEW to Valve, but quite new to the
rest of the industry." Some of GreenMarine's update serves as a warning to
mod authors to make sure they are not taken advantage of. Here's a bit on that:
Here's what I want to say to the mod authors: Remember what I said about
companies taking what they can get? They do and they will. If a company offers
you some money or a contract, get a lawyer. Do it right. Don't be afraid to ask
what you think you are worth. You damn well know that if a company is seeking
you out, you are worth something to them.
The garage mod authoring scene is driven both by groups and individuals.
Individuals are more likely to find jobs at game companies through their work on
notable mods. I think that what Valve has done with Team Fortress is probably an
exception. I don't know any of the TF team, what their positions are at Valve,
or even if all of them are actually working there. I do know, however, multiple
individual mod authors who have found jobs in the industry because of their
skill and initiative. Mods prove to game companies that a person has talent and
the ability to complete a project.
The lengthy
update goes on about the impact mods will have on the future of UT, and
gives plenty of good advice to authors on planning and publicity, while warning
against over-hyping, making note of our policy here of not honoring any of the
dozens of requests we get each day to post screenshots and such of
yet-to-be-released mods (so many fall by the wayside, as he admits one of his
own past projects did). It's an insightful and informative read throughout, in
spite of its massiveness.
Working the printscreen key like concert pianists, the folks at GameFan
have posted another 32 MDK2 screenshots showing off action from BioWare's
imminent sequel to MDK, hot on the heels of the half-dozen shots they posted the other
day. The shots are from a beta build of the upcoming third- and first-person
action title. MDK, of course, stands for "Men
Don't Knit."
The Gallery over at Majesty - Dragon
has been updated a few times recently, offering a bunch of screenshots of a beta
version of Majesty, an upcoming RTS. The Majesty
preview at PC.IGN.Com was recently updated based on playing a new build as
well. Also, there's a new
Theocracy preview on Eurogamer.net with a look ahead at this RTS from
UbiSoft and Hungarian developers Philo Laboratories, with nine new screenshots
of gameplay. Finally, screenshots
on Dr.TwisTer's Shadowbane Alert show off some of the frontal nudity that
will be featured in this upcoming RPG, purely to advance the plot, no doubt.
The finalists for
the GDC 2000 Independent Games Festival have been announced. Congrats to Blix
by StationBlix.com, Hardwood
Hearts by Silver Creek
Entertainment, King of Dragon Pass by A-Sharp,
Moonshine Runners by K-D LAB, Quaternion
by Spin Studios, The Rift by
Thrushwave, Rogue Wars by ReAllis,
Seed by HS Games Hungary/ Humansoft,
and Tread Marks by Longbow Digital Arts,
who will all compete for the grand prize at the Game Developers Conference
this March in San Jose, CA.
PC, video game sales skyrocket
reports the USA Today, while also noting "Sales of video and computer games with 'Mature'
ratings for violence, language or sexual content fell from 2.6 million units in
1998 to 1.2 million in 1999, according to figures compiled by the NPD Group and
released Wednesday by the Interactive Digital
Software Association," though their take on this is "...analysts
said that may have more to do with the phenomenal popularity of Pokemon than
concern over tragedies such as the Columbine High School massacre." Thanks
Toughguy. Also, the latest GameDAILY
Top 20 Selling Entertainment Titles for January 9 - 15, 2000 is online, with
Q3A holding at #6, UT up to #8, Rogue Spear up to #10, and Half-Life dropping
to #19 (it looks like Who Wants to Be a Millionaire, in the #1 spot, is going to
be as hard to move as Regis' hair). Also of note is the GameDAILY
Top 10 Selling Mac Titles for January 9 - 15, 2000, where the top two spots
are held by Quake III Arena and Unreal Tournament, in that order. Till next
time, I'm Casey Kasem, saying, "keep your hands in your pockets, and your
feet in the air."
The startlingly barebones Challenge
website has a new Quake III Arena modification called Challenge. The author
doesn't have time to maintain the page, and didn't really send along a lot of
info about the mod, so I guess part of the challenge is to figure out what it
does. Described as a "battleground like mod for quake 3," word is:
"It has some cool features like playing sound to your teammates..."
It's good news and bad news here, the bad news first: "It is with a
sad and heavy heart that I announce that GamesCon in the Bay Area is cancelled
and that GamesCon has decided close it's doors," is the way the letter from
GamesCon founder Mark "Rick"
Chandler kicks off, with the unfortunate news that this event/trade show that
aimed to be the E3 for gamers has been cancelled, and the organization is now defunct. The site has the full
press release detailing the reasons for this unfortunate turn of events. On
a happier note, word from the Razer CPL Event
is that admission prices for this upcoming $100,000 tournament have been lowered to $30.00 in
advance, and $40.00 at the door. Online registration is scheduled to begin
Tuesday, February 1 at 5:00 PM EST (4:00 PM Central Time). Finally, Eurogamer.net's
xsi coverage is complete, with a wrap-up of the event.
Here's an issue I imagine will be of interest to many who read this site, as I
recall many of the passionate discussions in the past of cookies, security and
privacy issues. Activists charge DoubleClick double cross
is a USA Today story detailing how DoubleClick's recent acquisition of
Abacus Direct Corp. has provided them with the opportunity to turn cookies left
in your browser into breadcrumbs (as in Hansel and Gretel) to track your
movements and purchases across the World Wide Web. Thanks Jamie Wood. This is
likely not the last we'll hear of this, as word in the article is a complaint
will be filed next month with the Federal Trade Commission by the Electronic
Privacy Information Center. In the meantime, DoubleClick assures users
unhappy with this that they can opt out from their tracking program, which you
can apparently do by clicking this DoubleClick Privacy
link. Interesting stuff. As always, if you opt to use cookies for our
messageboards, we promise not to do anything with them but help you save your
settings.
Link of the Day: Treasury of Geriatric Erotica.
Thanks ChiQ.
Story of the Day: DeCSS Author Arrested, on Slashdot (one of many /. threads on the subject). Suggested by
Jimmy Sieben as a follow-up to yesterday's link to a news article on the
subject, pointing it is of "great importance in the coming digital age,"
and suggested the Slashdot forums provided word from all sides of the issue,
which is more complex than the simple "cracking" story suggests.
3DGPU has posted an
interview with Epic's Tim Sweeney, talking to him about his background,
his thoughts on various hardware issues, and even what graphics technology he
feels will impact the gaming scene the most (surprise: it's the Playstation
2).
InciteGames has posted some
new screenshots from Looking Glass Studios' Thief 2: the Metal Age, taken
from an Alpha version of the game they received.
Also up on Incite are two
new shots from Klingon Academy, an upcoming space combat sim set in the
Star Trek universe. Word on their site is that a demo should be appearing "quite
soon."
Up Close with Vampire: The Masquerade is an interview on GameSpot with Activision producer Chris Hewish, bringing us up-to-date on the latest happenings with Nihilistic's upcoming 3D action RPG. There is also a hint at a possible sequel.
Origin has released a new version 1.18F patch for Ultima IX: Ascension, fixing a long list of problems listed here, including many gameplay problems, plot-stoppers and crashes, as well as adding GeForce support, Direct3D improvements, and more. Thanks Stratos Group.
Update: Matthew Rorie of Stratos Group sends a warning that the patch breaks the game or causes other problems, as messages on the Ultima IX Technical Support messageboard are reporting (registration required), so you may want hold off installing the patch until this is resolved.
MicroProse has released a set of multiplayer maps for MechWarrior 3. The 10 MB download includes 5 maps that can be installed individually, called Batchall, MechFactory, LavaPit, Snowfield, and Underground. As the ftp server appears to be rather slow, a mirror is online at 3D Action Gamers.
There is a new Thief II: the Metal Age interview on Vault Network, talking to project director Steve Pearsall to divulge more details about Looking Glass upcoming game, that puts you into the shoes of a thief called Garrett.
More map news, as PlanetDaikatana sends word of a post on the Daikatana forums, where ION Storm level designer Luke "weasl" Whiteside lists the maps that have been finished for the retail version of Daikatana. The lineup consists of 10 deathmatch maps, 4 CTF maps, and one deathtag and Blade-match map each.
The official Battlecruiser 3000 AD site has been updated with 12
new shots featuring the engine's new environment-bump mapping (on Matrox
G400 cards) as well as 4
new shots (non-bump-mapped) of a "Type 2" station from Battlecruiser
Millenium, the upcoming sequel to BC3K.
PlanetFortress has posted an
interview with Valve's Robin Walker, talking to him about all things TeamFortress
2. There isn't much in the way of new information, but he does say that they're
likely to roll the new networking code into Half-Life to test before TF2 ships,
and that the game's combat lies somewhere between Team Fortress Classic and
CounterStrike.
German site Nonstuff has posted a gameplay movie of Black & White. Shot from a computer screen, the image quality leaves a bit to be desired, but it shows two of the creatures in Lionhead's strategy/god-game in a fight. The 44 second movie requires Quicktime 4.
PlayNOW! has posted an interview with id developers Paul Steed and Tim Willits, conducted during their tour of Australia last month. The freely roaming talk covers all sorts of topics, such as working at id, Quake III Arena as well as id's previous games, their gaming influences, and much more. Here is a quote:
Simon: In the short time since its release, Quake III
Arena has been hailed by players as the ultimate
deathmatch game bar none. You have each commented
very publicly that "There will be no Quake IV". Where does
the future of multiplayer lie?
Tim: Quake III is probably id's last "I am a one man
army with no control or power over the environment around
me" game. I think that in the future multiplayer will
revolve around more team games, more role-specific
type deathmatch where maybe you're the guy who has
to guard something for X number of minutes, or maybe
you're the squad leader of a team of bots given some
mission, or maybe you're a mercenary hired out to
some clan or something. I think with Quake III we've
nailed down the pure, classic deathmatch style. In the
future we can develop new game types or new variants
of that, which will be pretty exciting.
Adrenaline Vault reports that Hidden & Dangerous: Devil's Bridge has gone gold, and should appear on store shelves by February 4. Devil's Bridge is the expansion pack to Illusion Softworks and TalonSoft's tactical squad-action game, and is already available in Europe under the title Fight for Freedom.
Eidos has released a new movie of Thief II: the Metal Age for download (13.4 MB), showing off a minute of gameplay and rendered sequences from Looking Glass' covert action game, with a soundtrack by Everclear.
Thanks FilePlanet, who has a mirror here.
Slashdot points the way to this Silicon Graphics press release that announces their release of the OpenGL Sample Implementation as Open Source. The Sample Implementation forms the basis of the OpenGL graphics acceleration in most of today's 3D video cards, and this release "clears the way for the emergence of high-quality OpenGL drivers for the Linux platform." The download is available from their OpenGL Sample Implementation page, along with further details and a FAQ.
After months of speculation, Electronic Arts has finally
announced that The World is Not Enough, a game based on the recent James
Bond movie of the same name, is currently in development using the Quake III
Arena engine. Today they issued a
press release stating that they had licensed the engine for the previously
announced American McGee's Alice, TWINE, and also additional games, "that
wiill be announced at a later date." Here's an excerpt from the
full press release with info on James Bond: About Bond, James Bond... The
World is Not Enough
EA previously announced it secured an exclusive long-term licensing agreement
with MGM Interactive and Danjaq, LLC to bring Secret Agent James Bond to the
interactive entertainment market. The first Bond title to come out of this deal
will be based on the 1999 blockbuster film, The World is Not Enough. The game
will deliver an action-packed, spy-inspired adventure true to the James Bond
legacy, when it is released in late 2000. More information on the movie can
be found on the official James Bond web site from MGM (NYSE: MGM) at http://www.jamesbond.com.
Raven's Chia Chin Lee updated his
.plan with some quick tips for users having problems with the sound effects
in the Soldier of Fortune demo. Also, Raven's John Scott updated his
.plan with a full rundown of all the various scalibility options in the
demo (as well as some links to comics featuring the game).
Rorshach, everyone's favorite Watchmen psychopath, has released the wireframe
files for Quake III Arena on
his site. These wireframes will allow artists to test their skins with ease,
and are under 1.5 meg.
Robin McLeod has released a new version 0.5a build 6 of wHeretic, his Win32 port of Raven's venerable Heretic. This release has a new sound engine, faster video handling, fixed Win9X keyboard code, and other improvements.
For the third week in a row (which has got to be a record) here's a
new edition of the Blue's News Mail Bag! In today's edition: DSL vs. Cable
Modems, the real creator of InstaGib, two different views of Kingpin, an Unreal
tech support nightmare, the translation to last week's mystery e-mail, and lots
more. Pull up a chair and take
a read.
Cthulhu keeps calling, as Daily Radar has posted a brief preview of Call of Cthulhu: Dark Corners of the Earth. The article features quotes from Headfirst designer Andrew Brazier, such as this design choice they made to increase the game's immersion: "By dropping the onscreen interface entirely, gamers will be kept within the game world. All there will be on screen is what your character can see."
Hot on the heels of their galleries (see below), GameSpot UK has also posted a new movie of Ground Control, showing off over a minute of in-game footage from Massive's 3D real-time strategy game.
Adrenaline Vault has posted a hands-on preview of Nox, looking at Westwood's isometric action-RPG that went gold yesterday ( story).
Massive Entertainment's 3D RTS is making the rounds today, as there are new screenshots and some hi-res model images of Ground Control on GameSpot UK (although a couple shots are already familiar), a pair of new screenshots on GCCenter, and three more on VoodooExtreme.
PC.IGN has posted some new details
on the trillogy of Blair Witch Project games, including word that the mystery
third title is being developed by none other than Ritual Entertainment. Here's
the scoop: The Blair Witch Project: The Nocturne Chronicles: Rustin Parr,
which is due in the Summer and wins the award for most colons in a title, has
the Stranger investigating a mystery in the Blair woods in 1941. TBWP:TNC:RP
(that's not some sort of morse code) is currently under development by Terminal
Reality.
Human Head in the meantime is working on the second game, which will take place
in 1886 -- we're assuming the Stranger won't have a part in this adventure,
though you never know
time travel? The third in the series, taking place
way back in the witch-tastic days of 1785, is under development by Ritual, a
company busy at work on another movie-based game, F.A.K.K. 2. According to USA
Today, the other titles will release in September and October, respectively.
Word from Dark Mistress Kazi Wren of the Spookhouse
is that a new Nocturne patch is now available, as well as some models for the
Nocturne mission editor, including crane, cargo ship, and tug boat models by
TRI's Terry Simmons, with other models by TRI's Mike Porter. Here is a
local copy of the Nocturne Patch (3.4 MB), along with a list of mirrors, and
here's word on what it does from the Spookhouse:
WARNING!!!!! Some current saved games in Nocturne may be
"invalidated" by this patch. You can load your saved game, but if
Nocturne gives a warning, you SHOULD NOT use that saved game. This will not
invalidate all saved games, but if you have a saved game from a part of Nocturne
that got patched, that saved game may no longer work. Everyone needs to know
this before downloading the patch.
1. This version fixes problems with hardware mixing and SoundBlaster Live cards.
2. It allows 2MB ATI 3D Expression cards to start Nocturne.
3. This version fixes various script anomalies that could prevent Nocturne from
operating correctly under unusual circumstances. An example is little Tommy will
start his dialog in the church even if he has somehow gotten stuck on a pew.
4. The ambient sound for Act 1 will now play, but only if you have done a
complete install. 5. This patch version includes a fix that allows Voodoo3 cards
running the 1.03.00 drivers (or later) from 3Dfx to run at full speed with
hardware acceleration.
Unzip this file to any temporary directory of your choice. When you run
nocpatch2.exe, the patch file will locate your installed version of Nocturne.
Please, keep this patch file. If you reinstall Nocturne, or if you have done a
selective or minimal install, when you install a new Act in Nocturne, this patch
must be applied each time AFTER you have installed a new Act.
Unreal Universe
"Interviews The Father of the Unreal Engine" also known as Tim
Sweeney, lead programmer at Epic Games. The Q&A covers a wide range of
topics, including Unreal (1) updates (and the possibility of an Unreal
source-code release), UT mods, Unreal 2, and more.
There's a new Zoid
Interview on the Mean Arena talking with the father of ThreeWave CTF (I
figured I'd keep with the paternal theme) about his work as a contract
programmer for id Software, talking about his Capture the Flag work from its
beginnings as a Quake mod, through its present Q3A incarnation.
WON Director of Technology Stuart Seelye sends word of a workaround they've
implemented to overcome a problem that's been plaguing the in-game Half-Life
server browser, as well as news that this is just a temporary measure that will
be addressed in a future Half-Life update. Here's the deal: The Half-Life
server browser problem that a lot of people have been experiencing - the one
with about seventy message boxes saying something like "Expecting '{', got
'CS'" - is due to a bug in the Half-Life client that is invoked by a
particular misconfigured game server. The bug in the client will be fixed in the
upcoming Half-Life update. In the meantime though, I got the master server code
from Yahn at Valve and implemented an ip banning feature. The game server that
was causing the problem is now banned. This is only a temporary fix until the
update comes out.
The master server solution will prevent the problem from occurring again, but
users still need to delete the favsvrs.dat file in their half-life directory if
they get the error messages. Or they can just hit the update button in the
server browser. Either method will work to blow out the favsvrs cache.
GA-Source's Call of Cthulhu - Dark Corners of The Earth
interview is the latest in a flood of interviews about Headfirst Productions'
upcoming Lovecraftian adventure, talking with Andrew "18 Hour" Brazier
about progress on the PC version of the pen and paper RPG developed by Chaosium
that Andrew describes as the "second biggest RPG of all time, after
Dungeons and Dragons" (though it seems this isn't the only pen and paper
RPG I've seen described that way). Included with the interview are shots of
wireframes of a Shoggoth creature and a revolver being built in 3D Studio Max.
Though new 3dfx drivers ( story)
were released since the mention of problems with 3dfx hardware and the Soldier
of Fortune Demo in Rick
Johnson's .plan ( story),
a subsequent message from 3dfx Interactive's Developer Relations Manager Keith
Galocy gives word there are still some known issues (so it's not just you).
Here's the skinny: 3dfx has been working with Raven to fix a bug found in
our OpenGL ICD. We didn't get the problems fixed in time for the driver
release that went up today but we will have an update soon. Please
post the following message so 3dfx users recognize that any anomalies they see
in the demo are going to be fixed and are not Raven's fault:
"Some users may experience graphical glitches using a 3dfx card with the
Soldier of Fortune demo. 3dfx is aware of the problem and we are
working closely with Raven Software to correct the issue. We expect
to have a fixed driver shortly. We are sorry for this inconvenience
and would like to thank Raven Software for their patience and cooperation."
The first release of Mr. Pants' Excessive Overkill for Quake III Arena
is now available. Here's the concise description from the website: " Excessive
is basically a standard deathmatch mod with enhancements to the standard Quake
III weapons. Most of the weapons have been changed to increase their speed and
death-dealing power, resulting in mass mayhem anytime you join a server.
Self-damage is turned off, and you start off with all of the super-charged
weapons, so the hurting can start as soon as you enter!"
XSreality.com now has all the demos from
this weekend's international tournament in Sweden for download. The winner was
Fatality, who beat Makaveli in the finals, and was undefeated in 18 games
through the tourney. Quake-arena.de
interviews Fatality about his victory. Also, Finals
Frag Fest 2K on Siliconews is a recap of a very small LAN event, which can
hopefully inspire some to give it a tumble themselves.
The History Channel (AKA the War Channel) had a show on this evening about the
Monitor versus the Virginia (Merrimack), the first clash of ironclad steamships,
fought to what amounts to a draw back during the American Civil War. It turns out
an advantage the Monitor had
over the Virginia was that her turret could rotate, allowing her to bring
guns to bear on a target regardless of her heading, while the Virginia needed to
point the entire ship in the proper direction to properly aim her cannons. As I
watched this it struck me that after spending years searching for an easy way to
explain to people why the mouse was a more desirable controller for first
person shooters than the keyboard, that it is perfectly illustrated in this
naval engagement from 1862. I imagine there are other similar examples from
previous generations of other forms of combat, as this all smacks of "Those
who cannot remember the past are condemned to repeat it." (George
Santayana).
Link of the Day: Ray's List of Weird and Disgusting Foods.
It's fascinating, and more educational than the title suggests, and though it's
clinical, it is disgusting, so it's probably best to avoid this at mealtimes.
Thanks Ant.
Story of the Day: Teen arrested in connection with DVD cracking tool.
Thanks Jeff Magill.
Bonus Story: Mbare
man loses his private parts. Apparently a prostitute cast a spell that made
his bits depart, and then cast another to return them when she was paid.
According to the story this whole affair is confirmed by the local police.
Thanks Lynsey.
Image of the Day: The Game Cook: Ubiquitous!
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