Archived News:
As reflected in Rick
Johnson's .plan update, Raven Software has released the version 0.57 patch
for the Soldier of Fortune demo. Here's a
local copy (with mirrors), and here are the details on the patch from Rick
himself (the full list of changes is so long, I'll spare you all from pasting it here): We've released the patch for the SoF Demo. This patch mainly
represents things we felt were important to fix or adjust in the demo, but only
if we could easily merge it back into the demo codebase (as the main game has
changed considerably). Below represents my crude notes of items we addressed.
Most of these items were QA'd through the low-violence demo release (for the
UK), but as a whole, this has not been QA'd. You can still connect to servers
running the original version, but you may notice view height discrepencies (such
as when you crouch, you're practically eating dirt). This is only a problem
if the server has not been patched.
Epic's Tim Sweeney updated the Unreal
Technology Page with a Q&A of sorts, covering three questions that he's
frequently asked. The questions are all about mod authoring in one way or another,
dealing with ways to get hired in the industry and other related topics, and
there are even some links to Unreal editing resources.
A new interview
with Steve Elwell, Activision's producer on Star Trek: Voyager - Elite Force,
the Raven-developed, Quake III Arena engine game, is up at GameFan, covering
general info about the game and the Star Trek license.
Game-Interviews.com has posted a
Q&A with Ross Ritchie, John Ellerby, and Harvey Randhawa, the marketing
manager, project manager, and lead artist at Promethean Designs on Picassio,
the Playstation 2, Dreamcast and PC first person game of fine art thievery.
Dynamix programmer Nels Bruckner updated his .plan to confirm a rumor that's been floating around lately, in that he'll soon be leaving Dynamix and move on to work for a small local startup. Here's the scoop:
Some of you may have noticed that I've been a
little harder to get in touch with lately and have
been a little less responsive to emails and the like.
That's because I've been trying very hard to wrap up
all the loose ends around here before I move on.
Yep, that's right -- after almost 12 years here at
Dynamix it is (past) time for me to look for a new
set of challenges and see what life is really like
out there. :) I'll be joining a small local
startup... kinda like I did 11 1/2 years ago.
I think Dynamix has some extremely bright and
talented people working for them and a whole slough
of exciting projects (both in progress and soon to be
started). It's hard to leave. In particular, it's
gonna be really weird seeing Tribes 2 for the first
time on the shelves! But, given my personal
situation and my current opportunities, I feel this
is the right move for me now.
Now, how am I going to fit all the "stuff" from my
office into my car? ;)
GameSpot has posted a detailed preview of Might and Magic VIII, looking at the latest 3D installment in the long running role-playing series. While the game will be using the same engine as Might and Magic VII, the article outlines the new story and features, and comes with a bunch of new screenshots.
PC Gameworld has posted six screenshots of The Rift, most of them showing off new scenes from ThrushWave's upcoming space-based real-time strategy game.
There is a new Thief II: the Metal Age preview online at Gamecenter, examining the new features and improvements in this upcoming sequel to Looking Glass' stealthy action game. Most of the screenshots are familiar though.
Redstorm has posted the first U.F.S. Vanguard Sneak Peek page, offering an image and information on the Gladiator class Frigate in their recently announced tactical space combat game ( story). Thanks GA-Source.
The Daikatana screenshot of the day is online at PlanetDaikatana, showing off an episode 2 level by designer Stevie 'Killcreek' Case from ION Storm's hopefully imminent first-person shooter.
A recent story on
Daily Radar quoted an unnamed source at Sega who when asked if the Dreamcast
port of Half-Life would include multiplayer said, "I believe it won't."
After reading this, we got in touch with Gearbox
Software's Randy Pitchford, who made the following statement, which says
that they intend to attempt to include a multiplayer mode: Our goal is to take advantage
of every unique Dreamcast feature - from the advanced graphics capabilities
to the on-board modem - in an effort to make this title amazing. As far as I
know, a first person shooter has never had a robust online multiplayer component
on a console, and we'd obviously like to be the first to pull that off.
It's a Tuesday, so this must be, uhm, an update on the official Summoner site. Of course there is a new screenshot of the week, featuring the High Temple of Urath, and a new entry in the character gallery shows off the Bone Knight in plain 2D or interactive 3D. There is also mention of a couple of developer profiles.
Even more Black & White screenshots can now be viewed at Lionhead's official site. While the rotating images in the center are already familiar ( story), the square of screenshots around them now offer new glimpses of this upcoming strategy/god game.
A new version 1.29 pre-release 3 of DooM Legacy is now available for download. This release will be the last public one before the final 1.29 version, and adds dedicate server support as well as fixing various bugs. Additionally, the source code of DooM Legacy has been made publicly available by way of a CVS repository on the Source Forge.
French developer Gamesquad has opened an official Devil Inside site for their upcoming third-person horror action game. While part of the site is still under construction, there is some information on the game (in French only, so try AltaVista Translations if that's not your "tasse de thé"), and also three screenshot galleries that speak lots of words in any language.
The official Hired Team: Trial site has been updated with a pair of new screenshots, showing off more Environment-Mapped Bump Mapping (EMBM) supported scenes from New Media Generation's upcoming first-person shooter.
The Mac port of Roger Wilco,
the popular real-time voice communication software for multiplayer games has
been released, and is available for download at its
official site (thanks MacGamer's
Ledge). This version is an Alpha build and requires a PowerMac running System
7.1 or higher.
incitegames, has posted five
more screenshots from Black & White, Peter Molyneux' oddball strategy
game that lets you play as god and recruit worshippers.
Gearbox Software's Patrick Dupree updated his
.plan with a status update on the Linux dedicated server version of Half-Life:
Opposing Force (as well as the news that OpFor is currently on sale at several
retailers for less than $30). Here are the details: A while back we talked
about releasing a Linux dedicated server version of Half Life: Opposing Force.
I wanted to post an update on how that's going. We've had the "port"
done for quite a while now and it's been tested and works just great. The only
problem is that, since we're a commercial add-on, we need to put WON net support
into the Linux dedicated server. This is turning out to be a harder to deal
with issue than I originally anticipated. Some changes to the WON libraries
since we released Opposing Force, plus the basic differences between the Windows
and Linux versions have been delaying the Linux dedicated server.
I'm still working on the Linux version when I can and I would like to get it
released ASAP, but unfortunately I have to resolve these WON issues before I
can get any farther.
On the brighter side of things, it looks like Sierra has dropped the price
of Opposing Force. The product description on their web page store has it listed
at $29.95, and the current weekend ad flyer for Best Buy has it listed for $24.99.
AVault
is reporting (by way of Interplay's Philip Holt) that a new version of Freespace
2, titled "Sim of the Year Edition" (no doubt a response to the success
of last year's Half-Life "Game of the Year Edition") will be released
in the near future. This new retail version of the game will include 10 new
user-made missions, some levels from the first Freespace that have been converted
to use the new ships, a new multiplayer mission, user-created campaigns, and
lots more.
ActionTrip.com has posted a
Q&A session with Toby Gard and Paul Douglas, two of the original Tomb
Raider designers, who are now working on Galleon, a swashbuckling third person
action game. There are also two new, high-resolution screenshots up, as well
as a collection of previously released images.
A new interview with
James Thrush, one of the designers at ThrushWave on The Rift, is up at 3dfxGamers. The
Rift is a space-based RTS title like Homeworld, although James describes the
pace of the gameplay as being "much faster" than its competition.
Monolith's Jason Hall updated his
.plan with a clarification regarding his earlier statements about the feud
(or lack thereof) between his company and Epic over their respective
game engines ( story). Here's the scoop: Quick update for clarification -
Some people have read my last .plan and understood that I was trying to say
that I realized that things had gotten out of hand, and that I was apologetic
for my participation in the events, and that going forward I will be more attentive
to matters like this.
Others have read my .plan and feel that I'm trying to be "innocent"
and that I'm acting like I'm "unjustly attacked." This is not so.
To me, the coloring of my character may have been a bit much, but I certainly
see justification for the healthy competition I've received back! All I am saying
that I'm done participating, that there really is nothing left to say, and that
this whole thing has run its course.
That's it!
This week's feature on loonygames is an interview with Terminal Reality, talking to Jeff Smith and Jeff Mills about all things Nocturne and Blair Witch Project (well, at least the things they're currently willing to divulge). Included with the article is a ton of concept art, most of which hasn't appeared online before, and there is a lot of info on their upcoming BWP game, so here is a quote to get you going:
Can you tell me about some of the enhancements you're making to the Nocturne Engine for the Blair Witch?
Mills: Yeah we've taken all the feedback we've gotten from the hundreds of
people, a lot of Nocturne fans on the fan sites have given us good feedback
about what they liked and didn't like about the game. Controls are going to be
a lot friendlier than they were, you'll have those 180-degree turns so you can spin around real
quick and easily. Opening doors, picking up items, climbing ladders, all the action things that
we had a problem with before, are being fixed now, so that in addition to them working better,
just by default we'll also highlight the item to show you what you're targeting. So if you walk up
to a door and there's a light switch beside it, if you turn a little bit to the right, the light switch
will light up. If you turn to the left, the door will light up. So there's never a question as to what's
going to happen when you complete the action. There are no jumping puzzles at all. We left
the ability to jump in even though you're not required to jump at all. I hate jumping puzzles.
JackChaos.com ("The Freak of Geeks") has updated every one of their 45 guides
to Ultima IX: Ascension. The guides cover everything from specific dungeon
walkthroughs to spell locations and all the dirt on different people and towns.
French games site GameData has posted a
massive preview of BioWare's MDK 2. The text is entirely in French (so be
sure to jam a BabelFish in your ear
if you're planning on reading it) but the preview features a huge number of
impressive new screenshots and concept art (including some storyboards from
the game). MDK, as everyone knows, stands for "kibble magnifiques de chien."
ChessMess.com has posted an
UnrealScript Q&A, that features over 30 questions about UnrealScript,
the Unreal engine programming language, compiled from the
UnrealScript mailing list.
GA-RPG has posted a Q&A
with Logic Factory's Todd Templeman, talking about the current status of
Seeker, their first person action title. According to Todd, the game is still set for a Fall release, and they
are testing their "Alpha Arena" version (a multiplayer demo), and that they
expect to do a public beta test of the full game as they near completion.
Computer Games Online has posted a preview of Dogs of War, a 3D real-time strategy game by Silicon Dreams and TalonSoft that is also known as Warmonkeys. A handful of new screenshots illustrate the 3D landscape, the graphical extravanganza, and multitude of units this game aims to provide.
The official Messiah site has been updated with 14 new screenshots of Shiny's imminent third-person action game. Also, an update by David Perry provides insight into just how imminent a release is ("So basically the team can finally see the light at the end of the tunnel..."), as they are stamping out bugs by the dozen.
There is a preview of Combat Mission: Beyond Overlord on Games Domain, examining a recent beta of this upcoming 3D wargame. Set in World War II, this strategy game takes a "simultaneous turn-based" approach, rather than today's more prevalent real-time systems, with the 3D view handled by "camera positions ranging from ground level (zoom 1) to eye in the sky (zoom 7 or 8)." The article also features quotes from Steve Grammont, assisant designer at Big Time Software which is developing the title.
GA-RPG has conducted an interview on Anarchy Online, talking to Funcom's support manager Tor Andre Wigmostad about their upcoming massively multiplayer role-playing game, or MMORPG for short. There are more details about various gameplay aspects, such as the clan system and character interaction, and a full beta of the game is expected to commence later this Spring.
Daily Radar's
Deus Ex Week offers a preview and new screenshots of Deus Ex, ION Storm's
upcoming science fiction RPG. The exclusive screenshots kick off their Deus Ex
Week, which will continue with original character art, development details, and
an interview with Warren Spector and the Deus Ex design team. Thanks Shugashack.
id Software's Robert Duffy updated
his .plan with word of a new version 1.16j Quake III Arena beta release on id's
FTP site. Here are local copies of the
Win32 version (402 KB), the
Linux version (625 KB), and the
Mac version (387 KB), each with a list of mirrors. Here's the
.plan update with the skinny on what's new: New executables for the
point release beta are on the FTP.
-Zombie/Ghost unpure clients no longer remain connected.
-Recursive File System error corrected when running mods with logfile set to 1
-The Auto-download rate is controlled by 'sv_maxRate', specify this value in
bytes per second. The maximum band rate caps out around 25K per second.
There are three
new Devil Inside screenshots 3D-Unlimited showing off action from Devil
Inside, Cyro-Interactive GameSquad's
upcoming horror game that plot-wise sounds a bit like The Blair Witch Project
meets Night Stalker (doesn't someone need to do a Night Stalker movie?),
though visually, the shots (the first one in this group in particular) look very
Matrix.
There's a
Picassio FAQ on Game-Interviews.com discussing Promethean Designs' upcoming
game of art thievery. While it does discuss many aspects of gameplay, the FAQ
reads as much like an interview as a list of frequently asked questions, but is
called the official FAQ for the game, and an actual interview about the game is
promised as a follow-up.
Monolith CEO Jason Hall updated
his .plan with a reluctant response to the most recent reply ( story)
to his most recent interview ( story)
stating that "there is no 'engine war,'" and that he is "just
trying to answer interview questions as best as possible and as a separate task
I'm trying to communicate information on LithTech and what we are doing with
it." The update goes on to discuss how he will attempt to remove "potentially
inflammatory comments" from future updates. Here's a bit: Anyhow,
the conclusion that I draw from this turn of events is that the aggressive
nature of my approach has some people feeling "backed in" to a corner
where their conversation has digressed into a mild character assassination of
me, and I feel that now would be a good time to just step out of this whole
debacle, as I don't have the time or will to defend against this stuff.
So, I apologize to this company for whatever it is/was that I have done to make
them feel the need to proceed in this manner. I certainly did not intend to
create such hostility. I feel that I have always kept the discussion to the
relevant topics, and I feel that I've made valid and provable arguments that
potential licensees can be the judge and jury on.
Everyone can rest assured that I will be spending EXTRA time tying to make sure
that whatever further information we release is carefully screened for any
potentially inflammatory comments. I thought we were already doing this, but
some companies feel that I am specifically focused on them. I'm not.
I will do better in the future to remove any potentially perceived
"slams" from my comments, but some companies have got to understand
that everything that comes out of my mouth is not about them. If they can get
past that, then there should just be smooth sailing from here.
Human Head Studios' Tim Gerritsen updated
his .plan with a lengthy piece that eventually mentions plans to show off
RUNE at this year's E3, as well as plans to offer the Rune technology
enhancements to the Unreal/Unreal Tournament engine "for a fairly
reasonable rate" (the next best thing to a reasonable rate). These
enhancements are detailed on this
webpage, for a price quote, e-mail Tim
or www@humanhead.com.
Electronic
Arts Drops Splinter reports The Adrenaline Vault News, saying
"Electronic Arts has dropped the 3D shooter, Splinter, from its product
slate. Caz Derby, associate producer at Australian-based Stromlo Entertainment
on the project, said the title is still in full development and 'so close to
beta, [they] can smell it.' However, Stromlo is in the process of shopping the
project around for a new publisher." GA-Source's
What Happened with Splinter and EA is a brief Q&A with Stromlo that
discusses this, saying this was the result of "The low sales of the latest Descent episode" and EA having "lowered their priority on all PC products - in particular the
3D flying shooter genre. Unfortunately, that meant Splinter had to go."
The Assimilation 2 website has
the preview edition of Assimilation 2, a teamplay mod for Quake III Arena that
supports up to seven(!) teams, where fragged players are assimilated to the team
that frags them until one team remains. The mod also offers a couple of last man
standing type modes.
The Scissors Quake3Arena site has
the debut release of Push Button Arena, a simple Quake III Arena mod that offers
a button on the roof of a structure in the map that awards 30 frags when pressed
(the button resets once per minute). The mod is actually just a map, there is no
code used beyond what id includes in the original game.
A new version 0.96a of the Q3Log log
parser is now available on the site's newly relocated homepage. There's nothing
new in the update, which is described as bug fixes.
As an aid to skin artists, Painful Detail
has posted the complete set of Grid maps for the male and female Unreal
Tournament Commando models, showing the skins with no textures, just every
polygon mapped in a 2d image. Also, Graphtallica
has released their eighth texture pack, free for use in any project, commercial,
or not.
A story posted for a while yesterday titled Could Microsoft open source code to settle
was old news, already refuted by a report later that day: Microsoft denies Gates made key concession in antitrust case.
Thanks Brendan Reville. Sorry for the confusion.
The Auran BIG Weekend
on aussiegamer.com is a write-up of The Auran Big Weekend
gaming event in Australia from April 29 to May 1. The Razer-CPL
Qualifier Coverage Eurogamer.net is now complete, all 39 pages worth.
The audience here is quite international, so I take pleasure in offering the
occasional irreverent (and sometimes even informative) reference to goings on
here in the US, so I was a bit surprised when it was a couple of
"local" readers who mistakenly tried to correct my reference to Andrew
Johnson yesterday, thinking I meant Andrew Jackson. Here's Yahoo's
Andrew Johnson directory in case there are others unclear on this (President
Johnson's impeachment was quite a fascinating episode in American politics). My favorite
of the corrections came from a student who complained that his college (which
will go unnamed) did not give the holiday off... hopefully there was a mandatory
US History class ![=]](/miscimages/smiley4.gif) .
Link of the Day: Shields UP!
Thanks Hal. This is Steve Gibson's
(the original SpinRite guy, not sCary) Internet Connection Security Analysis
site. I've actually been sent this before, but being paranoid about Internet
security, feared clicking a URL with a .dll in it. But rather than fear it, I recommend
everyone visit this site and see how secure their home machine or network really
is.
Bonus Link: CIA Homepage for Kids.
Thanks North*Pole. Continuing the security theme...this one is apparently for real!
In what has become a sort of tradition, Epic's Tim Sweeney made a post
to the Unreal Technology Page, directly
rebutting statements made earlier today by Monolith's Jason Hall ( story). Specifically
Tim addresses the accusation that they are neglecting their licensees, and he
repeatedly points to the success of Unreal as a game as an example of their model
working. Here's an excerpt which sums up Tim's position nicely: Our engine
licensing business has always been driven simply by people seeing our games
and tools and saying, "Wow, that's exactly the kind of engine I need!"
All our early licensing success, with Legend Entertainment and Microprose, occurred
before we realized that a viable business called "engine licensing"
even existed. The Unreal community online developed the same way -- we never
said "let's recruit web sites for our game", we just released a cool
game (early on, just cool screenshots), and the community happened. Our philosophy
is "Build it, and they will come".
UnrealEngine.com has posted Q&As with Andrew
Scheidecker and Gregory
Wood, two members of the team working on UnrealtyED, the customized version
of UnrealED for the Unrealty real estate visualization project. Andrew is responsible
for rewriting the editor in C++, and Greg is the author of the new documentation
for the project, which he describes as "voluminus."
According to this
news story on AVault, Terminus, Vicarious Visions' massively multiplayer
(and singleplayer) space sim will be released for Mac, Linux, and PC (in the
same box) in April of this year. In addition to that, they've posted six
new screenshots from the game.
Also new on AVault are two
screenshots from Dark Reign 2, complete with detailed descriptions from
Greg Borrud, the director of the game at Pandemic Studios.
PlanetDaikatana
has posted a brand new screenshot from Daikatana that features the "Deathsphere
and Ragemaster" with more promised tomorrow, Wednesday and Thursday.
We missed their previous three screenshots from last week, which are still available
on their news page.
Hot on the heels of the new release ( story) comes a small patch for JHexen to fix two problems with its Doomsday engine. Also available is the source code of the JHexen DLL, which allows the creation of JHexen mods, or even of a new game DLL on top of the Doomsday engine.
GameSpot UK has posted an
interview with Steve Pearsall, the project director on Thief II: The Metal
Age at Looking Glass Studios. The interview covers the new features added since
the original Thief, both in terms of technology and new gameplay
features as well.
The Windows 2000 compatibility update that was released last Friday ( story)
on Microsoft's Windows Update site, has been posted
as a separate download (thanks Oleg Troyko). The update adds compatibility with a whopping 48
programs, many of which are popular games.
AVault has posted a
360-degree, panoramic screenshot from Monolith's LithTech 2 engine, or more
specifically their E3 '99 demonstration level. The shot was compiled from high
resolution BMP files, and is presented using a Java applet, so a Java-capable
browser is required.
United Recammers have released a
new Quake II demo movie titled United Recammers: Recamming Time, or simply URRT.
The demo is a composition of some of the most popular Quake II deathmatch movies,
including the CPL's Extreme Annihilation final demos, Makaveli vs Destrukt,
and GeekFest '99. It's available for download at
Machinima.com.
RPOV has posted an interview
with Jason Hall, Monolith's CEO (and resident ShadowMan lookalike), talking
to him about the history of the company, and their future, focusing largely
on their LithTech engine (which has been getting lots of press lately). Jason
is quite vocal about the company's plans for making LithTech the core of their
future plans, as shown in this excerpt: Quite frankly I find it unlikely
that some of our main competitors will step up to the challenge [of providing
support for engine licensees]. Competing with us at this point is going to be
extremely expensive and most of our "competitors" aren't specifically
focused on engine licensing. Most of them are focused on making "games
first" and then "licensing second."
...With LithTech, our licensees are the top priority. Nothing else comes before
them, period. The engine licensing business has evolved into a technology AND
service oriented business, where as you know, in order to be successful, the
customer always has to come first. And for LithTech, the licensee always does.
New Devil Inside Screenshots
on GA-Source show off nine new in-game shots of Gamesquad's upcoming
action/adventure game as well as three in-development shots in 3D Studio Max.
The shots are accompanied by a brief blurb from Designer Hubert Chardot, author
of the Alone in the Dark series.
WarCentral.com
interviews Kelly Hoerner talking with the producer on Daikatana, ION Storm
& Eidos Interactive's upcoming sword-wielding first-person shooter. The
Q&A gives a basic rundown on what to expect from the game, and the
WarCentral folks' expectations are obviously high, as one question begins "Daikatana
possesses some of the best AI in the history of First Person Shooters..."
Thanks sCary.
There's a
new piece of Soldier of Fortune concept art on SoF Operations showing off
the squad known as Red Guard, captioned "not the nicest army in the world."
A new version 0.98 of Fists of Fury for Quake
III Arena, the mod for Quake III Arena where you put down those guns and
fight like a man, is now available. The new release adds a new custom HUD, a new
Kamikazi Death ("bind a key to kamikazi...muhaha"), a
"functional" jump kick (when you have long jump), and the removal of
the Gauntlet Grapple (said to be "laggy...and almost useless").
A new version 1.4.2 update for LxDoom,
the Linux port of the Doom source code, is now available. There is nothing new
in the new release except for bug fixes, some portability improvements, and a
fix for some problems with "the network code not being compiled right on
many systems."
Stomped @ E3 is offering the opportunity to
win Diablo II, Halo, and Team Fortress II, to be awarded to the best "why I
should win" essay. Cached has posted
results from the Cyber-Arena tourney,
sponsored by CompUSA among others: congrats to the winner, nb.fatal1ty, and all
the other participants. Also, the UK qualifier for the Razer-CPL event in London
is complete, with Blokey taking the first prize, winning a trip to Dallas and an
automatic seeding in the final 64 at the tourney this April. Quake 3 skills earn Blokey a shot at $100,000 CPL prize
on gameplay.com, and Eurogamer.net's
Razer-CPL Qualifier Coverage is now under way, with reports on four of the
seeding free for alls and three of the first round matches already up, and more
planned on the way.
Today is President's Day here in the US, where we celebrate our great leaders of
the past by taking off from work and buying sheets and towels at low, low
prices. There used to be separate holidays here for Lincoln and Washington's
birthdays, but apparently there were concerns that another leader warranting
such treatment might come along some day, so the holiday was opened up to all,
though it doesn't seem very effective at ensuring that the likes of Millard P.
Filmore and Rutherford B. Hayes are not forgotten. Since the holiday covers the
whole gamut, just to be contrary, I'm going to spend the day remembering Andrew
Johnson, Richard Nixon, and Bill Clinton for their brushes with impeachment.
Link of the Day: RiksJotto II,
"the different soccer game." Thanks Are Nyseth. This has no socially
redeeming values (you are a sniper shooting at soccer players from the stands),
but a great web-based shooting game. Like many of the playable Links of the Day,
I hesitate to admit how long I played it once I tried it.
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