Archived News:
GameSurge has posted a
Q&A with Raven Software's Brian Raffel, talking to him about their nearly-complete
action title, Soldier of Fortune. While brief, Brian does talk a little about
the possibility of a sequel, as shown in this excerpt: If Soldier does
as well as I think we will have a mission pack and a sequel. I have
already taken steps to secure John Mullins (our mercenary) for the sequel and
this time I want the all the missions to be based off of real scenarios that
the military have had to do. I would also like to add more gore zones like
affecting the hands and feet as well as more unique animations. If we have time
I would like to implement our skeletal system so we can fit more animations
in general.
Warcraft III.net is reporting that
three former executive members of Blizzard Entertainment, Pat Wyatt (Vice President
of Research and Development), Mike O'Brien (Company Director) and Jeff Strain
(reportedly the Team Lead and Lead Programmer of an unannounced title) have
left to start their own company, called Triforge.
This news has been confirmed with Blizzard, who added that while they are sorry
to see them go, they do not anticipate any delays on titles in development.
No announcement about any future titles from the startup have been made at this
time.
3dfx has posted beta
Windows 2000 drivers for Voodoo 2 based cards (thanks Voodoo
Extreme). These beta drivers are based on their NT4 drivers (making this equivalent
to the unsupported "hacked" drivers floating around), and support
Glide and OpenGL (according to 3dfx, "DirectX switches to software rendering").
LucasArts has announced that Force
Commander, their 3D strategy game, has gone gold, and will be on store shelves
as soon as the week of March 20th (thanks Chris Ryan). In other Force Commander
news, StarWars.com has posted a
feature on the game, complete with new screenshots.
New Reality Gaming has posted a
Q&A with an unnamed representative from BioWare, talking about their
upcoming RPG Baldur's Gate II: Shadows of Amn, which will reportedly take 100
- 150 hours to complete (!).
The official Star Trek: Armada site has been updated with a new page of screenshots, showing off the The Klingon Empire's fleet of starships and special weapons in Activision's space-based RTS.
Parsec.org has released a patch for the self-running demo of Parsec that was released last week ( story), which fixes a startup problem for Win95 users. It's not needed if you run another OS.
Red Storm has officially released the Shadow Watch demo for download. When this demo surfaced on the Internet last week, Red Storm stated this wasn't an official demo and requested not to post it, but obviously they have changed their minds now. Shadow Watch is an isometric turn-based strategy title in a retro, comic look that is scheduled for a release next month.
There is a new preview of Earth 2150 on GamePower, looking ahead to this 3D real-time strategy title by TopWare that is already out in Europe. As is their custom, they have included a brief Q&A, with producer Jim Tso, and some movie footage of the gameplay.
GA-RPG has posted an interview on Wizardry 8, the latest, 3D installment in the long-running RPG series by Sirtech. Project leader Linda Currie talks in detail about the game's features, and there are several new screenshots as well.
incitegames has posted a
strange interview with Epic's Cliff Bleszinski. If you're looking for in-depth
commentary on the making of Unreal Tournament, you won't find it here, but you
will find Cliff talking about how he wants to make, "sweet, sweet love
to our customers down by the fire" and other oddball topics.
As promised, here are local copies of all three versions of the Quake
III Arena point release beta 1.16m, complete with mirrors:
As reflected in Robert
Duffy's .plan update, beta version 1.16m of the Quake III Arena point release
has been posted to id's FTP
site (we'll have a local copy and mirrors up shortly). Here are the details: A
new point release beta is out and on the FTP. We anticipate removing the beta
tag in the very near future. We have been doing a lot of testing on connection
issues, cheat preventions, auto-downloading as well as running a lot of the
new mods through it. Things look good, some of the mods heading our way look
fantastic!
This also contains a CTF version of Q3Tourney6 which is tons of fun for 2 on 2 CTF.
One key thing is that when connecting to a pure server both sides will have
to be using the latest point release as we updated the pak2.pk3. This is not
much of an issue once this version propogates a bit but it is something to keep
in mind.
There are 3 issues of note with this version ( 2 of them Linux only )
- ZFree errors, on some Linux systems you may see ZFree allocation errors. This
happens mostly when fiddling with the mouse etc. during map loads. We are looking
into this ( as is Loki ).
- Mods directory does not show mods ( Linux only )
- Starting a team game with bots does not automatically assign the player (
you ) to a team.
As before, please forward bug and other information to raduffy@idsoftware.com
Gamasutra has posted one of their usual game postmortems, and this time, unusually, it's for a game that was released fairly recently: SWAT3: Close Quarters Battle. In the article, lead programmer Jim Napier examines what kind of game they set out to create, how they achieved that goal, and what went right and wrong along the way. A recommended read if you're interested in this tactical first-person action game by Sierra Studios.
Just in time for the Game Developer's Conference, Check Six Games has
announced the Maya Real-Time SDK, a set of code libraries available through
Alias|Wavefront to help designers put,"Hollywood quality content in their games"(obviously they've never seen a Pauly Shore movie). Screenshots
from the engine have
been posted at GA-Source, and here's an excerpt from the
press release: MARINA DEL REY, Calif.--(BUSINESS WIRE)--March 6, 2000--After
a year spent building the ultimate game development tool kit for next-generation
hardware, the Maya Real Time SDK(TM), Check Six Studios will unveil much of
the technology behind the tool that truly will help game developers begin putting
Hollywood-quality content in their games.
Exclusively available through Alias/Wavefront, the Maya Real Time SDK is a set
of code libraries for implementing 3-D rendering, dynamics, animation, character
animation, inverse kinematics and particle systems, used for authoring game
and simulation applications. It is seamlessly integrated with Maya to create
a clean and efficient workflow from art tool to application.
``It's amazing to us that what started off as an ambitious idea we had about
how to converge Hollywood and the gaming industry has turned into the Maya Real
Time SDK,'' said Brent Oster, president, Check Six Studios. ``The Check Six
technology team comes from all aspects of the game industry -- hardware, PC
games, console games, animation software.
``We used this combined knowledge to build what everyone told us couldn't be
done -- a real-time 3-D renderer that provides animations which rival what you'll
see on the big screen, as well as an integrated animation and dynamics engine
that truly brings movie-like interactive content to life.''
E-tailer CheckOut.com has posted an
interview with Tim Sweeney, the programming madman behind the Unreal engine.
Tim talks about Epic's history, the upcoming importance of console systems for
developers, the mod community, and even touches on a favorite subject of mine,
Infocom's classic text-adventure, Zork.
According to Raven Sofware programmer John Scott's .plan
update, Soldier of Fortune, their Quake II engine title, is now in release-candidate
QA testing. Here's an excerpt from his full .plan update, which goes into far
more detail about all the stuff in the game than is listed here: Soldier
of Fortune is now with Release QA. This means that we have eliminated all known
bugs found at Raven and by Activision's QAs around the world. Release QA verify
that we have fixed everything and go through a set list of criteria that the
game must pass. They also give the game a thorough QA pass making sure the regular
QA didn't miss anything. The lawyers also get the last chance to stick a spanner
in the works. If all goes well (which has never happened), this process will
take 5-7 days. It is most likely that they will come back with a few minor issues
and we'll have to start the process over again. If they found nothing, then
they wouldn't be doing their job :)
After Release QA give their OK, the duplicators and distributors take over....
Also on the CD comes the Heretic2 demo, the Battlezone2 demo, the Vampire trailer,
DirectX 7.0a, the monolithic
install of GLSetup, WONSwap and all the usual help files (quickstart guide,
manual, compatibility guide).
...This is all the versions of Sof (US, UK, french, German). In all non German
versions there is the option for English, American or french text, the German
version has only German. You will require a specific build for localized dialog.
All versions have the violence locked out for Germany and German speaking countries
(this includes Luxembourg, Austria Liechtenstein and Switzerland). Please direct
flames to the German government, not us, regarding this.
In other Soldier of Fortune news, French games site GameData has posted a
whopping 68 new screenshots from the game, showing off a wide variety of
missions and locations. As we always point out, to translate any of the French
text, be sure to squish
a Babel Fish in your ear.
PopTop Software, the company behind Railroad Tycoon II, has
announced Tropico, a new, "3D building, strategy and simulation game"
(thanks GA-Strategy). The game's official
site features the full press release, along with the first two screenshots
from the game, which will be published for PC and Macintosh later this year, and in early 2001 for the Dreamcast. Tropico features a radically overhauled version of their S3D engine, which was used to power Railroad Tycoon II.
Thresh's Firing Squad has written up an
article with their impressions of all the games at Microsoft's GameStock
last week. The games include Mechwarrior 4, Mechcommander 2, Dungeon Siege and
Starlancer amongst others, and they've even posted thoughts on Microsoft's new
hardware, including their oddball RTS controller.
Since the feedback on their first batch of screenshots from Rogue Spear: Urban
Operations (the upcoming add-on for Rogue Spear) was so positive, SimHQ has
posted another
massive batch of screenshots from their build of the game. These new shots
show off the multiplayer levels, as well as the new Rogue Spear versions of
the original Rainbow Six maps.
GA-Source has posted some
new screenshots from New Media Generation's upcoming first person action
game Hired Team, which show off the environment mapped bump-mapping in their
original SHINE engine.
New screenshots and preliminary information from Incoming Forces, Rage's sequel
to Incoming, have been posted at GA-Strategy.
The game uses their Blitter Generation II engine, and features more strategy
elements than the original game, "allowing the player to research and develop
their own new craft and weapons."
Raven's Eric Biessman is overwhelmed with work finishing up Soldier of Fortune,
so this week's edition of SoF
Center's Soldier of Fortune diary is penned by Kenn Hoekstra, Raven's Project
Administrator. Kenn talks about the company's new promotional philosophy that
started with SoF, which includes an increased community outreach via .plan files,
message boards, and more.
GameSpot UK has conducted
an interview with Microprose's Christopher David Clark (designer), Martin
DeRiso (producer) and Chris Coon (Lead Programmer) about their work on X-COM:
Alliance, an upcoming Unreal-engine, team-based first person action game set
in the X-COM universe. Alongside the interview is a
new preview of the game, which features some new screenshots.
Also new at GameSpot UK this morning, is a
new preview of Star Trek: Deep Space Nine - The Fallen, Simon & Schuster
Interactive's third-person Unreal engine title. The preview features a few new
screenshots (among familiar ones) from the game, that is being developed by The Collective.
GameSpy.com has posted a
new interview with Epic's Tim Sweeney, talking to him about the features
and benefits of their Unreal engine. The interview reads like a promotional
brochure for the Unreal engine at times, but Tim does talk a little about some
of their upcoming features. Here's an excerpt: We'll shortly be releasing
our new skeletal animation system for licensees and the Unreal community; shortly
after that, a supercool terrain system--already up and running--that moves the
Unreal engine into the realm of large, detailed outdoor environments; and support
for Windows, PlayStation2, Linux, and (when the time comes) X-Box.
There will be a lot more after that. We've always stayed on top of the latest
technology and hardware support, and are in the early stages of radically cooler
new features. But we're also trying to be up-front here, promoting and promising
what we have up and running well today, rather than the far-off speculative
stuff.
Version 1.22 of the Unreal
Movie Studio, a program used to make demo movies for Unreal Tournament,
has been released and is available for download at
Machinima.com. To get you started, there are three tutorials already posted
at the UMS site, with three
more on the way shortly.
Ryan "Ridah" Feltrin, one-time programmer at Xatrix, the recently-closed company that created Kingpin: Life of Crime, updated
his .plan describing what's up with the network code for the game, and the
timing of the release of the SDK and its subsquent updates, which he frankly describes
as having left Kingpin in a state of disarray. Here's the story: I would like to
take some time to explain a few things regarding some comments I've recently
read on the Shack boards.
First, regarding the status of the Kingpin netcode.
This is something I have looked at several times, after hearing some negative
feedback from a few users. Each time I've looked into it, I have failed to find
any hard evidence of network code inefficiencies.
I did spend a fair chunk of time cutting network traffic both during and after
the completion of Kingpin. I introduced more delta compression in the entity
packet stream, moved chunks of server code over to the client, and removed
single-player legacy fields that were not important to multiplayer gaming.
This does not equate to better network code, but it does at least suggest that
we made an effort to make things better, even if the end result is that the
network conditions will eventually decide whether the game is playable or not.
There is no action game made to date, that can seemlessly counter an unreliable
or lack of network bandwidth between you and the server.
My advice is to look for a server with a consistent ping in your server browser.
If a dozen pings return a wide range of times, it's probably not a very reliable
server, and will likely result in higher packet-loss.
Another thing to keep in mind, as that a higher percentage of win32 servers are
likely to be sitting on a cable or DSL link (read: unpredictable) than are linux
servers, which often sit on T1 or OC-x level connections (read: reliable).
Unfortunately, Kingpin has a high percentage of servers running on win32, which
increases the chances of players ending up on unreliable servers, due to the
typical links these machines are behind, and the likelyhood that they are used
for more than just a Kingpin server.
Secondly, the timing of the Kingpin SDK might not have been ideal, but given the
release schedule of the binary patches, it just didn't make sense to put out the
SDK until the game was all patched up. Unfortunately I was unable to compile the
1.21 release for Linux at the time of release, so that was left at v1.2, and the
v1.21 SDK was released only with win32 components.
This has left Kingpin in a state of dissarry.
Several changes have occured since the v1.21 release, which means I am not in
the position to make statements regarding any future releases, since Kingpin is
now officially the property of a company I no longer work for. All I can say, is
that I will do the best I can to alleviate the situation.
There is a new mission from Terminal Reality's Rick Felice on Spookhouse,
while the Spookhouse
Downloads page also offers downloads of fan-created missions for Terminal
Reality's third-person action/horror game. Rick's new mission is titled
Motel666, which is described as "NOT the kind of place you want to spend
the night."
There is a preview of
Rogue Spear: Urban Operations on CombatSim.Com looking ahead at the upcoming
expansion for Rogue Spear, itself the sequel to Rainbow Six, Red Storm
Entertainment's tactical first-person shooter. The preview features a bunch of
screenshots and a look ahead at the pack which will offer new maps and new
weapons, fixes for a few multiplayer issues as well as upgrades to terrorist AI
and abilities. The piece also discusses new game types in the pack, and the new
custom mission builder. Thanks SpecForce.
They may not cast reflections in mirrors, but they sure do show up in screenshots,
as there are vampires galore on display in Vampire.WON.net's
Vampire Gallery with no less than 56 screenshots from Vampire: The
Masquerade--Redemption, Nihilistic Software's upcoming third-person RPG. Thanks RPG
Vault.
A new release of the Half-Life Opposing Force
FAQ/Walkthrough on GameFAQs is now available, updating it to version 1.03.
The new version offers new Easter eggs and cheat codes, as well as various other
changes. Likewise, their Quake III Arena
FAQ/Strategy Guide has also been updated, adding bits about console
commands, a list of web resources, and various miscellaneous corrections.
Homepage of Erik Lydén has an .mp3
music clip from Nevolution's Shadows Of Reality. It is a background tune from
the 'Dorm' level of this upcoming Unreal-engine cyber-punk RPG. If you are into
gaming music, there's a
James Grote interview on Damage Gaming talking with the author of the Songs for Deathmatch 2
game music CD.
Version 0.5 of GLQuake for Macintosh
is now available, offering a Mac port of the public Quake source code. Among the
changes in this release over the game's original behavior is the newfound
ability to run commands from the console, allowing a wider variety of
third-party mods to run on the Mac version.
sYx66's Site has a small
mIRC script that allows you to ping Quake III Arena servers from an IRC session.
The script, an update of a similar script for Quake II, will allow you to join a
game by double-clicking.
Version 1.5 of Nerf Quake II is now
available, adding new game types and altering the behavior of the weapons to be
more like Nerf guns. The new version also includes a new front-end for the mod.
Word is to delete your old directory before installing the new version if you've
played previous releases.
The Oz Deathmatch page has a new
version 1.7 of the Linux port of Oz Deathmatch for Half-Life. Oz DM is a H-L
front-end that allows server admins to change many of the game's settings
without changing game dll's.
Demonstrating the power and flexibility of the scripting language in Unreal
Tournament, Tetris! for Uwindows Standard Edition
is now available, offering a full-featured Tetris clone (including patented
WhereDidTheTimeGo™ technology) that plays within the UT GUI.
Cambone's Crypt is a simple
"almost non awe-inspiring website" that serves as a roof over the head
of Campone's Unreal Script Editor. The current release is version 0.70 alpha,
which mainly supports Custom Syntax Highlighting and Command Line Execution.
Word from the Cyberathlete Professional League
is that id Software Lead Programmer John Carmack will be offering a workshop on
coding 3D games at the upcoming Razer/CPL event in Dallas. The session will be
Friday, April 14th at 4:00 PM CST, at the Hyatt Regency Dallas.
Running a bit late this morning, but this will help keep normal people hours (ooh, look... the Sun!), as
the BlueJet is being serviced and readied for a trip later this week to the Game Developer's Conference in San Jose, CA. Anyway, time is too fleeting for a
ramble, so if you feel I've deprived you here, a suggested alternative to
reading a typical Out of the Blue is to skip your morning coffee and whack
yourself in the head a few times with something like a telephone receiver....
you'll never know the difference.
Happy Birthday to the CPL's Angel Munoz, 40 years young today.
Link of the Day: Beaver
County Militia Photo Recon, offering an expose on A.O.G. (Amish Occupied
Government), MIB (Mennonites in Black), and all manner of other startling
conspiracies. Thanks Tom Byers.
Story of the Day: Imagining First Contact
(Wired). Thanks Cannelbrae. "Every year a group of renowned scientists,
writers, and artists gets together to simulate space explorers and aliens
meeting for the first time." Apparently this is what happens when the
D&D generation starts getting grants.
Bonus Story: Salon Technology: Can't take a joke,
regarding the JoeCartoon site, a former
Link of the Day. Thanks elvis.
This Cliff Bleszinski
interview on UTWorld talks with the lead designer at Epic games answering a
range of questions on subjects ranging from Unreal Tournament gameplay to
"industry jobs."
The Qtracker Homepage has a new beta
16 of Qtracker, the latest version of this Win32 server browser (which now also
offers an .mp3 streaming audio browser, and an HTML server list generator) that
can scour the Internet to locate servers for a bunch of different action games.
The new release adds "ICMP pings, super-fast server finding, wizard-based
server finding, new auto-installer, and Quake III IPX support. Basically, it
boils down to: Qtracker's even easier AND faster to use." A complete list
of what's new can be
found here.
AMD Athlon
Processor Rockets to 1GHz on AMDZone is the first look at a press release
that will apparently hit the wires tomorrow morning announcing the commencement
of shipments of 1 GHz Athlon processors.
- The Wargamer's
Metal Fatigue preview offers screenshots snapped from a beta of the
game they've received.
- The Camelot Vault's front page
has a pair of new shots from Dark Age of Camelot, Mythic Entertainment's
upcoming "massively multiplayer" RPG, and their Camelot Screenshots
section offers more new shots, as well, while GA-Source's
Dark Age of Camelot Details and Screenshots offers that same set of
images as well as more details on the game's 3D engine, shared with Prince
of Persia 3D among others, which is also the subject of this Adrenaline Vault
interview with John Austin of Numerical Design, talking about the
NetImmerse 3D Engine.
- Also, GA-RPG's Siege-of-Avalon Details and Screenshots
show off "Digital Tome’s RPG Siege-of-Avalon,
the industry’s first RPG Episodic Computer Game Novel scheduled for launch
April 27, 2000, will feature more than 140 supporting characters and
hundreds of "extras" through the use of new proprietary technology
the company developed."
- Finally, more on GA-Source, as their Martian
Gothic: Unification Screenshots and Features offers some brand new 3D action/adventure from Take 2 Interactive.
There's an
interview with Peter Binazeski on Glide Underground talking with the
publicity director at Simon & Schuster about progress on Star Trek: Deep
Space Nine-The Fallen, the upcoming Unreal-engine trekkie action game.
A new version 2.8 of TeamSound, the free
"Internet phone and voice conferencing for game players" program is
now available on their new homepage. According to the description, "In
addition to clear voice, TeamSound contains multiple channel support, command
& control for hotkey customization, computer generated text-to-speech for
sequencing actions on the battlefield and much more." The new version
includes an NT service for dedicated operation.
Version 1.0 of Reactive Software's
Hulk mod for Quake III Arena is now available. Like the namesake comic book
series, this mod pits a lone powerful Hulk (randomly selected at game start)
against a group of "puny humans," who attempt to gang up on him. The
player who kills the Hulk takes the next turn in his place, while doing damage
to the Hulk will earn frags for players, with the Hulk increasing his score by
fragging the players persecuting him. Thanks Timothy J. Agen.
The El Niño Quake Extensions page
has a new version 2.1.5 of Viz for Quake III Arena, written by Quake II VWep
author Hentai. This release fixes a few problems with picking up/dropping the
ball in rugby mode, and causes the ball to respawn after sitting still too long. A new release that adds more new gameplay features is expected
shortly (as Hentai says: "but first I gotta take a shower.").
A public beta (Rev. 430) of the Quake 3 System Management Server
offers a replacement for the Quake III Arena default server console. "It
allows you to choose which server you want to monitor (if you have multiple
servers running on one box), and offers a lot of features that the default
console doesn't."
The new version 0.3 of Quake2 Relay
is now available, promising "demos on steroids," and basically
delivering just that, as this utility overcomes some of the limitations of Quake
II demo recording, allowing the recording and playback of entire Q2 matches from
any perspective, rather than just the recording player's viewpoint. The new
release adds Linux support and a tool to convert relay demos to regular Quake II
demo format.
A new beta 0.86 of the QBind
advanced script editor for Quake-engine games is now available (thanks FileClicks).
Included in the new version is enhanced support for the latest versions of Quake
III Arena, as well as improved Win2K support.
AvP FragFinder is an
online server browser program available from Aliens Versus Predator dot Com
to allow you to find Aliens versus Predator multiplayer servers on the Internet.
If you are running a server, there's also a simple form to fill out to get
yourself listed.
Nope, nothing wrong with any demos today (that we know of), but a correction to
a reference that's appeared a couple of times to the 3D engine used in Gore, the
upcoming shooter from 4D Rulers. A couple of recent updates have referred to
this as a proprietary engine, when in fact Gore is being developed using the
Slam engine from Slam Software.
Naturally, we regret the error, and any confusion it may have caused.
There's a contest on Quake3zone.net
offering the chance to win one of a pair of those cool id Software hockey jersey
to the winners of a random drawing. GA-Strategy's Build-a-Bot Giveaway
offers a Sony DVD player, Diamond Multimedia cards, and Metal Fatigue gadgets to
the winners of their Metal Fatigue Build-a-Bot contest. Stomped @ E3's
Win the Future contest offers a copy of each of Diablo II, Halo, and Team
Fortress II for the authors of the best essays on why they deserve to win, for
those who'd rather do homework than pay cash.
There was a little follow-up activity on yesterday's Link of the Day after it
was posted, I added a note after a few folks noticed that the blurb on the site
said that "victims" of the phone smash dealie were not
compensated for the damage (thanks Simon Medisch), while the note we posted with
the link originally indicated they were. More significant, however, is the
reason they could get away with such vandalism, as the results of some look-ups
determining the ownership of the site seem to indicate the whole thing is
probably staged (thanks Rob Heiser and John Fraser), much to the relief of phone
wielders and dismay of anarchists everywhere.
Link of the Day: What Breed of Dog Are You?
Apparently I'm a German Shepard. Thanks Ant
(a Chihuahua).
Bonus Link: Hidden
DVD Features (computer required for some). Thanks again Ant.
Story of the Day: Who Owns the Internet?
Thanks yet again Ant.
Bonus Story: Is
Your Computer Possesed (sic) by a Demon? Thanks Godzilla.
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