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Sunday, Sep 09, 2001

  

Ballerium Interviews

SanQualis' Ballerium Q&A features an English-language Q&A on this French site with Eyal Natanel of Majorem, the Israeli company currently working on a massively multiplayer strategy game called Ballerium. The conversation covers some general topics, including the lack of a firm release date, as well as specifics about how such an online RTS will work. Included with the Q&A is un screen de l'Alpha et une séquence cinématique. There is also a Ballerium Q&A on Stelle Danzanti that is the English version of another interview (this site is Italian, so who knows what language it originally took place in), with Eyal, asking a few different questions, including one about the advantages and disadvantages of being a developer from their part of the world, and a detailed question about the implementation of several aspects of gameplay.

Mac Port Updates

There's a General Status update on the Westlake Interactive site talking about progress on their Star Trek: Voyager - Elite Forces Expansion Pack, which will offer 21 new multiplayer maps, new missions, and OS X compatibility, saying "we think owners of multiprocessor Macs are going to be especially pleased with this one." That update also announces that the OS X version of Unreal Tournament is Alpha, and that OS X versions of The Sims and its two Expansion Packs are now available. Also, Spider-Man Swinging to the Mac is Westlake's announcement of development of the Mac port of the Spider-Man game.

Q3A Rocket Duel

The debut release of the Rocket Duel mod for Quake III Arena is now available. This first public beta is said to be "jam packed with cool features and additions and it still weighs in at under 3 megs!" Here is the description of the various gametypes included in this mod: "Instagib is fast action, Duel will test your rocket skills, Carnage is bloody and chaotic, Pain Factor is about fair scoring...the gamemodes can be played across the existing gametypes, to create lots of different combinations like an Instagib Tourny, Homing CTF or Carnage TeamDM."

V12 Engine Name Rebuild

A report on Garage Games website (thanks PlanetTribes) has news from Jeff "Lincoln" Tunnell that that V12 name they chose for their licensable version of the TRIBES 2 engine, while a very clever engine name (with its connection to the V-12, mother of all car engines, Garage Games, and all that), turns out to have been already taken. They will therefore be forced to make a rapid name change, the cost of failing to learn from the fate suffered by Hipnotic Interactive and Dream Design, who were forced to change names to Ritual and ION Storm, respectively, when it turned out both of those names had already been snagged. Here's the update:

Who would'a thought? We took three random characters, V and 1 and 2, and added them together to make up the name of our game engine. It kind of made sense because a V12 is actually a real life engine. Get it? GarageGames, engine. :)

Oh well, somebody beat us to it, and their lawyers are not amused. So, we need to change the name of the engine. As explained above the leading candidates are:

gV1 - Boring, but works because it is expandable. We will eventually have the gV2 or the gM3.

SpankDog Engine - Meaningless, but fun! If the owners of the Wild Dick microbrewry allow us to sell massive quantities of their beer, by the same name, we're in. Tim, Rick, and Mark were undergoing intense, secret negotiations with the brewery's owners last Friday night, making sure to sample as much of the brew as possible in order to make sure it is appropriate for use as our name.

We figure naming the game engine after their locally famous brew will help them create a national brand:) So, if they just agree to give us each a pint a week, we're in:)

More seriously, we have to change the name of the engine. Our time frame is short, since the owners of the trademark V12 do not like us taking most of the top search spots on Google. If you have any opinions about gV1 or SpankDog, let 'em fly. If you have any other ideas that might make a good game engine name, let us know.

Jeff Tunnell GG

Croteam Update

A new Sunday development diary on the Croteam website (thanks xxzen) has another update from Admir Elezovic that follows-up on last week's diary (story) talking about improvements to their 3D engine which should make licensees happy, an upcoming official announcement about their next game that should make their fans happy, and a tiny print hint that he is backing off from his previous mention that there will be no Egyptian levels in their follow-up that may make obelisk fans happy. Here's the update:

This Sunday I will cover changes/additions to our Engine and Tools.

We are in final stage of having DirectX Beta version. Rendering API is almost done which will make our Engine licencees very happy.

Network code has been upgraded and improved. With this, problems when playing online over the internet should be marginal. We hired new people to team, whom will take care of adding new features to Engine regarding network and online play.

New ParticleFX has been added in Engine, allowing procedural effects of grass, bushes, trees... with great control and tweaking for better performance/visual look.

Finally, Serious Sam fans should expect some exciting news. Next week we should have official press release regarding our upcoming game.

Have a good weekend,

Admir Elezovic

P.S. apparently there might be Egypt levels in this game.

New ÆStats

The æon's stat website has a new version 4.92 of the ÆStats log parsing program. The new release, available for both Win32 and SUSU Linux, adds specific support for several different Quake III Arena mods, including True Combat, PainKeep Arena, HeadHunters III, and SuperHeroes, along with a few bug-fixes.

Commandos 2 Gold?

According to the folks at Commandos: The Fortress, they have received official word from Pyro Studios that Commandos 2: Men of Courage is gold (thanks Smidge.Com). This seems to fall in line with the news in the subsequently refuted (story) report from August 1 that the Spanish version of the game was complete (story), which reiterated that they are shooting for a September release of the squad-based combat sequel. Update: Rich from Gone Gold, who we regard as the ultimate authority in these matters, says this report sounds more like a "gold candidate" to him.

Soldier of Fortune II Diary

GameSpy.com's Soldier of Fortune II Developer Diary Volume 5 offers more sound thinking from Raven's Zachary Quarles, the sound designer on Soldier of Fortune II: Double Helix. In this installment, after relating the fact that he feels he is going insane with temporary voice-over recording/placement, Zach goes on to relate his inspirations for designing a piece of game music, discussing the added complications caused by SoF2's dynamic sound system. The diary also has a batch of Soldier of Fortune II sounds for download, and FilePlanet also has the SoF2 trailer and the John Mullins video interview from the SoF Platinum edition.

StarTopia Q&A

The Tom Ireland Interview on StarTopia Post features this programmer at Mucky Foot talking about his work on the AI, among other things, on StarTopia, their space station simulator. The conversation talks a bit about how the game turned out, and goes into some detail about StarTopia's artificial intelligence, discussing some of the coding issues involved in its creation. One topic of interest was a discussion of the classic perception by lay people that every game's AI should be better than it turns out. Here is the answer that touches on this perception:

One difficulty is that raw data and valuable information are completely different things. Going back to chess, knowing what squares the pieces are on isn't enough to make you a grand master - in fact it puts you about level with a photo. To get anywhere worthwhile, you have to concentrate on far sketchier things - risk, flexibility, weaknesses or what the human player might do five seconds or five minutes down the line, and that's exactly the sort of vague, ill-defined, wishy-washy stuff that computers have trouble with. Computers need absolutely everything spelled out for them, and describing most AI problems accurately is a pretty tall order, so AIs usually fall short. Once enough clever AI methods are out there the standard will pick up, but it'll take a while! As faster processors arrive, slower techniques will move into reach too, so the outlook is good.

Battle Realms Lotus Clan Heroes

The Battle Realms Profile of the Lotus Heroes on GameSpot caps off their four-part series examining the four heroes that are the champions of each of the four clans in Battle Realms, Liquid Entertainment's upcoming RTS game. The new installment looks at the heroes of the Lotus Clan, "a nefarious group of people who practice an arcane magic that was once forbidden because of its gruesome nature." The preview looks at Zymeth, Koril, Issyl, and Soban, and as usual, in addition to a description of each, also features a piece of concept art, and an in-game screenshot.

Steel Beasts Patch

A new version 1.19 patch for Steel Beasts is now available. "This upgrade adds over a dozen new features, including an improved gunnery model of the M1A1, improved joystick response and joystick centering, better control over infantry and more capable AI infantry, and new missions. A complete list of fixes and new features can be found here." Thanks GamePen.

Tech Bits

New CrazyLaunch

A new version 1.90 of the CrazyLaunch Quake front-end is up on CrazyPete's Toolbox. The new release has a new interface, and introduces Quake III Arena version 1.29h compatibility, and will no longer function properly with Q3A version 1.27 and earlier.

Game Development and Modification

Exploring the Business Side of the Business of Making Games on Gamasutra does just that, authored by Dianna Davies, an animator who has worked on 20 games (16 that have shipped) over the last nine years.

Game Reviews

Hardware Reviews

etc.

Out of the Blue

Kirill Popov and Frans managed to explain to a monkey like me that Unix time turned 1 billion yesterday (signifying the number of seconds since January 1, 1970). Since the highest number a 32-bit Unix system can register is 2,147,483,647, the Unix equivalent of the Y2K problem is on track for early 2038, when, unless 64-bit time, or some other innovation comes along, the time on a whole lot of systems (including Blammo) will revert to zero (it'll be here sooner than anyone thinks--we'd better get to programming now!).

A further commemorative note: Today is the second anniversary of the Dreamcast launch, as the console system was released on the symmetrical 9/9/99. The next date of note in the Dreamcast timeline will be January 23, 2002 which will be the first anniversary of the first indications that Sega was killing the system off (story). I believe the anniversary of the death of my own Dreamcast will take place sometime this week, as it was one of those classic moments of a product dying scant moments after it's out of warranty. The anniversaries of the cancellations of all those DC games that were in progress when the DC was canned will, of course, be too numerous to mention, but the 16-month active lifespan of the system offers a different perspective on the argument that the unified architecture consoles boast is an advantage over PCs, especially since console manufacturers take a bath on each system they sell in the hopes of recouping their losses on game licensing.

Link of the Day: Why I Lost That Deathmatch. Thanks Dale.
Wild Science: National Security Nightmare (CBS). Thanks Captain Kaos[doh].



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