| Saturday, July 26th 11:33pm |
CTF v4.2
Server admin's rejoice, the final version of ThreeWave CTF has been released. grab the file here and have a blast.
Internet Shambler
For all the Quake web freaks out there, Internet Shambler has moved over (been swallowed) by PlanetQuake, Sir-Real scored himself a job with Microsoft.
Wow..
Um.. this page is by the guy who approached me at QuakeCon wanting to be the official Ritual flogging boy.. I dunno, guess I should feel obligated to link it. -boo ghostie.
Harry's Honey Hutt
Hahaha, oh man.. the ultimate flattery.. check this page out. They took my horrid FP html and screwed it up even worse! While yur at it, check this page out as well.
GLPlus
Wow.. I spent too much time playing with this thing and forgot to update about it.. If you guys like that Tweek util that I have in my files section, then you'll love this.. I dunno about that 100% framerate increase stuff but it still rocks. Go to the homepage and download it.
Speaking of GLQuake..
There is an article on GameSpot talking about the Microsoft Direct3D port of Quake. (Actually it was a 3week hack) From what I understand they had to run it on a GL board that is actually 4 times faster than our home 3dfx boards to get it to run at a comparable framerate. (MS is cute that way) -Prophet.
The End.
Well that cute little .plan escapade has ended, everyone is happy (Or is gonna fake it) Check out what Tim Sweeney, lead programmer for Unreal had to say:
I'm sorry about the recent flame war that resulted from one of my team members' .plans. I guess this is a result of the pressure one should expect when two competing development teams are working months of 95-hour weeks for the final stretches of their projects.
Speaking on behalf of Epic, we don't feel that id Software has copied our work. The designs of both Quake 2 and Unreal are obviously influenced by other art forms like movies, past games, and so on; it's unsurprising that we have independently arrived at some similar decisions on the themes and characters of our games.
We have ultimate respect for id's track record in creating great games and great technology, and we owe a lot of gratitude to id for creating the first-person genre which has brought 3d gaming to the mainstream.
While many of us are Quake fans, and id's games have influenced some aspects of Unreal, our ultimate goal here has always been to make a great game that appeals to gamers on its own strengths.
We realize that we're competing with the "best of the best" and we know we'll succeed or fail based on whether we can create a great original game, rather than whether we can get a competent "Quake 2 clone" to market, or whether we can win the ".plan wars". I truly believe that Unreal will be a fun game and will live up to everyone's expectations, but gamers will ultimately decide whether we measure up.
I hope that id Software will accept my appologies for the unfortunate comments, and I wish id the best with Quake 2 -- we know it will be a great game and we look forward to playing it.QuakeC Editor
I haven't taken a look at this one, but apparently there is a new editor to help people with using QuakeC over at Telefragged. - Felipe Garcia.
DeathFest Updates
Ron Mercer dropped me a note to tell you guys that the Perry, Ohio DeathFest will have live updates via this web page. Just click on the DeathFest banner.
32player Map Pak Released.
It's out! go get it! The 32player map project has finally concluded with the release of this pack including several 32player sized maps meant just for you QuakeWorld fanatics.
Apocolypse
There is a huge interview with Steve Fukuda and 10 exclusive screenshots of The Apocalypse up at The Quake Place
Hanzo Interview
The man behind the CTF Expansion project answered a few questions in an interview over at the Xenocide Flag Academy. (The guys who just took over Zoid's ThreeWave project)
| Friday, July 25th 9:27pm |
The Final Capture.
Thanks RonSolo (now working on Redw00d's page) for tellin me about Zoid's latest work on the ThreeWave CTF pages, v4.2 is being released as soon as cdrom.com updates.
DX5 Control Panel
Looks like someone forgot to include a little .cpl file in the original DirectX 5.0 release, here it is. Thanks Blue.
QuakeCon reactions
Couple of follow ups on QuakeCon, first Monolith wants to hear what you thought of QuakeCon and what we can do next year to make it better, drop him a line at monolith@quakemania.com Then, head over the NAWC and check out this funny Survey done by Peachies where she asked the same questions to several attending members of QuakeCon.
id Software report.
Witzbold wrote up a 15(!) page report talking about id Software and how they influence the 3dgaming industry, head over to The Guild and check it out.
More .plan Wagon
Check out what American McGee as well as Paul Steed have to say about this little copying Unreal scandal. (look up)
Qspy v5.3 RC1
New version of Qspy for all registered users to download, grab it over at www.quakespy.com -Prophet.
Duh...
Well, Myshca thought it was appropriate to update his .plan about Quake2 (He works on Unreal)
Back in the days of Doom 1 and Doom2 I always imagine the creators these incredible games as creative ground-breaking game designers.
Over the past few months, I have noticed a lack of individual and company based creativity
.
I base this worrysome conjecture on the recent announcements that:
QUAKE 2 will have
1. A female player--Like UNREAL
2. A ponytail on the female player-LIKE UNREAL
3. A male Player-Like UNREAL
4. (of course their male player is bald too)
5. Game takes place after crashing your starship.
It's a good thing they are using hollow metal headed enemies, that way our Artificially Intelligent Organic monsters and enemies will at least appear not as blatantly RIPPED_OFF...Please ID software do something we didn't do or model 12 months ago. :) No offense-but these coincidences ruined my nap.
and Disruptor's response:
Is it just me, or did he stick a big peice of paper on his ass saying "kick me" ? I don't think he's in any position to speak of ripping other people off. I'll leave it at that.
And my 2cents.. Uh.. I have no comment on this one, no wait.. Holy shit, Tombraider2 has a FEMALE player, and she has a ponytail!.. bah..
Productive day?
Ugh.. suckiness lately, first last night the AC goes out, so we have to shut everything down so they don't overheat, then this morning Levelord's HD goes down, so I replace it with an extra 4gig we had sitting around, and it promptly fails as well, then I put him on giggler's box (who's out of town) and we have to deal with giggler not having everything setup properly to use SiNQE3 (he uses BSP) So get that fixed, and I hop on my computer to find out Netscape has decided it doesnt like me anymore. (Hard lock my computer even after reinstalling / rebooting 5 times, stuck using IE3 now <cringe>) That and I just found a *#O$!!! hair in my pizza.
Ok, I feel better.
DirectX 5.0
Ok, I now have it available for download on the Ritual webserver. grab it.
DirectX 5.0
Wow, Blue was the first guy to tell me about this (before 10 other guys) that DirectXv5.0 has been released on the MS Website, Brewmeister sent me over to Avault though to grab the file. I'm downloading it now and will have it in the files section by the end of the day.
QuakeOn v0.96
QuakeOn (Quake Front End) Version 0.96 Beta has been released. Here's a quick run-down of what's new:
- Console Help
- Re-order the option frames, or hide the ones you don't use
- Connect to server (remembers recent servers)
- Shortcuts menu from system tray for non-Quake programs.
- Advanced GLQuake optimizations
- General Interface Enhancements
- Many other additions, enhancements, and fixes
http://quakeon.stomped.comQRally textures
If you were too lazy to extract all the textures from the maps released with QRally, it's been done for ya now over at the Rally page. -Fragster
Half-Life pics!
Lookie what I just scored, some new screenshots of Valve Software's Half-Life from a special friend :)
After you have checked out these pics, head over to GameSpot and read the preview they have posted as well. -Prophet.
Qoole Qrally
The Qoole page (www.qoole.com) has been updated with the new entities for QuakeRally support (http://impact.frag.com/) -Prophet.
Hah
Ever wonder what the most commonly used phrases people search for on Yahoo were, well uh.. this says a lot for our society.. check out http://www.eyescream.com/yahootop200.html (Thanks Phillip Pi)
.plan Wagon
Brian Hook of id Software updated his plan with a couple of features just now implemented into Quake2's software code.
Woo-hoo! Software transparency works! There's nothing magical to implementing transparency (that worked weeks ago), it was trying to rework someone else's code to do what we wanted. In hindsight it would have made more sense for me just to rewrite the code from scratch, but the existing code was close enough to what we wanted that I was reluctant to give up on it without giving it a try.
What happened was that the existing sprite rasterizer was basically a degenerate case of a polygon rasterizer, at least in theory. Since it hadn't been used as a polygon rasterizer yet there was "minor" cleanup work that needed to be done. That "minor" cleanup consumed about two weeks of my time, most of which was spent being frustrated and pissed and demoralized beyond belief (and a large reason I had nothing to say in my .plans).
However, I still think that it was good for me to do, since I'm pretty damn familiar with how the sprite and polygon code works now. Not only that but I managed to rip out a lot of code in the process and really clean up some of the preexisting code.
So we now have translucent particles, sprites, alias models, and BSP surfaces (windows). Oh, and transparent water works too (although I don't have the turbulence stuff implemented yet).
I'm feeling pretty happy these days. Unfortunately, I'm also feeling pretty guilty that it took so long, so I'm probably not going to the drag strip with everyone else tomorrow. I want to get turbulence working soon, and I still have a laundry list of things to fix.
John got the sky box working on his own, since it would have taken me 10x the time it took for him to do it, and the knowledge I would have gained would have been minimal.
But basically at this point the GL and software renderers are basically at parity. The software renderer is quite slow right now, but I'll be optimizing the code pretty soon.Thresh Interview
There is a short interview with Thresh, winner of John Carmack's Ferrari over at ZDNet. -PeelBoy
| Thursday, July 24th 7:59pm |
RealVideo
JUDGECAL over at Pseudo slapped together a cool video taken during his Texas visit and QuakeCon97. He visited the Ritual offices along with a few other guys and took some video footage, take a look ISDN or 28.8k versions. You need a Real player from www.real.com
Heat Wave!
AAAAAAAAHHHHHHHH!@#$LKJ!$L!@L#@!# The damn AC has gone out here at Ritual and we are all dying. Gotta go walk around outside where it's only 120 degrees to cool off.. ugh.
Quake 2 Weapons
Slipgate over at www.quake2.com got a chance to talk to Paul Steed a bit (or was at his presentation, whatever) and Paul rattled off the list of currently complete weapons in Quake2.
- blaster
- machine gun
- assault shotgun
- double-barreled shotgun
- hyper blaster
- disintigrator
- rail gun
- chain gun
- bfg (Paul calls it the PS3000... guess what PS stands for :) )
- grenade launcher
- rocket launcher
- hand grenade
- flare gunSlipgate also has some other cool stuff as well, check out www.quake2.com damn it. -Prophet.
Defusion Homepage
Looks like the boys finally put up a homepage for what is in my opinion, the absolutely most fun patch to play on a LAN ever. You *must* try this patch out. The premise behind it is there is a bomb that spawns at 1 of the 5 or so random points and you have to grab the bomb and take it to the goal for defusion, Of course everyone else is trying to kill your ass and take the bomb so they can score, it's also cool for teams as well.
You like sprites?
Kyle Eli traded some email with Brian Hook of id Software asking about a 2d engine enhanced by a 3dfx (2dfx?) Here is part of Kyle's email and Brian's reply:
The 3DFX board can render 640x480 at 30+fps to your screen, correct? Probably a lot more than 30+fps, actually. Anyway, if the 3DFX can push 640 * 480 pixels at 30+fps (16-bit), why can't it be used for doing 2D games high-res at high-speed and high-color as well as 3D games? FROM Brian Hook:
------
The Voodoo would be a wonderful sprite engine, however I just don't think anyone has bothered to work with it or people just don't think it's marketable. Someone at 3Dfx wrote a sprite library a long time ago called "Flatware" that did just what you describe.Glide / OpenGL for 3dfx
Some new drivers have been released for you guys who own 3dfx based video cards. You need the Glide 2.4 drivers as well as the Direct3D drivers if you want people to think you are cool. This won't speed up GLQuake, but it's always good to have the latest drivers now isn't it?
HeadHunters
Got this email from Jamis Eichenauer:
Friday is the total unveiling of Headhunters on actual net servers (lately has been LAN testing, and we've gotten all of the bugs out!) and we are finally go for this friday nite at 204.210.27.27. Would you be so kind as to post this info on your page? Also, Headhunters Client Side Pak V1.0b Bug Fix is available, and fixes:
1. Adds Headhunters QSpy Custom Tab
2. Wrong format in QSpy Map Data.txt
3. Altar heartbeat sound smoothed out, looping problem fixed.The Fray
Well if you missed QuakeCon (How could you!?!) the next big LAN party is already on the horizon, The Fray. Registration has already begun, and this one promises to be purty damn big.
32player maps
The QuakeWorld 32 Player Project, (remember when they started? wow.. took a while) will be releasing a 6 level pack dedicated for use with 32 players, head over to GamesNET #qw32 channel for the release "party"
Preystation board
Lithium has opened up a message board for all the Prey fans out there to swap feelings and I guess argue about which hardware to buy for Prey.
Duke64
n64.com has a preview as well as 20+ screenshots of the upcoming Nintendo64 port of Duke Nukem. check it out. -Prophet.
Evolve Recruiting
Another 3d game company looking for mappers, Evolve.
Team Evolve is looking to recruit 3 map authors and 1 sound engineer to work on a large project scheduled to begin start of August. Successful applicants will be responsible for bringing to life a dark and horrific world. American McGee students ideal.
No newbies please - experience is a requirement. Applicants will be able to demonstrate their abilities in at least 2 previously completed levels, preferably both single player and deathmatch.
Additional experience in other areas of Quake development a big bonus.
PLEASE do not attach 1meg .zip files to your application - state URLs where your samples can be downloaded from - and send appli- cations to stephenk@agility.co.nz
Also, if you can help out by hosting a stand-alone private newsserver (no external news feed required) please drop us a line - it would be much appreciated stephenk@agility.co.nz
SiN Webring
Well, looks like enough people have been impressed with SiN to spawn a webring. Man, I feel the pressure to release new stuff.. :)
An actual net connection?
Oh praise be, our net connection is actually finally back online again, gonna hit lunch and then come back with an update for you guys. (Only the good boys and girls though)
| Wednesday, July 23rd 11:24am |
Curious about SiN?
Good god, Mill went off with this huge article telling all you could ever want to know about Ritual's new 3d game SiN. Grab a pepsi and a snickers, then sit down and be enlightened over at SiN City.
Speaking of articles..
Freehand Jello wrote up his own impressions of QuakeCon over at his page.
New BSP
A new version of BSP, the choice editor of developers (outside of QE3 of course) has hit the net. Check the homepage or grab it here. -Prophet.
3dfx loses Sega contract
There were rumors about this flying around for a couple days but now it looks like it's official, 3dfx and Sega have parted ways. 3dfx will be compensated by Sega for jumping ship on the contract though. Check the Next-Gen article. 3dfx are of course the guys that make those vid cards we all play GLQuake on.
Wanna get your ass kicked?
ClanRing is sponsoring a "Thresh Challenge" during the Sigraph show August 5-7 in Los Angeles. There will be prizes handed out, I'm not sure how you can win a prize since nobody is going to beat him, but maybe you win something for just getting one frag on the guy..
QFront
A new version of probably the most popular Quake Front end has been released, (It handles patches / command line args with a purty GUI) Now up to v2.97
QuakeLab
Looks like Fragmaster has risen to the occasion of taking over QuakeLab in it's time of need, QuakeLab is an invaluable tool for many of the Quake hackers out there.
| Tuesday, July 22nd 7:34pm |
Net back..
Blech, connection was down for a few hours right after the game meeting, sorry about the lack of updates there.
Quake2 Preview
Not sure how old this is, but there is another preview of Quake2 over at Gaming-Enthusiast web page.
New blood at id
Well, it was kind of obvious that id Software had hired KillMe, considering there was already an interview done with him a day or two ago, but Tim Willits felt it was a good time to announce it:
I would like to announce that Brandon James (KillMe) was just hired on here at id to become a permanent member of our level design team. Brandon is the author of the exciting Manson Deathmatch series on the net. id Software was very lucky finding someone so talented. Got that from Blue's.
Wampey's Census
Yessir, it's that weekly event we all love to read over at PlanetQuake.
Head Hunters
If you haven't checked out this patch, now would be a good time.. It's pretty much what it sounds like, people run around carrying heads. v1.0a is out on the homepage.
Quark
New version of this multi purpose Quake util has been released, nothing majorly new, just some bug fixes.
QuakeLab
loonyboi has made an announcement concerning his future with QuakeLab, not a good thing:
... unfortunately I am going to have to resign as head of this page. Read: I am not shutting this page down. I will continue to update for the time being. This page is the only place for Demo Movie tutorials, and sound editing information. I love this site, and want to keep it going. However, my schedule simply doesn't allow me to continue to update it as often. I am looking for someone to take over the reigns as webmaster of QL:MM. I would like to continue to write articles for this page, on a semi frequent basis, but I simply cannot continue as is.
PaintBall v1.0
QTeam's latest development has hit v1.0 and is available for download, there are new models, sounds, levels.. you name it. Quite a lot of effort was put into this solid package.
Requiem v1.04 for QW
The new version of this patch is out, only server admins need to download it and clients just have to enjoy. (So if yur 28.8, don't get it, you don't need it)
Postal Beta Released
Running With Scissors has announced a public beta testing contest with the grand prize being a nice fat pentiumII system, head over to the page for details and download it! -Slasher
QRally v1.0e
A few people missed the release a couple of days ago, well a new version with some bug fixes is out. Check the Impact page and grab a copy of Quake Rally. -Nai|s
VQuake II
Blue received word from Barret Alexander of id Software that Rendition does indeed intend to get native Verite' support into Quake2 and possibly Hexen2 (Although the Hexen2 support is very doubtful) check out the letter:
I was reading your Verite support news, and had a bit to add. First, I spoke to the guys at Rendition just last week, and apparently they have hired a new programmer from Compaq (yes, that one sort of confuses me too, actually I think this guy is more of a programmer manger or something). Anyway, he was supposed to arrive at Rendition this last Friday, and I am to contact him about proceeding with getting V support taken care by them. According to their Vice President of Business Development, they do NOT want to miss the opportunity to have native Verite support in Hexen II and Quake II. Now, this DOES NOT MEAN FOR CERTAIN THEY WILL GET IT DONE, but I do have the confirmation from them that they want to attempt to get both games done. It is my opinion that they will probably get the Quake II support done, but not Hexen II simply because of time constraints.
QFinger hit's 1/2 million!
dwoemer sent this out to all the homeys.:
dweomer & hank productions (http://quake.cgk.com) is pleased to announce that QuakeFinger (http://finger.planetquake.com) reached the 500,000 hit mark this weekend. In just under three months of operation, QuakeFinger has recorded and stored over 1,400 plan updates by over 100 plan authors from companies that represent the best the 3d gaming community has to offer. We have tried to make QuakeFinger an easy to use resource for the Quake community, and the response has been nothing but positive. QName Maker
The guys who love those high ascii characters in their names (those purty colors) have a new toy, v0.5 of the QName maker is out.
Need a Job?
Night Software is hiring level designers, they have their own 3d tech and are using "cutting edge tools" Send all inquiries to croper@vt.edu
| Monday, July 21st 5:33pm |
SiN Poster
Figured now was a good time to post a quality version of the SiN poster being shown around. The artwork was done by one of our own, Joel Thomas.
Copyright 1997, Ritual Entertainment.
Thresh Interview
Michael Mullen from GameSpot emailed me about their interview with Dennis Fong. In Mike's words: "...tons of new info. We made sure that there were totally new questions then anyone else knows about Thresh."
Todd Hollenshead on MS
The CEO of id Software also has some choice words for MicroSoft:
"For the record, we are NOT a D3D partner with Microsoft. We have been listed on this site for several weeks, in spite of mail I have sent them requesting a correction." He also added his thoughts on the statement's Microsoft made after the Meltdown conference:
"In a follow-up to your exchange with Carmack, one of the oldest "spin-doctor" tricks in the books is "when you can't beat your opponent's argument, simply change the subject". This is exactly what Microsoft has done in the publicity concerning their "Meltdown" conference. It is clearly an attempt to dupe the public and undermine Carmack's credibility by having an "intern" work on the D3D conversion and then crow about fps performance while using incomparable hardware. This debate is much deeper than fps, but the D3D guys are shrewdly looking for a soundbite they can sell to the public. I, for one, haven't been fooled."Ripped from Blue. :)
Quit buggin Carmack
Jeeze, I've gotten a half dozen people telling me they emailed John Carmack today, my personal favorite is this one from Chris Spencer:
> There has been a rumor going around since late QuakeCon that with
> the development of Trinity that id will become a development house
> for graphics engines and will not focus on making games with those
> engines any longer. If so, will Quake 2 be the last id "game"?
No, thats rediculous.
John Carmack
QuakeCon on GameSpot
GameSpot has given in and gave some coverage to QuakeCon, and the winner RI-X, they also posted the results of the top 12 which I couldnt seem to dig up.
QuakeCon 97 Tournament Results:
1. Rix
2. Forego
3. Grayson
4. AceJas
5. Walter
6. Yossman
7. Club
8. Kornelia
9. Indubious
10. Duke of Earl
11. Derenth
12. T-Man-Prophet.
Carmack's response to MS.
Blue got a response from John Carmack concerning todays earlier release by MS concerning GL support. (You know, GLQuake) here's what John said:
They wrote an OpenGL emulation layer that translated the calls to D3D. It was a perfectly reasonable bit of technology, but microsoft put an ugly spin on the presentation.
The "Runs faster on D3D" headline is real bullshit. In the body of the text, it admits that it ran slightly slower on identical hardware, but slightly faster on different hardware (the unreleased nvidia RIVA chipset is indeed faster than 3dfx in many cases). That was misleading journalism.
In any case, the D3D / OpenGL argument hasn't been about speed, but about usability, robustness, and portability. Unquestionably D3D has gotten a lot better with DX5 and DrawPrimitive, but it still isn't the best solution.
Nvidia is going to have OpenGL support, so D3D still doesn't offer us any other viable platforms. All the fast cards will have OpenGL support, and the other cards couldn't run Quake anyway. They could have run their D3D emulator on an S3 Virge for a crowd-pleasing 5 fps demo. The apples to oranges headlines could have then read "OpenGL five times as fast as D3D!".Cool Stuff at QuakeCon 97'
Millenium over at SinCity posted his top 10 things at QuakeCon, and in the spirit of things I decided to post a few of my favorite happenings as well. :)
Yossman vs. T-Man.
- I wasn't even around for this match but heard so much about it it had to rock. two brothers, fighting to get into the final 16, yelling and screaming the entire way with a crowd somewhere between 50 and 75. Canadian goofs. :)Bastard at Denny's
- Heh, well Bastard probably didn't think this was cool, but we were just chillin at Denny's and he strolls in with a couple other guys (dwoemer etc) and knocks over a 6foot sign, long story short: Bastard was kicked out. heh.The Stripper that never was
- Being the young testosterone filled lads that we are, we called in for a stripper to appear for a "private viewing" the last night of QuakeCon. Well, we got stood up.. they wanted $250 for an hour, and we actually had the guys cough it up.. never happened.. blah.. we ordered a hotel pr0n instead.Meeting IRC friends
- I started my computer habbit a couple of years ago hanging out on irc, I met a guy there who helped me start a web page, which later grew a bit. Now I work at Ritual, see!?!? IRC is useful damn it.The SiN Chick
- Well, I knew we were bringing in a good looking young lady to hand out t-shirts with the SiN logo on them, but I didn't know she would be so damn entertaining, Getting Jack Mathews to strip his shirt off, and duct taping Blue to a chair are a couple of things I wouldn't mind seeing again. :)Government CrackDown
Harry forwarded me an interesting bit of news he got via MMWire, thought you guys might wanna read it:
LAWMAKERS CRACK DOWN ON GAMES
Game marketers hoping to pitch their titles as office stress- breakers may have to re-think their plans, with the federal government taking the lead in eradicating PC games in the workplace.
The U.S. Senate unanimously passed a measure last week requiring federal agencies to remove games from all computers. It also obligates the government not to purchase any new computers with games.Sen. Lauch Faircloth (R-N.C.) sponsored the measure as an amendment to the Treasury and General Government spending bill. The measure must still clear the U.S. House and be signed into law by President Clinton.
"The removal of these games will save millions, if not billions, in lost productivity," Faircloth says in a statement. "It is time to
pull the plug on people playing computer games." (Sen. Lauch Faircloth's Office, David Landers, 202/224-6642)ROTT
Well I wasn't going to mention this at first, but find myself captivated by the superb story telling ability of Fragmaster, check out ROTT in Hell. and find out what a few of the members of Ritual did a long time ago. :)
-btw, I'm working on the files section now. Long way to go though.. damn slow isdn =/
Microsoft to support OpenGL?
GameCenter has quite a large article on Micrsoft's response to the letter sent and signed by top 3d gaming companies in the world demanding GL support by Microsoft. to quote the email sent to me by TitusC:
The official word from Microsoft is that it's going to support both OpenGLand Direct3D, but definitely according to its own priorities. "We're going to support and continue to deliver both OpenGL and Direct3D," says Bachus. "If you look at our 3D strategy, we've got two goals. First, make Windows the best platform for OpenGL, and second, invest and innovate in Direct3D." And also...
Microsoft's interpretation of supporting OpenGL is to deliver an ICD (installable client driver) driver model for OpenGL. While game developers have been asking for an MCD (mini-client driver) driver model, Microsoft says that it hasn't seen much support for MCD from the independent hardware vendors (IHVs).
The article also talks about DirectX5.0 shipping next week and DirectX6.0 as well.
Unreal in September
Ripped this straight from PCGamer.com :
7/18/97 -- According to GT Interactive's most recent product schedule, the Unreal shareware from Epic MegaGames is slated to be released in September, with a full retail version following in October.
I think Prophet mentioned this to me, but I uh.. forgot or something.
QuakeCon Coverage
QuakeCon 97', by far the largest and most succesful LAN party / tournament ever assembled has gotten it's fair share of coverage. Not including all the Quake news pages out there I've seen mentions on just about every gaming industry page in general, the founding fathers of QuakeCon, ops on efnet #quake have done proud, I can't even imagine what It'll be like next year. With Quake2, SiN, Daikatana, Half-Life, Hexen2, etc etc coming out between now and then, it should prove to be amazing.
sCary is: |