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id's Q2 v3.17 Server
Saw on VE that id Software is running a Quake2 server with 3.17 on alpha2.idsoftware.com.
GL Accelerators
Something that a lot of developers will want to take a look at, Interactivity Magazine has
posted a
comparison of 18 different High end OpenGL accelerator cards -VE
In the June issue we benchmarked 18 different graphics boards. The Indy3D tests (from Sense8 and Mitsubishi) and OpenGVS tests (from Gemini Technology and Quantum3D) produce a lot of statistics and information that we just didn't have space to print in the magazine. We have provided the full results here for those of you interested in delving a bit deeper. Select the board and the benchmark that you are interested in from the list below. The Indy3D results will be displayed in your browser window. The OpenGVS results are simply text files provided for download
mIRC Script
Scott Smith, aka superknob, has come up with an mIRC script that emulates a cool
feature that has been in GameSpy chat for a little
while now, it automatically sets you in away mode and lists the server IP you are playing
at. Yea, this is that same punk who used to beat me in Doom2 back in Florida.
PlanetUnreal Interview
PlanetUnreal has an interview with
Epic's PR Manager Craig Lafferty which is fairly cool to read.
Q2 Console Command List
The Console over at PQ was pretty damn
quick on this one. There is an updated list posted of all the Quake2 console commands you
could possibly need and their definitions / uses of course.
Monolith Jobs
Monolith has posted some updated information on the positions availalbe on their website
today. Dig it at http://www.lith.com/jobs/
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Savage3D
I found this preview of the
Savage3D posted by Ken Feinstien on GameCenter to be pretty damn good. Check out some
of the numbers that he quotes for the card. It still looks like your best bet is a Voodoo2
for Quake2 right now, but the Savage3D seems to run just about everything else faster
according to these numbers.
Incoming ran at 92.28 frames per second on the Savage3D, compared with 66.09fps on a beta version Matrox Mystique G200 configured with 8MB of SDRAM and 83.65fps on a 12MB 3D-only Voodoo 2-based Monster3D II. Turok running at 800 by 600 produced 71.9fps on Savage3D, compared with 50.9fps on the Mystique and 61.3fps on the Monster3D II.
The Views
Tech
Sites
Martini Anyone?
Well now, some interesting stuff went down with the Texas Martini page. 3D Portal
has posted a little editorial running down a few of the events as they transpired. I've
stayed away from these pages a bit but this article
will probably be of interest to a number of people.
It starts off quoting an email sent to TM by the article writer with a quote like this in it:
I know I said this before, but I love your site. As ruthless and painful as it may be, I do love it. It amazes me where you get some of your information from. I would love to know who you really are, but on the other hand, I like it this way.
But, of course, by the end of the article you see something like this:
Sites like this are total crap. The sad part about it is that people read them. You NEVER know who is behind them. One of our own former people who left us just last week for "bigger and better things" was involved. It's pretty sad if you ask me, especially based on some of the attacks that site was making. If that is "bigger and better", the web gaming scene is headed towards a shitty future.
Pointless Audio Gone
One of the most talented and interesting RealAudio show hosts I had ever had the honor of
listening to, Immortal over at Pointless Audio
has been shut down after some legal fears came up with his parents for using copyrighted
material. Just wanted to express that I was a huge fan of the show (Forced nearly everyone
that comes to my apt to listen to it) and am very sad to see it go.
Q2 v3.17 Release
Yea its' out. Here is the list of changes. Grab them from Stomped, or id Software. For the curious, id
Software did in fact pull the "air control" physics from Q2 v3.17 despite my
little poll :) "Player movement during Air acceleration changed to reflect more
real-world physics while airborne." I'll just leave it at the fact that I'm
dissapinted. Not only due to my preference, but that apparently 2 out of every 3 Quake2
players agree with me on the matter as well. I'm sure id Software had a good reason for
changing it back. Oh, and don't email Zoid about this, wasn't his decision.
| Intel Releases q2-317-x86.exe q2-317-x86-full.exe q2-317-x86-full-ctf.exe |
Alpha Releases q2-317-axp.zip q2-317-axp-full.zip |
Unix Releases
q2ded-317-axp-unk
nown-linux2.0.tar.gz
q2ded-317-i386-s
un-solaris2.5.1.tar.gz
q2ded-317-sparc-s
un-solaris2.0.tar.gz
quake2-317-i386
-unknown-linux2.0.tar.gz
- added sanity checks before calling atan2 with divisors of 0. This was accidentally working on Intel chips, but caused crashes on DEC Alpha AXP port.
- updated QUAKE2.DSW and QUAKE2.DSP file to support DEC Alpha
- Autodownloading is now DISABLED by DEFAULT. It must be enabled by typing 'allow_download 1' at the console, or using the download options menu in Multiplayer/PlayerSetup/Download Options
- Server demos now include a svc_serverdata block at the beginning with the attractloop byte set to '2' to indicate server demo (byte before gamedir in the svc_serverdata block). This allows easy identification of serverrecorded demos (serverrecord demos are only for demo editors, they can not be played back in Quake2 without being first edited).
- New options for setting texture formats in ref_gl: gl_texturealphamode: default, GL_RGBA, GL_RGBA8, GL_RGB5_A1, GL_RGBA4, GL_RGBA2 gl_texturesolidmode: default, GL_RGB, GL_RGB8, GL_RGB5, GL_RGB4, GL_R3_G3_B2, GL_RGB2 (SGI only)
- Player movement during Air acceleration changed to reflect more real-world physics while airborne.
- Fixed a bug when riding trains that caused drift in a southwest direction (Thanks to Jim Dose at Ritual for pointing this one out).
- Linux: Now correctly reports out of memory rather than segfaulting (mmap returns (void *)-1 and not NULL on error).
- Fixed autodownloading to not create paths for files that can't be downloaded (this was creating many empty directories in baseq2/players).
- When downloading a file from a server that doesn't have it, the message is now "Server does not have this file" rather than "File not found."
- Fixed some coop keys in 3.15 weren't being handled correctly (pyramid key).
- Highbits are now stripped from console when using condump
- Restored support for gl_modulate in multiplayer play
- Fixed it so that players with a model/skin you don't have aren't checked for on disk more than once.
- Fixed it so sounds played for PPMs that default to male are only checked on disk once.
- Byte ordering/portability fixes in cinematics, PCX and other file handling.
- Client state during static image cinematic (PCX image) so that client can continue to next unit.
- Fixed it so that dedicated coop servers no longer get stuck at victory.pcx, if a server is in coop mode, hitting a button at the victory.pcx screen while cause the server to restart at base1
- Fixed infinite grenade bug
- Fixed autodownloading to actually download sounds and console pics
- Fixed autodownload to not create empty directories for files not on the server.
- Added customized client downloading. cvars are the same as the server side: allow_download - global download on/off allow_download_players - players download on/off allow_download_models - models download on/off allow_download_sounds - sounds download on/off allow_download_maps - maps download on/off They can also be (more easily) set with a new Download Options menu accessible in Multiplayer/Player Setup/Download Options
- Changed checksumming code to be more portable and faster. The checksum in 3.15 was seriously broken. This change makes 3.17 incompatible with previous servers.
- Fixed player 'warping' present in 3.15 (this was an artifact of the hyperblaster optimizations).
- Fixed the autodownload in 3.15 so that stuff like skins for models are downloaded as well as pics.
werd
I freaked out, I joined the Army, I went into business for myself, I'm a professional
killer. It's what I do.
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GLDoom
Bruce Lewis has updated the GLDoom project page
with some answers to a number of different questions he has gotten recently including a
statement that he is NOT working on the OpenGL port of Unreal. He also addresses the
questions concerning GLHeretic & GLHexen.
Banshee Benchmarks
GamesDomain has posted an article
on the 3dfx Banshee giving out some hard benchmark numbers that everyone has been
waiting for. These numbers are from a P2-400 BX motherboard machine running at 640x480.
Forsaken = 60fps
Unreal = 55fps
Incoming = 55fps
Unreal Lag Issues
Tim Sweeney made an update to the Unreal status
page with some more tips on how to help the lag situation when playing Unreal over the
net:
Internet multiplayer tips: Feedback on the Internet patch has ranged all over the board. Most players see an improvement, some report play is now decent on 28.8K modems, and some report still seeing multi-second lag. The consensus is that we still have to strive to do better...so, that's what we'll do. In the meantime, for people with 28.8K - 64K connections, if you are still seeing major lag, please try this. Go into Advanced Options / Networking / TCPIP Network Driver, and set your "ByteLimit" as follows:
For 28.8K modems, first try 2500. If you still get ÜberLag, try backing down to 2200. If that fails, try 2000. Some modems and ISP connections get significantly better bandwidth than others. For 56K modems, try 3000. If that fails, then try 3500 then 2000.
There is also a post made to the messageboard from Sweeney asking for some volunteers to try out a couple of expirements with the settings in the menus. It's for people with a 64k or slower connection.
More Unreal
Also, check out the Westlake
Interactive page for a status report on the work that is going on with porting Unreal
to the Mac. There is a statement on there saying "beta 4" went out to the
testers yesterday and we should hopefully be seeing the port soon.
S.C.A.R.S. Demo
Dig on this new 3D Racing
type game demo that was just posted on PCRL for download today. It's like, a lot of
um.. 3D stuff.
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Sin Shot
There is a new screenshot of Ritual's Sin posted on www.gamegirlz.com
Apology
Woah... I just really read that letter posted below.. and er.. I'm sorry.
Letter to Carmack & Response
An open letter to John
Carmack which was posted on AGN3D has fueled a response from James Costello which I found interesting enough to post
here on my page. Of course, if you are looking for my 2 cents on the QuakeArena project go
no further than this editorial I wrote
up a week or so ago.
Where's Bear?
In case you were wondering about the departure of Barret Alexander, Gamespot has posted this
little news blurb divulging a bit of just what Mr. Alexander is up to.
Wack Links
The oh so popular Wack Ass Links page
has been updated again. Keep emailing me new ones to post kids.
S3 Savage3D Benchmarks
Heh, well um.. these benchmarks sure dont look so hot. Check out the #'s that were posted
in this bootnet
article from testing an early Silicon of the S3 Savage3D chip. I coulda swore these
guys were claiming higher tha Voodoo2 numbers at E3.. Funny.
Turok: Dinosaur Hunter 800x600 68.6fps
ForsakenMark 800x600 73.32fps
GLQuake (demo1) 800x600 44.1fps, 1024x768 29.0fps
Quake2 (demo2.dm2) 800x600 31.8fps, 1024x768 22.6fps
More Savage3D
While you are at it, check out the Next-Gen article posted
previewing the Savage3D chipset as well. These guys have pretty much the same thing to
say about the chip. Oh, notice that some benchmarks were taken with the Voodoo2 syncing to
refresh btw.
Australia QuakeWorld Master
A new QuakeWorld Master server is online in Australia: qwmaster.mondial.net.au
QBS2
The tool of choice for a number of news related webmasters (like myself) QBS2 is on its way in just a bit over a week and has
announced that it will be tracking headlines from Redwood, Blue, and GAGames.
The Views
Polls
werd
Yea, I had an interesting post during the night. If you missed it then you missed it,
sorry :) It was the truth though!
Server was down for a little while yesterday, steps have been taken and it will not happen again. Oops.
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Half-Life Beta Testing
Erm, it's like not gonna happen. Got word about this yesterday from RedKnight and it was
confirmed today by an update to the Sierra web page:
If you're here to sign up to test Half-Life we have some bad news. The report in PC Gamer was false, and they are removing it from their web site. We are not looking for any beta testers for Half-Life.
Ask RBR
BoatRocker.com just announced a new weekly
feature, "RBR Asks". The purpose of this is to allow the RBR team to ask the
gaming community a question pertaining to gameplay in order for them to make a better
product. The first question is on main news page, and will go over the responses at the
end of the week (along with posting another question).
Activision Acquires HeadGames
Um, not sure what to make of this one. I'll quote Chris Day of 3D Portal on it though: "Thought ya may be
interested in this due to their past involvment with past commercial Quake add-ons, which used
some author's maps w/o permission, etc."
Exactly.. um, interesting to say the least. Here is a link to the press release on Yahoo.
ISP canned my account today for a bit. I cried some on the phone though and things are better now.
SoundBlaster Drivers
Some new win95/98 Creative
SoundBlaster drivers have been released. They are for the sb16/32/awe32/awe64 cards.
There are a couple of minor fixes for Win98 in there.
TF2 Interview
The TeamFortress2 Workshop has posted an interview
with Robin Walker of TeamFortress Software currently working on the TF2 add-on for
Valve's Half-Life.
Unreal Patch!
Here it is! The long awaited patch for Unreal. Check out the Epic Unreal page for details. Dig on
the quote, a big thanks to Billy Wilson over at Voodoo
Extreme for the heads up. It weighs in a bit over 1meg btw.
To install a patch: Download it. Run WinZip to extract the files. Exract the files into your c:\Unreal\System directory, replacing the existing versions of the files. If you've installed Unreal into a directory other than c:\Unreal, then extract the files into the System subdirectory off of your custom Unreal directory.
Warning: Patches designated as "Public Betas" have not undergone rigorous internal testing and are for enthusiasts who are comfortable using experimental software. After the patches have settled down into a stable new version, an official (non-beta) release will be made.
Version 209 Public Beta
- Significantly improved Internet performance on 28.8K and 56K connections!
3dfx Voodoo Rush: Now supported in beta form. Still some known problems with resolution switching.- Cyrix processors: Fixed Unreal crashing at startup giving an "InitEngine" error message.
- Aureal 3D audio: Fixed sound effects repeating and skipping.
- Creative Labs SB3D audio: Now supported in beta form. 4-speaker panning and other cool effects.
- Network play: You can now download multiple package files (.unr, .utx, .uax, etc) when entering a server. Previously, only the .unr file could be downloaded, then the connect attempt aborted.
- Dedicated server: The CD is no longer required in the drive to launch a dedicated server.
- Dedicated server: The "IpDrv" package is now server-side only, so it is not version-checked against clients.
- Dedicated server: Supports multiple UnrealServers per machine.
- Windows: Fixed not being able to click on .unr map files to launch them from long-filename directories.
- Windows NT: Switching in and out of 3dfx mode multiple times now works.
- UnrealEd: Fixed "Full rebuild" giving bogus error message in UnrealScript #always directive.
Also snag it from stomped.com
More on the Patch
A bit more that was posted on the Epic web page
giving an update on whats fixed in the patch (as noted above) as well as what they are
working on for a future patch:
Public Beta: New Internet performance patch. Check it out. The should fix the uber-lag problem for most players, and improve performance on 28.8K-56K modem connections. Performance is still far from silky smooth, but this should get most people up and running with somewhat-decent performance. We'll be doing a lot more optimizing, playing, and tweaking of the Internet code over the coming months. Things We're Working On
- UnrealEd fixes: I'm working on a new UnrealEd installer for people who are experiencing the "runtime errors" when trying to start UnrealEd.
- OpenGL: It's up and running internally on a few 3d cards, and is undergoing some changes to boost performance. It turns out that we need to change Unreal's hardware rendering strategy a bit to get performance up on the Riva 128 and i740, and that work is in progress now. This is looking like a week or two (still) before public beta.
- 3dfx: Voodoo2 multitexturing is up and running experimentally...should be ready for public consumption at the same time as the OpenGL support.
- We're still preparing the shareware version (no news on release date yet). We're waiting for Internet play to be in really good shape for the shareware.
- My general strategy here is to address the most significant issues first (internet play, opengl support, significant bugs) and theTimen move on to the less critical "tweaking" type improvements that users have been requesting
Wolf3D & Unreal?
Unreal Nation is the home of this project
to convert the old id Software title Wolf3D to the Unreal engine. They have posted an AVI with
footage of the conversion as well as a great looking screenshot as well.
Ritual's FAKK2
I kno it's a bit late, but I Just saw this blurb on Ritualistic
concerning the departure of McTaggart and Brown from Ritual and the backlash it had on
Ritual's project after Sin:
'The new game was supposed to be based on a next-generation, 3D "Uber Engine" capable of "extremely detailed indoor and outdoor surface renderings and settings," according to Ritual. However, with the loss of the two key programmers, Ritual has opted to license an existing engine, most likely that of Quake II or Unreal.'
Weekly Demos
Just posted some demos that should
be of real interest to the international readers. Clan [9] from Sweden has been soliciting
a lot of matches lately with the American clans. They all play from the same room which is
a HUGE advantage and makes them tough to beat, even though they ping about 130 to US
servers. These guys are the "Swedish National Champions" This was the first set
of games we played with [9].
Note: Download speeds should be FAST with the new server.
The Views
werd
Ok monkeys, everyone should be resolving the page to 209.239.40.138 now. Also, the demos
section should be working again as well. Working on all kinds of things at once right now.
I apologize for so many people not seeing updates most of the day yesterday. Just proves
the point that any moron can be a webmaster. :)
Files section should be working today or tomorrow. It's pretty ass ugly and non functional right now.. Damn, and I need to do a links page too. Bleh.
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Matrox Drivers
Beta v4.11 of the Matrox unified Windows 95/98 drivers for the Matrox Productiva G100,
Mystique, and Millenium cards including the new G200 cards have been released on the Matrox Downloads page. -Blue
Daikatana Music
The www.daikatana.com
website has posted some MP3's and RealAudio format music for you to listen to to give the
gameplayer an idea of what to expect from the Daikatana soundtrack: -Smarko
Page Issues
Ok, forgot to upload the updated page to the
old IP address that a lot of people are still visiting.. doh :) A few other things still
being worked out as well. Sorry about most of you guys missing out on stuff for a while..
Half-Life Release Date
For the curious, here is what the Sierra web
page has to say about the release date of Valve's Half-Life: -VE
Named "Best Action Game" at E3! Features an engrossing storyline, stunning visual effects and a huge, sprawling environment filled with aliens determined to hunt you down and kill you. Coming in Fall 1998 -- reserve your copy now!
Coming in Fall 1998 -- reserve your copy now!
Of course, according to Gabe Newell over on GameSpot Half-Life is still scheduled for a Summer release date. I tend to believe the developer over the publisher in this case. -Blues
More More Views
More Tech
Barret Alexander Leaves id
According to GamingInsider Barret Alexander has left id
Software
If you are not yet aware, I am no longer with id Software.
If you are writing for Biz related stuff, please send your email to:
Todd Hollenshead toddh@idsoftware.com
If you are writing for PR related matters of any kind, do NOT write to Todd, instead please write to: pr@idsoftware.com or call the id Software PR Bat Phone at <xxx-xxx-xxxx>
Thank you.
Bear
Also posted on Redwood's page is a bit from Todd Hollenshead:
We're sad to say that Barrett Alexander, id's Director of Business Development, has left the company to pursue other opportunities. We consider Barrett a good friend of id and the entire team wishes him well in his future endeavors.
Todd Hollenshead
CEO id Software
Matrox G200 & OpenGL
Mooched from Red's page: According to Matrox Users Resource Centre, the initail Millenium
G200 will only ship with an OpenGL MCD, which allows the use of regular OpenGL apps, but
not Quake 2. They say "A little later (hopefully in August with the Mystique G200)
there will be an OpenGL ICD that will be for both Windows NT and Windows 95/98, this will
be the drivers that will run game like Quake 2." They also have a 1600x1200 Quake 2
Screenshot that was taken on a G200 using a Direct3D wrapper.
Heretic2 Page
The official Heretic2 web page is now online.
BattleZone Demo
As mentioned earlier on the 3DNews page, the BattleZone demo from Activision
has been released. I'd snag a copy of it from Gamers Alliance or 3dfxMania.
Weekly Section
Oh, did I mention? The weekly sections are
still being updated. Check out Tuesday's
addition.
Heretic2 AVI
The Quake2 engine game that honestly has
impressed me the most with its real departure from what other Q2 games are doing. (I
havent seen Anachronox in a while) Activision has released a new AVI for you monkeys to
download and dig on. It's about 41 damn megs though so I hope you really want to see it
bad.
ftp://ftp-west.activision.com/activision/hereticii/heretic.avi
ftp://ftp-east.activision.com/activision/hereticii/heretic.avi
Voodoo3?
Billy over at VE got all excited momentarily
asking about a Voodoo3 card in production at 3dfx but Brian Bruning shot it down pretty
damn quick. Here is the email from Brian:
There's nothing internally that we call "Voodoo 3." And with all the recent leaks about supposed code names, you're right to verify it here. Next for us is the continued advancement of the Banshee part (faster, smaller, AGP 2x, etc.) and the continued development of our next-gen part.
Brian
Half-Life Performance
The Contaminated.net
website has posted a couple of answers from Gabe Newell talking about level changing in
Half-Life: -VE
On lower end systems how will Half-Life run? I myself have a 133, 32 megs of ram and a Voodoo1, I'm buying a VOODOO2 soon. WIll Half-Life run better than Unreal on my 133, or anyone else's for that matter?
Gabe: Half-Life runs about as fast as Quake 2 (i.e. a lot slower than Duke Nukem 3D and a lot faster than UnReal).
I read about how the Levels change fast and seamless, but on a slower machine how long will it take to load a new level, I hope not a 15 minute waiting period like Unreal.
Gabe: Half-Life transitions take a couple of seconds.
Tech
Today's deal calls for @Work, @Home's business division, to provide DSL service in several major metropolitan areas during the next year, including New York, Los Angeles, Boston, San Francisco, and Washington. The DSL option with NorthPoint, a telecommunications carrier, will offer businesses a mid-level option with speeds between that of ISDN and T-1 service.
The Views
werd
Hrm, the gibbed nameservers arent pointing to
the new IP yet.. Oh well, maybe it will happen today or something huh?
If you are incredibly bored and wondering what the new IP is, it's 209.239.40.138.
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Da Move
The DNS should be propogating through the net
through the night, if you are still looking at this page then you are behind the times!
I'll leave this page going and update it accordingly for the next 24hrs or so until
everyone is viewing the new server.
I want to give a BIG thanks to Dragos, NaS, and www.gibbed.com for going out of their way to help me host the page for the past couple of weeks and getting my domain registered among many other things. You guys are swell.
I've got a number of things to post as well, but yur just gonna have to wait a few hours, so nyah!
G200 Preview
GameCenter has posted a preview of the
Matrox G200 Mystique. Here be a quote G:
The Mystique G200 offers very good Direct3D performance, though it falls short of the Voodoo 2. On our 400-MHz Pentium II test machine with 128MB of RAM, the Mystique produced Turok at 62.7 frames per second at 640 by 480 resolution. In comparison, Real3D's 8MB StarFighter (which uses the Intel740 chip) produced 43.5fps on the same machine, while Diamond's Voodoo 2-powered Monster 3D II put out 68.3fps running in a PCI slot. At 800 by 600, the Mystique scored 40.6fps, compared with 29fps on the StarFighter and 46.7fps for Monster 3D II. (All Turok benchmarks were taken with the Direct3D version.)
Daikatana.com
I'll just quote Billy Haskins on this one:
"After much hard work on the part of Noel Stephens, Dave Cash, and Bill Nadalini, www.daikatana.com is now online. We'll be posting
daily news in addition to providing the most comprehensive look at Daikatana on the Web.
Speaking of Web stuff, ION Storm is on the lookout for a top-notch web guy. If you think
you have what we're looking for drop me an email and tell me about yourself. And don't
forget, the July edition of the Eye On Storm newsletter will be posted next week."
To start things off they have posted an interview with Brian Pritchard.
Making of Unreal
The third and final part of the 3 part series
(funny how that works) describing the long *cough* development cycle of Unreal has been posted over at
GameSpot for you monkeys.
Sin Characters
Mike Werckle over at Ritual posted an interesting .plan update
talking about his work on one of the big boss characters in Sin. Here be a bit of it:
In my department, I have finished animating Eon & Peon. I haven't had this much fun animating a boss since I did the 4 Riders of the Apocalypse for Hexen2. Eon & Peon are similar to the Riders in the sense the Eon rides around on the gargantuan Peon's back. Little brainy Eon jumps around like a monkey screaming at Peon to kick Blade's ass.
The hardest part about animating these guys was getting Eon to move correctly on Peon's back, because they are essentially 2 different models. But they came together without a hitch (so far!).
I think Peon is definitely the most ferocious boss that I have ever animated. I will enjoy hearing stories back about how he kicked your fool asses all over the level. =)
In a nutshell: The models and animations are on time, if not ahead of schedule, and will be done long, long before ECTS.
Carmageddon V2 Patch
Saw on 3DNews.net (heh) that a new patch for
Carmageddon2 is out with V2 fixes. Check out the Telefragged page and snag it.
Max Payne Update
The MaxPayne website over at www.maxpayne.com has another spiffy development update that I would
recommend reading. The game is into that whole "story-driven" action game type
stuff and from what was shown at E3 it's gonna rule.
Unreal Tweaking
Mark Rein made a new
post to the Epic Megaboard describing a few more options that you can try to improve
your performance in Unreal. He actually just describes how to make 512x384 your default
resolution when playing Unreal and a few other tips.
Speaking of Unreal, Processed News has posted a recap of the Unrealease party that was just held.
Diablo2 Movie
The www.false.com
website has posted a 27meg Diablo2 movie trailer for download. I havent gotten a chance to
dig on it yet so no telliing what it really is but um, I'm pretty sure it's cool.
Move Views
Yo
Sorry for not being around during the mid-day
today, had to squeeze in a 5hour nap. :)
TeamFortress 2 Interview
Contaminated.net has scored an interview with one of the
level designers working on the TF add-on for Valve's Half-Life project.
Shogo Update
The Shogo
Mobile Armor website done got updated with another post on the development cycle
the guys are in. This time the update covers recent work by the level designers as well as
a few new
screenshots that show off the nifty terrain that they got going in the game. -VE
Hardware
Windows 98
Yea, its out or something. As the excitement
that this generated in my gut is minimal at best, I'll just link this one review posted over at
TechWeb to give you an idea of just what's new and if you should bother upgrading any
time soon.
Another Unreal Update
Mark Rein of Epic made yet
another post to the megaboard describing
the current situation with the Unreal internet patch and all the work that is going into
getting the international version of Unreal out the door. He mentions that international
sales are over 50% of revenues for a game like Unreal which is probably suprising to some
people. Here is a brief quote:
What can I say folks? We definitely goofed on our estimates on both of these issues (internet multiplayer patch and OpenGL). We didn't set out to give anyone false information, these missed estimates were just victims of circumstances beyond our control. <snip>
If we take a guess of a few days and it turns out to be a few weeks isn't that better than not guessing at all and just showing six weeks later? We're working on these things and we're really anxious to get them into your hands. At one point two weeks ago Tim Sweeney told me he needed 6 more hours to close up the multiplayer patch. 6 hours doesn't sound like much to me and I guess when Tim said it should be out "in a few days" it didn't sound like much to him either. But with international subsidiaries screaming for product GT has the right to expect their version first. It's only fair. Tim has been working 18 hour days SEVEN DAYS A WEEK since getting home from E3 on this stuff. He didn't get time off to go to the Unreal party in Toronto tonight. Tonight he was sleeping off an all-night testing and debugging session with the folks at GT Europe having gone home at around 2PM. Undoubtedly he'll be in the office at 4AM fixing whatever other bugs were reported and work another 18 hours on it. When you're working those kinds of hours finding 6 free hours, when you're alert enough to work on something as complex as internet multiplayer without screwing things up worse, isn't very easy.
<snip>
Weekly Section
Monday's section has been updated, enlighten yourself, clense your
soul, better your mind, impress your friends.
The Views
Sites
werd
Why you always gotta waste my flava'?
Check out this little comic strip that Ant sent a link to talkin about Win98 and Quake.
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Beta Test Half-Life
The Sierra
web page has posted the opportunity to be a beta tester for Valve's Half-Life project
if you sign up in time. Your system also has to of course meet the specs that they are
looking to benchmark/test the game on. -VE
QBS2 Page
All the news pages you could hope to monitor
and check are all being tracked over at the new QBS2 page. You'll be able to
download the new version of QBS around the 11th of this month if everything goes as
planned.
The Move
Looks like the servers to host my page are
good to go and I'll be *finally* tranferring the web page over there tonight and tomorrow.
The new look for the page along with a few new features (search engine, w00!) will be
shortly following.
Activision on Quake Arena
A lot of people dont seem to understand that
QuakeArena is *not* a multiplayer only game. There will be new and unique single player
features. Oh well, check out the quote from aCtivision smootchied from 3DPortal:
Quake Arena Isn't What It Seems
PC: An Activision spokesperson has confirmed that the company has signed publishing deals for Quake Arena - though the game might not be what everyone's expecting. According to the spokesperson Carmack's plan files don't give the whole story. Surprises are expected with the single player aspect of the game, which isn't to be ignored."
That Q2 Physics Stuff
I saw over on PlanetQuake that they are
assuming that just because my little poll showed a 2:1 margin of people wanting to keep
the Quake2 movement physics the way they are, that id Software would change their mind
about Q2 v3.17. This is not the case, I have not heard anything from id that would change
the fact that they will be pulling the air control in v3.17. Just because it is the
popular opinion does not mean it is the direction id will go.
Loki's Minion CTF Tournament
Edition
Loki's v4.0 CTF mod is now in open public beta
testing and available for download. The Nachos.net LMCTF server is already running the mod
on their servers, and you can snag the new progs for your own sever over at their website.
The Views
Snore...
Well, I've been goofing around with www.3dnews.net/frames/ for a while, and things
seem to be working over there now. Talk about a slow damn weekend, I can't find squat to
post. Saw Can't Hardly Wait again though last night, that was nice. :)
werd
Tell you what, on a slow day check out Immortal's Real Audio show. It's some of the
greatest listening you'll ever hear. (As long as you arent Thresh. heh) Check out show12 and be enlightened.
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