Romero: Since E3, Daikatana has made impressive progress. We have some new graphics features, better sound fidelity, fixed lots of low-level bugs in the game and are almost final on our major map pass.
Mac Users! We're not ignoring you, we're just having a slight technical problem with the Macintosh build right now. BTW, I'm in love with that new iBook! When they ship that's going to be /the/ portable.
The player is a military recon unit of the human race's fledgling planetary empire. Pursued by alien warships to a massive and ancient ring construct deep in the void, the player must single-handedly improvise a guerilla war over land, sea and air, using the arsenals and vehicles of three distinct cultures. Using everything from composite swords to orbital bombardment, driving everything from giant tanks to agile combat aircraft, players wage intense warfare over and under the surface of this world.
The press release continues on about the Tribes-esque multiplayer. How does it look?
Like most Bungie games, the Halo engine shines with the highest-end realism technologies: real-time shadows, inverse kinematics, 3D positional and ambient sound effects, multipass texture mapping, scalable polygonal models, deformable terrain mesh. Enemy artificial intelligence operates simultaneously on both individual and squad levels, accounting for morale, with the result that no combat situation plays out the same way twice.
The boys in Blue report on location that the Windows version will not support OpenGL, but will be D3D-only. Also, ZDTV has posted Steve Jobs' keynote address from the MacWorld Expo (where the announcement was made). Skip about 41 mins ahead for the Bungie stuff. Also GameSpot has scored some more screenshots of the game in action.
I'm sure everyone knows Mortyr and all the rumors about the publisher, content of the game (symbols, violence). After few weeks of silence, when we were waiting the future publisher of the game, we decided to publish Internet demo. During this time we have changed many things (you can check the list at www.mortyr.com.pl/press/)like new levels, new graphic features, increased speed etc. You can see new look of Mortyr in our demo which will be available at 0.00 GMT on following sites:
www.mortyr.net
www.mirage.com.pl
www.mortyr.com.pl
This demo can be found only on Internet. No magazine will have permission to covermount it. Later in couple days we will publish another demo, bigger and containing more features, with permission to put it on cover CDs.
In about 2 weeks Polish version of Mortyr will be ready to sell. We still don't know the release date for Europe and US.
Shodan returns in __ days __ hours and __ minutes -
Prepare to be shocked on August 12, 1999.
Just to let you know, I just slapped up some new Tech and 'Views down below (as there weren't enough for a whole new post)
We've been working hard trying to figure out the schedules for Messiah and we finally came up with one that everyone is happy with:Late August: Preview tour
Mid October: Demo released
November 15: Full game releasedSo, that's why you haven't heard anything from us for a while. Whoo Hooo! Messiah has a firm release date!!!! Sound the bells, alert the media, strike up the band!!!
Question 1: Do you guys plan on fixing the problem with the Server. I run a server but I also like to play a lot. When ever I join a game on a server that is also the computer that i'm going to play on, everything becomes unstable. I can't play. I don't want to keep running two servers. In Quake 2, I can play on the Server that is also on my machine w/o any stability problems, I just have a real nice ping. Can you fix this problem?
Answer: The only way to get adequate performance in Unreal with both a client and a server running on a single-processor machine is to start a non-dedicated server.-Tim
btw, that would be in-game recorded demos, not like the downloadable and playable type demo ;)
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