Got a few things for ya
- backup @ 9:48 pm PST
First of all my power went out not because of y2k but because of traffic accidents. Kind of funny though since it happened right around the 12:00 mark.
Secondly, a linux programmer paid 35bux to renew Microsofts hotmail domain, heh when asked he said I saw it needed paid so I paid it. He is going to frame the check microsoft sends him. Nifty huh? Happy New Year to all and happy fragging.
Just so he dosen't beat me too badly, heres some actual gaming news. I saw on SC.org that a new Starcraft Bot, the Ultimate Bot, has been released. It contains over 30,000(!) lines of C++, and its abilites are said to overpass those of the Winters Bot. Check the site out here. Now go party! :)
Thursday, December 30, 1999
AOK Review @ GS
- Surebrec @ 11:03 pm PST
Gamesurge continues their streak of great content! This time, we have posted our AoE2: Age of Kings review, which was released a while ago from Microsoft and Ensemble Studios. This was such an awesome game BTW.
Q3A FAQ - Surebrec @ 4:42 pm PSTNew Content:
- Added Benelli XM 1014 fully automatic shotgun
- New Hostage model and two new skins.
- SAS model added as a selectable CT
- Added maps cs_backalley and de_train
- Updated maps cs_station, de_nuke, de_dust, and de_prodigy
- New icons for HUD (money, weapons, armor, timer, C4, defuse Kit, scoreboard)
- Added buy zones, reload zones, hostage, and bomb target zones to HUD.Gameplay Changes:
- C4 is now an equipment item in slot 5 (to plant, select then hold down fire)
- C4 can only be planted in bomb delivery zone
- To defuse a bomb Counter Terrorists must target C4, press and hold the USE key
- CTs can defuse C4 without a defuse kit in 10 seconds
- CTs can defuse C4 with a defuse kit in 5 seconds
- A progress meter is added showing CTs their progress defusing a bomb
- A progress meter is added showing Ts their progress planting a bomb (this takes 3 seconds)
- Defuse kit now an item which can be purchased - Nobody starts with a defuse kit
- Defusing bomb wins round for Counter Terrorists
- C4 can be dropped for other teammates
- Hostages are automatically rescued at hostage rescue zones
- Counter Terrorist and Terrorist teams are now labeled
- Individual frags can be toggled on or off
- Ghosts can be made visible to other ghosts (client defined)
- Pre-Round grace timer standard setting 6 seconds (server defined)
- Three observer modes: classic ghost, locked chasecam and freelook chasecam ( press jump to toggle)
- Auto-find teammate in observer mode (primary fire)
- New radio messages and organization of radio keys (standard, group and report messages)
- Can hear other players reloading
- Mission briefing added to maps (can also be invoked during round)
The Beta 5.0 Linux Server Port is now available on the downloads page. If you are a server op running Linux, go grab it and upate now. This way you will be ready for the windows release which is forthcoming.Yippee! To get all the details of IRC servers and such, head on over to Counter-Strike.net Quake 3 Tweak Guide - backup @ 9:25 am PSTThe CS Forums have also been re-opened in light of the release. Give them a visit.
We've gotten a lot of great mail from CS players who were upset by the lamers who got the forums shut down and spamfest 2000 cancelled. Due to the fact that there really are some good / mature CS players out there, we're holding Spamfest 2000 afterall!
Hangsim Review - Falcon @ 2:20 am PST
With Hangsim, Ilan covers something he himself has been doing for years…light aviation. This area covers things like hand gliders and paragliders, to name a few. This game can cover a lot of ground, so to speak, and it gives us a chance to do something on our computers that we've never done before.
Check out the GA-Source review to find out more about this unique sim.
Here is a sample:
[CYA] Wolf: Who in the industry would you say as a modeler do you admire?You can view the interview over from Ladies TFAlpha Wolf: I would have to say Adrain Carmack, i love his ideas from Doom and quake, just a good imagination.. I have to wonder what happened with Q2 and Q3A..:)
Quake 3 Files Section
- backup @ 9:22 pm PST
I've added a Quake 3 Files section that auto-updates itself thanks to Fileplanet. You can check it out here.
Anyhow, you can read the tweak guide right here.
Interview with Jake Simpson - Gibb @ 5:02 pm PST-Gooseman has confirmed that a news post on Planet Halflife saying that he is quitting CS is false. He reassured everyone that if anything like that ever happens, you will hear it on CS.net first.
-Beta 5, which is coming out soon, has a plethora of new features. Here's some of them-
Counter-Strike Beta 5, includes 2 new maps and a fully automatic shotgun, as well as significant improvements in the areas of ease of use, active visual feedback and accessibility. The CS team and Barking Dog have been working together to refine the HUD, improve the menus and help system, and implement new observer modes and features. Valve helped finance and produce the project as a way to say thank you to the Half-Life community and further the effort to showcase the great work of all HL mod developers. We've been thrilled with the success of Counter-Strike - the number of players continues to grow steadily as more and more people find out how fun the game is.If you're wondering, yes, Valve and Barking Dog are working with the CS team on Beta 5, but no, the CS team has no plans of going commercial with CS, at least not in the near future.New features list:
- 1 new weapon: the fully automatic shotgun
- 2 new maps: Back Alley and TrainYard, plus updates to existing maps
- 3 new observer modes: classic ghost, locked chasecam and freelook chasecam
- Auto-find teammate in observer mode
- Ghosts can be made visible to other ghosts
-There will be no IRC party for the release of Beta 5. Heres why, according to Cliffe-
This is due in part to both disappointment with recent events concerning certain CS players, so-called fan sites such as 'violation,' and simply not wanting to deal with another spamfest.
There ya have it.
Huge Diablo II Preview up - Gibb @ 9:46 am PST
The graphics for the conversion looks great, the game has been well balanced, has some amazing features and even comes with its own free gaming server for you to play the War3 conversion on! I'm going to download this now and I'd advise u 2 aswell!
To download the conversion go here.
Although the game itself will be delayed theres plenty of TF2 info on the web, I found these TF2 screen shots over at Planet Fortress, if your a half life fan and you want to be impressed, I'd say these pics a worth a look

Q3 Game Guide - Facsimile @ 1:20 am PST
News Posters Needed!
- Surebrec @ 9:21 pm PST
Ok, I know I've asked this many times in the past, but we really kinda need news posters now. All you have to do is post news daily. There really is no requirement on how many times to post, but since we're looking for dedication, we encourage as much as you can. As I said before dedication is key. Also, we want good grammar and good spelling in news posts. Now, what does this have for you? Well, you get your own pop3 email account (@gamesurge.com). Yes, your very own email. What else? You get recognition in the gaming community. What more could you ask for? If you're interested, send an email this way.
Rally Championship Review - Surebrec @ 8:49 pm PSTNews on SOF - well, I'm here at work, between Christmas and New Year because a) I'm dedicated, b) there's still stuff to be done on SOF Deathmatch, but mainly cos c) I have no vacation left. CTF is pretty much done. Just doing some tidying up. I'm adding in the logging function that we added to Heretic II in the EP, which enables server operators to have a file of all the games being played. There are Cvars that allow you to add HTML commands into the file so you can create an instant webpage should you desire it. Just something cool we threw in there in case it is useful.
D2 SSOTW - Surebrec @ 8:47 pm PSTThe graphics are mostly hit or miss. The menus are well drawn and easy to navigate (apart from the sheer amount of them) and the cars are very nicely modelled as are the tracks. Photo-realistic textures with high amounts of detail, and wonderful lighting make this game graphically very beautiful. The weather effects range from clear day, to dawn & dusk settings rain, snow and night are all very well implemented in the game. The problem is with the trees. Unfortunately, the trees are modelled only from a few polygons and
are flat to say the least.
BillWill from Diablo.net sends word that the latest Diablo 2 SSOTW has been released. In this week's shot, you can see a pic of the Amazon about to put some enemies on ice as she prepares her ice spell. And since this shot features a few extra goodies to make this screen a keeper.
Werewolf: The Apocalypse Interview - Falcon @ 4:28 am PSTCheck out this first look article to find out more about this "no-so-typical" air combat shooter - including nine new screenshots.
Monday, December 27, 1999
Burning Diablo2
- Raven @ 5:28 pm PST "MagicGate" and "OpenMG" support the interchange of data between PCs and compliant audio player/recorders, allowing digital music content to be "moved" rather than copied while preventing unauthorized copying, playback, and transmission. Sony will broadly license "MagicGate" and "OpenMG" to the relevant industries. At the same time, it plans to implement them into "Memory Stick" and PC related products....
I strongly doubt that anyone expected Diablo2 to come with no copying protection, but for those of you interested, Tony Gervase recently responded to Diablo.net, saying that Blizzard will be using Sony's MagicGate to prevent copying diablo2. If your interested heres a quote explaining MagicGate."MagicGate" for IC Recording Media and Player/Recorders "MagicGate" employs a microchip embedded in both the player/recorders and media to ensure that protected content is transmitted only between compliant devices and media. All content is transmitted and stored in an encrypted format to prevent unauthorized copying, playback and transmission of protected content.
"OpenMG" for PCs and Related Devices "OpenMG" employs a hardware module and special software to encrypt digital music content stored on a hard disk drive or similar storage device. Authentication technology is used to ensure that protected content is transmitted only to compliant devices and media, and all content is transmitted in an encrypted format. This technology allows content to be enjoyed on PCs, but prevents unauthorized copying, playback, or transmission.
Considering how short CD protection software tends to stay protected, we can all guarentee that it will be cracked soon after Diablo2 release.
Quake 3 Console Commands
- Underwear Ninja @ 9:32 pm PST
Wonder what all those console commands do? You can satisfy this thirst for knowledge here.
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Q3
- backup @ 8:23 pm PST After I test it on my other system downstairs that has 64 megs ram, Voodoo 2, and a P2-266, ill review it. So far I won't tell you what I'm giving it, but the game isn't as good as Unreal Tournament, that is a FACT. I really wish iD would have improved on Capture the Flag, 4 maps isn't enough, though im sure we will see others in the future.
Wow, all I can say is I played it and it's a great game, but with some minor flaws. One of which that inside one of the capture the flag arena's that is basically one big jump platform arena, really slows my system down. Running on 1024x768 max features on a Tnt2, P3-500, 128 Megs Ram, it slows down to around 25 FPS. Hell, I have a high end system, I can't even imagine what it would do to my other system.
1) Quake 3
2) Pharaoh
3) Unreal Tournament
4) Age of Kings
I am also going to start work on a guide to editing Quake 3. Something big is planned in a few weeks, which I am sure all of you will enjoy :)
Q3A vs. UT - Surebrec @ 12:08 pm PSTSoF Screens - Surebrec @ 11:52 am PSTQuake III Highs
-The feel of the game can't be beat
-Choice, unique character models and a lot of them
-Amazing high-quality textures, especially with a TNT2 or GeForce 256 cardQuake III Lows
-Lacking level design with only a few that really stand out as remarkable
-Boring arsenal
-Not much variety in game types -- deathmatch and capture the flag is about it, folks
-Single player game is little more than a warm-up to the multiplay experienceUnreal Tournament Highs
-Unbelievable game options straight out of the box
-Great weapons that reward skilled players with faster kills
-Adrenaline inducing 'Mortal Kombat' kill announcements like Head Shot and MultikillUnreal Tournament Lows
-While the game's animation is smooth, the textures seem a bit simple when compared with Quake 3
-Getting shot doesn't really feel like getting shot. -The game could use more realistic feedback.
Allegiance Screens - Surebrec @ 11:46 am PSTIn SWAT 3: Close-Quarters Battle players assume the role of the element leader, and take command of a five-man assault team in an attempt to save the innocent.
"Go, Go, Go! Any day guys" - The familiar sound of a SWAT team breaking and entering a crime scene. A scary thought, to say the least. Take your rifle, knock down the door, and proceed to neutralize anything that stands in your way of completing the mission.
The gameplay in Quake III is fast and furious. No one can accuse Id's latest effort of being sluggish. The controls feel solid and precise, leaving you with the feeling that you are in total control at all times which is important when frags count. The single player game features 26 maps and 32 bots to keep you busy. The AI in Quake III is adequate, although far from human in behavior. I suppose for most of us online Deathmatches are where we prefer to be, but it's worth noting that the bots probably won't keep a hardcore gamer entertained for very long due to a few quirks.
Yes, but it's still not better than UT :).
Merry Christmas! - Gibb @ 6:01 am PST
Earth 2150 Info/Screens
- Surebrec @ 9:09 pm PST
Gamespot has recently slapped up 10 screens and info on/of Topware's (European company) upcoming strategy game, Earth 2150. Apparently, this game has been labeled as "best strategy game ever" in Europe. But things are different here in the US, so we'll have to see. The game looks amazing though.
Slave Zero Interview - Surebrec @ 8:53 pm PSTI shot the first enemy I ran into in Soldier of Fortune in the face with a shotgun. The gang member had peeked around a corner, and, at point-blank range, the blast blew his head clean off. His wobbling body remained erect for a moment, the jagged stump of his neck spurting blood, and then that, too, slumped to the floor.
Nox Preview - Surebrec @ 8:48 pm PSTIGNPC: Were there any thoughts on adding a first-person option to Slave Zero similar to Jedi Knight?
MP: Slave Zero is designed for a third person perspective. In first person you'd lose the sense of scale, which is a huge part of gameplay. There was great emphasis on developing a character with incredible animation, again, this would be lost in first person. There is a first person option in the game, but the game has been designed, tuned, and balanced for the 3rd person viewpoint.
Vampire Shots - Surebrec @ 8:40 pm PSTIGNPC: A lot of times when Nox has been mentioned in a preview the word Diablo isn’t far behind it. Do you think the comparisons between the two games are valid or do you think it’s an entirely different product?
JH: It is very different but I think the casual gamer will see them as being similar due to the isometric view, medieval world and armour and magic. Anyone that explores a little bit deeper will find a solid game with a much richer storyline behind it.
For the multiplayer game we’ve created 22 different maps and the whole experience feels more like Quake.
well there you go.
On another note, the UT screenshots from DE's upcoming addon pack were sent to me as an exclusive by my contact @ DE. He (and I) did not know that in fact the screens were not an exclusive. I take full blame for not checking UU first and I hope everyone accepts my apology.
War3 Screens - Surebrec @ 1:43 pm PSTWhen I first heard of Planescape: Torment I figured that gamers would be given a Baldur's Gate ripoff in a new universe. How wrong I was. I am very familar with the Forgotten Realms and Dragonlance universes for AD&D since I've read about 30 of the books, but Torment was a new experience for me. I will have to admit that it was a refreshing change of pace from the same stale old recipe most CRPG producers shovel. Although there really isn't any game like Torment, the best comparison would be Fallout II hands down. I'll admit I didn't like Fallout II that much especially with all the problems it had with save games, but Black Isle has definitely offered a better game this time around.
Wednesday, December 22, 1999The weapons available in Splinter include your standard array of lasers, missiles and flame-throwers but also pack handy doses of insecticide for your less traditional foes. Although basic resources can be collected directly from the environment, you'll have to collect weapon upgrades from downed enemy crafts. Each of the different levels will play out in all sorts of bizarre locations inside the base - we managed to catch a quick look at missions that take place inside computers, ant nests and ceiling cavities. A tight storyline will hold all of the levels together and will unfold through some pretty impressive cut-scenes (more about those a bit later).
Crusaders Review
- Surebrec @ 11:56 pm PST
The peeps at PC.IGN have posted their review of Crusaders of Might and Magic giving it a hard time with a 4.0/10 for complete dullness, crappy animations, and even worse sounds. Check it out, if you dare.
TRIBES 2 Screens - Surebrec @ 5:45 pm PSTWelcome to the living, breathing world of Atriana, where everything is organic and alive. Atriarch is a massively-multiplayer online role-playing game and strategy hybrid, where thousands of players will be able to play in a full 3D polygonal world. This isn't just another one of your medieval setting Ultima Online or EverQuest, yet it's concept is much more complex and unique.
Everyone be sure to make this your first stop after you download beta5 which is expected on friday or saturdayYou're probably not going to beleive me. I didn't beleive one of my friends when he told me. I'm not saying that Beta 5 WILL be out this weekend, but it is a rumor... who knows. UT Pack Info - Surebrec @ 4:42 pm PST
With that in mind, there are some screenshots of the 2 CTF levels over at Gamefan. There are 6 shots, 3 for each map.
TRIBES Update - Surebrec @ 4:36 pm PSTNew UT Map - Surebrec @ 4:29 pm PSTDoesn't seem that long ago... Last Friday was the 1
year anniversary of Tribes. We received final Sierra
certification for duplication Thursday 12/17/98 at 7:46
PM. By the following Monday the warezers were online,
and by the middle of the week there were players who
had actually purchased copies!These days it's all Tribes 2 programming & game design.
My role on the project has changed quite a bit over
the past few years :) (a long story) Now I'm mostly
coding all the "game" part of the Tribes 2 engine.The big items that I've been working on:
Client & Server object process management
Move processing and inter-frame interpolation
architecture Client->Server move/input
synchronization This is part of an interesting
client/server infrastructure that MarkF and I
will discuss at the next CGDC.Spatial collision database
Architecture and basic collision methods
Extruded polytopes and other misc. clipping
routines. Tribes 2 employs polytope -> poly
collision (completely different from what I did
on Tribes 1, which was basically polytope to
BSP).Rigid body physics class
Pretty standard stuff. Though resolving contact
friction in a reasonable amount of time always
causes me problems (Not the first time I've
written one, but I never seem to end up using
it). Will probably use this for the vehicles
this time.Server->Client datablock architecture
Datablocks are used to transmit static object
attributes to clients.Game base class
Overall architectural design for game objects
and their interface to the scripting language.
This base class provides a lot of common game
object functionality including datablock,
energy, damage and multi-threaded animation
management as well as Item image mounting, a
number of script interface functions, etc.
Server->client packet code as well.Item Images
Images are items mounted on objects, such as
weapons and packs. Items now have a table
driven state engine. The states are defined as
part of the image datablock and are used to
control all animation, sound, recoil and
effects on the items in response to trigger,
ammo, loaded and timer input. I hard coded
these states in Tribes 1, but now they can be
defined on the server (by Mods) and are
downloaded to the client.Camera Class
Observer camera (actually runs on the server
and uses the client/server move architecture).Static Shape class
The class used for all stations, sensors, etc.
This class doesn't really do a whole lot as all
the behavior for these objects is scripted.Item class
Basic items, both stationary rotating items, or
items thrown/ dropped by players. Includes
client side prediction for moving items, which
I skimped in Tribes 1.Player class
Been spending a lot of time on this one
recently. I had the basic player running
around a while ago, but then went off to work
on other things. I just finished cleaning up
and finalizing all the player movement code,
stepping (over things), sliding off corners and
along creases, etc. Tribes 1 had a few
problems in this area which I never got around
to fixing. Tribes 2 is much smoother. The new
approach is cleaner, uses less code, and works
better :) The player is now almost done, bunch
of misc. stuff (including death and celebration
animations), but the only big thing left is
client side movement prediction, which I should
start on this afternoon. He currently moves on
other clients, but doesn't interpolate or
predict (this is handled differently than your
own player).After player client prediction, some projectile code,
then the code I expect to have some fun with: vehicles.
Evolva Preview - Surebrec @ 1:03 pm PSTOne of the highlights of id’s titles has always been the well-designed but aggressively abstract maps, and Q3A is no different. While other development teams concern themselves with fashioning real-world environments, id continues to focus largely on how the environment impacts gameplay. Powered at the hand of amazing new architectural tools that include curved surfaces and moving textures, the mappers set their wild design tendencies loose, with mixed results. There are 30 maps, including 26 deathmatch and four Capture the Flag maps, that range from small horizontal arenas consisting of a few connected rooms to larger and more vertically-oriented battlegrounds that can squeeze in 24 players in a tight fit. Overall, the maps are classic id material: circular in nature with the most powerful weapons and powerups in open places or areas that are either tough to reach or a huge gamble.
Incoming Forces Interview - Surebrec @ 12:54 pm PSTIn terms of gameplay, Evolva is similar in concept to squad-based titles such as Spec Ops and Rogue Spear, but with slightly more emphasis on action than strategy. Where this game differs, though, is in its unique, futuristic setting, and its evolutionary character development. Starting with a squad of Genohunters, you mutate and adapt them to gain access to more abilities. By the end of the game, you'll have a unique team of Genohunters - with over a billion possible variations, no two players will have the same set.
Santa
- Underwear Ninja @ 10:57 pm PST No guarantees though.
You can't afford Quake 3? Go here and maybe Santa will give it to you.
Gabriel Knight 3 Review - Surebrec @ 9:21 pm PSTTorment's scenery is more intricately detailed than the scenery in Baldur's Gate because of the close perspective, and much like its characters, the scenery looks good and looks different from what you're used to. The game has no pointless spans of wilderness; each area is carefully designed, and most areas are densely populated. The jutting blade-like architecture of the game's urban settings and the rough-hewn, almost alien tangle of its catacombs give Torment a well-defined, highly distinctive appearance, while the game's atmospheric soundtrack, good sound effects, and sparse but high-quality voice acting all help maintain Torment's style. The game has a consistently cold look that can even be unsettling and uncomfortable at times, but Torment's bleak environments seem to work intentionally to motivate the protagonist's desire to escape from the oppressive, claustrophobic confines of the city of Sigil. In spite of its harsh scenery, at times Torment is colorful and impressive looking, mainly because of its often-spectacular special effects. Powerful magic spells cause the screen to go dim and erupt in ghostly energy, which shakes and rattles the screen. Even the game's most minor incantations feature impressive effects and animations, although some of the more elaborate effects tend to make the game slow down.
UT Interview - Surebrec @ 8:31 pm PSTThe models are well animated, and we especially liked the way different parts and pieces can be combined on the same models to spruce up the look of the baddies (i.e., it's not the exact same generic thug every time). We also liked the ability to use the sniper rifle to shoot off these helmets, hats, gas masks and other extras. The best extraneous bit on a model in this version is the oxygen tanks on the backs of the biohazard troopers. Put a round right into the cylinder, and the entire tank goes up in a fiery flash, wiping out anyone (including the player) standing nearby. Nonlethal shots also produce an effect on the enemies that we haven't seen done well since Goldeneye on the N64. Nail a commando in the leg, for instance, and he'll hop around for a few moments clutching the injured limb. Shoot a gun out of his hand, and he'll shake his wrist, then take off running when he realizes that he's outgunned. A few times, cowardly enemies even managed to lure us into crossfire from other black hats hidden around a bend.
Gunman Dev. Update - Surebrec @ 8:26 pm PSTGameFan-What inspires your artwork?
Well, texture creation is not so much about design or inspiration as it is about imitation--what technique will make that moss look like it grew on this brick wall. However, when design is actually an issue, for some decorative elements (such as the runes that recur in some Unreal levels), I tend to start playing around with some shape I find cool.
Right now, we're on our last milestone. We have 2 levels to complete still. These are the opening mission, and will be needing some new textures and monsters. We want the game to rock right from the start. The rest of the game is done level-wise, but we're adding ammo, scripting, and fiddling with monster placement still. We also have to do a few "between episodes" scripted movie sequences to tie it all together. The team is running well and we're hoping to be done in about.... 2 months.
If you're interested, or wanna find out more on this fine jem, surf on over to here.
Soulbringer Shots - Surebrec @ 8:23 pm PST
The demo features two brand new levels of Tiberian Sun. The first mission is a tutorial about how to play T-Sun. The second mission gives you a heavy dose of
C&C action.
The file tsdemo.zip is for North America and the file tsdemoe.zip is for Europe.
The European version is identical except for the ordering phone number.
If you have any questions about the demo, write me at aaron@westwood.com.
Raven Chat Log
- Surebrec @ 10:49 pm PST
If you missed the VE-hosted Raven Chat tonite, have no fear! They have just slapped up the chat log from earlier tonite. In the chat, they talked about a whole lotta stuff, including their personal preferences for game of the year and systems, along with some stuff on SoF like if there will be the ability to make mods for the game.
New Q3 Map - Underwear Ninja @ 7:20 pm PSTPhoebus: HumanHead collectively has a lot of experience working with different technologies and highly modifiying them for your needs. How do you like working with Unreal technology? Compared to id / Quake tech? What about it makes your work easier and/or more difficult?
Mike: I imagine there are huge differences in the programming and map-making departments, but as an animator there is very little difference between Quake and Unreal. All I have to contend with is how to export my work.
There is however, a big difference between working with Quake and Unreal's animation systems, and working with Paul's Skeletal animation system for Rune. We have a full hierarchical skeleton which includes rotational interpolation on all the bones. This essentially rids the animated character of all motion artifacts that come with vertex animation or a non-hierarchical skeleton, and allows us to create very smooth transitions between sequences.
Slave Zero Review - Surebrec @ 3:43 pm PSTWe are seeing reports of several different problems that appear to be due to problems reading files of the game CD.
For example:Critical: appError called:
Critical: Assertion failed: InPos>=0There are also other examples, such as problems with running a particular map. Some people have reported problems applying the 402 patch because some file (such as botpack.u or umenu.u) is not recognized properly from their CD.
..........
You might try the following reinstall procedure, simple as it
seems it has helped a lot of people with weird errors.Corrupted files are sometimes installed without any error messages with some
CD-ROM drives; data is copied to your HD with read-errors, but for some
reason the CD drive doesn't warn the installer and everything appears to
have installed OK.Copy everything from the CD to the hard drive, (running scandisk first to be
absolutely sure there's nothing wrong with the hard drive) then install from
the hard drive to the final destination folder. (you'll still need the CD in
the drive for playing.) Also, please make sure you install into a clean
(new) folder, not on top of any existing UT or UT-demo content.If your only problem is with patching, you only need to copy the system directory from the CD. When the patch installer asks you for your CD directory, give it the directory in which the temporary system directory resides (if you copied the system directory to c:\UTtemp\system, then tell the patch installer that c:\UTtemp is your CD.
Matrox BZ 2 Screens - Surebrec @ 3:40 pm PSTThe graphics in Slave Zero are decent, but they're not all that they're cracked up to be. Weapon effects are fairly vanilla, as are the explosions and such. Level architecture is blocky and rather monochromatic. Also, the vaunted sense of scale you're supposed to notice in the game is inconsistent. On the one hand you do feel like a huge robot when you go climbing around freeways, stomping on cars and stepping on people as you battle it out with the Sovkhan's forces. But it is rather strange that none of the cars or people on the ground seem to panic when you come stomping around or when the bullets start flying. It's as if they're completely oblivious to the mayhem you're creating. Then on the other hand, the "sense of scale" is completely ruined when you stand next to some of the buildings and bridges that make up the interactive environment. Factories, and other buildings look like big dollhouses instead of real buildings when you stand next to them. The problem is most apparent at the end of Mission 5 when you're defending the Guardian base from the Sovkhan's forces. The base is hardly detailed at all and just seems like an oversized toy.
AoW 1.2 Patch - Surebrec @ 3:28 pm PSTBased entirely in Egyptian locations, Last Revelation's plot revolves around ancient mythology and the alignment of the stars at the millennium. Finding herself in a serious predicament, Lara's objective is clear from the outset - she must escape a terrifying destiny and rectify a situation that threatens to destroy humanity.
CS News - Surebrec @ 3:04 pm PSTGraphics, which were definitely Unreal's forte, make an extremely strong showing. UT runs on a modified version of the original engine, which says a lot for Epic's tweaking skills and admirable attention to detail. While not the best looking game of the holiday season (it comes a close second to a certain, currently-unnamed competitor), there are enough pretty lighting effects, detailed character models and realistic maps to satisfy even the most picky videophiles--besides, you wouldn't get far in the standings if all you did was stand around gawking at the scenery! You'll need a powerful system to appreciate all of the little details (high resolutions and 32-bit colour should run you a P3 with a TNT2 or GeForce accelerator), but in its defense, low resolutions and less extravagant graphical options are included for gamers at the other end of the hardware spectrum.
Also in the new version, the commander will be no more, there will be proper death icons, and a neat feature, freeze time.
Mark Rein Interview - Surebrec @ 3:01 pm PSTBG2 Preview - Surebrec @ 2:56 pm PSTMG: Obviously Unreal Tournament is going to be locking horns with Quake III: Arena. Why go head to head against id software in a genre which they are traditionally considered to be king?
MR: I'll ask you: why did the Wachowski Brothers decide to release a sci-fi movie, The Matrix, in a year when Star Wars: Episode One was coming out? We make games because that's what we do. The key to making successful games is to make games you LOVE to play. UT is a game we LOVE to play. We love playing id's games too! Just about everyone I know who is isn't sci-fi/action movies saw both this summer and I think the real fans will buy both games and enjoy both games.
Rocket Arena for UT - Surebrec @ 2:53 pm PSTBaldur's Gate II: Shadows Of Amn picks up where the first game left off. Those who played the first Baldur's Gate will be able to import their main character into the new game. New players, or those who wish to start from scratch, can create new characters, but everyone will start off as a 6th, 7th or 8th Level character (depending on class) with about 89,000 experience points.
The plot, which Bioware wants to keep mostly under wraps, is going to continue the Bhaal storyline begun in the first game. In the opening scene, you have wandered south from Baldur's Gate into the kingdom of Amn, where you are kidnapped by The Shadow Thieves, a secret, evil-aligned guild of thieves and assassins. You awake to find yourself imprisoned at the Shadow Thieves headquarters. Joining you are a few old friends making a welcome return from the first game - Minsc, Imoen, and Jahiera. Why you've been kidnapped, and how it relates to a bigger plotline involving the failed assassination of an elf queen, are the mysteries to be solved (that we know of).
i2e2 Tourney News - Surebrec @ 2:46 pm PSTAs you know, I am working with CRT on Rocket Arena for UT. I'm the lead programmer on the project along with c0mpile from Unloaded. CRT is in charge of design, management, and getting level designers. I'm leaving for Christmas tomorrow but I'll be taking the Rocket Arena code with me.
I am collaborating with CRT because he felt he really wanted to develop a Rocket Arena for UT, but was very stressed with work and the Quake3 version of the mod. Epic feels it is very important that UT develop a strong mod community, so I am able to contribute my time to the project.
Hopefully, the first release of RA:UT will be in early or mid January. The game will include full bot support, all the classic RA gametypes, and some new stuff to boot. In addition, Epic will be adding some professional quality visual and audio content.
X'Ds~Grrrr defeats Psyduck (Bracket A)
[9]eVERLAST defeats GOOD_GAME_MAN! (Bracket B)
October defeats Atlas\"/ (Bracket C)
Maynard defeats Pillars (Bracket D)
I know X'Ds~Grrr... is gonna win. We all know it. Every SC player knows it.
V8 Challenge details/screens - Surebrec @ 2:42 pm PST
Raven Chat Event
- Surebrec @ 3:09 pm PST
If you didn't already know, the news pimps at VE are hosting an IRC chat with some of the developers at Raven Software, who are Dan Kramer, Jake Simpson, John Scott, Mike Schulenberg and will be held on Monday, December 20, 1999 at 9:00 PM ET (8:00 PM CT, 7:00 PM MT, 6:00 PM PT). For more info on the chat, such as where it is and that stuff, surf on over to this page.
Planescape Interview - Surebrec @ 2:51 pm PSTOn a smaller strategic map is a view of the entire world as you know it--a randomly generated chain of islands. One of these islands is to be your home, but which one? Players must pick carefully because each one is unique in what crops it can support, what sort of ore reserves it has if any, and whether or not it already has settlements of indigenous tribes, many of which have flourishing crops that can be bartered for at a later time. None of these tribes are warlike, however, so new settlers need not be afraid of raids or pillaging at the hands of enemies--that comes later. Once a site has been chosen--and odds are, you won't get your first choice, as the computer ships will almost always beat you to the best spots--it is up to the player to literally hack their new settlement out of the forest by establishing a warehouse on the coast, and then building their first set of structures. These usually include a logger's hut, some rudimentary housing, a source of food such as a fisher's hut, and a sheep farm and weaver for wool and clothing.
GV:
The plot of Torment centers around the Nameless One and him trying to recover his past. From originally seeing the game and the plot and the intro setting, I immediately thought of the Super Nintendo Shadowrun, which started off much the same. What were some of the major (non-Planescape) influences on Torment, both game- and prose-wise? Where did the idea as a whole come from?CA:
The biggest influences on the game are probably Zelazny (who is the king of amnesiac characters coming into their own in a strange new world) and this space craft campaign I was planning to run in college and never got around to, though I did a lot of preparation work for it: all the characters started out in a derelict space ship, waking up from their bunks with no idea who they were or what they were doing there – and over the course of the campaign (it was only going to be three to five nights), they would have to research themselves on the ship's computers, their medical records, and basically try to puzzle out who they are, what they're doing there, and why they are the only survivors in the vessel. I thought it'd be cool to run a campaign where the main goal of the characters is to find out who they are, but in the process of finding out who they were, they actually end up finding out what kind of people they've become as a result of losing their memories.
SoF Preview - Surebrec @ 2:29 pm PST
UT Review - Surebrec @ 2:23 pm PSTThe game features 26 levels and 10 different worlds. You will take control of a mercenary who'll have to deal with terrorist and hostage situations around the globe. Worlds and missions range from a New York Subway to a bullet train in Russia to Serbian Territory in Kosovo.
The weapons in SOF are very realistic. This game doesn't use BFG 10K's and Plasma Guns, it features real life weapons such as a 9MM, Machinegun, and a high powered rifle with an incredible scope and tons more. If you are looking for a great weapon selection this game has got it. Don't get me wrong, Quake III: Arena and Unreal Tournament have great weapon selections, but as far as real life goes, SOF has them both beat.
The most important accomplishment here is that the graphics engine is able to render attractive real-time 3D environments that produce high framerates during the intense action. This is no small feat given the burden that world detail can have on system resources. I was using a string of superlatives when discussing the visuals with a friend, who quipped, “But there are no curved surfaces.” UT might not have the most recent architectural features and it still limits the amount of geometry that can be used to construct its maps, but the designers were still able to create gorgeous and thrilling environments. I never missed the curved surfaces when I was battling through the ancient galleon floating in an open sea or struggling to triumph over the opposing Assault team on a speeding train, complete with nerve-searing leaps from a helicopter. I was convinced I was battling for domination of a mining rig in space and marveled at the how the Earth loomed over the huge spinning asteroid on which my team was attempting to steal the opposing group’s flag. These and other locations are dressed up with just the right amount of set decoration to create the finishing touches.
On a side note, UT is ruling all those polls which ask "Which is the best FPS". Hehe, looks like Quake is dying.
Wasteland Shots - Surebrec @ 2:17 pm PSTI hate to say this, but we'll ship when we're done :) Right now we broke down the production into 2 phases. Phase I, being the longest phase, consists of final geometry for the levels, and textures indicitive of the final product. Examples of AI are shown and ironed
out, and models are placed and tested. Phase 2 consists of final level lockdown and completion. We're just about to enter P2 now. However, with the approval process we're taking on this game (They
send us a CD, and we comb it top to bottom, not overlooking one single texture, then have a call and go over it), it's hard to put a finger on when we'll actually be done. We're still aiming for early 2000. Just so you can get an idea, it takes almost one hour to complete one of the levels in the game... and that's knowing where everything is, AND going straight through! Imagine walking through that inch by inch, and checking all of the hidden and side areas.
The whole shibang can be found over at The Iron Gauntlet.
Sacrafice Artwork - backup @ 12:27 pm PST
Interview with Steve Garofalo
- Gibb @ 3:14 pm PST Steve: Oh god. Im not even going to answer that. All I'll say is both games are different in what the companies wanted to accomplish..and they both did this well. I seriously cannot understand why people have to compare the two games. it's like this never ending saga of Epic vs id that the fans create. Who cares anyway? I think the problem is some people like to hear others fight..so they instigate these 'flame wars'. It's something which in my opinion is taken way too seriously. Check out the interview here, and also check out Steve's very cool website here.
Masamune Online has posted an interview with Steve Garofalo. Steve is a freelance artist, and has done work for both UT and Q3 Arena. Here's a spicy litle tidbit:Kevin: And the question that everyone is probably wondering. What game do you think is better Q3 or UT and Why?
DirectX 7.0a
- Surebrec @ 7:24 pm PST
The "big boys" from Microsoft have released the latest update for DirectX 7.0a. All it pretty much does is fix some input compatibility issues and improved the force feedback. But anyways, if you're in need of this jewel, grab it.
AC Changes - Surebrec @ 7:16 pm PSTA rugged warrior stands against an ancient crimson horizon. Towering mountains embrace the reluctant figure, tugging and pulling him to a pilgrimage of vengeance. A chilling gale rips across the Nordic landscape with tiger claws, beating his tattered garments and curling around a colossal battle axe, his bloodied implement of requital. Behind him, the red-hot remnants of a burning village illuminate his destination. Evil shall die, but it must first ache and beseech the blade's solace. A scream pierces the twilight and a nightmare creature emerges to meet the challenge.
Vampire Screens - Surebrec @ 7:05 pm PSTSudden Season has hit and the temperate zones of the island of Dereth are in the grip of a frigid winter. A white blanket covers the plains of Yanshi and Middle Osteth and the once arid Direlands are riddled with snowy patches.
Eager adventurers have already donned their warmest garments and entered Dereth to experience the new look of the world and sneak a peak at the new monsters and items. Sudden Season kicks off a new quest and a series of large-scale events to be named later. While many are planning winter celebrations with holiday festivals, others believe something more sinister is behind the change in climate. The truth will likely be revealed in the coming days.
Allegiance Info - Surebrec @ 6:49 pm PSTThe game uses BioWare's Omen 3D engine, which will also provide the graphics for the upcoming Neverwinter Nights. MDK 2, as shown to us, looks good. The team says the game is still several months from shipping, but the game looked stable.
The major difference between MDK and MDK 2 is that in new game, you will also be able to play as Max the Dog or as Dr. Hawkins, in addition to playing as MDK hero, Kurt. Each has a different style of gameplay. Kurt uses his sniper gun a lot and requires more deliberation in negotiating game levels. Max, as a gun-wielding four-legged dog, simply runs through levels blowing up everything in sight. Dr. Hawkins is less forceful in his approach, and he is required to do more puzzle solving. MDK 2 has ten levels; each character is devoted to three levels, with the final level open to any character.
OpFor Gameguide - Surebrec @ 6:36 pm PSTIn development for over two years, Allegiance combines the fast action of games like Wing Commander and action-oriented strategy similar to that found in Battlezone. Games can be played with any combination of up to 32 simultaneous players over a LAN and the Internet. There are various game modes such as pure deathmatch, cooperative play, capture the flag, and more. When you jump into a game, you can choose to play as one of three sides, each with a slightly different technology tree and focus. One side has great stealth capabilities, while another has increased economic abilities.
Sid Meier, creator of Civilization and the more recent Antietam, has announced that his next game will be "a fun, deep, fast-moving strategy game about dinosaurs in the prehistoric world, that will appeal to gamers of all ages."
The official game title will be announced early next year.
The dinosaurs game will be published by Electronic Arts. Firaxis has started posting dinosaur diaries to track the progress of the game's development. The diaries can be viewed at this site.
DE Interview - Surebrec @ 6:22 pm PST
Quake 3 Demo For Macintosh
- Underwear Ninja @ 10:34 pm PST **UPDATE**
All 4 of you Macintosh users out there can get the blueberry compliant version of the Q3 demo here.
Q3A for Mac should be Gold Soon.
Me!, the person claiming to own the pirated copy, originally sent 5 new screenshots to Diablo2 Inferno, stating that these screenshots came from his pirated copy of Diablo2. The screenshots were then picked up by other Diablo2 sites and Diablo2.com issues a dirrect challenge to Me! to send in 3 more specific, unseen screenshots to prove that he did indeed have a pirated copy. This has posted an official responce from blizzard, afew posts on diabloii.net, posts on Diablo2 Inferno, a possible clash between Diabloii.net and Diablo2 Inferno, aswell as alot of talk in the wider diablo2 community.
If your interested in keeping up with whats happening then i suggest you visit these sites.
DiabloII.net
Diablo2 Inferno
Blizzard
If you'd like to view the actual screenshots you can view them here
Necromancer Curses
Creation Screen
Necro Poison
Necro Summon
Title Screen

To read abit about the footage or to download it go to here
Diablo 2 FAQ - Raven @ 7:50 pm PST
-This story comes from FFOnline
Staff needed! - Surebrec @ 6:20 pm PSTHi-res Evolva Screens - Surebrec @ 6:04 pm PSTUnreal Tournament for Mac has officially gone gold and is in duplication at MacSoft! With end of the year (and millenial) madness, it will probably take a couple weeks to get duplicated and start shipping out, but MacSoft's goal is to have lots of copies to sell at MacWorld in San Francisco, January 5, 2000.
The UT Mac conversion is one of the closest to the PC Westlake has done, we delivered the final CD to MacSoft a short 28 days after receiving final PC code from Epic. Thanks to MacSoft, Epic, and all the testers for making UT a great game!
UT Boss Voice Patch - Surebrec @ 5:59 pm PST9. Ganja Farmer
Jon: This game has got to be most intense game to play when you're stoned...gaaah (Probably because there are so many crazy colors). Yeah...heh.... heh...You must stop those secret agents...from taking yo ganjaaaaah...aha....whoooooooop whoop whoop...You play levels - and every sho many levelsh...you get new weaponshhhh...shh shhhh....yeah Rob's a good guy....wait .... Who's Rob?? Yeah what was I saying? YEAH! Go Chicago Bears! I mean ganja farmer rocksh my sockshhh!!!
Shawn: Oh Ya! The crew showed me this game at my LAN last summer, and I loved it... but it's nothing like when your on da ganja, or according to Word, the following words are acceptable synonyms for ganja: marijuana, mary jane, pot, herb, grass, weed, dope and wacky tobaccy. PRAISE JAH MON..!!
"The first feature worth mentioning about is the unique two mouse buttons style combat system. In the game you move your character aroundSlave Zero Review - Falcon @ 3:53 am PST
just like you would in Rainbow 6, or Quake, by using the arrow keys to move and the mouse to guide your directions, except that this is in a 3rd person point of view. During a battle, you attack (swinging
your weapon) with the left mouse button, and defend yourself (hold up your shield) with the right mouse button, and the battles take place in real time... "
So does this mix of anime-styled robots and third-person action add up to agreat action game? Read on to find out.
Diablo.net Competition - Falcon @ 3:47 am PSTThe prizes are as:
The first place Fan Art winner gets a copy of Diablo II (free).
The first place Story/Literature winner will also receive a copy of Diablo II (free).
The runner-up for Fan Art will receive a Blizzard action figure of their choice (free).
The runner-up for the Story/Literature will receive a Diablo II T-Shirt (free).
All the information that anyone needs to know, including contest rules and where to email your submissions, is on the contest's page, which you can check out here
Wednesday, December 15, 1999
9 Nox Screens
- Surebrec @ 7:49 pm PST BTW, I know this RPG will be better than D2! Nox rules!
John from GA-Source sends word that they have posted 9 New Nox Screens from Westwood's upcoming action/RPG, Nox.
Ah yes, I remember just a few years back…(scene fades into a black and white flashback)…My fellow chumps and I were engrossed in a little gem known as Diablo. Despite the shallow storyline, gameplay and character interaction, the simplicities of hack, slash, level up was refreshingly fun and innovative. Tremendously immersed into the game, I would play for hours and hours and eventually I would smell like eggs and the words "Suck sword, skeleton scum!" could be heard repeatedly coming out of my computer room. Soon, I would refuse to leave the house unless my parents allowed me to wear my full plate of armor (which I made out of cereal boxes) and go out onto the street and strike down neighboring kids with a snow shovel. ß(Dramatization may not have happened) As you can imagine I was quite excited when I was given the task to review Eidos' Diablo clone, entitled Revenant. Attempting to set itself apart from Diablo and its clones, Eidos set out to improve on Diablo's winning formula by adding an innovative combat system, impressive looking environments and an involving story. Although the game did not capture my heart, it did have its run at the top of my gaming priority list for a couple of weeks. You could say it captured something not quite as important as my heart, lets say…one of my kidneys.Rollcage Stage II Q&A and Screenshots - Falcon @ 5:22 am PST
Note: RS II will be released simutaneously for the PC and PSX in March 2000.
FF8 PC news
- Surebrec @ 5:26 pm PST COSTA MESA, Calif., December 13, 1999 – Square Electronic ArtsSM L.L.C. (Square Electronic Arts), the exclusive publisher of all SQUARESOFT® products in North America, today announced that FINAL FANTASY® VIII will ship for the PC on January 25, 2000. The title follows hot on the heels of the PlayStation® game console version, which shipped in September 1999 and has sold over 1 million units in the U.S. and over 6 million units worldwide. The PC version will offer an improved graphics engine which provides life-like characters and motion-captured animation, a playable mini-game, "Chocobo’s World," available as a separate Windows® application, and full support of the latest graphics and sound cards.
According to Thresh's Firing Squad, the PC version of FF8 will be out around January 25, 2000. Here's the news snippet:
Alienware Interview - Surebrec @ 5:13 pm PSTHaving followed the development, I believe it's shaping up into what may be a game with incredible world-depth and suspense. It will, however, share more in common with Half-Life or Thief than the likes of Baldur's Gate. So traditional RPGists beware! In Deus Ex one should have the choice of playing Colonel Anna Navarre or J.C. Denton, new recruits into the UNATCO. As either, you are a "powerful, nano-technologically augmented anti-terrorist agent." Again, bearing a strong resemblance to the original System Shock character who sported a neural implant, computer network interface. The style of character development, not clearly revealed yet, also bears a resemblance to the earlier game with approximately 12-13 skills available. A player will not be able to have all skills in the game and/or upgrade them all to maximum. Thus, what began in System Shock as a new style RPG is further explored in Deus Ex. This system will allow the player to differentially develop the character based on the choice of skills the player selects and enhances with allotted points.
SOF Interview - Falcon @ 4:59 pm PSTIt's just like all of those sci-fi movies coming to life, especially for gamers. Where do you find the motivation do to this? Is it a business thing? Is it a 'for the greater good' type of deal?
The motivitation for us is quite personal. We are gamers first and foremost, and we want to see this come to light. Obviously we wouldn't be able to attain these goals without being in business. I won't lie to you and say that we are in this business purely 'for the greater good' but we do love what we do and for us it would be quite satisfying to say that Alienware was part of the revolutionary way we look at games in the next century.
We want to make significant contributions to our community simply because we love gaming so much, and to be honest with you not too many companies out there are really pushing the envelope. We will push the envelope! Unfortunately many system houses take a 'wait and see' approach to technology, depending on other manufacturers to develope new technologies. To be honest, some of these manufacturers haven't got the slightest clue as to what the gamers wants or needs are. On the other hand we are quite impatient, we want this stuff like yesterday.
Q. There are some really good first-person shooters out by now, what do you think will make Soldier of Fortune stand out above these games?A: The gore, the fast pace and the quality of graphics. We want to aim for the playability of Doom, lots of enemies that die relatively quickly. Without the parental locks on, the game has blood and guts flying everywhere - which looks really cool. With the recent spotlight placed on violent games, we will be doing a non gore version for the mainstream stores.
Coppermine is crap? - Underwear Ninja @ 4:24 pm PSTOmikron is an adventure game with elements of a shooter (ala Doom style) and a fighter (ala Tekken) rolled into one. The basic premise of the game is that you, as the player, are sucked into (via your soul) the
world into which Omikron takes place. It's from here that your story begins.Omikron, as you might have noticed from the proceeding paragraph, tries to mesh many different gameplay styles into one game. Is it successful in blending all of these styles into a cohesive whole? We hope to impart the answer to that question in this detailed review.
"Ever wonder what the stats of the weapons that blow you up to bits and chunks are? Ever wonder how long it takes for items to respawn so that you can time your camps and routes? No longer do you have to wonder; this feature will clear up those mysteries, as well as destroy some misconceptions about weapon damage and clarify which weapons really do have radius damage."
At my job people have been opening boxes of Quake 3 and tearing the CD Key sticker off of the back of the cases and then resealing the box tape. I think you should bring this to the attention of your readers to check their box seal for tampering because many stores have a no return once opened policy on software. This of course looks perfectly legal to ID's authentication servers since it isn't a cracked # but a legit one off of one of their CDs. This really hampers the fine individual that bought their game but has no CD key. I think this method of protection is one of the worst I have ever seen. Any kind of protection that hurts the customer is just wrong. Since no protection is 100% they should concentrate more on DETERRING would be pirates (even a small number of the jag-offs) and hurting 0% of the honest customers rather than hurting even just a few honest customers to stop many pirates. They try too hard to be 100% secure and hurt honest customers when there is no 100% secure no matter what.
Every Weapon in the game has two modes of fire, for example you starting pistol can be used normally or if you press alternate fire you get a cool gangster style shoot the gun sideways, this is really impressive with 2 guns! The rocket launcher becomes a grenade launcher on alternate fire and every weapon has similarchanges, most you will only find useful in particular situations, but they can all be used once per level.Latest Time Issue - backup @ 3:52 pm PST
1. EbayMake sure you check the latest issue of Time out if you don't already have it. Punch the Monkey - Underwear Ninja @ 11:59 am PST
2. Dreamcast
3. Mp3
4. Sim City 3000
5. Palm VII
6. Everquest
7. Google.com
8. Omikron
9. Linux
10. TheOnion.com
Q3 Stuff (big time)
- Surebrec @ 6:02 pm PST Simply put, Quake 3 is a masterpiece. It has been called the greatest game of all time, and why shouldn't it be? It has a well-written engine, well-designed levels, excellent art, and pretty good bot AI. If you haven't heard of Quake 3, (then you have a serious problem), it's the newest first person shooter from id Software, the company that invented the genre. And along with that, they have posted a whoppin' 62 Q3 screens! Bah, UT is still better :).
Shawn from Insane Gamers dropped me a line today saying that they recently posted a helluva lotta stuff for Q3. First, a Q3 review:
Evolva Screens - Surebrec @ 5:52 pm PSTBlade from Gremlin Interactive is the first game from Spanish developers Rebel Act. Blade takes its starting point from the classic table-top RPGs. It combines RPG and adventuring elements with a full-blown, yet not overly-complex, combat system. Think Diablo, Conan and Tomb Raider all rolled into 17 grueling missions with a variety of environments from towns, sprawling valleys, and forests to huge castles, volcanoes, and Aztec temples. Then top it all of with some captivating effects: water reflections, smoke and diverse weather conditions.
A New PlanetQuake - backup @ 3:18 pm PSTEvolva's AI system is different from traditional game AI. Rather than things running on scripts and if-then rules, the creatures have a set of natural instincts and behaviour patterns, based on a set of fuzzy-logic controllers. This makes them genuinely react and adapt to the player's actions, and so that they have a realistic feel of predatory animals. One example of this is the ostrich-like indigenous species that riddle the planet. These docile creatures will just go about their business, unless the are attacked or feel that you are approaching too closely to their nest. Unfortunately their eggs are a good source of energy for your geno-hunters, so attacking the nest is a must if you want to replenish your strength. I actually find myself feeling kind of bad doing it, because of the pitiful defensive attempts these creatures will put up to protect their unborn - only to be cut down in a second or two by my powerful brethren.
Q3A Stuff
- Falcon @ 11:15 pm PST
The guys over at iG have posted some a review of Q3A, heres a bit of what they had to say about it:Simply put, Quake 3 is a masterpiece. It has been called the greatest game of all time, and why shouldn't it be? It has a well-written engine, well-designed levels, excellent art, and pretty good bot AI. If you haven't heard of Quake 3, (then you have a serious problem), it's the newest first person shooter from id Software, the company that invented the genre
On the subject of Q3A, they have also put up 62 shots, which can be viewed here
on the PC they have StarTrek: Hidden Evil
Heres a bit from the Review:
One of the differences of this to any other game is that because you play a human federation officer that was raised on Vulcan he can use the Vulcan Nerve Pinch, and you will master this technique in the first mission in the game. The graphics are quite impressive with the use 3D pre-rendered environments, and the fluidity of the game was good as well especially as the story is easy to follow.
Campaignz Opening - Falcon @ 5:49 pm PST
The commentator responds to every shot you make, if you do well the commentator will say something like, "it's nice to see that we could be here to see a lovely round of golf'. However if you do badly they will take the piss, no matter how well your doing overall. Hit the rough once and they will say something just to annoy, most times your doing really well and you make one wrong shot and the commentators say something that would not be out of place if you were playing really badly on every hole!
Please send all Job requests to me. Thanks!
A Small Editorial - backup @ 12:58 pm PST13 - Virtual Pool Hall - INTERPLAY ENTERTAINMENT
14 - Urban Chaos - EIDOS INTERACTIVE
15 - Half Life Adrenaline Pack - SIERRA
15 - South Park Rally - ACCLAIM
15 - Wall Street Trader - INTERPLAY
17 - PBA Bowling II - BETHESDA
23 - F/A-18: Jane's - ELECTRONIC ARTS
28 - Caesar's Palace 2000 - INTERPLAY ENTERTAINMENT
28 - Chess Grandmaster - INTERPLAY ENTERTAINMENT
28 - Earthworm Jim - INTERPLAY ENTERTAINMENT
28 - Invictus: In the Shadows of Olympus - INTERPLAY ENTERTAINMENT
28 - Messiah - SHINY
28 - Renegade Racer - INTERPLAY ENTERTAINMENT
30 - Battlezone 2 - ACTIVISION
30 - Mortyr - INTERPLAY ENTERTAINMENT
31 - Daikatana - EIDOS INTERACTIVE
14 - Asteroids Hyper 64 - N64 / CRAVE
14 - Forumla One 99 - PLAYSTATION / ACTIVISION
14 - MTV Music Generator - PLAYSTATION / ACTIVISION
14 - South Park Rally - PLAYSTATION / ACCLAIM
14 - Test Drive 6 - DREAMCAST / INFOGRAMES
14 - Vigilante 8 Second Offense - DREAMCAST / ACTIVISION
15 - Evolution - DREAMCAST / UBI SOFT
15 - Fighting Force 2 - PLAYSTATION / EIDOS INTERACTIVE
15 - LEGO Racers - PLAYSTATION / LEGO MEDIA
15 - Roadsters - N64 / TITUS
16 - Bass Masters 2000 - N64 / THQ
17 - Fighting Force 2 - DREAMCAST / EIDOS INTERACTIVE
17 - March Madness 2000 - PLAYSTATION / ELECTRONIC ARTS
21 - Harvest Moon - N64 / CRAVE
21 - Renegade Racer - DREAMCAST / INTERPLAY
21 - Renegade Racer - PLAYSTATION / INTERPLAY
21 - Space Invaders - N64 / ACTIVISION
22 - Brunswick Circuit Pro Bowling - N64 / THQ
23 - Gran Turismo 2 - PLAYSTATION / SCEA
23 - Tiger Woods PGA Tour 2000 - PLAYSTATION / ELECTRONIC ARTS
28 - Official Formula One Racing 99 - PLAYSTATION / EIDOS INTERACTIVE
I '82 Demo
- Surebrec @ 6:28 pm PST The Interstate is Deadlier Than Ever.
I noticed that Adrenaline Vault has posted the new I '82 demo which is being created by Activision. This baby weighs in at around 28 megs and requires a P233 (damn my comp isn't fast enough), 32 megs of RAM (I barely have enough RAM for that), and a 3D Accelerator (does my ATI Rage Pro count as a 3D accelerator, or a piece of crap?). Here's what the game is about if you don't know:
It’s 1982 and auto-terrorism is at an all-time high. The U.S. is in crisis and you, legendary road warrior, Taurus, are dealing with a crisis of your own. Your long-time partner, Groove Champion, is missing and it’s up to you to keep him from becoming a skid mark in the mother of all wars on wheels. Wage fully charged vehicular combat as you strive to uncover and destroy top secret forces…before they drive you-and the entire country-to the brink.
The first-person shooter genre is fiercely competitive. But Unreal Tournament rises above the rest with its solid multiplayer performance, from its good weapon balance to its great level design. The numerous game types and mini-mods that ship with the game give you plenty of options right out of the box, and the large variety of great maps ensure a fast-paced and exciting game, no matter how many players you've got. Even considering its lack of a solid single-player adventure, Unreal Tournament is the most complete first-person shooter available.
Here that Quakers?! UT is better! Hmm... back to the news.
SoF Updates - Surebrec @ 6:09 pm PSTGothic Shots - Surebrec @ 5:59 pm PSTQ: Now since Soldier of Fortune is practically done, if you look back at the development, what has been the most difficult thing you guys encountered?
A: The most difficult thing we encountered was a series of changes to the overall design concept of the game. We started out as an action game and then we thought about moving towards a simulation/strategy type game. When we got going on that, we decided it just wasn’t going to work and we switched back to action. Swapping horses midstream and second-guessing ourselves was a setback to say the least.

And if you want to find out more about Gothic, check out this interview with the Gothic team.
DK Movie - Surebrec @ 5:52 pm PSTIcewind Dale Screenshots - Surebrec @ 5:35 pm PSTPerhaps the most frustrating thing about Ultima IX: Ascension is that all of the mistakes that Origin made in its development are mistakes that they have made before. Years ago, the company released Strike Commander, a high concept flight sim that, while very entertaining from a purely theoretical point of view, was so resource demanding that no one in the country actually owned a machine that could play it. Later, in Ultima 8, the company decided to try and increase their sales numbers by adding action sequences straight out of a platform game to their ultra deep RPG. The results managed to piss just about everyone off. With Ascension, the company has made both mistakes again, but this time on a scale that is likely to make everyone finally forget about the company's past mistakes and concentrate their efforts on making fun of this one.

Along with the screenshots comes some info on the monsters of the game.
War 3 scans - Underwear Ninja @ 3:35 pm PSTSpec Ops 2 Review - Surebrec @ 12:31 pm PSTWhen going to purchase a computer, some gamers will overlook the mouse as an important part of their system. In actuality, the mouse is the Quaker's rocket launcher, the Sniper's rifle. It's what makes or breaks a player. If you don't have an accurate and responsive mouse, how the hell are you supposed hit anything? This new 'IntelliEye' mouse by Microsoft is a revolutionary idea that can make the mouse-ball mouse a thing of the past... or can it?
Quake 3 Images - backup @ 11:07 am PSTThis strategic 3D first person shooter is a far cry from its competition even though there are improvements over the original Spec Ops, such as graphical enhancements, tougher AI (way tougher), and better multiplayer gameplay. Zombie could have definitely put a little more effort into this bargain bin favourite, but they didn't and as is the case with many large game developers. They rushed what shouldn't have been rushed(or even been released). Perfection takes time of which more and more companies do not have much of in the holiday season, so all of you naughty gamers this year instead of a lump of coal you'll probably be receiving a copy of Spec Ops 2: Green Berets.
Lately, people have been telling me, "Wow did you see that cool thing on q3dm14?" and I can't for the life of me remember what map q3dm14 is. I do plan to memorize them in the future, but for now I need some help.Friday, December 10, 1999Using the Unix ImageMagick montage utility, I was able to quickly cook up a reference image for all the maps that include the BSP file name and the map title. It's really handy when you just can't remember what map q3dm10 was. I hope that other people find it useful as I have.
Splinter Interview
- Falcon @ 11:34 pm PST You take on the role of pilot in a top-secret mission to find and recover a Splinter, the code name for a missing MERC (Micro Emergency Response Craft). You and two co-pilots are miniaturized into your own MERC, and must negotiate a variety of everyday environments, avoiding natural and man-made enemies and hazards as you try to find the missing craft. The following interview with Stromlo Entertainment reveals information on the features we can expect, the engine, and more. This article also features a movie (4.5Mb) with in-game action.
Splinter is an upcoming next-generation first-person 3D flying shooter from Stromlo Entertainment, Australia's newest Games developer. In Splinter, you are a pilot of a Black Ops response team in search of stolen micro technology.
During the brief occupation of Char by the United Earth Directorate’s Expeditionary Force, Admiral DuGalle instituted a series of intense training exercises on the forbidding surface of the planet. With the security of the now-tamed Overmind being the linchpin of further military success in the Koprulu sector, DuGalle needed to know that the harsh environment of Char would not make this task impossible. The horrifying firestorms and boiling pools of lava -- combined with the thick layer of ash that covered man and machine -- could cause serious physical and psychological strain on even hardened soldiers. Forces that were able to function on Char stayed and served as a garrison force. Those that couldn’t "take the heat" were stationed elsewhere...
An article about video game violence that desputes much of the extreme preaching of Lieutenant Colonel David Grossman, who's unfortunately become the press' favorite "expert" source:
"Achtung! I love the pitter-patter of little Nazi's around the house. Don't you? The game is Mortyr, and its pure Nazi bashing action-okay, it's not really ACTION. If you're old enough, you might remember the legendary Wolfenstein. Wolfenstein was a great man (well, not a man...just a game...but a GREAT game!), and paved the road for all first person shooters...yes, many of you young'uns may think that DOOM was the first first person shooter...but it was Wolfenstein. From a first glance, it would seem that HD Interactive and MiRage tried really hard to recreate that good ol' feeling, placing you against Hitler's army, using a crafty engine...but they failed."
They have also posted 12 more screen shots for Final Fantasy 8 Demo, bringing the count up to 30.
New Hostile Waters Screenshots - Surebrec @ 5:21 pm PSTPlanescape: Torment ships - Toxin @ 3:49 pm PSTCould you tell us about the characters in Hostile Waters and how they fit into the game?
You see they supplement the story, but they don't really fit into it per se. The idea is that the characters play the story as you play it; that's to say, as you play the levels and the game, so do they. The story is fixed; it focuses more on what happens and how the game develops, and less on individual characters. There are some quest appearances though.
Irvine, California December 10,1999 - Black Isle Studios(tm), the role-playing game (RPG) division of Interplay Productions (NASDAQ:IPLY), today announced that the highly anticipated Planescape(: Torment(tm) is now available on CD-ROM for Windows(r) 95-based computers. The title is the first computer RPG set in the Advanced Dungeons & Dragons(r) Planescape campaign setting, and uses the real-time game system powered by the BioWare Infinity Engine(tm) from the award winning Baldur's Gate(tm).
And if you're wondering about the story:
Torment is an epic story of an immortal character that suffers from amnesia and must search for his own past, identity and destiny. At its core, Torment is a mystery with the player's character as the central enigma. The player dies, only to find himself miraculously resurrected in a strange place with his memory completely erased. Someone or something is stalking the player's character and the main plot element involves the player figuring out whom, and more importantly what, keeps killing him. Throughout the game, curiosity, fear, greed, survival, self-defense and revenge will all take turns driving the character toward an unforgettable end.
Q3 Linux Server Setup
- Underwear Ninja @ 9:25 pm PST
Go here and you too can configure your Q3 server. Tell me when it's up, and maybe I'll come by and show you how to play.
UT Patch - Surebrec @ 6:28 pm PSTAt first sight, Nox might be confused with a general Diablo clone, with the now-standard mouse-controlled character and point-and-click interface. But after a few minutes in front of the controls, it becomes obvious that Nox not only plays differently from Diablo, but is visually different as well. The first thing you'll notice is the TrueSight system. In an attempt to make Nox play more like a first-person shooter than an overhead action-adventure, Westwood has incorporated a true line-of-sight system into the game. That is, areas in a room not visible to you in a first-person game aren't visible to you in Nox either. How is this done in an overhead game? Objects taller than Jack, like pillars or large stones, cast a shadow directly away from his position, blacking out everything behind them. And as Jack moves across the screen, the shadows move correspondingly.
Bug fixes:
- D3D detection works properly
- Fixed NT crash on exit
- removed log warnings for players ghosting out of the level
- fixed saving last start spot for players
- timemessage sounds play correctly if viewing another player
- don't allow spaces in names when using console name or setname commands
- suicide can now end overtime of tied game
- fixed stuck animation if killed while coming out of feign death
- no connect time on team scoreboards in single player
- attach decals in post begin play when zone is properly set
- fixed player sounds appearing to change location when using 3d sound
- turn fog off by default for D3D - was causing texture thrashing w/ D3D drivers
- fixed CTF-coret alternate path problems
- fixed guided warhead blowing up if no client response with 300 msec after spawning
- players can no longer switch to illegal team if server is full and force team balance set
- fixed bots not always playing take hit sounds
- don't kill spectators in the pressure chamber!!!Server performance improvements:
- Don't replicate actor properties of GameReplicationInfo
- Don't replicate actor properties of ZoneInfo
- Less frequent visibility checks for currently relevant actors
- don't keep checking visibility of optional effects
- less frequent checks for temporary actors after 0.2 seconds
- reduced playerreplicationinfo update frequency from 5/sec to 4/sec
- inventory class-specific scripted replication only done if bNetOwner
- native replication for weapon, pickup, levelinfo, and ammo classes
- don't spawn decals on dedicated server
- don't spawn non-replicated effects actors on dedicated server
- sort static actors so can ignore non-replicated static actors when testing for replicationNew features:
- Cache.ini file records all packages in your cache (whatever packages are auto-downloaded from servers)
- added flesh hit sound to bullets
- automatic path builder (documented in updated UT_AI.htm)
- postnetbeginplay() called for actors spawned on network clients
- Pawns use PostNetBeginPlay() to make sure they have a valid skin and mesh
- improved D3D texture pool allocation when world and actor texture detail is medium
- Pawns add momentum to velocity after effects of damage mutator
- Optional package downloading implemented.
Damn, thats alot of changes. Why can't the companies learn to get all the bugs out before the release? That's what demos/beta tests are for!
UT Review - Surebrec @ 6:24 pm PSTOpposing Force Maps - Surebrec @ 5:55 pm PSTOn the whole, Unreal Tournament is a visually stunning game. The backdrops on some of the maps are utterly gorgeous, most notably the enormous textures on the CTF map "Facing Worlds." We could stare forever at the Earth and asteroids in the midst of a starry space backdrop. The snowfall outside of Ice Station Zeto is so believable, it's almost distracting, while the moving backdrop of the spaceship level "Hyperblast" has to be seen to be believed. The tessellation system works seamlessly, with characters providing an extraordinary amount of detail up close. Combine all that with muzzle flashes and weapon effects lighting up the many dark and shadowy maps, and it's easy to see why many players can get entranced by UT's gripping, visceral beauty.
We want to remind everyone that there are *no* official single player CS mods currently. CS Black Ops has caused a bit of a stir since they won't be doing the mod. Let's make a few things clear. First, you know just as well as us that Black Ops was not ever going to be released. Contrary to what they may tell you, without the source code there is no mod. Gooseman has made a decision not to let them use his models because we, the CS team, are not directly involved. We have worked very hard to make the CS name stand for quality. And if we were not able to uphold that with BlackOps (or any other current sp mod) ourselves, first hand, then we were not comfortable with them using our name and models.Go to the Counterstrike homepage to see the whole story.
-Cliffe has also responded to a request for a "freezetime" in Beta 5 when you can buy guns, switch teams, talk to teammates, etc. His reply was simply "You want it, you got it." Check out the whole post here.
Blair Witch Game - Gibb @ 2:51 pm PSTI just came back from a whirlwind trip to San Francisco, Los Angeles and Dallas to promote Rune and begin the leg work on our next game. The Computer Gaming World article was accurate. We are indeed creating a Blair Witch game for the Gathering. Our game will be the second of a trilogy that we will release details on soon. Before we get flooded with mail about the merits of doing a game based on Blair Witch, let me first say that you should all wait and see what we come up with. The Human Head Blair Witch game will focus on gameplay first and foremost, and we have some scary goodness cooked up that will most definitely make it one hell of an experience. We'll have an 'official announcement' on our website soon and will let everyone know more about the details as we get further into production.Sounds cool.
Source: Blues News
"In case you've never tried any of the previous Close Combat titles, let
me give you a heads up : Close Combat is not a
real-time strategy game against popular beliefs. In my opinion, this is
more like a strategic, war simulation game in real
time. Generic RTS fans will not be pleased by the complicating and
rather slow game play, instead of points and clicks, a
lot of planning and strategic thinking are involved, only real hardcore
war gamers need apply."Final rating is 86 out of 100.
EA Sports and the NHL series go hand in hand like peanut butter and jelly, vodka and anything, or even if you will, hookers and $5 bets. In the latest installment of the NHL series, EA Sports continues to dominate with another award winning title. Even though NHL 2000 is more of an action sports game than a sports simulation, it still is the best hockey simulation to date. No other game compares to the number of options, or even to the amount of fun that can be had while playing this sweet title.
Just keepin ya informed.
Heroes of Might and Magic3 ExtentPack, review - Raven @ 6:30 am PSTAround 6 months ago I heard that the Expansion Pack for the Real Time Strategy game Heroes of Might and Magic Three was under way. I've never been a big fan of the Might and Magic series, but afew of my friends are fans, and I do admit that Multiplayer for HMM2 is rather fun. After the first announcement on the commencement on AB, news on the up and coming kit pretty much died out, and before this review I didn't know very much about Armageddon's Blade.
The News Expansion for HMM3 features
Anyway if you're a fan of the series check out the review, if not its still worth a visit.
Quake 3 Arena Debate - Raven @ 5:35 am PSTOne site however has kept a rather open view on Quake 3 Arena, and they've mentioned some of its good points, which is a welcome change. The Quake3 Debate over at GameFan comments on the changes to the Quake set up in this new instalment and looks closely at gameplay and mutli-player effects. My own opinion on Quake3 Arena is that its a damn good game and a welcome change. Although I do concede that my only experience with Quake3 is half an hour on a demo at a friends' house...
Anyway for those of you who are interested in reading this debate heres the link
If your a little unsure of the terminology used,
CTF= Capture The Flag
DM= Death Match
Q3A= Quake 3 Arena
*Also note that Quake 3 Arena, is designed to be a multi-player game
Take for example this situation, your in a battle cycling though keys to get the exact weapon you want... at the same time you have to aim it with pin point precision at your target. Aswell as tilting your body ever so slightly to keep your target on screen... all well trying to move around a 40 ton mechanic monster... NOT AN EASY THING TO DO! And quite a distasteful situation.
Thankfully however the gang at "Data Tech", have worked out a brilliant work around for this problem. As part of there soon to be released game MechWarrior3, they're releasing their latest voice recognition and communication technology, entitled "Game Commander". What this new addition to the MechWarrior universe does is it allows people to replace keyboard shortcuts for command with verbal instructions. So now when you're piloting a Mech, you can actually talk to it. Sounds like alot of fun, aswell as speeding up commands and player movements in the game.
If your curious to know abit more about MechWarrior and the Mech universe, heres a little Summary. Mech Warrior is pitched in the rather distant future, in between a mammoth struggle between Governments and Clans, in their efforts to conquer known space. In each game you play in the MechWarrior series you play as different characters -half the time you don't even know who your characters name is- involved in different wars. In each war however, the Units and Stakes are alot higher. Now you go fighting around in 40 tones Mechs armed with enough explosives to level cities instead of infantry and tanks. The stakes now, are whole planet's rather then simple cities and countries... Sound like fun... *evil smile* :) IT IS.
TA:Kingdoms Expansion - Falcon @ 4:27 am PSTCavedog Entertainment has announced the upcoming release of The Iron Plague, the expansion pack to the fantasy real-time strategy game Total Annihilation: Kingdoms.
The Iron Plague introduces Creon, an entirely new fifth civilization complete with air, land, and sea power. A DaVincian society whose precepts of science and technology sharply contrast with the magic-using clans of Darien, Creon feels the time has come to challenge the balance of power.
The Iron Plague is scheduled to appear in stores in March 2000.
In The Iron Plague, players discover something amiss in the land of Darien. Picking up where Total Annihilation: Kingdoms left off, The Iron Plague pits the monarchs of Darien against a new enemy. The dust has barely settled from the Great War in which Aramon and Veruna were victorious over Taros and Zhon. The recovery and rebuilding of ravaged lands are still in progress as people desire a return to normalcy.
Bounty hunters in search of rebels stumble across a strange object in a remote, frozen region. It seems to be the body of a bird except it's obviously man-made. Instead of feathers and bone, it's made from canvas and wood. Strange wires, pulleys, and hinges protrude from the interesting machine. Brought back and examined, scholars conclude that surely this object never could have flown. But there are too many questions left unanswered.
The Iron Plague will launch with full accessibility to the Darien Crusades, the new cooperative multi-player game for Cavedog Entertainment's online gaming community Boneyards. Over 170 new multi-player maps, a dynamic battlefield that updates constantly to reflect changes in the war, a personal profile section for each Boneyards player, movie and cut-scene presentations throughout the game, a distinct ladder and ranking system, automatic score reporting, and personalized arenas for chatting are just some of its many features. The Darien Crusades will begin an open, public beta in late December 1999.
Visit the Cavedog site for mroe info.
Baldurs Gate II Preview - Falcon @ 4:14 am PST
Also related to C&C is a new patch out, here is some info on it, taken from Tiberiumsun.com,
Westwood has released a new patch for Command & Conquer: Tiberian Sun. This new update features mainly multiplayer improvements, including improvements to the interface and fixes for latency issues in addition to bug fixes and gameplay tweaks. The patch is automatically downloaded when you log into Westwood Online, but it will also available for download shortly on their downloads page (which currently still lists the old version 1.13 patch).
Throne of Darkness is being created by two former Blizzard employees who were both key members in the development of the critically acclaimed
role-playing game, Diablo. Now known as Click Entertainment, they are currently developing a samurai-inspired action role-playing game - Throne of Darkness.
To find out more about this samurai-inspired action/RPG, check out their first look article.
The Big Orange updates - Falcon @ 1:16 am PST
Throne of Darkness News
- Surebrec @ 4:38 pm PST And if you didn't know, the creators of Throne of Darkness are former Blizzard employees who worked on one of the best RPGs, Diablo. Also, if you want more info on the game, then you can find it right over here.
John from GASource sends word that Click Entertainment's upcoming action/RPG has gotten a new publisher: Sierra. From doing this, they prevent the game from being dropped because of not having a publisher. The official announcement will be made later today.
As you'd expect, the multi-player is undoubtedly, one of the best ways to spend some quality time with your friends. There are four modes, comprising of quite a few maps, in each. One on One, Team Play, Tag the Monkey, and Capture the Flag. My favourite is Tag the Monkey, where one player is turned into a monkey, (and somehow a chicken for me once!), and is assigned 10% Health, where they must find a portal that will transform them back into a human/monster/droid /dinosaur type creature, before someone touches, or shoots you, and make you explode instantly. The others may sound familiar to Quake fans. One on One is self-explanatory, Team Play is where players are assigned to teams, and set out to kill each other. Capture the Flag is not like GoldenEye's Flag-Tag nor Quake's CTF. There is one flag, and two bases. The levels for Capture the Flag are too small for any real fragfests, and two-on-two doesn't really compare to a sixteen-on-sixteen on Quake 2 PC.
The other review is on Supreme Snowboarding for the PC. Again, here's a clip on that:
Unreal Patch - Underwear Ninja @ 4:28 pm PSTRequiring a 3D card, really makes this game look good on any machine, there are different textures for the types of ground you can snowboard on and also the different types of snow (normal, powder snow, ice and rock) They all offer varying feelings and friction for your snowboarding. The players models are also surprisingly good with only minor occasional clipping here and there. They also perform your moves with extreme smoothness everything moves like a dream even on my old calculator of a machine :o)
Lotsa Reviews
- Falcon @ 11:54 pm PST Go Kart Challenge [Data Becker] Indiana Jones and the Infernal Machine [Lucasarts] Abomination : The Nemsis Project [Edios Interactive] Also from them is a complete walkthru of Tomb Raider 4, which can be viewed here And lastly their latest preview, SuddenStrike, from CDV.
PC Gamers has been very busy with reviews lately, the most recent ones by them are;
Tomb Raider : The Last Revelation [Eidos Interactive]
Source: GameGirlz
Quake 3 Arena Gold for Linux !!! - Underwear Ninja @ 5:20 pm PSTSource: VE
Soulbringer Preview - Surebrec @ 4:59 pm PSTSoulbringer is a real-time 3D/RPG adventure that contains all the usual RPGish cliches, but also boasts an advanced 3D engine and combat system, sophisticated magic system, and an epic storyline.
Although it contains certain elements in RPGs that gamers want, Soulbringer is far from being a "door, monster, treasure" RPG. In addition, there will be none of the typical Tolkien-like dwarves and elves that are usually found throughout the RPG heritage. Instead Soulbringer promises to be a better looking version of Ultima VIII, with dark overtones that serve to underline the demonic central theme.
Also included with the preview are a few nice screenshots of the game.
New SoF Screens - Surebrec @ 4:56 pm PST
Most Hardcore Video Games
- Underwear Ninja @ 11:40 pm PST
soso has the Top 10 Hardcore Video Games of the Year up. Check it out here.
Sorry Toxin, Barbie's Hotrod didn't make the list. : )
Editor's Note - Hey, it was a damn good game!
This seems to be the year for challenging some long-held gaming formulas, what with System Shock 2's incredible mix of RPG and first person shooter, and Outcast’s engaging blend of third-person action and adventure. So what can be done to the old turn-based tactical strategy formula to spice it up? How about throwing it into the mix with some slick role playing and genuinely frightening adventure. What do you get? Odium. Is it any good? I’ll have some more.
More info can be found from their page
Last year saw the release of Unreal. Here in the UK we waited. And waited. And then waited some more. About a month later, Unreal was finally released in Europe."What causes a difference in release date is almost always where a game is programmed in the US", Virgin Interactive's VP of Development, Joss Ellis, told us. "The UK release is usually aimed to be simultaneous with the release across Europe, and so the US game has to be localised into French, German, etc."
WoT Review - Surebrec @ 4:47 pm PST
Evolva Screens - Surebrec @ 4:37 pm PSTThe Wheel of Time is an action/strategy game based on Robert Jordan's best-selling series of fantasy. Utilizing an enhanced version of the Unreal engine, The Wheel of Time mixes first-person 3D action and
strategy with touches of role-playing elements.I was hoping with the advertised strategy and role-playing elements of this game that there would be a strong character system which allowed you build the strength of your character through experience. Unfortunately, there is no such thing at all.
OpFor Review - Toxin @ 2:21 pm PSTPlayers create a customized set of warriors called Genohunters and then guide them into a series of confrontations with the parasite and its armies. How does the player customize their Genohunters?
The mutator technology gives the player a great way to visually design the powered up geno-hunters so they get them just how they want them as they progress through the game. When creatures are killed the geno-hunters can absorb their DNA allowing them to be evolved into new powered up geno-hunters with new abilities inherited from their foes. A simple example of this is the weaponry - kill a fire breathing alien and absorb its DNA to get the potential for a fire breathing geno-hunter. Everything is mutated though so you get new spikes, colours, armor, muscles etc.
There are 1.5 billion different genetic combinations so no two geno-hunters will be the same. Players can create highly specialised geno-hunters as 'stealthy scouts' to work with their 'heavy hitters' or they can create a team of good all-rounders. It is entirely up to the player.
You and your war buddies are happily flying along enjoying a joke about
each others sexual preferences and mothers. All of a sudden the plane
next to yours gets shot down, sadly this time its not the Koreans (vague
Predator reference there). Red lights start flashing, explosions sounding,
people screaming, and you are going under. Corporal Shepard, welcome
to Black Mesa.
Simple, and the same as Indiana Jones I hear you say, well you'd be right, that was what I thought. Now the main difference is that most people grew up watching (and Loving) the Indiana Jones films, then the games and in true Lucasarts style, these were great, now comes the 5th (or so) Indy Adventure, and here it starts.
ngWorld Stats for UT Patch
- Surge @ 10:13 am PST
Saw over on Blue's that NetGames has released a patch for the ngStats included in the Windows 95/98/NT retail version of Unreal Tournament. This patch contains version 1.1 of ngStats for Unreal Tournament. According to the ngStats for UT Patches and Updates page, it fixes the GMT 0:00 time zone bug that would cause ngStats to not process games. Plus some other stuff.
Bug fixes:
D3D detection works properly
removed log warnings for players ghosting out of the level
fixed saving last start spot for players
timemessage sounds play correctly if viewing another player
don't allow spaces in names when using console name or setname commands
suicide can now end overtime of tied game
fixed stuck animation if killed while coming out of feign death
no connect time on team scoreboards in single player
attach decals in post begin play when zone is properly set
fixed player sounds appearing to change location when using 3d sound
turn fog off by default for D3D - was causing texture thrashing w/ D3D drivers
fixed CTF-coret alternate path problems
fixed guided warhead blowing up if no client response with 300 msec after spawning
players can no longer switch to illegal team if server is full and force
team balance set
fixed bots not always playing take hit sounds
don't kill spectators in the pressure chamber!!!
Server performance improvements:
Don't replicate actor properties of GameReplicationInfo
Don't replicate actor properties of ZoneInfo
Less frequent visibility checks for currently relevant actors
don't keep checking visibility of optional effects
less frequent checks for temporary actors after 0.2 seconds
reduced playerreplicationinfo update frequency from 5/sec to 4/sec
inventory class-specific scripted replication only done if bNetOwner
native replication for weapon, pickup, levelinfo, and ammo classes
don't spawn decals on dedicated server
don't spawn non-replicated effects actors on dedicated server
sort static actors so can ignore non replicated static actors when
testing for replication
New features:
added flesh hit sound to bullets
automatic path builder (documented in updated UT_AI.htm)
postnetbeginplay() called for actors spawned on network clients
Pawns use PostNetBeginPlay() to make sure they have a valid skin and mesh
improved D3D texture pool allocation when world and actor texture detail is medium
Pawns add momentum to velocity after effects of damage mutator
Optional package downloading implemented.
StarGraft (the secret util I promised earlier) is now available to the public. StarGraft is an EXE Editor which allows you to change unit commands, requirements for units to be built, technologies to be used/researched, and upgrades to be performed. It's really advanced and the tool is in its infancy so it's probably not terribly user friendly. You must save your changes over an existing EXE of the same version (basically make a backup of your exe and save changes to the copy). You won't be able to play Multiplayer if you make the changes - I hope to start implimenting a better patch interface than what is there now (basically nothing) so that Multiplayer is possible if you and everyone you're playing with all have the same patch. For now there is unfortunately no help file with it (because I haven't had time to write one) but it's a lot similar to WarHack - if you ever used that - and the manual for that is available on the WC Software page.
Here is a way to have Unreal Tournament recognize all your Unreal 1 maps without copying or moving them!
Just add the line:
Paths=c:\games\unreal\Maps/*.unr
Under your [Core.System] section of the Unrealtournament.ini
Where "c:\games\unreal\" is the location of your Unreal 1 game.
If you have custom maps with custom textures or custom sounds add more paths to your Unreal 1 directory.
This way UT recognizes all your Unreal maps, and you dont have to do anything.
How did you get your start with Turbine Games?I think it was around July of 1995 - I had spent the last month or so driving around the country in a honda civic with a friend, and returned to Boston to find things in a summer lull. I saw an add on the Lightwave mailing list looking for 3d artists to work at a newly formed game company, and since I was generally bored, and had played with lightwave quite a lot before my trip, I decided to give it a go. I was hired the day I interviewed, and since the company had no money at the time we were all using our own computers on coffee tables or whatever else we could prop them up on - I slept on the couch that first night. Whenever Jon's mom would come home we'd have to clear everything out of the living room and pretend we hadn't expanded out of the basement yet. It was a pretty comical situation, but since I hadn't met anyone else using lightwave before it was a lot of fun for me. When September came, I was planning on going back to Berkley to finish my music degree. Even though it was my last semester there, I couldn't take it anymore and decided I'd rather work for peanuts and make games than spend another hour in conducting class. I quit school and moved to providence, where we had just gotten our first office.
Wow- is another diary due already? It seems like yesterday that I was writing the last "crunch time" diary. Time flies when you're having fun, and closing up a game. This stage of production is extremely busy but also quite fun for designers and artists. The tools for developing the game have reached the point where it is easiest to change things. So often someone will ask you to change something, or make a cool suggestion, and at this point it's pretty easy for the designers to change things. It is also satisfying because people are coming to you with small changes and refinements that are easy to do but often make the game seem much nicer or more fun.All I Want for Christmas - Falcon @ 2:55 am PST
The Longest Journey provides a huge 3D setting consisting of more than 150 locations, over 60 speaking characters and hundreds of puzzles. The best estimate is that it would take 50 to 60 hours for gamers to make it from beginning to end. I am thrilled to report there is no time pressure involved. "We want people to enjoy the experience without feeling like they're being herded from place to place without time to take a deep breath and enjoy the scenery," Tornquist says. The result is a living, breathing environment in which the player can wander around without feeling any pressure. At the same time, they will want to move the story ahead to see what's around the corner.
Free for all Links Page
- Falcon @ 6:27 pm PST
The FFA Links Page we promised is now up. Here you can add your site to the database, or view other's sites. If you have a site that does not fit under any particluar category and you would like us to create it, feel free to let us know. Head over to the page here
WarCraft III Trailer Released
- Falcon @ 7:14 pm PST
Blizzard has released a [25MB] trailer for you to view today of the upcoming role-playing/strategy game, WarCraft III. In the face of an even greater invasion from the Burning Legion, the reunited Orcish Horde and the Human armies of Azeroth have shifted their focus from conquest, and betrayal to basic survival. Catch a glimpse of the chaos to come in this cinematic teaser for Warcraft III that was shown at ECTS. The file is self-contained and ready to play on any Windows system with DirectX.
-GH
To whet the appetites of RTS gamers with a thirst for Star Wars action, LucasArts released eight new screenshots of Star Wars: Force Commander to GameSpot France. The shots show that the game's graphics have definitely improved from its previously muddied look, with sharper textures and more defined gaming models.The game will be based on the popular Star Wars universe depicted in the films in the second trilogy - Star Wars: A New Hope, Star Wars: The Empire Strikes Back, and Star Wars: Return of the Jedi. Worlds that will be included in the game when it releases sometime during the first quarter of 2000 include Hoth, Tatooine, Corellia, Yavin 4, and others.
"Tin-hut! Ok, listen up soldier. You are a member of the US Army's elite special operations unit known as Delta Force. Your mission is to take on the scum of the earth… terrorists. These terrorists will stop at nothing to create a world where people are afraid to turn on their televisions, send their children to school, get on an airplane, or go to sleep at night. Your mission is to restore the world back to its natural state of peace and order, so that American boys and girls can sleep at night and not worry about a future of terrorist bombings and biological agents in their drinking water. It's up to you son. America and the rest of the world are counting on you." No pressure, right?Blizznet Updates - Falcon @ 5:48 pm PST
The first one is named:
Warcraft 3: What is it?
- This article is sort of a preview in it's way. It includes screenshots and information on Warcraft 3.
The second one is entitled:
Problemed Battle.Net Players
- This is a rant article and will tell you about the abusers of Battle.net
The last one is called:
Diablo 2: Where is it?
- This is on sort of short because it just rants against the delayment of Diablo 2.
More Elite Screens - Surebrec @ 5:37 pm PST
Fiendish Games sent them word that they has put together a Christmas edition of their shooter Natural Fawn Killers (NFK) - Santa's Gone Postal. More info on that here
Also from Fiendish Games are 6 new screenshots from their upcoming Manga style Jetboat racer, Jetboats Superchamps. The game will be going gold on Monday. More here
UT D3D Problems?
- Surebrec @ 5:54 pm PST For a good percentage of UT customers GTs "fix" that they slipped into the box to enable D3D rendering just isnt working. The only response to our complaints is Mark Reins in which he reposted the same "fix" that was already enclosed. We found a temporary solution was to remove the D3D file from the full version and install the one from the demo which allows it to run in D3D , albeit at a slighltly slower rate than the demo itself, but it wont work on-line because of compatibility issues. Steve Porter and Jack Colten also posted last evening as did Mark (at the GT forum) while ignoring the dozens of posts on this issue the only thread they chose to respond was a n obscure thread about european release dates. But out of that came a telling staement from Mark Rein in which he admits that GT did indeed hurry the release of the game in order to make the Thanksgiving weekend shopping rush: My guess is that CD replicators in Europe couldn't meet the short time frame that was needed due to so many products coming out in Europe around the same time. GT DEFINITELY RUSHED THE USA ORDERS IN ORDER TO MAKE STORES IN TIME FOR THANKSGIVING WEEKEND. The only other thing I can think of is that maybe the European boxes weren't ready as early as the US ones. Again, this is not confirmed. And it may be a little late, but WTF. Just check.
This isn't confirmed yet, but someone sent me an email on D3D problems in Unreal Tournament:
"We know as little about the UK release dates as you do and, believe me, we're equally frustrated with the fact that it isn't available in the UK yet. We just have to hope our friends outside the USA and Canada can be a little more patient and still support us fully when the product does arrive on their store shelves. We certainly got our part of the deal done. We handed GT the French, Italian, and Spanish versions at exactly the same time as the English version. The only ones we're still working on are the special German version (the UK english version will be released first in Germany anyway) and the Japanese language version which should be completed within the next two weeks.
As I said, we're just as upset about this as you are. But with GT now having been bought by Infogrames we expect GT won't have these kinds of problems in the future. In fact I heard specifically from our product manager, when I called her to complain about this issue, that Infogrames already told them that future releases would be strictly on a world-wide basis except in special cases like this special gore-free German version and the Japanese release. As I said above: we did our part for a simultaneous release and that's what we originally thought we'd be getting. "
It may sound like nitpicking especially since more than a few people arent having anything more than a 10fps slowdown in the full version. But the rest of us are either unable to play longer than 5 min without crashing or not being able to play WHATSOEVER. Beleive me, wwe've done EVERYTHING and ANYTHING to fix this but the demo swap is the only thing that eveen resembles a solution though an unacceptable one. Please dont let GT stonewall people like they did with the first game, help us out by posting anything on it you can. Lord knows they havent responded to any of us.
Hired Team Trail Screens - Surebrec @ 5:46 pm PSTStar Peace is a new online game that promises to merge together the strategy, action, role-playing, and simulation genre into one cohesive experience. The first installment is a massive online real-time strategy game that provides persistent and highly graphical worlds where thousands of gamers create entire societies from the ground-up, and have
collective responsibility for keeping them economically and socially vibrant.
CF: Ground Control presents the player with a certain number of units instead of having to build them as in traditional RTS titles. Is today's player too impatient? Will the typical Ground Control player be a 'hardcore RTS fan'?
HENRIK: There are several different types of RTS players out there, everyone with different opinions of what is fun and what is tedious. Not all RTS players are enjoying to spend 20 minutes of building a base just to start up a game, or where a lot of the strategy is to learn the quickest route to that "special" unit. But we do believe that the majority of the players are interested in the tactics and action that the RTS genre has to offer and that is what Ground Control will offer.
We hope that Ground Control will also attract players that don't usually play RTS games. It is a game that doesn't require the player to learn a multitude of structures and build orders, instead the player can focus on the units at hand. A multiplayer RTS game usually takes quite some time to play and while Ground Control can take time, the unique drop-in-play mode will allow players to jump in for a short, intense game that traditionally only has been available for first person shooters such as Half-Life.
What genre does AI Wars fall into and why? What innovative quirks is the team working on that will set the game apart from the rest of the crowd?
I think that is a cross between an Action FPS and a Strategy game since we have a bit of resource allocation/research built into the game play.
If you missed the AIWars demo released back on Nov. 24th, grab it right here (27Mb).
Force Commander Shots - Surge @ 12:51 pm PST