Hardware News
S.T.A.L.K.E.R. Interview
December 31, 2002 - Joe "OuTkAsT-1" Topolnisky
The peeps over at Elited.net sat down with GSC Game World's Oleg Javorsky for a brief chat regarding their upcoming first person shooter, S.T.A.L.K.E.R.: Oblivion Lost. Here's a clipping:
Up to 16 people will be able to play in a game of cooperative multiplayer gameplay. Other modes will include CTF, Deathmatch, and Team Deathmatch with 32-64 players. As far as any implemented features (radio commands, radar, location indicators, voting, teamkilling prevention, team balancing, anything else) GSC is keeping it all a secret for now. As we know, playing as a team and successfully completing a mission together would be helpful if the game were compatible with third party programs, such as GameVoice or RogerWilco. Unfortunately, there is no support for these programs at the moment. Cheating has always been an issue in any multiplayer game, and I am sure S.T.A.L.K.E.R. will be included. Oleg stated, when asked about implementing anti-cheat measures in the game that, "undeniably. Its an important question for us." As far as technical issues, GSC Game World will be helping the community as problems arise. Hopefully, for them and us, there will not be many patches.
NetImmerse Interview
December 31, 2002 - Joe "OuTkAsT-1" Topolnisky
The AVault has slapped up an interview with Numerical Design Ltd's John Austin regarding their NetImmerse game engine. They look at everything from upcoming features to the companies they are currently working with. Here's some juice:
What features are planned for upcoming versions of NDL?
The features in our next release have been driven by the feedback we've received from our customers who've delivered top-selling titles. Version 5.0 has been designed from the outset to be faster, smaller and more powerful. Performance improvements include faster file loading, skinning performance enhancements, and optimizations to our portal system, object sorting system and other core engine components. Version 5.0 will use significantly less memory on all platforms, we've reduced memory fragmentation, and we have modularized the collision system. We've also done a lot to make the tools more powerful. The next release will include a component-based, extensible tools framework. You'll be able to easily customize any stage in the content export and processing pipeline. Pixel and Vertex shader support will be exposed to the art pipeline, texture archives will allow easy handling of large numbers of textures, Havok physics (optional) will be tightly integrated with the engine and content tools, and cross-platform diffuse bump mapping will be supported, as will DirectX 9.0, 3DSMax 5 and Maya 4.5.
C&C: Generals Cover Art
December 31, 2002 - Joe "OuTkAsT-1" Topolnisky
PlanetCNC managed to snage some cover art from Westwood Studios' upcoming 3D RTS, Command & Conquer: Generals. There's one for each faction, so be sure to head over for a look!
Condition Zero Preview
December 31, 2002 - Joe "OuTkAsT-1" Topolnisky
Shack News has thrown together a new preview on Ritual Entertainment's upcoming first person shooter, Counter-Strike: Condition Zero. Here's a blurb:
The A.I. system, which honestly be a big part of just how fun this game will be I really didn't get a long and hard enough look at to pass any kind of fair evaluation on. As I touched on in the original CZ preview though, the A.I. system can really make or break the single player game here much more than most. What is known is that the system being used by Ritual is different than Gearbox's approach. While Gearbox's focus was on a more bot-like system for simulating the multiplayer experience, Ritual's incarnation of CZ is a bit more traditional. With that in mind, Ritual is taking the A.I. system from the original Half-Life and adapting that to CZ. The A.I. system in Half-Life was the head of the class when it was released, however it remains to be seen how well that system can be evolved to fit CZ and today's standards.
IGI 2: Covert Strike Preview
December 30, 2002 - Joe "OuTkAsT-1" Topolnisky
The guys over at GameSpy have shot-up a preview on Innerloop Studios' upcoming tactical shooter, IGI 2: Covert Strike. Here's a nugget:
While this is all relatively standard stuff, things get more interesting when it comes time to respawn after you've been killed. In an unusual twist, you'll need to spend your cash not only on weapons, but on respawns as well. The respawn cost decreases over time, which means you have to shell out a lot of money to respawn instantly, leaving you less money for powerful weapons. Or, you can wait awhile for the respawn cost to drop to nothing, allowing you to buy some really impressive hardware. Of course, you'll have to decide if it's worth the wait: your team might be getting butchered out in the field while you bide your time.
Star Wars: KOTOR Dev Diary
December 30, 2002 - Joe "OuTkAsT-1" Topolnisky
The RPGVault has thrown up a developer diary written by BioWare's Lukas Kristjanson regarding their upcoming RPG, Star Wars: Knights of the Old Republic. This one focuses on weapons in the game, so be sure to check it out! Snip:
The staple of the fantasy role-playing genre is the ancient weapon of kings of old - the sword passed down from father to son, its origins lost in the murky mists of time. Many a dungeon has been conquered because of the tempting lure of powerful antiquities, and many adventurous battles have been won or lost for the sake of the same. Sure, you could buy your gear new and be the shiniest knight on the field, but it hardly compares to the gore-caked helm of a long-dead warlord.
Peter Molyneux Interview
December 30, 2002 - Joe "OuTkAsT-1" Topolnisky
Continuing their interview with developers regarding the gaming industry and where it's heading, Computer and Video Games.com now sits down with Lionhead Studios' head honcho, Peter Molyneux. Here's a clipping:
What do you make of the current situation in UK development with numerous companies either closing down or shedding large numbers of staff, and people likening it to the dark times at the end of the Eighties?
Molyneux: Well unfortunately it's down to the fact that games cost a huge amount of money to develop and take more time to make and there are far fewer publishers around with deep pockets. Add to this the fact that 90% of all money made by computer games is made by less than 10% of the games released, all this means its very tough to get new games started. One of the things that is starting to happen in response to these factors is that people are starting to band together and, rather tantalisingly, we'll be making an announcement along these lines soon...
Kenn Hoekstra Q&A
December 28, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com caught up with Raven Software's Kenn Hoekstra for a quick chat regarding the state of the gaming industry and where it's heading. Questions range from genre mixing to the progress of console first person shooters. Here's a taste:
Online gaming is still in its relative infancy, and we haven't really seen all that that side of videogaming is capable of. What's your own view on how the Internet will impact both singleplayer and multiplayer first-person shooter action in the coming years?
Hoekstra: The time will come when the vast majority of people on the Internet have broadband connections as opposed to 56k modems. When that happens and developers can design their games with cable and DSL bandwidth in mind, you'll see a huge jump in what multiplayer online games are capable of. As it is, I don't think it would be profitable to design a multiplayer only game for just broadband users. Maybe in a few years, but not quite yet... When that time comes, I believe the market will divide into single player only and multiplayer only games with very few titles, if any, offering both. When broadband Internet becomes commonplace in American homes, you're going to see a revolution in gaming.
New ATi OMEGA drivers
December 28, 2002 - Martin "Langaleer" Finbow
Those of you that seem to be experiencing problems with the official ATi DX9 drivers, it might be worth trying the OMEGA drivers based on the same set:
- Win2k/XP Version: 2.3.5.5.
- Based on the official 6255 ATI drivers. (Win2k/XP)
- Fixed the Mobility problems.
- This release is a mix from the 6218 drivers and the 6255 drivers, this was done to fix the stuttering and OpenGL problems introduced in the new catalyst 3.0 drivers, these drivers should NOT have those problems.
- Since the D3D core is based on the Catalyst 3.0 drivers, Dx9 is a MUST to use these drivers.
- Fixed the Alpha Blending Acceleration, now Windows will have full HW Alpha Blending support.
- The SMARTGART control panel is GONE in this release
- Win9x/ME Version: 2.5.7.6.
- Based on the official 9076 ATI drivers. (Win9x/ME)
- Since the D3D core is based on the Catalyst 3.0 drivers, Dx9 is a MUST to use these drivers.
- The SMARTGART control panel is GONE in this release
- Removed some old tweaks that are no longer necessary.
- Used the 9072 OpenGL driver since the new OpenGL ICD was very buggy.
Beta Detonators 42.01 & 32.20
December 27, 2002 - Hans "stealth_wing" Melis
A late Christmas present or an early New Year's present? The decision is yours, but a fact is that some new Detonator drivers are available. There are two new versions out:
- Detonator 42.01 for Win2000/XP
- dated 12/11/2002 (11th of December 2002).
- generic, full multilanguage release
- supporting all released nVidia cards to date.
- DirectX9 compatible driver.
- Detonator 32.20 for Win2000/XP and Win 9x/ME
- dated 11/08/2002 (8th of November 2002).
- generic, non-multilanguage release.
- supports all nvidia cards released to date
Don't forget that these drivers are BETA so use them at your own risk. Thanks to everyone who sent an email! :-)
Soldier of Fortune II Patch Info
December 27, 2002 - Joe "OuTkAsT-1" Topolnisky
PlanetSoldierOfFortune has some new info on the upcoming Gold patch for Raven Software's hit first person shooter, Soldier of Fotune II. Aside from all the bug fixes/tweaks, we will also get our hands on 3 new ThreeWave maps. This puppy is expected to be released in early January, so keep an eye out for it!
Warren Spector Q&A
December 27, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com have slapped up an interview with Ion Storm Austin's Warren Spector regarding technology and the direction of the industry. Here's a taste:
Looking at the near-future of graphical technology, how do you see things progressing over the next say five years, and, in this respect, how will games change from what we're seeing currently?
Spector: I think it's safe to say games will look far better five years from now than they do today. The latest (and upcoming) graphics cards are capable of remarkable things. It seems certain we'll see lots more games that feature real-time dynamic lighting (of the sort id and Ion Storm are working on now). But nothing comes without a price and the big thing about increasing horsepower is that we, developers, have to find ways to generate a ton more content without going to even bigger teams and bigger budgets. The new capabilities we're seeing are going to up the ante in terms of both quantity and qualitly of content. And finding wants to generate that content without going broke is going to be a major development challenge in the coming years.
Matrix Screenies
December 27, 2002 - Joe "OuTkAsT-1" Topolnisky
Thanks to Blue's News for this bit. EBWorld has posted some of the first screenshots from Shiny Entertainment's upcoming action title, Enter the Matrix. Hit the image below for a look!

Battlefield 1942 Tweak Guide
December 26, 2002 - Joe "OuTkAsT-1" Topolnisky
The fellas over at TweakTown.com have kicked up a tweak guide for Digital Illusions' hit World War II first person shooter, Battlefield 1942. Here's a clipping:
"Did Santa leave you a copy of Battlefield 1942 under the Christmas tree this year? If he was kind enough to do so, rip the plastic covers off and get down to business with TweakTown's in-depth tweaking game to this WWII combat simulation!"
Hope everyone's having a great Xmas! 8)worm: Please note that though the BF 1942 Tweak Guide by Tweaktown includes a quick guide how to get a hold of a "no-cd crack", Futuremark doesn't approve the use of any such "patches". The "no-cd cracks" violate the EULA. Just wanted to make that clear..
Detonator 40 Problems Fixed
December 25, 2002 - Hans "stealth_wing" Melis
When NVIDIA released the first driver of the Detonator 40 series, a lot of compatibility problems surfaced. Because of that, The Caretaker decided to make a webpage dedicated to the problems caused by Detonator versions 4x.xx.
That page listed games, demos from the demoscene and other stuff that didn't work (anymore). And right when The Caretaker was about to give up trying to get NVIDIA to fix the problems, Detonator 41.80 was released by Creative.
According to the updated webpage, all problems reported before have been solved.
25/12/02 Nvidia have just given me the best Christmas present I could hope for. Nvidia have obviously worked with creative the maker of my GeForce 3 card and have cracked the problem. I can now run all my games and demos with the latest drivers to be leaked on the Creative webspace V41.80.
<snip>
Well done Nvidia, it made my efforts worth while. It's got to be the best Christmas gift ever. I've spent the night testing all my demos and everyone of them now works with the latest 41.80 drivers. Well done Nvidia.
ALi Integrated Driver v1.091
December 25, 2002 - Nicklas Renqvist
It seems that ALi has released a new set of their Integrated Driver, bringing it up to version 1.091. Here's what's new:
v1.091
1.Update ALi Ultra-IDE driver from 4.0.0.6 to 4.0.0.7.
- ALi Integrated Driver 1.091 (USA site)
- ALi Integrated Driver 1.091 (Taiwan site)
- Readme
Freelancer Screenies
December 24, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN managed to get their grubby little hands on some new screenshots from Microsoft's upcoming space sim, Freelancer. Hit the eyecandy below for a look!

New America's Army: Operations
December 24, 2002 - Joe "OuTkAsT-1" Topolnisky
The US Army has released a new version (v1.5) of their free Unreal engine powered - first person shooter, America's Army: Operations. Included is an updated Weapons Cache map, Parental Controls and more! You can check out whats new right here or hit their download page for a list of mirrors.
Knights of The Old Republic Update
December 24, 2002 - Joe "OuTkAsT-1" Topolnisky
BioWare has updated the official Star Wars: Knights of The Old Republic site with some info on Kashyyyk, one of the spiffy locations in the upcoming RPG. Here's a blurb:
On Kashyyyk, the forests have unquestioned dominance. Ancient trees rise kilometers into the air, and it is possible to live a long life on the upper boughs never once having seen the forest floor. Most inhabitants count this as a blessing, as the further you descend, the more deadly the environment becomes. Terrible creatures lurk in that chaotic realm, and even with the aid of advanced technology it is difficult to survive for any length of time. Only the bravest of hunters dare to descend, and only the luckiest of those return.
Click here for the rest!Enemy Territory Interview
December 24, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com have tossed up an interview with id Software's Todd Hollenshead regarding the upcoming Return To Castle Wolfenstein expansion pack, Enemy Territory. They look at everything from AI to character classes. Snip:
How have the new classes affected the game?
Hollenshead: Class balancing is something we continually fine tune. Fundementally we're there at the moment, but with all the new skills we've added to the multiplayer side of the game it has been a challenge not to upset things too much. The thing we did not toy with at all were having the skills aim for you or move for you or give you any increase to the damage you can do. Those things remain absolutely pure. What you do get as you progress through the game is an increase in three skills - battle sense, your class skill and weapon proficiency.
Globalwin CAK4-86 Copper Heatsink Review
December 24, 2002 - Martin "Langaleer" Finbow
Another HSF review for today, this time FrostyTech have their hands on the Globalwin CAK4-86 Copper Heatsink ...
"True performance coolers are starting to fall by the wayside as consumers have gradually picked up the call to arms for quieter, low-noise cooling over raw fan power, and high decibels. There are a few die hards, or just die [H]ard overclockers who will always aim for the loudest, meanest, and best performing heatsinks in their search for extra Megahertz. The CAK4-8XX series is a chameleon of sorts in this area, Globalwin sell the same basic heatsink with different fans for different purposes. We've already looked at the two low-noise adaptations of this heatsink, so let's now focus on the high-noise version. The CAK4-86 comes packing a 38mm thick Delta fan which draws an impressive 0.81A of current..."
To check the full low-down on this promising HSF from Globalwin, click here!Swiftech MCX462+T HSF Review
December 24, 2002 - Martin "Langaleer" Finbow
Club Overclocker have their hands on the Swiftech MCX462+T HSF for review...
"Fellow Overclockers, it is my privilege to announce that the air-cooled peltier is not dead. Of course that is always up for debate, and if you're a mad Overclocker such as myself, you know that its going to take a lot more than that kind of statement to convince you its true. Leave it Swiftech to be up for the challenge. I can just picture their developers staying up till 4AM trying to figure out the optimal configuration of wattage and surface area to make such a contraption work. These were the first things that came to my mind when I was asked to review this gigantic mammoth of a CPU Cooler called the MCX462+T from Swiftech!..."
To check out the entire preview, including full install process pictures and benchmarks, click here!S3 Delta Chrome
December 24, 2002 - Nicklas Renqvist
S3 has updated their website with some info on their next gen graphics chip. It seems to be called Delta Chrome. Check this out:
- DirectX 9.0
DeltaChrome is equipped with programmable hardware shaders compatible with Pixel Shader version 2.0+ and Vertex Shader 2.0+. DeltaChrome actually goes beyond the DirectX 9.0 requirements with esoteric features for improved 3D and video quality. (www.Microsoft.com/windows/directx)
- V8 Pipeline
The DeltaChrome V8 pipeline is a sophisticated and complex full 8-pixel pipeline. An astounding 2.4 GB/s fill rate increases the intensity of the gamer's visual experience and provides heart-pounding 3D graphics speed.
You will be assured of being the last player standing in the emerging mobile gaming trend when your laptop is equiped with DeltaChrome's V8 pipeline.
- Advanced Deferred Rendering
The completely new Advanced Deferred Rendering technology dramatically increases the efficiency of the 3D engine for maximum performance beyond standard z-culling technology. By maximizing effective bandwidth, Advanced Deferred Rendering does not leave extreme gamers short during peak 3D performance levels
Microsoft Ordered To Carry Java
December 24, 2002 - Nicklas Renqvist
Well, I just posted a news that MS wants to do something about Java, and by buying Macromedia they have a small chance (and that's a maybe). The latest ruling doesn't help MS at all:
U.S. District Judge J. Frederick Motz handed down a preliminary injunction at the request of Sun Microsystems that will force Microsoft to carry Java. He said Microsoft had "leveraged its PC monopoly to create market conditions in which it is unfairly advantaged."
Read more at CNet.Microsoft To Buy Macromedia?
December 24, 2002 - Nicklas Renqvist
Microsoft wants to slap around SUN's Java, and by buying Macromedia they might have a chance. Read more over at CBROnline.
Audigy 2 Drivers
December 24, 2002 - Nicklas Renqvist
This one slipped thru completely.. Creative has released new drivers for their latest soundcard, the Audigy 2. This new set of drivers (11021217) are for Win98SE/Me/2000 and XP. Here's the jam:
This web update contains enhancements and fixes to improve the performance of your Creative Sound Blaster® Audigy 2, Audigy 2 Digital Audio and Audigy 2 Platinum.
New Features or Enhancements
- ASIO 2.0 support - direct monitoring
- Multi-channel "What You Hear" recording
- Improved multi-channel playback performance.
- Improved Advanced Resolution playback and recording functionality.
- Improved functionality of 5.1 and 6.1 channel decoding in some software DVD players that output only 2 channels despite 5.1/6.1 channel selection.
- Improved uninstall procedure for game port device in Windows 98 SE and Me.
- Headphones usage for 192 KHz DVD-Audio tracks.
- Full functionality of Bass and Treble sliders during DVD-Audio or Advanced Resolution audio playback.
- Improved response in applications when enabling or disabling Digital output.
- Improved multi-channel audio playback in Doom 3.
- Successful launch of Motorcross Madness 2 when Welcome Menu or DVD-Audio Player are launched.
Click here for the file.
Catalyst 03.0 Driver Report
December 23, 2002 - Nicklas Renqvist
Let's continue with some more driver news. FiringSquad has posted an article on the latest drivers from ATI; Catalyst 0.30. They found some serious improvements in the new drivers! Here's a nibblet:
Like us, you probably think the RADEON 9500 score in Quake 3 with 4x anti-aliasing enabled is a misprint or some type of mistake. So we formatted and reinstalled the test system with both the CATALYST 2.5 and CATALYST 3.0 drivers. Guess what folks, the numbers didnt change what youre seeing is one massive performance improvement for RADEON 9500 owners. At 1600x1200 the CATALYST 3.0 drivers offer twice the performance of CATALYST 2.5!
Wow.. To check out the full article, click here.Catalyst 03.0 Stuttering Fix
December 23, 2002 - Nicklas Renqvist
The chaps over at nV News have posted a workaround for the stuttering issue with the ATI Catalyst 03.0 drivers. I hope ATI does something quickly about the issue.
Beta Detonator 41.80
December 23, 2002 - Hans "stealth_wing" Melis
Creative is hosting a set of new Detonator drivers. The new driver's version is 41.80, but is apparently only for Creative cards at the moment. I'm not sure if the .inf file can be modified to suit all cards (depends if it really are proprietary drivers).
The files are dated 27 November 2002 and the file weighs in at 14.7 MB. You can download it @ Creative.
Keep in mind that these drivers are BETA. Use them at your own risk! Thanks to snowrider for the word.
Update: According to Mark Fox in this thread @ nV News, these may well be the first DX9 drivers for NVIDIA cards... Stay tuned for more info!
Update 2: The drivers work for all cards (even non-Creative ones). The name of your card will just show up as "3D Blaster xxxx". I also received reports about good 3DMark performance ;)
worm: The chaps over at 3DChipset.com have the drivers mirrored if the CL servers get swamped. Click here for Win2k/XP and here for Win9X/ME.
Cg Toolkit 1.0
December 23, 2002 - Hans "stealth_wing" Melis
Upon checking NVIDIA's Developer site, I noticed that version 1.0 of the Cg Toolkit is available. Here's a snip from the PR:
SANTA CLARA, CADECEMBER 20, 2002NVIDIA Corporation (Nasdaq: NVDA), the worldwide leader in visual processing solutions, today announced the availability of the NVIDIA Cg Compiler version 1.0. The NVIDIA® Cg Compiler is designed to generate real-time shaders from the high level shading language syntax developed by NVIDIA. The Cg Compiler version 1.0 is compatible with Microsoft DirectX® 9.0, released earlier today. NVIDIAs Cg Compiler generates code for both DirectX and OpenGL® platforms and is compatible with any graphics processing unit (GPU) that is OpenGL 1.4 (or higher) or DirectX 8.0 (or higher) compliant.
Let's hand out a couple of links:- Cg Toolkit 1.0 Press Release
- Cg homepage on NVIDIA's Developer site.
- Download the Cg Toolkit (+ some release notes)
Fraps 1.9C
December 23, 2002 - Hans "stealth_wing" Melis
Fraps, the trusty FPS counter for any game, has been updated to version 1.9C. A few things have been changed, so here we go:
- Full DirectX9 support! Frame rates, screen capture & video capture all working in DX9.
- Fixed a bug that occurred with DirectX8 games after a screenshot or movie had been recorded. Any change in resolution/bit depth could cause the game to crash.
- Third party programs can now get access to Fraps data in realtime. This is mainly for people who have added LCD displays to their cases. The info available includes the game name, current FPS and number of frames rendered since the game began.
Spearhead Review
December 23, 2002 - Joe "OuTkAsT-1" Topolnisky
Thanks to Ferrago.co.uk for sending word that they have slapped up a review on EA's recently released Medal of Honor: Allied Assault expansion pack, Spearhead. With a final score of 85%, this might be one to check out. Snip:
There are twelve new multiplayer maps as well, adding a new spice (albeit a short-lived one) to taking the war online. The multiplayer scenarios are usually set in a decimated, urban area, with plenty of nooks and smashed away walls to hide behind. There are even a few game style additions, including one called "tug-of-war" that revolves around each team trying to out-gun each other on their quest for objective completion. Even the respawn points for each team can be destroyed, which adds a new element to the multiplayer experience last man standing. Yes, if your base is destroyed, theoretically, you could end up being the last one left alive to complete the objectives.
PlanetSide Interview
December 23, 2002 - Joe "OuTkAsT-1" Topolnisky
Also over at HomeLAN this evening is an interview with Sony Online's Dave Kuykendall regarding their upcoming massively multiplayer online first person shooter, PlanetSide. Here's a taste:
HomeLAN - Can you tell us the process for creating the continents in the game?
Dave Kuykendall - The short version is as follows. First Peter and I work out a number of sketches for continents that we run by Kevin and Terrence, the lead designers. Once those are approved we create a very high level model of the continent, utilizing a combination of real world and hand crafted terrain. A lot of my maps borrow generously from Arizona and Utah. From there we apply several layers of textures to make the continent look like a desert, forest or whatever the goal is. Next we lay out buildings, roads and bridges according to the original sketch. At this point we put in smaller geographical details by hand to match our building placement. Then trees, rocks and other items made by the art team in St Louis are placed according to scripts we create. The last step is to run around the map as a soldier and see how it all came together, and then fix what didn't. Again, this is the really short version. There are a number of smaller steps I am skipping.
Dave Taylor Q&A
December 23, 2002 - Joe "OuTkAsT-1" Topolnisky
As mentioned yesterday, Dave "ddt" Taylor has decided to leave Carbon6 Entertainment, the company he co-founded with American McGee. Today, HomeLAN sit's down with Dave for a quick chat regarding his departure. Here's a clipping:
HomeLAN - What can you tell us at this moment about the kind of games you wish to create?
Dave Taylor - I like to design games that fill overlooked niches where I don't have a lot of competition. I like to re-introduce retro gameplay mechanisms. I like to push the edge on acceptable themes. I'm most fond of RTS's, turn based strategy, tactical combat, and overhead RPG's. I generally prefer pre-rendered 3D games to real-time rendered 3D games.
My recent favourites include The Mark of Kri (PS2), the Warcraft 3 custom maps like Sheep Tag, Crossfire TD, Aeon of Virtually Anything, and Argikul's TD. I've modified the Crossfire map rather extensively and called it "Crossfire v35f-tslug", or something like that, and there's a modified Aeon of Magic floating out there which also ends in -tslug.
I've been teaching my heavily medicated intern Calix how to make games, and he's been working on a really cool wc3 map called Position of Authority.
HALO PC News
December 23, 2002 - Nicklas Renqvist
Some good and bad news for all of you who are still waiting for HALO to come for the PC. According to Gamespot the PC version of HALO is only 40% done. :( Here's some smack:
The PC game isn't intended to change the single-player campaign in the slightest, so the challenges aren't creative, but technical. The first major hurdle has been to port the game engine to run on a PC. Although many think of the Xbox as a modified PC, Pitchford notes that the Nvidia graphics chip in the console is highly specialized, and since Halo was a first generation Xbox game, it doesn't deal with the hardware as elegantly as it could have.
Pitchford said that the project is about 40 percent done, much of which includes a successful port of the graphics engine. The port required Gearbox to move to supporting DirectX 9 and completely rewrite all the pixel shader effects.
Taylor Leaves Carbon6
December 22, 2002 - Joe "OuTkAsT-1" Topolnisky
Thanks to Blue's News for this tidbit. The official Carbon6 Entertainment page has been updated with news that co-founder Dave "ddt" Taylor will be leaving the company. Here's what he had to say:
I am leaving Carbon6 to pursue my next adventures. Will continue producing and designing games but in rather a different vein than Carbon6. My new e-mail address is ddt@ddt.com. Happy Holidays! =-ddt->
FYI, Carbon6 is currently developing an action title based on the Oz books.Condition Zero Preview
December 22, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot has kicked up a preview on Ritual Entertainment's upcoming first person shooter, Counter-Strike: Condition Zero, after getting a chance to check it out hands-on. Here's a clipping:
Ritual says Condition Zero is all about gameplay. So that it's not always just run and gun, there are a few different types of scenarios, some pure action, some stealth, and some focused on information-gathering objectives. There are scenarios that take inspiration from Counter-Strike's multiplayer modes, such as one VIP escort mission where a politician you're escorting insists on going on a handshaking tour through the slums, only to be attacked. However, one of Counter-Strike's signature elements--the money-based loadout selection that takes place between matches--isn't in the game. You start out each scenario with a set of weapons appropriate to your counter-terrorist unit's mission.
NVIDIA DX9.0/Cg Playable Demo
December 21, 2002 -
It seems with the release of an official DirectX version you will start to see demos of upcoming technology used in games. This is a new one though, Gun Metal, is a playable demo of such a game has been released on the NVIDIA website.
Gun Metal from Yeti Studios is a futuristic action packed experience where you take control of the fully transformable, prototype combat vehicle known as the Havoc Suit. Use the Havoc Suit to battle ground based enemies, or transform in the blink of an eye into an agile jet and take on aircraft in high-speed dogfights. Either way, get ready for mind-blowing action and out of this world graphics. Gun Metal is one of the first available games to utilize Cg during its development. By doing so, Yeti have been able to create a wealth of movie-quality eye-catching special effects that bring the gaming experience to another level of excitement.
I have tried this game out on my own system and it looks sweet! Word on the street is that it only works on NVIDIA hardware though. Here is the link!Catalyst Driver Issue?
December 21, 2002 - Nicklas Renqvist
According to nV News, there seem to be some problem with the Catalyst 03.0 drivers from ATI. Especially the OpenGL driver.. $qs Seems there's an issue with the new DirectX drivers from ATI. Several friends have confirmed that OpenGL seems to have been broken on their machines of different configurations, mostly running XP but Pentium4's and Athlon XP's alike. $qe Humm.. I haven't noticed anything odd so far, but I haven't tried any OpenGL titles yet. Click here for more.
Beta G-Series Drivers
December 21, 2002 - Nicklas Renqvist
Matrox seem to have been busy pushing out new drivers before the holidays! They have also released a set of beta drivers for their G550, G450MMS, G450, G400, G200MMS, G200 series. The drivers are for Win2k and WinXP only, and the version is BETA 5.88.056. No word on what's fixed etc.. Click here for the goodies.
New Parhelia Drivers
December 21, 2002 - Nicklas Renqvist
That's right. Matrox has uploaded a new set of Win2k & WinXP drivers for their Parhelia series of cards. These new ones bring the drivers up to version 1.03.00.043. There's no word on what's new or fixd (or even broken). Click here for the files.
Matrox Apptimizer
December 21, 2002 - Nicklas Renqvist
Matrox has released an update to their utility, Apptimizer. This update brings the util up to version 1.1.0.20a. Here's some info: $qs Update 1.1.0.20a, requires version 1.1.0.20 installed
Download for...
Windows 2000
Windows XP
Surround Gaming support
Battlefield 1942 (To work with patch 1.2)
Dirt Track Racing 2
Deadly Dozen: Pacific Theatre
Operation Flahpoint: Resistance (v1.90)
Singlehead support
MotoGP So, if you have the version 1.1.0.20, it's recommended that you install this small update. Grab the file here.
Greyhawk Interview
December 21, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot caught up with Trokia Studio's Tim Cain for a quick chat regarding their upcoming Dungeons & Dragons RPG, Greyhawk: The Temple of Elemental Evil. Here's a bit on the combat system:
GS: Describe the game's combat system.
TC: We have kept turn-based combat, which should make us quite different than most of the other D&D computer games. This one decision lets us avoid changing the myriad of combat rules and feats that are dependent on the concept of turns and rounds. We roll initiative to determine who goes first in combat, and on your turn, you get to make a move action and a standard action, like attacking or throwing a spell. We are supporting all of the attack options such as full attacks and charges, as well as double moves and running, and we are support attacks of opportunity too, which lets you make attacks outside your turn as well. We have kept the interface simple so that a novice can easily move his characters and attack, but the advanced user has access to the large variety of combat choices that D&D provides.
New Star Wars Galaxies Release Date
December 21, 2002 - Joe "OuTkAsT-1" Topolnisky
Sony Online has announced a new April 15, 2003 release date for their upcoming massively multiplayer online RPG, Star Wars Galaxies. Here's a blurb from the press release:
SAN RAFAEL, Calif. and SAN DIEGO -- December 20, 2002 -- LucasArts Entertainment Company LLC and Sony Online Entertainment Inc. today announced April 15, 2003 as the confirmed release date for the massively multiplayer online game Star Wars Galaxies: An Empire Divided. This highly awaited first installment, which combines Star WarsÒ, one of the worlds most popular brands, with the proven game development expertise of Sony Online Entertainment, is expected to revolutionize online gaming by broadening its appeal to a mass audience.
w00tEnemy Territory Screenies
December 21, 2002 - Joe "OuTkAsT-1" Topolnisky
The fellas over at ShackNews managed to snage some new screenshots from Activision's upcoming stand-alone expansion pack, Wolfenstein: Enemy Territory. Hit the spiffy image below for a look!

New Battlefield 1942 Map
December 21, 2002 - Joe "OuTkAsT-1" Topolnisky
Electronic Arts has released a new map for their hit World War II - first person shooter, Battlefield 1942. Entitled Coral Sea, this sucker is ment for 24-player action. Anyways, you can grab the 15.85mb file at either the FileShack or 3DGamers. There is also a separate file needed if you plan on running a dedicated server for this map. You can grab it at the FileShack or 3DGamers as well.
In related news, ShackNews has posted a new 11.67mb trailer showing off EA's upcoming Battlefield 1942 expansion pack, Road to Rome. Click here for the goods!
Knights Of The Old Republic Q&A
December 21, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has slapped up an interview with LucasArts' Mike Gallo and BioWare's Casey Hudson regarding their upcoming RPG for the PC/Xbox, Star Wars: Knights Of The Old Republic. Topics include everything from character development to the combat system. Here's some juice:
HomeLAN - How will combat be handled in the game?
Casey Hudson - The combat will be rules-based and realtime. That means you will issue the main actions you want your character and party members to take, and they will perform those actions based on their stats. Since you have a huge number of Force powers, combat feats, weapons, and items to use in combat, in addition to the challenge of controlling a party of 3 characters, there is a ton of things to do during combat. The overall result is that the combat is quite strategic, but it plays out very fast, as though you were seeing an action sequence from a movie.
DirectX 9.0
December 20, 2002 - Nicklas Renqvist
I thought to make a clean post about DirectX 9.0 now when Microsoft has finally released it officially all over their site(s)! :) Here's a small clip on what we can expect fromDX 9.0:
DirectX 9.0 improves the graphics, security, and performance of your operating system. Download and install this update for your Windows 98, Windows ME, Windows 2000, or Windows XP-based system.
And then for the downloads:- Web Installer (291Kb, English)
- Full Install (32MB, English)
- SDK Install (227MB, English)
Some are still asking if this is a beta, and to my knowledge this is not a beta. If you have comments about the new DirectX 9.0, please make your comments over at our discussion board.
ATI Catalyst 3.0
December 20, 2002 - Nicklas Renqvist
ATI just released their Catalyst 3.0 Drivers which are (of course) optimized for DirectX9.0. Here are the downloads:
-
WHQL certified CATALYST 03.0 only for RADEON 9700 PRO / RADEON 9500 and RADEON 9700 / RADEON 9500 products.
- Windows® 2000/XP (build)
- Windows® ME/9x (build)
CATALYST 03.0 for all RADEON products, uncertified.
- Windows® 2000/XP (build)
- Windows® ME/9x (build)
There are also some new DX9 screensavers & demos out by ATI. You can check them out here.
stealth_wing: Be careful! If you click on the download link for DX9 in either this newspost or ATI's page, you'll be taken to the DX9 SDK download page. The SDK _does_ contain the runtime files of DX9, but it's also 222 MB (!!!) in size.
New Poll
December 20, 2002 - Nicklas Renqvist
Yeah.. It is soooo close to Christmas that I can smell it! That's why I thought to update the poll, and make it a bit more current..
Do you believe in Santa Claus?
I know I do! :) But go and cast your vote now!Our previous poll ended like this:
New name, new site, fresh touch.. Great isn't it?
Yeah baby [33.0%]
Getting used to it [26.7%]
Dunno yet [13.8%]
Don't think so [11.3%]
Nope [15.0%]
Total votes: 4083
ATI's Revenue Up!
December 20, 2002 - Nicklas Renqvist
It seems that things are looking pretty good for ATI.
Boosted by seasonal demand and growing sales of its Radeon 9700 and 9000 series as well as its integrated chipset line, graphics chip designer ATI Technologies on December 18 posted revenues of US$322 million for the first quarter of its 2003 fiscal year (ended November 30), increasing by 34.5% from the previous quarter.
Despite the sales growth, the Canadian company saw its gross margin drop to 27.3% from 30.1% in the fourth quarter of fiscal 2002. According to ATI, the decrease in gross margins resulted primarily from a write-down in the inventory value of certain products and a slower transition in the implementation of cost reductions.
For the second quarter of fiscal 2003, ATI predicted that its gross margin should improve somewhat, but it currently does not expect to see its gross margin reach its target range of 32-35% until the fourth quarter of fiscal 2003.
SimCity 4 Golden
December 20, 2002 - Joe "OuTkAsT-1" Topolnisky
The peeps over at Blue's News have word that EA's upcoming strategy title, SimCity 4, has gone gold and should hit stores January 14th, 2003. So if you've been waiting for this one, hang onto a little of that xmas money kiddies. *wink*
New Warcraft III Bonus Maps
December 20, 2002 - Joe "OuTkAsT-1" Topolnisky
Blizzard Entertainment has released three new bonus multiplayer maps for their rockin' RTS, Warcraft III. Including Rich Man's Garden (150K), Roundabout (206K) and Enakro's Way (210K), you can grab these suckers right here. 8)
DirectX 9.0 Released!
December 20, 2002 -
Well boys and girls, looks like the day has come... break out the party hats, and check out the DirectX 9.0 End-User Runtime available for download over at Microsoft!
Microsoft DirectX is a group of technologies designed to make Windows-based computers an ideal platform for running and displaying applications rich in multimedia elements such as full-color graphics, video, 3D animation, and rich audio. DirectX 9.0 includes security and performance updates, along with many new features across all technologies, which can be accessed by applications using the DirectX 9.0 APIs.
Supported Operating Systems: Windows 2000, Windows 98, Windows ME, Windows XP
worm's update: Fear not! The page is up again, so it seems to be official and all! :) If you want the redist (full install file, 35MB), click here.
worm: For some reason there's no official DX9 pages available yet.. If you are having troubles getting the file, try this one. There are also some reports that the installer just doesn't install anything anymore and that MS has pulled DX9.. Dunno. We'll keep you posted!
stealth_wing: I just downloaded the installer using worm's link. It did download the files and it did install DirectX 9. The version number is 4.09.0000.0900 and the files are dated 12 Dec. 2002.
worm: I read somewhere that the file "mfc42.dll" is still beta in this package? I haven't verified it yet as I don't have DX9 installed. Let's see what MS will do within the next few days.. It IS odd that they don't have _anything_ official on their site.
Condition Zero Interview
December 20, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has Valve Software's Erik Johnson in the hot seat this evening, answering questions regarding their upcoming first person shooter, Counter-Strike: Condition Zero. They look at the game's progress, the swtich of developers and more. Here's a nugget:
HomeLAN - What can you tell us now in terms of the actual content for Condition Zero, in terms of number of levels, weapons and other gameplay features planned?
Erik Johnson - There will be 20 single player missions, which are made of 3 to 4 actual levels each. There will be 10 new items that will be new to Counter-Strike. Some of these are items that you use at a specific point in the single player game, and some are weapons that will be in both the single and multiplayer games. Condition Zero will have a new user interface, which we'll be releasing first as part of Counter-Strike 1.6. Finally, the AI system is being extended from the original Half-Life system to account for CZ's play style.
Unreal Tournament 2003 Patch
December 20, 2002 - Joe "OuTkAsT-1" Topolnisky
Digital Extremes has released a new patch (v2166) for their hit first person shooter, Unreal Tournament 2003. Including demo recording/playback, network improvements and more, you can find this 12.39mb file at the FileShack, FilePlanet or 3DGamers.
Splinter Cell Q&A's
December 20, 2002 - Joe "OuTkAsT-1" Topolnisky
Thanks to XGR.com for letting us know they will be holding an audio interview tonight at 9:30pm EST with Ubi Soft's Xavier Fouilleux regarding their 3rd person stealth title, Tom Clancy's Splinter Cell. So be sure to tune in!
Also, GameSpot sat down with Ubi Soft's Mathieu Ferland for a chat regarding the differences between the Xbox version and upcoming PC port. Here's a clipping:
GS: It's almost a given that the PC version had to have a save anywhere option. Would you say that the PC version is easier, due to the addition of quick save and other changes?
MF: It's all a matter of how you are using the save option. But yes, we knew that the save-anytime option would make the game a little bit easier, as would the mouse control, which is a little more accurate than a console controller. However, we've changed a few parameters in the AI in order to keep a good balance in the game. We think PC gamers and Xbox gamers will spend about the same number of hours on the game.
Splinter Cell Demo Released!
December 19, 2002 - Joe "OuTkAsT-1" Topolnisky
It's finally here! Ubi Soft has released a 100meg demo, giving us a taste of the upcoming PC port of their 3rd persion stealth game, Tom Clancy's Splinter Cell. Letting us play through the first mission, you can find it this bad boy at the following mirrors:
Age of Mythology Patch
December 19, 2002 - Joe "OuTkAsT-1" Topolnisky
The guys over at Ensemble Studios have released a new patch for their hit RTS, Age of Mythology. Including game balancing, network fixes and other improvements, you can grab this puppy through the games auto-updater. For a list of whats new, tap your mouse here.
Raven Job Openings
December 19, 2002 - Joe "OuTkAsT-1" Topolnisky
Raven Software's Kenn Hoekstra has updated his .plan with word that they are looking for a couple programmers to work on an unnamed console title. Jobs include a Console Tech Programmer, Character/Combat Programmer and a Game Programmer. You can find all the details right here!
New Breed Footage
December 19, 2002 - Joe "OuTkAsT-1" Topolnisky
Brat Designs has released some new gameplay footage showing off their upcoming first persons shooter, Breed. You can grab this 36mb MPG from 3DGamers, the FileShack or FilePlanet. What are you waiting for?!
Impossible Creatures Golden
December 19, 2002 - Joe "OuTkAsT-1" Topolnisky
Blue's News has posted a press release with word that Relic Entertainment's upcoming strategy title, Impossible Creatures, has gone gold and should be hitting stores January 7th. Here's a blurb:
Microsoft Game Studios today announced that Impossible Creatures has gone gold and is scheduled to ship to stores in North America on January 7. Developed by Relic Entertainment, Inc., this unique real-time strategy (RTS) will be available for an estimated price of $44.95 (U.S.). Gamers can cash in their holiday gift money in early January so that they may be among the first to battle with their very own army of unique and fearsome creatures.
Set in the 1930s, Impossible Creatures is a 3-D RTS game that pits players against an evil madman in a desperate campaign across a chain of remote and diverse islands. Using Earth's most formidable animals as building blocks, players create an army of genetically altered mutant monsters in a struggle to protect an unsuspecting world. Impossible Creatures takes the RTS genre to the next level with streamlined, fast-paced combat gameplay. For more information, visit the official site at http://www.microsoft.com/games/impossiblecreatures/.
TerraTec
December 18, 2002 - Nicklas Renqvist
AOL Gets IM Patent
December 18, 2002 - Hans "stealth_wing" Melis
This is hardly related to 3D & Hardware scene, but worth posting anyway because a lot of people are using Instant Messaging (IM) programs.
Is trouble ahead for IM programs that do not belong to AOL? According to this article @ CNet, AOL acquired a patent on Instant Messaging through it's subsidiary ICQ. The patent states that ICQ is the inventor of Instant Messaging.
It's not likely that AOL will sue its competitors (Yahoo and Microsoft) in the IM market, but they do have the possiblity to do that. Here's a little snip:
The patent (6449344), originally filed in 1997, and granted in September this year, gives AOL instant messaging subsidiary ICQ rights as the inventor of the popular IM Internet application. The patent covers anything resembling a network that lets multiple IM users see when other people are present and then communicate with them.
This can be regarded as AOL's third big patent, because they already have one concerning SSL (Secure Sockets Layer) and Cookies. Whether this new patent will be a blow to Microsoft's and Yahoo's clients remains to be seen.stealth_wing: I certainly hope they don't start sueing Microsoft and Yahoo with this new patent. More software for the same market is rather beneficial for the end-users.
Hardware Geometry Processing
December 18, 2002 - Nicklas Renqvist
Kristof "K" Beets from Beyond3D, has posted an article he calls Hardware Geometry Processing. In the article he discusses stuff like Vertex Shaders, Transformation and Lighting etc. and what they actually mean & do. Here's a snurf:
We all play games, but its easy to forget how many mathematics and processing power is involved to actually bring you the ultimate realistic 3D game play experience. That fabulous well-endowed female you just shot while playing your first person shooter is actually nothing more than a collection of vertices, polygons, textures, blending and a bunch of other boring math operations. Most of you undoubtedly have heard that a triangle is the basic building block of 3D graphics, while this holds true for a large part of the graphics pipeline, its not exactly true for the part of the pipeline that is being discussed in this article. The basic building block we need is a single, simple, boring (?), point in 3D space.
When it is an article by K, you can be sure that it is pretty damn well in-depth and good stuff. If you feel that you want to have a good read and maybe learn something new, check out this article here. Can't wait for the second part.. :)Battlefield 1942 Review
December 18, 2002 - Joe "OuTkAsT-1" Topolnisky
Better late then never. Thanks to the guys over at Guru3D for letting us know that they have thrown up a review on Electronic Arts' hit first person shooter, Battlefield 1942. Here's a clipping:
Taking place of course in the World War 2 arena, players from all over the world can log in and essentially fight a real life war. The difference between this and most shooters however, is the amazing selection of weaponry. Now, all you Rambo nuts, don't worry - you can still go around and pluck people off with machine guns, knives, pistols, grenades and sniper rifles. But in addition, you can man planes, flying them while bombing and strafing, put a 3 man crew on a B-17 bomber, man island shore battery gun turrets, drive tanks, jeeps, trucks, rocket vehicles, and if you think that is more than enough, you can also man submarines, helm destroyers, carriers and battleships, as well as man AA guns and artillery cannons. Had enough? Need more selection? About the only thing that comes close to this would be to hop in a Delorean and bribe Emmit Brown $50.00 for a ride back to 1942.
Knights of the Old Republic Q&A
December 18, 2002 - Joe "OuTkAsT-1" Topolnisky
TeamXbox.com has slapped up an interview with Casey Hudson and James Ohlen regarding BioWare's upcoming RPG for the PC and Xbox, Star Wars: Knights of the Old Republic. Here's a taste:
I've heard many things about creating your own lightsaber, what will make one light saber different from another besides its power? Will it give raises to certain attributes, or have elemental damage?
James O: Lightsabers can be modified by using a variety of crystals found throughout the game. Each lightsaber can have three different crystals. One crystal determines the color of the saber, while the other two crystals modify the energy output. Some crystals enhance the lightsaber's ability to cut through steel and thus do more damage against droids. Some crystals widen the beam of the saber making it easier to deflect blaster bolts, while other crystals simply improve the energy output all around, making for a more powerful weapon.
The Sims Online Ships
December 18, 2002 - Joe "OuTkAsT-1" Topolnisky
According to this press release, Electronic Arts has begun shipping their highly anticipated massively multiplayer online title, The Sims Online. So get ready to pump even more money into this successful series. uNF:
REDWOOD CITY, CA--(INTERNET WIRE)--Dec 17, 2002 -- Electronic Arts (NasdaqNM:ERTS - News) today announced the release of its highly anticipated PC game, The Sims Online(TM). The Sims Online is the Internet, multi-player version of the top-selling PC game of all time, The Sims(TM). The Sims Online is a massive virtual world created and populated by thousands of players from around the world. In this never-ending alternative reality players can be themselves or "Be Somebody. Else(TM)."
"This is one of the most entertaining, engaging and flat out fun games that EA has ever produced," said, Don Mattrick, president worldwide studios for Electronic Arts. "I predict that a lot of people are going to skip work to play The Sims Online."
Middle Earth Online Interview
December 18, 2002 - Joe "OuTkAsT-1" Topolnisky
The folks over at GameRifts.com have shot-up an interview with Black Label Games' Chris Taylor regarding their upcoming massively multiplayer online game, Middle Earth Online. They look at player housing, their craft system and more! Here's a blurb:
Div: Will there be player housing such as hobbit holes or elven tree houses? How will it be implemented?
Chris Taylor: Housing is important for a social game, since it gives people places to gather. It also bonds the player more into the world. We're all about bonding. :) Players will be able to expect different houses for their race. Housing will be controlled and limited, so you can't build anywhere within the world. We don't want to end up with strip malls. That's very un-Tolkien.
Chrome Interview
December 18, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com has kicked up an interview with Techland's Pawel Marchewka regarding their upcoming first person shooter, Chrome. They cover everything from the storyline to the engine. Snip:
You say that Chrome will take an "innovative and unusual approach to FPP shooters" and have "numerous innovations" that will "make gameplay attractive and exciting for the player." Could you elaborate on this statement, telling us exactly what you're doing with the game to turn such comments into a reality?
Marchewka: We bet on multilinearity and rich choice of tactics. Thanks to a wide range of implants and gadgets that radically change Logan's skills, the number of successful tactics is very large. These possibilities, together with the huge terrain where the action takes place and the various ways of achieving particular objectives, will make Chrome offer the players exceptionally rich playability.
Coolermaster go "mod-style"
December 18, 2002 - Martin "Langaleer" Finbow
PC Hardware is becoming more of a fashion statement - it mustn't only perform well, but look good too! myWORLD Hardware have reviewed Coolermaster's new eye-candy case, the ATC-220B-AX1...
Looking back to a few years ago, computer casing was used to be plain and unattractive. They are just merely used for housing and to protect some important computer components such as motherboards, video cards, hard disk and so the list goes on. Also, the materials used are the common coated steel which will corrode after a few years of usage. But, nowadays, casing will never be the same as the one we saw a few years ago...
For the full review click here!Leadtek & Chaintech nForce2 review
December 18, 2002 - Martin "Langaleer" Finbow
The people over at HotHardware have reviewed Leadtek's and Chaintech's flavour of the new nVidia nForce2 chipset...
When we think of motherboard chipsets, NVIDIA isn't always the first that comes to mind. In fact, NVIDIA earns its stripes from their line of graphics chipsets and for good reason. I would say only the enthusiasts and OEMs among us know that NVIDIA makes a motherboard chipset known as the nForce. The first iteration of the nForce, proved itself to be a solid chipset backed by a reputable name. Although most would agree that the nForce was a good match for the AMD platform, we would also agree that it needed some improvements. Hence through an evolution, we now have the nForce2. This second generation Nforce chipset set out to improve upon what was already a stable foundation.
For the full low down on these motherboards, including benchmarks, click here!Zalmans ZM80-HP GPU cooler review...
December 17, 2002 -
GamePC checks out the Zalmans ZM80-HP Heatpipe GPU Cooler in a review with information on how it compares with active cooling...
Zalman's ZM80A-HP allows you do so something which no other product on the market can claim. This cooler can allow you to run the fastest 3D graphics cards on the market with absolutely noise free operation. No more compromising 3D speed for the sake of having a quiet PC. While it's a complex product, we were very curious to see how well this thing actually works.
To read the entire four page review click HERE!VIA Mini-ITX mainboard review!
December 17, 2002 -
Over at TweakNews is a pretty nice review of the VIA Epia M9000 Mini-ITX Motherboard, it's small, and has nearly everything needed for a PC onboard...
The VIA EPIA M-Series Mini-ITX Mainboard is a revolutionary, ultra-compact x86 platform optimized for today's killer digital applications. At just 17cm x 17cm, Mini-ITX is the world's smallest native x86 mainboard platform, and is fully compatible with Microsoft® and Linux Operating Systems. Available with an embedded VIA Eden ESP processor core for fanless systems with ultra low-power requirements, or an embedded VIA C3 E-Series processor for more demanding digital multimedia applications, the EPIA M-Series is the perfect platform for a whole range of small form factor, low-power digital media devices and home entertainment centers.
To read the entire review of this neat little board, check out this link!nForce2 competition from SiS?
December 17, 2002 -
The people over at OCWorkBench have their hands on an ECS mainboard preview with a new chipset from SiS that seems set to compete against the new nForce2 IGP...
Today we received a powerpoint slide from ECS. To my surprise, it is the benchmark data of the ECS's Gameunion 746 board based on SiS 746 chipset with integrated VGA chipset Xabre 200. It is compared to the nForce2+IGP. The following table list the components used to test both boards. Do take special notice that it is 128M vs 256M (dual channel). The following pages will be the extracts from the powerpoint slides.
To check out the entire preview, including benchmarks, click here!New C&C: Generals Trailer
December 17, 2002 - Joe "OuTkAsT-1" Topolnisky
WestWood Studios has released a new 16mb trailer showing off their upcoming 3D RTS, Command and Conquer: Generals. You can hit their FTP for the goods. Thanks Blue's News! 8)
New Hitman 2 Demo
December 17, 2002 - Joe "OuTkAsT-1" Topolnisky
IO Interactive has released a new demo for their 3rd persion action title, Hitman 2: Silent Assassin. Weighing in at 58.54mb, it includes the 5th mission that takes place in St. Petersburg. You can grab this bad boy from either the FileShack or 3DGamers. Now get clickin'!
Devastation Q&A
December 17, 2002 - Joe "OuTkAsT-1" Topolnisky
Also over at HomeLAN this evening is an interview with Digitalo's Ben Golus regarding their upcoming Unreal engine powered - first person shooter, Devastation. Here's a taste:
HomeLAN - What are some of your favorite aspects of Devastation in terms of its level design?
Ben Golus - I really like the way that our levels look like real places instead of gameplay environments with facades and decorations to make them look like theyre supposed to be someplace real. Many of the heavily destroyed areas have a great solidness to them, like everything has fallen apart, but settled into its current state after many years of neglect. Ive also enjoyed the way the lighting style has come out, again realistic, but often very dramatic. Personally Ive been trying for a style thats halfway between realism and film noir, and I think Ive accomplished that.
Road To Rome Interview
December 17, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has tossed up an interview with Digital Illusions' Anders Hoh regarding their upcoming expansion pack, Battlefield: 1942 The Road To Rome. They chat about everything from the new maps to mod support. Here's some juice:
HomeLAN - What can you tell us about the new maps in The Road to Rome?
Anders Hoh - The new maps are all made with the original maps in mind. With the new maps we have emphasized bringing more action to the fights. They are somewhat smaller areas that ensure that every point on the ground needs to be fought over. Southern Italy contains of hills and beaches and small houses with ivy growing on the walls. The olive trees are frequent and the sun is shining. This is the setting that we have based the new maps on. We have also added the monastery located on top of the Monte Cassino which presents an impressive sight for those who manage to fight their way up there.
Neocron Review
December 17, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot has fired up a review on Reakktor Media's recently released massively multiplayer online first person shooter/RPG, Neocron. The game ends up with a final score of 66%. Here's a clipping:
Neocron's character creation system is almost as complicated as the game's plot. Reakktor and publisher CDV are billing Neocron as an RPG-shooter hybrid with the depth of the former and the ease of use of the latter, but that isn't really the case. There are a lot of details to keep track of in Neocron. Although the game has just four character classes--private eye, spy, psi-monk, and gentank--your choices are complicated, since each class has multiple job options and must also affiliate itself with one of a dozen or so political factions. So even though it takes just a few minutes to decide whether you want to be a fighterlike gentank, wizardlike psi-monk, thieflike spy, or jack-of-all-trades private eye, it takes a lot longer to pick a job, sort through nearly 40 skills, and read over the detailed histories of the factions.
Asus P4S8X Review
December 16, 2002 - Hans "stealth_wing" Melis
The HH folks have posted a review of the Asus P4S8X motherboard. It's a SiS648-baed motherboard for Intel's P4 processor. Here's a snip:
We certainly have mixed feelings about this ASUS P4S8X motherboard. On one hand, it offers a host of useful features like Serial ATA, IEEE 1394, integrated Ethernet and 6-channel audio. It also delivers a handful of BIOS options that enable effective overclocking. Moreover, even at its default speed, the P4S8X is able to perform on par with Intel's i845PE chipset.
At the same time, we can't help but notice that ASUS' P4PE i845PE motherboard is priced to compete with the P4S8X. In addition, it doesn't suffer the same glaring RADEON 9700 incompatibilities as the SiS 648 boards we've looked at thus far. We've heard that a revised RADEON 9700 Pro fixes the stability issues, but between all of the RADEON 9700 Pro, All in Wonder RADEON 9700 Pro and RADEON 9500 products we've looked at, not one has worked properly with this board. We feel that, If you're building a high-end gaming PC, you'll want to consider a Pentium 4 board based on either the i845PE or even perhaps the Intel E7205 Granite Bay chipset.
Screensaver Collection
December 16, 2002 - Hans "stealth_wing" Melis
This is a few days old already, but it's never too late to post this kind of stuff. If you're looking for some visual eyecandy, take a look at Techconnect. They've collected about 40 screensavers.
Some of these have an ad here or there, but you still get some free eyecandy. If you're interested, head over to the screensaver collection.
Hannibal Interview
December 16, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has kicked up an interview with the guys over at Arxel Tribe regarding their upcoming first person action title, Hannibal. They look at it's ties to the movie, working with LithTech's Jupiter engine and more. uNF:
HomeLAN - How would you describe the gameplay in Hannibal?
Arxel Tribe - As what it is: a mixture of action and investigation. However, this gameplay has been developed to embody an FBI agent while carrying out his duties. Thats why we designed, among others, a realistic surrendering behavior for the opponents. Clarice wont be bound to kill them but will be able to arrest then question them. The player should keep this in mind all through the game to avoid mistakes referred to here as police blunders and to avoid giving Hannibal the least decisive argument which would prove that Clarice and him are working for the same cause. Obviously, all of these mistakes will have consequences on Clarices state of mind and on the course the game takes. As we all know, that to be an FBI agent leads to difficult and stressful situations, we designed an anxiety level which has a lot of influence on the perception Clarice has of the environment. Thus, the goal of the game is not to kill everybody (even if its technically possible) but mainly to progress in a frightening investigation in which Hannibal Lecter plays the role he loves to play: hunt you but not specifically in a physical way; the psychological and philosophical ones are infinitely more interesting and refined according to him
Via introduces new audio chip.
December 16, 2002 -
Via Technologies has introduced it's Envy24PT, a new high quality sound chip with Dolby Digital and DTS function, 24-bit resolution and 96KHz sampling rate...
The VIA Envy24PT is a multi-channel audio controller that delivers the latest audio standards in a versatile integrated solution. Enabling 24-bit resolution and 96KHz sampling rates, the VIA Envy24PT enables the latest audio content with breathtaking clarity. The VIA Envy24PT also supports up to 8-channel outputs enabling support for the latest Dolby Digital EX and DTS ES DVD-Video soundtracks.
To check out the entire page of product information, click here!Impossible Creatures Q&A
December 16, 2002 - Joe "OuTkAsT-1" Topolnisky
CanadianGamer.ca has thrown up an audio interview with Damon Gauthier, the designer behind Relic Entertainment's upcoming strategy title, Impossible Creatures. You can check out the RealPlayer stream or download the 8.4meg MP3 right here.
Sapphire Radeon 9100 announced.
December 16, 2002 -
According to digit-life, Sapphire Technology has announced their newest DirectX 8.1 card...
Inexpensive Sapphire RADEON 9100 ATLANTIS is the Direct X 8.1 mainstream solution on the 4-pipeline RADEON 9100 with two geometry engines. Sapphire RADEON 9100 ATLANTIS cards feature analog, DVI-I and S-video/composite outputs.
To read the entire news story, and check out an image of the box click this link.SiS Xabre 600 Review!
December 16, 2002 -
A new Xabre 600 review has been posted by digit-life, they show off the new .13 micron SiS technology in a nice review including some 3DMark2001 scores...
The strongest points of the Xabre 400 are its relatively low price, decent performance and good 2D quality of video cards and their reliability; the weakest points are lacking anisotropic filtering, a trick with turbo texturing (simplified texture detailing and bilinear filtering), an extremely low speed of execution of pixel shaders and missing T&L. Besides, the drivers are still buggy - in some games the artifacts are well noticeable. But while the Xabre 400 is fighting against video cards in the price niche of $70-75 (and does it successfully), the new Xabre 600 is going to become a rival for cards priced at around $100. Will this Xabre be able to become the best offer in this segment or at least take firm ground?
To check out the entire review, click HERE!Vivendi Shopping Game Divisions?
December 15, 2002 - Joe "OuTkAsT-1" Topolnisky
According to this article on Yahoo, Vivendi Universal is rumored to be shopping their game divisions to Microsoft, Sony and Electronic Arts. Here's a clipping:
LOS ANGELES/NEW YORK (Reuters) - Vivendi Universal has held talks with at least three potential suitors to sell its video game arm but no deal is believed to be near, according to banking sources familiar with the situation.
Vivendi Universal Games has talked to Microsoft Corp. , Sony Corp (news - web sites). and Electronic Arts Inc. about a possible acquisition, though those conversations were described by the sources as preliminary.
Star Wars: KOTOR Dev Diary
December 15, 2002 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has tossed up a developer diary written by BioWare's Drew Karpyshyn regarding their upcoming RPG for both the Xbox and PC, Star Wars: Knights of the Old Republic. Covering character creation, this is definatly worth a look. Snip:
Those of you familiar with Neverwinter Nights will notice right off that we've pared down the list of available skills considerably for Knights of the Old Republic. The big advantage of this is that it allows us to make sure each and every skill is useful throughout the entire game. We can design our levels so that we know a player who selects ranks in Computer Programming, for example, will get as much use and benefit out of that skill as someone who chooses to gain ranks in Security. That's the great thing about the game; no matter what style you prefer (hack 'n' slash, role-playing, stealth or strategy) you'll enjoy playing it. And of course, the various party members who join you will all have their own particular strengths and weaknesses in each of these skills, allowing you to switch between characters to select the best man (or woman, or wookiee or droid...) for the job.
New World Order Patch
December 15, 2002 - Joe "OuTkAsT-1" Topolnisky
Project Three Interactive has released a new patch (v1.3) for their tactical first person shooter, New World Order. Weighing in at only 843kb, this puppy fixes a hand-full of bugs. You can find a list of whats new and the download link right here. So get clickin'!
Beta ATI Mobility Drivers
December 15, 2002 - Hans "stealth_wing" Melis
There's a new set of drivers available for the ATI Mobility owners. The version of the new set is 6.13.10.6243 which also means that they're for Win XP.
You can grab the package @ Driverheaven. Use them at your own risk because this is a beta driver!
Note: Someone tried to modify to INF file so it would work for all ATI cards, but that guy stated that both the OpenGL and the D3D files are older than in the most recent Catalyst driver. So be extra careful if you don't have an ATI Mobility card.
BIOS Updates
December 14, 2002 - Hans "stealth_wing" Melis
The Techconnect team have posted a huge amount of BIOS updates. If you have a motherboard of the brands Tyan, Asus, LeadTek, Epox, Elite Group, Abit or MSI, you'll be able to find a newer (but perhaps not better?) BIOS version.
Needless to say, a lot of the BIOS version are still beta so use them completely at your own risk. If you still want to give one of them a try, go here and choose your flavour.
Silent Radeon 9700? "Look ma' no fans!"
December 14, 2002 -
Well, it seems the folks over at FiringSquad have their hands on a PASSIVE COOLING Radeon 9700...
All of that active cooling business goes out the window with Sapphires ATLANTIS PRO Ultimate, as the cards most distinguishing characteristic is its biggest feature. That is, Sapphire has implemented an oversized passive cooler to compensate for the absence of a cooling fan. It isnt just any cooler, either. The card features Zalmans ZM80 series VGA Heat Pipe Cooler. The heat sink assembly is comprised of a large front and a comparably sized back section. A gold plated copper heat pipe connects the two sections, transferring heat through a constant condensation evaporation cycle.
It appears overclocking is still very possible even without a fan, to check out the whole review of the Sapphire ATLANTIS 9700 PRO Ultimate, click HERE!Elite Force II Q&A
December 14, 2002 - Joe "OuTkAsT-1" Topolnisky
Ritualistic.com caught up with Activision's Doug Pearson for a quick chat regarding their upcoming Quake3 engine powered - first person shooter, Star Trek: Elite Force II. They look at everything from interactive environments to multiplayer modes. Here's a taste:
Obviously multiplayer is of great interest to the online community. Can you give us any details on the gameplay modes included?
Game types available in Elite Force II include HoloMatch (i.e. deathmatch), Team HoloMatch, Capture the Flag, and Plasma Bomb Diffusal. Additionally, modifiers we have planned include Specialties, Domination, Elimination, Action Hero, Disintegration, Control Points, Power Struggle, Auto Handicap, Weapon Score, and One Flag.
In Plasma Bomb Diffusal, one side plants a bomb in the enemys base. The enemy will need to diffuse it before it detonates to win, or successfully wait it out till the game timer expires without the other team planting a bomb. The additional modifiers add a variety of enhancements from requiring you to control multiple areas of the map simultaneously, guarding and repairing your bases power source, and other variants on existing gameplay.
Lionheart Dev Diary
December 14, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot has posted a developer diary written by Black Isle Studios' Doug Avery regarding their upcoming RPG, Lionheart. Here's a bit on the sound status:
The current version of the game has temporary placeholder sounds in for almost all characters, and we recently received our first music sketch for Nueva Barcelona. Baldur's Gate II: Throne of Bhaal music composer Inon Zur has done a tremendous job in capturing exactly the mood we want for the game. The sketch sounded right on, even though it was rough. We've been working on casting the lines and finalizing our voice-over scripts, and recording the voice-over will follow that.
Splinter Cell Demo Next Week
December 14, 2002 - Joe "OuTkAsT-1" Topolnisky
There's a post on Ubi Soft's message board announcing a 90meg demo that will be released on December 19th, giving us a taste of the upcoming PC port of their 3rd person stealth title, Tom Clancy's Splinter Cell. Here's what will be included:
- A complete level from the first mission of the game.
- Access to numerous items including the optic cable, night/thermal vision goggles and disposable lock picks.
- Revolutionary graphics with dynamic lighting and environmental effects.
Tribunal Review
December 14, 2002 - Joe "OuTkAsT-1" Topolnisky
The RPG Vault has kicked up a review on Bethesda Softworks' recently released The Elder Scrolls III: Morrowind expansion pack, Tribunal. Here's a clipping:
Quests, the meat of many an RPG, are again quite varied and interesting. Granted there is a lot of fighting involved in most of them, there are exceptions as well, like the re-enactment of a play in the main square of Mournhold (actually, this ends in combat too!) or playing matchmaker and (job) headhunter for the hapless inhabitants. The main storyline quests run in two separate streams that both require completion to open the final series of endgame tasks. Since it also incorporate a host of side quests ranging from simple to quite complex, Tribunal should see an average player spend at least 25 hours gaming. Those with completist play styles will get even more mileage out of exploring every nook and cranny. On the other hand, advanced avatars that focus on the central path may find themselves completing it in less than 20.
CS: Condition Zero Preview
December 14, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpy has thrown up a preview on Ritual Entertainment's upcoming first person shooter, Counter-Strike: Condition Zero. Included are quotes from the developers, talking about the switch to Ritual and more. Here's a clipping:
What sort of scenarios can Counter-Strike fans look forward to? Erik gave us one example. "One mission begins with you aboard a helicopter, along with a team of counter-terrorists. Your CO advises you of the situation: a Colombian drug czar's base of operation has been located in Bogotá, Colombia. However, the cartel was informed of this information leak and has taken four hostages into custody as a defense. You and your team must make your way into their compound, take down the cartel, rescue the hostages, and destroy all production activity."
A Bit Of This And That..
December 14, 2002 - Nicklas Renqvist
When we started to redesign our new site, we also wanted to update as much as possible, contentwise. We unpacked everything and started to dig in, and man.. only after we had broke the old sites in to pieces, we noticed how much stuff we actually had. Most of the stuff was brilliant, but some of it was so outdated that it wasn't good enough for the new site. Some of it had to go, but most of it was updated and reorganized. I'll list some of the improved/updated stuff we have now at our new site.
- Products
We revised the whole products section. The new product pages contain some updated information and are simply put better! Why not take a look.
- Hardware Vocabulary
The biggest vocabulary on the net I'd presume! Our very own Nick "Neeyik" Evanson did a massive job and rewrote our vocabulary & added a LOAD of new words to it. The vocabulary consists of over 270 words, and that's more than you can shake a stick at!
- Hall of Fame
The super popular Hall of Fame is still very much like the one we used to have, but it looks and feels a bit different. We are also about to update the lists in the near future, so keep your eyes open. The new location for HOF is under the community section.
- Drivers
We made a special page for all you who are very keen on having the latest drivers for your hardware! On the drivers page you can find lists of drivers (official and beta drivers separated) from our news, or then also links to most manufacturer's driver pages.
- Fastest Webmasters
Our special Fastest Webmasters list is still alive and kicking! Hans "stealth_wing" Melis and Martin "Langaleer" Finbow are making sure that the fastest webmasters get their name on the list. The lowest score in the list is currently 15349, and the highest 19379, so you need to have a pretty hot system to even enter the list. It is now located under the lounge, found in the community section.
- Press Room
Our new press room! If you are from the press, this is the place for you. Press releases, logo's, contact information, guidelines etc.. It is all there!
- Discussion Board
Our massive discussion board is still very much alive, and now with a new layout! Actually the discussion board is more alive than it has ever been! With over 67.000 registered users, it is growing into the biggest (and best - of course :) community in the scene. Why not join today?
- Online ResultBrowser
We redesigned the ORB! We think it looks way better now, and actually it feels easier to use too! Submit your 3DMark or PCMark score now and check it out!
Do look around the site and see for yourself. We hope you like what you see, and try our our products (if you still haven't).
New Poll
December 14, 2002 - Nicklas Renqvist
Hey ho! I just posted the first new post evern at Futuremark! :) This time we ask:
New name, new site, fresh touch.. Great isn't it?
Well, is it? Go ahead and cast your vote in our poll (found under the community section, in the right sidebar).Our last poll ended up like this:
Will you install the DirectX9 RC0?
Did it already [18.3%]
Yes I will [18.6%]
No I won't [9.3%]
I'll wait for the final [53.8%]
Total votes: 14673
UT 2003 Patch Info
December 13, 2002 - Joe "OuTkAsT-1" Topolnisky
Infogrames' Kyle "Pezman" Peschel hit their forums with some info on the upcoming patch for their hit first person shooter, Unreal Tournament 2003. Expected to be released within a week, you can find a full list of whats new by tapping your mouse right here. 8)
Battlefield 1942: Road to Rome Q&A
December 13, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com sat down with Digital Illusions' Anders Hoh for a quick chat regarding their upcoming expansion pack, Battlefield 1942: Road to Rome. They cover new maps, vehicles and more! Here's some juice:
You've mentioned that the expansion's six new maps will include Operation Husky (Sicily) and the battles for Anzio and Monte Cassino. Could you give us details on all the maps present, telling us which confrontations they focus on and what to expect from the environments in each?
Hoh: Apart from the three maps mentioned we also have included another beach landing, a bit different from the Husky map, and two maps that are focusing more on both intensifying the battles but also showing the new landscape.
The maps in Road to Rome are focusing on some of the typical sceneries you can see in the south of Italy. Steep hills, valleys and the water nearby gives the new maps a different feel from the old maps. Of course, it is not an actual representation of Italy, but it still gives a nice image of a possible Italy.
Postal 2 Footage
December 13, 2002 - Joe "OuTkAsT-1" Topolnisky
The fellas over at the Gamersclick managed to get their grubby little paws on some new footage showing off Running With Scissors' upcoming Unreal engine powered - first person shooter, Postal 2. You can grab this 12meg AVI right here!
Update: The FileShack has kicked up a mirror.
Homeplanet Preview
December 13, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has thrown up a hands-on preview taking a look at 3Map Games' upcoming space sim, Homeplanet. Here's a blurb:
Any good space sim title has to have some solid graphic support and in our press demo build Homeplanet certainly doesnt disappoint in that area. Lighting and weapons fire is well handled, the user interface is easy to understand and most of all the space ships in the demo looked very detailed. The designs of the fighters and the larger ships have more than a superficial resemblance to the ships seen in the Babylon 5 TV series, with the Troiden fighters looking a lot like the shows Earthforce Starfurys and the enemy ships looking like Narn fighters. The larger ships look like the shows Earth cruisers and they even have rotating sections that are supposed to simulate gravity (apparently even after several hundred years there is no artificial gravity in Homeplanets future).
Asheron's Call 2 Review
December 13, 2002 - Joe "OuTkAsT-1" Topolnisky
The Firing Squad has slapped up a review on Turbine Entertainment's recently released massively mulitplayer online RPG, Asheron's Call 2. The game walks away with a respectable score of 73%. Here's a chunk:
Almost every piece of loot has a resource score. While you could mine a crystal mine for ore worth 10 crystals, items that are dropped by monsters are often worth quite a bit more. A staff used for magic skills will have a crystal resource value, which grows in proportion to the level of the monster it was taken off. There is a fair amount of randomness to the resource values, but nothing blatantly ridiculous. In our explorations we found that some distant, out of the way locations offered up low level monsters who would sometimes drop a specific loot item with a high resource value. This is a great incentive for players to scour the game world early on, before everything is mapped out on fansites.
NVIDIA Linux Drivers
December 12, 2002 - Hans "stealth_wing" Melis
Looks like NVIDIA released some new drivers for Linux. The drivers have been split into IA32, IA64 & AMD64. Here are some release notes (IA32):
- OpenGL 1.4 with CineFX architecture support
- Support for AGP 8x and nForce2 IGP
- Support for index overlays on Quadro4 to support legacy applications
- Support for separate X screens on nView enabled GPUs
- GLX 1.3 support
- IA32 Driver v1.0-4191 (this is the regular Linux for 32-bit platforms)
- IA64 Driver v1.0-4050 (Intel 64-bit Linux)
- AMD64 Driver v1.0-4180 (Athlon 64 Linux)
Devastation Preview
December 12, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot has shot-up a preview on Digitalo Studios' upcoming Unreal engine powered - first person shooter, Devastation. Here's a blurb:
Devastation will be set in the ruins of massive cities under the control of a powerful and sinister conglomerate known as Grathius Corporation. According to the game's story, the company has been known to engage in immoral practices. Its latest experiments involve advanced and rather mysterious biotechnology research, and it's up to you, the leader of a ragtag, technologically backward resistance group, to put a stop to the company once and for all. The resistance group begins with very little in the way of advanced technology--in fact, even though Devastation will feature more than 30 different weapons, most of these will be conventional firearms, such as shotguns, pistols, and assault rifles. However, you may be able to liberate a few experimental weapons from Grathius later on in the game, including the game's most unusual weapon, the rat drone. The rat drone is an actual rat that squirms in your hand and has a remote-control camera and explosives strapped to its back so that you can guide it wherever you wish and set it off like a remote-controlled bomb.
New NeverWinter Nights Module
December 12, 2002 - Joe "OuTkAsT-1" Topolnisky
BioWare has released a new NeverWinter Nights module called "Witch Wake I: The Fields of Battle". Adding 2-3 hours of gameplay, this is only the first in a series of The Witch's Wake modules. Anyways, click here for the goods.
PlanetSide Preview
December 12, 2002 - Joe "OuTkAsT-1" Topolnisky
The fan site PlanetSide-Universe.com has posted a preview on Sony Online's upcoming massively multiplayer online first person shooter, PlanetSide, after getting a chance to check it out hands-on. Here's a taste:
This world is huge and I was concerned about getting places, when you find yourself spawned away from the battle with no vehicle and no pad to get one, your in for a loooong walk. There was talk of having players start out with a vehicle cert to eliminate this problem. Also once this game goes live there will be a thousand people running around your world, if you need a ride chances are there will be a passing galaxy or deliverer to pick you up. Even the bases are vast and take a few minutes to find your way around. At times I got lost inside, however once you learn the base its fairly easy. There are plans to make getting around the bases even easier that are not yet implemented. So I wont go into a ton of detail on those.
id Software Job Opening
December 12, 2002 - Joe "OuTkAsT-1" Topolnisky
id Software's Christian Antkow has updated his .plan with word that they are looking for a new sound designer to work on their upcoming first person shooter, Doom III. Snip:
We're looking to contract a sound designer to work on weapon sounds, impact sounds, monster sounds, world ambience, machinery, etc for our upcoming game, DOOM 3. Basically, you will be responsible for creating a lot of sounds that will be used in the game.
Click here for all the details.C&C: Generals Multiplayer Preview
December 12, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has kicked up a preview on the multiplayer portion of EA Pacific's upcoming 3D RTS, Command and Conquer: Generals. Here's a clipping:
The current multiplayer beta of Generals consists of five multiplayer maps that between two to eight players. Playing the beta, one cannot help but comment on the looks of Generals' 3D SAGE engine. This is the first Command and Conquer RTS title that will be in true 3D and EA Pacific has done a great job translating the art style of the C&C universe over to a new graphics theme. Besides just having the game in full 3D, we were very impressed with a lot of the little graphic details that Generals has. Units in the game cast sharp shadows in the daylight, vehicles leave tracks on the ground lighting effects for explosions and weapons fire are well handled. In the maps that are set during the night, buildings have light coming out of the windows. Flying units leave contrails in the sky and water textures in the game have realistic looking movements and waves. All in all, the graphics in C&C: Generals are among the best ever made for a RTS title.
Intel 845PE Shootout
December 12, 2002 - Hans "stealth_wing" Melis
The chaps @ X-bit labs have written an article comparing seven i845PE-based motherboards. Here's an intro:
We reviewed 7 new mainboards based on i845PE chipset for Intel Pentium 4 processors supporting DDR333 memory. Among our testing participants you will find new products from ABIT, ASUS, Gigabyte, EPoX, MSI, Intel and Albatron.
You can read the full roundup here.Wow!
December 11, 2002 - Nicklas Renqvist
Futuremark - Who What When?
December 11, 2002 - Nicklas Renqvist
The big surprise is out! Yes, we changed our name to Futuremark Corporation. If you want to read the full official press release, please click here. You can also find some official Futuremark logos in our Press Room.
So what does this mean regarding the online services, benchmarks and so on? Simply put, not much and everything! What you see is what has changed. The website layout and the name. Everything else is practically the same.
The biggest change (besides the name change) is that the two sites www.madonion.com and gamershq.madonion.com merged into one. A big portion of the content from GamersHQ is now located under the Community pages. There you will find all the good things we had at GamersHQ! Sadly, some parts had to be cut out but they still might find their way back..
The old url's like www.madonion.com, gamershq.madonion.com, discuss.madonion.com etc. still work, though we recommend that you update your bookmarks to the new ones. We now have one site, and it is www.futuremark.com. The discussion board can be accessed at discuss.futuremark.com, and our Online ResultBrowser is located at service.futuremark.com.
If you have any further questions or comments, please find our contact information here.
Wow!
December 11, 2002 - Nicklas Renqvist
Server Outage
December 11, 2002 - Nicklas Renqvist
We will bring down our servers (website, discussion board and ORB) for some minor maintenance. We can't be sure when they will be up again, but the maintenance shouldn't take that long..
We are updating some minor things here and there, and uploading some new stuff, so that's why all those services have to be taken down for a while.
Sorry for any inconvenience..
Update: You could say that the minor maintenance is over now.. :)
Enclave Trailer
December 10, 2002 - Joe "OuTkAsT-1" Topolnisky
The guys over at Starbreeze Studios have released a new trailer from the upcoming PC port of their Action-RPG, Enclave. This sucker comes in both large and small versions, which you can grab off Sierra's FTP. Thanks Blue's News!
Knights of the Old Republic Screenies
December 10, 2002 - Joe "OuTkAsT-1" Topolnisky
BioWare has released some new screenshots from their upcoming PC/Xbox RPG, Star Wars: Knights of the Old Republic. Head over for a look!

Tribunal Review
December 10, 2002 - Joe "OuTkAsT-1" Topolnisky
PC.IGN has thrown up a review on Bethesda Softworks' recently released The Elder Scrolls III: Morrowind expansion pack, Tribunal. Here's a clipping:
Without giving too much away, Tribunal is introduced through an ambush. An assassin attacks you in your sleep, triggering a lengthy investigation and intimate involvement with two main quest lines. After asking around, the character eventually finds him or herself set on a course for Mournhold, the capitol city of Morrowind located somewhere on the mainland. A magical transportation mechanism for Mournhold (which you'll find early and easily) gets you back and forth in an instant.
Garage Games Q&A
December 10, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has Garage Games' Mark Frohnmayer in the hot seat this evening, answering questions regarding their Torque game engine, Realm Wars and more! Here's a clipping:
HomeLAN - Can you give us an update on any updates to the Torque Engine in terms of new and upcoming features?
Mark Frohnmayer - The GarageGames community of developers continues to expand and enhance the capabilities of the Torque Engine. Melv May and others have contributed numerous graphics enhancements, and Joshua Ritter and others are working on an open MMP framework that will use Torque as a front end to the system. Also, when Marble Blast ships, GarageGames will merge all the engine enhancements made for that project to the general Torque engine.
Official ATI Drivers
December 10, 2002 - Nicklas Renqvist
There are some new and hot drivers for the Radeon series. ATI just released version 2.5 (pack 7.80) of their popular drivers, the Catalyst. Here's the fixlist (taken from the Catalyst 2.5 PDF):
- The RADEON 9700, RADEON9500, RADEON 9000, and RADEON8500 series no longer experience slow downs when moving WINAMP windows around the display area
- The system display panel no longer shows the incorrect ATI driver version after installing a secondary ATI card when using a multi monitor configuration
- Running the 3DMark2001 Lobby test on RADEON 7000 card no longer suffers from display corruption (specifically found in Max Payne's glasses)
- Display corruption is no longer found when playing the game Revolt
- Running multiple 3DLab demos under Windows 2000 or XP when using a RADEON 9000 Pro will no longer result in a system hang
- Using the mouse to zoom out and rotate the view to a birds eye view in the game NeverWinter Nights no longer causes flashing squares and missing textures/ triangles
- The game Aquanox no longer displays texture mapping corruption when the Landscape Light option is set to on
- No One Lives Forever 2 demo no longer has display corruption when using a hardware cursor with the MOBILITY RADEON 9000
- Hibernating message screen is now displayed on a DVI panel when a RADEON 9700 is installed
- The assigned hotkey to minimize all apps on the current monitor is now functioning correctly on a RADEON 8500 running under Windows 2000
- Running the GL Quake .97 at 1024x768x32bpp no longer results in a GPF
- SMARTGART now correctly indicates the AGP Setting and Fast write status on the RADEON8500 under Windows 2000 and the RADEON 9000 under Windows ME. Previous to this release both AGP setting and AGP Fast writes were always being reported as off
- ATI Catalyst 2.5 (7.80, 6.13.10.6218 ) WinXP
- ATI Catalyst 2.5 (7.80, 6.13.10.6218) Win2k
- ATI Catalyst 2.5 (7.80, 4.13.01.9072) Win98/ME
- ATI Control Panel v6.14.10.4000
The RADEON 9700 PRO gets faster in Antialiasing and Anisotropic Filtering. It is up to 10% faster with 4x Antialiasing and also up to 10% faster with 8X Anisotropic Filtering. This performance improvement is noticed both individually and together. The performance improvement is noticed across nearly every game title.
Here's one good thing for all you who want to have better control over the VSync (taken from the Catalyst 2.5 PDF):The Direct 3D control panel allows users to choose three Wait for Vertical Sync options: Always Off, Application Preference, and Always On. The OpenGL control panel allows users to choose four Wait for Vertical Sync options: Always Off, Application Preference (Default Off), Application Preference (Default On), and Always On.
Good stuff!VIA Hyperion 4in1 Drivers
December 10, 2002 - Nicklas Renqvist
What drivers? Hyperion? Yep, that's right! VIA has launched a new version of 4in1 drivers, and they call them Hyperion 4in1 (version 4.45). Here's a blurb:
The name Hyperion will most certainly supercede the name 4in1 all together in the future, but "4in1" has been kept in the name for identification sake. The version numbers also continue on from the 4in1 driver series so as not to confuse our customers.
They have also posted some very good news for all you KT400 and P4X400 chipset owners. Click here for all the goodness.New Official Xabre Drivers
December 10, 2002 - Nicklas Renqvist
Thanks to xglider from Xabregamers for letting us know that there are some new WHQL drivers for the Xabre family (600/400/200/80). The new drivers are version 3.08 and found as 1 executable for all OS'es. Click here for the goods.
C&C: Generals Shots
December 9, 2002 - Joe "OuTkAsT-1" Topolnisky
Thanks to XGR.com for sending word that they have slapped up some new screenshots from Westwood Studios' upcoming 3D RTS, Command & Conquer: Generals. Hit the image below for a look!

PlanetSide Preview
December 9, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot has shot-up a preview on Sony Online's upcoming massively multiplayer online first person shooter, PlanetSide. Here's some juice:
Even though your character can eventually have lots of different abilities, PlanetSide will let you create a character relatively quickly. You simply choose to align your character with one of the game's three factions--the New Conglomerate, the Terran Republic, or the Vanu Sovereignty--and then begin choosing your character's certifications, or skills, by spending certification points. You'll begin with only a few certification points, but you'll earn more on the battlefield. PlanetSide doesn't have physical attributes, so you don't have to worry about strength or intelligence or dexterity, but you will want to choose the certifications that are right for you. Even though the game offers new characters an impressive array of choices, PlanetSide's certification system is rather straightforward: You choose basic certification in basic skills such as ground assault, medical treatment, hacking, repairs, or basic vehicle certification, and you can then unlock advanced certifications by spending additional points. For instance, if you play as a New Conglomerate character and you're interested in fast ground transport, you can use certification points to purchase ground vehicle certification, which lets you pilot the speedy Harasser four-wheel buggy and will also unlock certification for the more heavily armored Enforcer combat buggy.
Chris Taylor Interview
December 9, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpy has kicked up an interview with Gas Powered Games' Chris Taylor regarding the future of PC gaming. They look at everything from mods to AI. Here's a nugget:
GameSpy: Opponent AI is also key for most video games, and again it's an area where more power is going to change the way we play. How will better technology improve the AI in games?
Chris Taylor: AI will get "smarter." It will have the ability to remember stuff in the context of a single game (and outside the context of a single game), and all the obvious stuff where AI gets smarter and plays harder. Additionally, AI will know and learn when it should get "dumber," and forget stuff that would more closely emulate that of a casual opponent. It will be more forgiving because it has mechanisms to detect that the player is getting bored or frustrated and losing interest in the game. This is an area that is often overlooked when developing AI
and will become more and more of a subject of investigation as we press this area of research in the coming years.
Impossible Creatures Demo Released
December 9, 2002 - Joe "OuTkAsT-1" Topolnisky
Relic Entertainment has released a 278mb demo from their upcoming strategy title, Impossible Creatures. Including a tutorial, three single player missions and two multiplayer maps (vs CPU), you can grab this sucker at the following mirrors:
Asheron's Call 2 Q&A
December 9, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com sat down with Turbine Entertainment's Randy Spong for a quick chat regarding their recently released massively multiplayer online RPG, Asheron's Call 2. Here's a taste:
You've introduced a new in-depth crafting system for non-combat players. Can you tell us more about this feature, about how you've ensured that it is as rewarding for a player to create/make things as it is to slay creatures?
Spong: One of the big obstacles for the viability of pure crafters in AC1 for a long time was the fact that there wasn't much they could make that other players wanted. As a crafter in AC2, you can become a master weaponsmith or armour crafter, dye armour for a distinctive look, or offer your item improvement services to enhance the weapons and armour that fellow adventurers have looted from the field.
Since crafting plays such a valuable role, it's in the players' interest to support dedicated crafters.
Fastest Webmasters Updated
December 9, 2002 - Hans "stealth_wing" Melis
Our secret operative in the UK sent me an updated Fastest Webmasters list, which is now online.
A new list comes with the usual changes, and this update is no exception to that rule. Also, the barrier of 20000 3DMarks is coming really close...
Head over to this page to see the newest list.
Tribunal Review
December 8, 2002 - Joe "OuTkAsT-1" Topolnisky
It's another slow Sunday, but the fellas over at GameSpy try to keep things alive by tossing up a review on Bethesda Softworks' recently released The Elder Scrolls III: Morrowind expansion pack, Tribunal. Here's a clipping:
One of the additions in Tribunal is the traveling companion -- in the form of a hired mercenary or an animal such a loveable pack rat. Pack rats carry excessive baggage that you no longer have room to carry yourself and will even fight with you when attacked. The mercenary is a much more useful companion in terms of helping you with combat duty. Mercenaries use items, wear armor, and ready weapons that you provide and will fight to the death as long as you continue to pay them.
GarageGames Interview
December 7, 2002 - Joe "OuTkAsT-1" Topolnisky
The AVault has thrown up an interview with the guys over at GarageGames regarding a couple of their upcoming games. Here's a clipping:
Tell us about Marble Blast.
Marble Blast is a third-person arcade action game with simple yet addictive gameplay that's suitable for players of any age. Players race their marbles through a rich cartoon landscape of moving platforms, dangerous hazards, gems treasures and power up enhancements in an effort to complete each course in record time. Rather than putting our effort toward adding features supported by the latest graphics hardware, we focused almost all of our time on gameplay and simplifying the player interface. Think modern-day Marble Madness with the ability to jump, six different powerups, tornadoes, pinball-style bumpers, land mines, fans, moving pistons and more than 65 levels of fun, and you might have an idea of what Marble Blast is all about. Marble Blast will also ship with the ability for players to construct and distribute their own levels using freely available tools.
Devastation Preview
December 7, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpy has kicked up a preview on Digitalo's upcoming Unreal engine powered - first person shooter, Devastation. Here's a bit on the multiplayer modes:
Multiplayer modes consist of standard deathmatch, team deathmatch, and capture the flag, along with a new gameplay type called "Territories." Territories is an odd mix of Counter-Strike, Last Man Standing, and Team Fortress. Basically, each team has a base and the goal is to assault the oppositions base to destroy their respawn teleporters. Once those spawn points are destroyed, you cant come back to life. Whichever team survives, wins. Some later levels in Devastation actually play similar to Territories mode and help prepare you for playing online.
Pitchford on Condition Zero
December 7, 2002 - Joe "OuTkAsT-1" Topolnisky
Gearbox Software's Randy Pitchford has updated his .plan, commenting on the recent announcement that Valve has moved development of the upcoming first person shooter, Counter-Strike: Condition Zero, to Ritual Entertainment. Here's what he had to say:
Gearbox Software suspended development of Counter-Strike: Condition Zero in July of 2002. Counter-Strike: Condition Zero introduces single player gaming to the world's #1 online action game. Valve Software has overseen development since July. Gearbox is aware of and endorses Ritual Entertainment's involvement. After developing several Half-Life games, Counter-Strike: Condition Zero, Tony Hawk Pro Skater 3 and James Bond 007: Nightfire, Gearbox Software is refocusing its efforts on future technology and more interesting and innovative game play. Gearbox Software will be discussing Halo: Combat Evolved for the PC and our vision for the future of interactive entertainment at The CPL's December 2002 event in Dallas, Texas.
007: NightFire Review
December 6, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpot has slapped up a review on Gearbox Software's recently released first person shooter, James Bond 007: NightFire. If you're expecting a kick butt Bond game, you might want to read some reviews first. Snip:
The single-player portion may be decent, but NightFire's multiplayer mode is pretty horrendous. The main problems are ones that can and should be patched out at some point. Other players with silenced weapons make absolutely no noise when firing at you--not even the "thup thup thup" noise of a silenced submachine gun is audible. Add to that the fact that there's very little onscreen feedback to indicate that you are actually being shot, and you're left with a completely frustrating multiplayer experience. The game has only a handful of fairly drab multiplayer maps, and it doesn't have many multiplayer modes, either. While the console versions had a variety of different team-based modes, here you're left with deathmatch, team deathmatch, and capture the flag. You can fill empty slots with bots, but the bot AI isn't very good.
NeverWinter Nights Demo Released!
December 6, 2002 - Joe "OuTkAsT-1" Topolnisky
BioWare has finally released a demo for their rockin' RPG, NeverWinter Nights. This hefty 390mb download includes the prelude from the full game, which you can grab from the following mirrors: BioWare 0wns me. 8)
Condition Zero Goes Ritual
December 6, 2002 - Joe "OuTkAsT-1" Topolnisky
Evil Avatar.com is reporting that Valve Software has moved development of their upcoming first person shooter, Counter-Strike: Condition Zero, to Ritual Entertainment (the guys behind Elite Force 2). So you can stop begging Gearbox for a peek. *wink*
Rallisport Challenge Review
December 6, 2002 - Joe "OuTkAsT-1" Topolnisky
The guys over at Ferrago.co.uk have kicked up a review on the PC version of Digital Illusions' racing title, Rallisport Challenge. Here's a clipping:
There are essentially two racing modes in the game. You'll either be driving on your own trying to beat the clock or you'll race against three opponents over a number of course laps. There are thirty nine tracks altogether spread over a number of different locations. Each is very well modelled and distinctive, from sandy deserts to muddy forests with some snow and ice in between. You certainly won't be bored of the scenery for a while. Not all the tracks and cars are immediately open for playing. In order to unlock them you will have to gain points by competing in the different events. Each event is split up into four or more sections. If you are playing on easy you may repeat a section part way if it all goes a bit wobbly. On normal though you have to restart the whole event if things go bad which is a bit annoying and a bad design decision. Perfection isn't totally necessary though as you receive some points just for finishing each section, with bonus points given according to how much damage you received and your top speed. You may however quit after any race and come back to the event without having to repeat the sections you've completed.
New RTCW Source Code
December 6, 2002 - Joe "OuTkAsT-1" Topolnisky
Gray Matter Studios has released a new source code (v1.41) for their hit first person shooter, Return To Castle Wolfenstein. Weighing in at 7.17megs, you can grab this sucker over at the FileShack. Now get downloadin'!
Fragment Anti-Aliasing
December 6, 2002 - Nicklas Renqvist
Dave Barron has posted an article over at Firingsquad, and the topic is How It Works: Fragment Anti-Aliasing. Here's a blurb: $qs While this article is to focus on fragment level anti-aliasing algorithms, it is important for us to understand multi-sampling implementations as well. With such systems becoming standard on all NVIDIA hardware, and ATI now using it in their high-end RADEON 9500 and RADEON 9700 boards, it is quickly becoming the choice anti-aliasing technique of the graphics industry. Understanding this approach will allow comparisons to be made with fragment level approaches, and thus the determination of what implementation is most desired. Pretty good read. For those who do not know who Dave Barron is, I can tell you that he has worked for both 3dfx and Bitboys, so he kinda knows what he is talking about. ;) Click here for the article.
PowerVR Interview
December 6, 2002 - Nicklas Renqvist
PowerVR Generations have posted an interview done with PowerVR's Kristof 'K' Beets (Developer Relations Engineer). They talk mostly about upcoming tech and PowerVR's rendering techniques. Here's something a bit different: $qs Q4: Do you play any PC games in your free time? If yes which are your current favorites?
We can play games during work time, although we are forced to call it "testing"
Part of the DevRel task is to look for bugs and visual issues in games, and you get used to that, but it does tend to zap a lot of the fun out of your game play. I guess it comes with the job that in the middle of the game you suddenly stop and go "that texture doesn't look quite right" or "how did they do that water effect?"
Anyway I don't play all that many games at home, but I do try to join in with the network games we play during our company lunch break. We are currently playing Return to Castle Wolfenstein and I hope we'll start to play Battlefield 1942 soon. $qe Who said work can't be fun? :) Take a look at the whole interview here.
Iron Storm Review
December 5, 2002 - Joe "OuTkAsT-1" Topolnisky
The folks over at Ferrago.co.uk have slapped up a review on Wanadoo's first person shooter, Iron Storm. With a final score of 70%, this might be one to check out. Here's a blurb:
Later on you will infiltrate a camp to be taken into a nearby enemy held town. From here on in are the more staple first person levels requiring you to fight your way through the city streets and avoid getting your head shot off by the numerous snipers lurking in the windows. The graphical engine is not the most advanced out there but it is used to good effect and you will see bombed-out buildings, burning jeeps and the odd tank or two. The snipers are, of course, lethal but not as horrible as in some other games thanks to the laser beam they use to target with. For example at one point I opened a door outward onto a street and as I moved to the doorway I spotted an ominous red dot projected onto the door letting me know that now wasn't the time to stop and tie my shoes. There is something quite nerve wracking about being stuck in a room, seeing an innocent looking dot but knowing that there is a someone waiting with a high powered rifle to blow your head off.
Oz Interview
December 5, 2002 - Joe "OuTkAsT-1" Topolnisky
The Gamer's Hell caught up with Carbon6 Entertainment's American McGee for a quick chat regarding their upcoming action-adventure title, Oz. They talk about everything from art style to why they chose to make a game based on the book. Snip:
Why OZ? Were you interested in the books/world before you began work on the game?
i've always had an interest in children's fairytales and the darker side of those sorts of stories. oz popped into my head when i first thought of alice but the timing was wrong... alice was in the public domain at the time, oz was not. it is now.
Middle Earth Online?
December 5, 2002 - Joe "OuTkAsT-1" Topolnisky
Warcry's Crossroads of Dereth has word that the guys over at Turbine Entertainment are developing a new massively multiplayer online RPG based on J.R.R. Tolkien's popular Lord of The Rings books, called Middle Earth Online. The info is taken from the latest Computers Games Magazine and dishes out some details on the game. You can check it out right here. w00t!
Purge Interview
December 5, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has kicked up an interview with Freeform Interactive's Richard "Hap" Cheung regarding their upcoming first person shooter, Purge. Topics include the beta test, player classes and more! Here's some juice:
HomeLAN - What other gameplay elements have you added to the game since January?
Richard "Hap" Cheung - Virtually everything is new since January. We added the Portals. The player and weapon models got higher resolution skins than in early development. Since early phases of beta, we reworked every single map, Compared the screenshots in the middle of this year, the final maps have four times the details in both texture quality and poly count. The great thing we found about Lithtech is that can do really detailed outdoor maps with very little performance hit, even with lighting and still runs pretty well on older computers. So we exploit that to the fully in the last 4 months. Anything maps that didn't lend itself to this, got tossed. I had personal favorite map, "Pumpstation", that was featured in our early screenshots, that got tossed. I am going to therapy about the feeling of loss.
Return To Castle Wolfenstein Patch
December 5, 2002 - Joe "OuTkAsT-1" Topolnisky
Activision has released a new patch (v1.41) for their hit first person shooter, Return To Castle Wolfenstein. Weighing in at 6.94megs, this sucker fixes a couple anti-lag bugs. Click here for the goods!
IDE RAID vs SCSI
December 5, 2002 - Hans "stealth_wing" Melis
X-bit Labs is featuring an article comparing IDE RAID vs SCSI. IDE is usally found in desktop systems, while SCSI is more common in servers. But how do they compare to each other? Here's an intro:
Seems like IDE and SCSI interfaces started their feud since the day IDE interface was born. Time is passing by but there is no definite answer which one of them is better. IDE drives have gone through five different ATA specs already, but SCSI ones have been evolving, too Today we are going to try clarifying the issue by comparing the performance of SCSI and RAID hard disk drives.
If you want to know the winner, head over to this place.Abit IT7-Max2 Review
December 5, 2002 - Hans "stealth_wing" Melis
The HH dudes have posted their review of Abit's IT7-Max2 motherboard. Here's a snip:
Tonight on HotHardware.Com we've taken a look at a recent addition to Abit's MAX line of "Legacy Free" products, the IT7-MAX2. This i845E powered motherboard is crammed with useful features and proved to be one heck of an overclocker. If you think any of your readers are in the market for a top-notch motherboard for the Pentium 4, you'll definitely want to check this one out...
You can read the rest over here.Asheron's Call 2 Review
December 4, 2002 - Joe "OuTkAsT-1" Topolnisky
Keeping the reviews rollin', GameSpot has slapped up their impressions on Turbine Entertainment's massively multiplayer online RPG, Asheron's Call 2: Fallen Kings. Here's a taste:
Most online role-playing games tend to have rather sparse sound to help players really feel as though they're exploring a vast, open world, but Asheron's Call 2 has a subdued, ambient soundtrack that plays constantly in the background. It's not the least bit offensive, but it's indistinct enough that it can be easily ignored. Though the game has a dynamic music system that changes the music depending on various factors, it's really not noticeable except for when player characters get together and use instruments to play music. Players can use Asheron's Call 2's emote system to make their characters quietly laugh, wave at each other, or play up to 10 variations on the game's musical instrument melodies, which sound different depending what sort of instrument (such as a lute or a drum) each player is using. It's not uncommon to see players standing about a crafting forge--a special area that can enhance players' item-crafting skills--playing musical instruments in a group when they're not out hunting monsters.
007: NightFire Review
December 4, 2002 - Joe "OuTkAsT-1" Topolnisky
The fellas over at GameSpy have tossed up a review on Gearbox Software's first person shooter, 007: NightFire. The game walks away with a final score of 66%, so you might want to read some reviews before kicking in your hard earned cash. uNF:
In NightFire, you'll progress through nine missions, fewer than the 12 of the console versions of the game. Unfortunately, none of the driving levels found in those versions is present in this PC iteration. Those missions would have made the PC version more diverse, not to mention closer to the spirit of the Bond films, where a wild vehicular chase is never more than a few moments away. In its place, you do get some straight-ahead first-person shooter segments not found in the console versions, but they're some of the weakest material in the game. You also get online multiplayer, though it's just plain old capture the flag and deathmatch.
Oz Interview
December 4, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com have thrown up an interview with Carbon6's American McGee regarding their upcoming action-adventure game, Oz. They chat about everything from the main character to the games art style. Here's a chunk:
Oz seems darker than the original books - is it your intention to
re-interpret the cosy image of the stories as you did with Alice?
McGee: For some reason people mistakenly believe that Alice and Oz are happy children's stories. They are not. I believe what I'm doing is interpreting these stories in a fashion that is in some ways truer than the interpretation of Disney and others. Oz is a dark place in the books and it will be a dark place in the game.
Age of Mythology Review
December 4, 2002 - Joe "OuTkAsT-1" Topolnisky
Thanks to Ferrago.co.uk for sending word that they have kicked up a review on Ensemble Studios' recently released RTS, Age of Mythology. With a final score of 90%, this might be one to check out. Snip:
A variety of traditional-style units are available to each race, with the addition this time of mythological units and heroes. Mythological units are powerful creatures based on the civilizations respective mythos, and are summoned from the temple. The also differ from normal units in that they incur a favour cost upon summoning. Hero units are more powerful still, and represent something of a halfway house between the all-importance of heroes in Warcraft III, and the situation in previous games where unique units were mere token additions. Hero units in AoM are very powerful, though not battle-turning in their own right. The Greeks can summon a finite number of heroes famous from their mythology, such as Ajax, Jason and Heracles. The Egyptians have two hero varieties - the Pharaoh and the priest. Only one Pharaoh may be summoned at once, and if he dies he is replaced by a successor. Multiple priests may be summoned, and must be replaced at the temple upon death. The Norse can summon innumerable helsirs, spirits of warriors slain in battle and destined to fight forever in Valhalla.
Activision Teams up with Stainless Steel
December 4, 2002 - Joe "OuTkAsT-1" Topolnisky
According to this press release, Activision has signed a multi-year publishing deal with Stainless Steel Studios, who are known for their hit RTS, Empire Earth. Anyways, here's a clipping:
SANTA MONICA, Calif., Dec. 4 /PRNewswire-FirstCall/ -- Activision, Inc. (Nasdaq: ATVI - News) announced today that the company has signed an exclusive multi-title, multi-year agreement to publish real-time PC strategy games developed by Stainless Steel Studios, creators of the critically acclaimed, best-selling PC strategy title Empire Earth. Launched in November of 2001, Empire Earth was hailed by leading industry editorial site GameSpy as " ... a new high watermark for real-time strategy fans." The game has sold a million plus units worldwide since its release.
Stainless Steel currently is in development with the first title under the agreement, which is being spearheaded by Rick Goodman, the lead designer of the award-winning, multi-million unit best-selling real-time strategy game Age of Empires.
Abit BG7E Review
December 4, 2002 - Hans "stealth_wing" Melis
The folks at OC Workbench have posted a review of Abit's BG7E motherboard. It features the i845GE chipset and supports Hyperthreading and DDR333 memory. Here's a quick taste:
This board features an integrated on board video and comes equipped with 6-channel sound and Optical SPDIF out as a standard feature for improved audio performance. With full support for USB 2.0, AGP4X and onboard LAN, the BG7E gives users an easy way to connect to today's hottest peripherals.
The complete review is located here.IBM 180GXP Review
December 4, 2002 - Hans "stealth_wing" Melis
X-bit labs have reviewed an IBM 180GXP harddisk. Here's a snip:
Today we will try to get acquainted with the new IDE drive from IBM. It belongs to the 180GXP product line and is code-named Vancouver2. So what's so good about this particular hard disk drive? 60GB platters, 180GB max storage capacity, hydro bearings, and ...
You can find more of this over here.UT 2003 Pro Patch Soon
December 3, 2002 - Joe "OuTkAsT-1" Topolnisky
The AVault also has word that Epic is close to releasing a new "pro" patch for their hit first person shooter, Unreal Tournament 2003. Including a pro interface and demo recording, this sucker is expected to hit the net within the next couple days. So keep an eye out for it!
Elite Force 2 Interview
December 3, 2002 - Joe "OuTkAsT-1" Topolnisky
The AVault has shot-up an interview with Activision's Doug Pearson regarding their upcoming Quake3 engine powered - first person shooter, Star Trek: Elite Force 2. They look at the new terrain system, gadgets and more. Snip:
During the course of Elite Force II, the player will be presented with various choices, each of which leads to a different outcome. How will this work?
There are various ways we're handling this throughout the story. One of the ways is to give the player the opportunity to interact with characters within the game and decide what's said to those characters. Depending on your responses, they may give you more or less information to help you along. In some cases that'll even cause you to be able to succeed or fail in a given mission. Additionally, some of these choices influence how others interact with you. This helps you feel that you're driving the story yourself rather than being led by the dialog. Of course, we also provide the player with many opportunities to determine the best way to complete a mission, including the use of multiple paths, different tactics and the environment.
Mafia Q&A
December 3, 2002 - Joe "OuTkAsT-1" Topolnisky
Tiscali Games sat down with Illusion Softworks' Petr Vochozka for a quick chat regarding their 3rd person action title, Mafia. Here's a bit on the upcoming patch:
Some time ago a petition was initiated to create a patch and recently in an interview Dan Vavra confirmed preparation work. What part of the game exactly will be corrected? Is there any chance that the multiplayer racing, which are so called for, will be added to the game? When could the patch be approximately released?
Petr Vochozka: The patch should correct only some remaining errors, problems with HW and, for example, offer a reduction of difficulty of the problematic race in sixth mission. It is likely that we will also offer a small bonus but not the multiplayer. It has never been finalized and its completion would take several months, which we could not afford. The patch will be released very soon.
Shrouded Isles Ships
December 3, 2002 - Joe "OuTkAsT-1" Topolnisky
Blue's News has kicked up a press release with word that Mythic Entertainment's Dark Age of Camelot: Shrouded Isles expansion pack has begun shipping. So get ready for even more MMORPG lovin'!
FAIRFAX, VA DECEMBER 3, 2002 -- Mythic Entertainment (www.mythicentertainment.com) today announced that the highly anticipated expansion pack to the fastest growing online game of all time has been shipped to retail outlets throughout North America. Dark Age of Camelot: Shrouded Isles (www.shroudedisles.com) will be available in stores beginning December 3, 2002.
Shrouded Isles takes online gaming to a new level, with state-of-the-art graphics and visual effects that make it as advanced as any online game on the market, said Mark Jacobs, President of Mythic Entertainment. Our first expansion pack opens new horizons for the hundreds of thousands of Dark Age of Camelot fans, as well as those who have never experienced the game.
Devastation Interview
December 3, 2002 - Joe "OuTkAsT-1" Topolnisky
Voodoo Extreme has slapped up an interview with Digitalo's Vic DeLeon regarding their upcoming Unreal engine powered - first person shooter, Devastation. They cover everything from the plot to the games AI. Here's a clipping:
Digitalo have stated that there will be many types of weapons in Devastation. What are some of the more unique weapons and their uses?
Of the forty-something weapons (I can never remember anymore) I really love the P*Laser Rifle the most. Its such a badass weapon that reminds me a little of the Railgun in Quake3. Our version is based off a real military prototype of a pulsed laser weapon. Military specialists have told me its something well all be seeing the military using in the next twenty years as part of their Land Warrior system. The mechanism is modeled after current, larger scaled pulse weapons that are rumored to be mounted in the bays of B2 Bombers. Anyway, the laser pulse beam is so powerful that upon contact with a human body it instantly raises the temperature to super-spectral temperatures, instantly reducing your victim into a liquefied mass through a burst of gore and limbs. The beam itself is simple but beautiful, and leaves an amazing trail of lingering moisture, swirling and evaporating in its wake.
Matrox Parhelia Review
December 3, 2002 - Nicklas Renqvist
The funky bunch over at Beyond3D have posted a review on the Matrox Parhelia. The chaps didn't compare it directly to any other cards, instead they compared different driver versions. Here's a blurb:
The 3DMark2001SE tests are all showing pretty good gains in performance when running hardware geometry processing as opposed to running it via the CPU. Even at high resolutions two of the tests are still showing good percentage increases, the only exception to this being the 'Nature' test.
To catch the rest, click here.New Xabre Drivers
December 3, 2002 - Nicklas Renqvist
I'm not so sure if these ones are official (though are said to be WHQL), hence the "Beta Drivers" tag. As soon as they pop up on the official Xabre site (if they do), I'll label them official here too! :)
Anyway, Xabregamers are the ones having the new drivers available. The version is 3.07 and are for the Xabre 80,200, 400 and now also 600 series. There's no more info on these new drivers, but as mentioned, they are supposed to be WHQL.. I suppose 1 file for all OS'es too?
Detonator 41.09
December 3, 2002 - Nicklas Renqvist
Yep! NVIDIA has released a new set of drivers, though they are still only WHQL Candidate. These new ones carry the version 41.09 and are found for Win9x/ME, Win2k/XP and WinNT 4. There's no word on what they fix, or if they are increasing any benchmark scores, but if you feel up to test'em out, here are the links:
Update2: They seem to be online (finally), so go and get them while their hot! :)
Update: It seems that no links work, yet. If there are pages, the files will be there soon too.. Just be patient! :)
Impossible Creatures Preview
December 2, 2002 - Joe "OuTkAsT-1" Topolnisky
ActionTrip has tossed up a preview on Relic Entertainment's upcoming strategy title, Impossible Creatures, after getting a chance to check it out hands-on. Here's some juice:
As far as the single-player mode is concerned, I already mentioned that it carries plenty of that retro sci-fi style, and it seems from the 3-4 missions I've played that the characters are colorful enough to keep you interested throughout the SP campaign. The voice acting is very professionally done, and it makes the dialogues seem more expressive and ultimately more engaging. Rex Chance is a character and so is Dr. Lucy Willing (Any Chance she would be Willing? Oh I "kill me"! [uhm don't quit your day job. -Ed.]) And that might prove very important in terms of plot development. In my opinion, Relic is shooting for a complete package here; something similar to what Blizzard managed to pull off in Warcraft III. This would explain the upcoming unlimited MP BETA test, and the commitment to community feedback as well as the team's determination to deliver the best story-driven SP experience possible.
Splinter Cell Interview
December 2, 2002 - Joe "OuTkAsT-1" Topolnisky
Computer and Video Games.com have thrown up an interview with Ubi Soft's Mathieu Ferland and JT Petty regarding their 3rd person action title, Tom Clancy's Splinter Cell. They look at everything from the background on Sam Fisher to how lighting and music works into the gameplay. Here's a clipping:
So motion capture for animations was completely thrown out?
Ferland/Petty: All of Sam's animations were done by hand, first of all because we wanted Sam to have his own style - his movement is basically realistic, but we wanted it to have some unique flare.
Secondly, we have a lot of moves that transition to other moves - for example Sam can hang from a pipe and shoot, he can bounce off a wall to catch a zip line, and at the end release and drop attack an enemy. Even if we had motion captured elements of these moves (which would have required pretty complicated set-ups with wires, pulleys, etc.) there would have been a lot of tuning that would have needed to be done by hand at the end.
Also, motion capture and animations done by hand do look noticeably different - mixing the two requires a lot of extra tuning.
WarCraft III Demo Released
December 2, 2002 - Joe "OuTkAsT-1" Topolnisky
Get your modems ready, because the guys over at Blizzard Entertainment have finally released a demo for their hit RTS, WarCraft III. So if you haven't picked up the full version yet, you can get a taste by grabbing this 100meg file. Now get downloadin'!
NeverWinter Nights Patch
December 2, 2002 - Joe "OuTkAsT-1" Topolnisky
BioWare has released a new patch (v1.27) for their hit RPG, NeverWinter Nights. Including a bunch of bug fixes, it also adds support for shiny water using ATI's Radeon. You can check out the changes list right here or just start downloading this bad boy through the games auto-updater.
The War of the Ring Q&A
December 2, 2002 - Joe "OuTkAsT-1" Topolnisky
GameSpy has kicked up an interview with Liquid Entertainment's Ed del Castillo regarding their upcoming Lord of the Rings RTS, The War of the Ring. Here's a taste:
GameSpy: Does magic play a big role in the game?
Ed del Castillo: As in the books, magic plays a big role, but not an obvious one. Middle-earth is a place of magic and we've embraced that, but we've also embraced that magic isn't overt. There is definitely magic in the game, but you won't see Legolas and the others running around with handfuls for fireballs and lighting bolts.
Matrox Parhelia-512 review
December 2, 2002 - Nick "Neeyik" Evanson
It seems like ages since I last did a news post because...oh! It was ages ago! Oops...
Anyway, over at Beyond 3D you'll currently find a review of the Matrox Parhelia-512 graphics card. "So what?" you may think. Ah but when B3D do a review, they do a REVIEW...
Parhelia offers 4 texture units per pipeline, meaning that up to 4 texture maps can be sampled simultaneously and Serious Sam can handle up to four layer in a single pass, which should be a good fit for Parhelia. SS:SE also provides the ability to alter the number of texture layer applied per pass, so we can see how much benefit the 3D architecture is gaining from the number of texture layers applied in a single pass.
The gains in the higher resolutions here are quite large, but because of the texture unit arrangement on Parhelia, in a title like Serious Sam, removing the number of texture layers applied per pass has direct impact on its fill-rate and not just bandwidth. With future games a flexible number of texture layers per pass is very important for Parhelia.
We can see that the largest single gain is from going from no multi-texturing to dual texturing. Parhelia's texture units are capable of sampling bilinear samples in a single clock, so for Trilinear sampling two texture units will be used per map; hence at two texture maps per pass with Trilinear filtering all of Parhelia's texture units are being used simultaneously.
SiS AGP Driver
December 2, 2002 - Hans "stealth_wing" Melis
Apparently, SiS have posted a new AGP driver on their download site. The new driver is version 1.13 and that's about all we know ;-)
No idea what's been fixed, or its performance since I couldn't find it on the website yet. So for all you SiS-owning freaks: get this updated driver here. Use this driver at your own risk! Thanks to Michael for the email.
Jeremy Soule Q&A
December 1, 2002 - Joe "OuTkAsT-1" Topolnisky
HomeLAN has kicked up an interview with Jeremy Soule, the composer behind hit games like NeverWinter Nights and The Elder Scrolls III: Morrowind. It's mostly a get to know you that also takes a look at music in the gaming industry. Here's a clipping:
HomeLAN - Music and sound in PC and video games have sometimes not received as much attention as other aspects of a game. Why do you think that has happened in
some cases?
Jeremy Soule - For starters, if a game doesn't have enough volume, or gives the user the option to shut it off right away, you'll see less interest in that game's music. Music is of the quality these days that giving the user the option to shut off a score is tantamount to letting them shut off the graphics. There's still some major holdouts from the old school mentality surrounding music and games. I also think that games should take more advantage of music and sound. We're still seeing multi-million dollar games out there that are shipping with no dynamic mixing capabilities between sound and music. Most games initiate the music and sound levels up front and just leave it.
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