No Doom3 Editor on Linux

January 31st, 2003 by jvm

Dan Naumov, having heard that the MacOS version of Doom3 would not include the editor (perhaps from a 2002 E3 report), sent word that he had emailed John Carmack directly about whether the Linux version would have the editor. Here is the full reply he forwarded to us:

Unfortunately, it [the editor] is probably going to be a win32-only feature. We might support the possibility of building a separate, standalone linux versionbased off of the Radiant work, but it would lack the integration features,and we aren’t committed to it. I would be happiest with complete supporton all platforms, but the editor code has a bunch of win32 assumptions init, and supporting a cross platform version would be more work than I canjustify.

This can be considered an official response.

John Carmack

I think that speaks for itself. It’s tempting to fly off the handle and damn those evil Windows programmers. Yet, given the realities of the Linux gaming market, it is a completely reasonable business decision. That we’re getting the client in addition to the server is probably already more than our numbers deserve.

JohnC Gives NVIDIA and ATI the Finger

January 30th, 2003 by jvm

Everybody’s favorite gaming geek programmer, John Carmack of id Software, has updated his .plan with information on Doom 3 and the recent video card offerings from NVIDIA and ATI, called by their codenames NV30 and R300, respectively. Here are the highlights:

  • R300 can run in three modes, the NVIDIA card in five. He runs an NV30 in his workstation so he can test more modes with one piece of hardware.
  • The modes correspond to increasing levels of quality, but some modes are vendor specific.
  • The default mode on R300 now is ARB2, which I think is the highest quality mode. In this mode, the NV30 runs at half the speed of the R300.
  • In the vendor-specific NV30 mode, however, the NV30 wins in speed, but how the quality compares to ARB2, isn’t clear to me.
  • NVIDIA says it can improve ARB2 performance with improved compiler technology
  • The NV30 makes enough noise to annoy the otherwise fan-noise-immune Carmack.
  • NVIDIA’s drivers are still better, but ATI’s are continuing to improve
  • For developers, the cards offer some choices. Slower fragment programs on the NV30, but large instruction counts. Faster on the R300, but program limits that he’s already encountered.
  • For consumers, he says the choice is not clear cut at all, especially with the 2-slot requirement and loud fan on the NV30.

Carmack then goes on to discuss very technical details of programming the latest cards and some information on the Doom3 engine. As far as I can tell, it’s mostly non-game-related.

For context, keep in mind that (a) the NV30 is not out on the market yet, and will cost a lot when it does, (b) the R300 cards that are out already are performance competitive with the NV30, (c) NVIDIA will probably have Linux driver support the day that the cards are available to the public, and (d) there are currently no fully-featured, 3D drivers for the R300 under Linux. (If this situation has changed, let me know.)

Savage Possible for Linux

January 30th, 2003 by jvm

Derek G. and Andy C. both reported on a possible Linux port of Savage, a new action game that is just entering beta testing. Declaring itself a “Real-Time Strategy Shooter”, it apparently blends the real-time strategy and first-person shooter genres into an online-only, multiplayer game. The main site includes the obligatory FAQ. FAQ #29 is:

Will there be a Linux or a Macintosh version?
We are considering each OS, but we have not made a decision yet.

The previous question indicates that most OpenGL cards will be supported. If, indeed, they are using OpenGL for the renderer, then a port could potentially be made more easily.They have forums and a beta signup if you’d like to get into it and be a friendly proponent of a Linux port. Remember that it will probably be helpful to be polite in your request for a Linux port and that you should stress that a Linux port would make you more likely to purchase their game.

UPDATE:A developer on the Savage team, Jon, posted in our comments:

Yes, a full-featured Linux port exists currently, and I’m going to need some help making it work on all the various distributions. About 1% of the people signing up have chosen Linux so far, which is better than I expected, but let’s get some more Linux folks in the beta

So, there you go. A full-fledged invitation to take part and hammer the bugs out of the Linux client. Now go sign up or I’ll put Marv on your case.

Parsec going Open Source

January 30th, 2003 by Marv

Several people have written in pointing out that Parsec. the multiplayer space-shooter, is going open source.Below is the press release

January 28, 2003 — We are currently preparing the entire code base of Parsec for a full source release in early May 2003, which will mark a major change in the structure of the Parsec Project.

The source release will include platform support for Win32, MacOS X, and Linux, and contain both OpenGL and Glide rendering code. It will include almost everything that has been part of the earlier LAN-Test releases, as well as our new client/server code that is already far along in development. However, it is our hope that this release will be picked up by the Parsec community for further development, supported by members of the original Parsec Project.

This release will be the last official release of the original Parsec Project. It had been our intention to achieve a full-featured release including Internet game play in 2002. However, we were always doing this in our spare time, and since it is taking us too long to reach our original goal, we do not want to keep the Parsec community waiting any longer and have thus decided that it is time to change Parsec’s development model to an open source approach.

We intend the official Parsec webpage to become the central hub for playing Parsec and continuing Parsec development. We would like to dedicate the upcoming release to the Parsec community, and hope that Parsec will live on and prosper as an open community project. Enjoy!

Crystal Space 0.96r001

January 30th, 2003 by Marv

Crystal Space version 0.96r001 has been released. This version is a major release from the previous release, 0.94. Changes include the following items.

XML transition: the CS map format has been changed to XML
Smart pointers
Effect System(OpenGL Rendering)Sequence Manager
Improved procedural texture handling.
New collision detection plugin based on OPCODE.
HUGE amounts of bug fixes and improvements all over the project.
Removed 8-bit display support in software renderer. Only 15, 16, and32-bit displays are now supported.

FreeSCI 0.3.4a & 0.6.0

January 27th, 2003 by Alkini

Version 0.3.4a of the Sierra On-Line game engine interpreter FreeSCI has been released; changes include:

  • Adlib emulation for PCM devices
  • optional on-screen debug console
  • DirectFB full-screen console graphics driver
  • bugfixes

FreeSCI 0.3.4a downloads:

Also worth noting is that a development branch of FreeSCI has been released, starting with version 0.6.0. This is a developer-only release, so go to the FreeSCI site for more information.

NeoEngine 0.4.0

January 27th, 2003 by Alkini

Version 0.4.0 of the LGPL 3D game engine NeoEngine (screenshots) has been released; changes include:

  • extended material language
  • new tutorials
  • collision detection framework
  • VRAM vertex buffers
  • triangle strips generation
  • networking subsystem
  • cleanups and optimizations

NeoEngine 0.4.0 source: neoengine-0.4.0.tar.bz2

Knights 0.5.9

January 27th, 2003 by Alkini

Version 0.5.9 of the KDE-based chess interface Knights (screenshots) has been released; changes include:

  • speed improvements
  • new match dialog
  • online sought games graph
  • new “dynamic tabs” interface
  • translations

Knights 0.5.9 downloads:

More info on Announcements

January 26th, 2003 by theoddone33

Ryan “icculus” Gordon has posted some more info on the games announced at LWCE. The posting gives specifics on the ports of Medal of Honor, America’s Army, and Serious Sam: The Second Edition.

Neverwinter Nights Client Update

January 26th, 2003 by Marv

The weekly update to the Neverwinter Nights Client page has occured with the following news for us.

We are now into the rather boring stretch at the end of game development. We are currently running through the loop of: find bug, fix bug, make new build, test. Rinse and repeat. Unfortunately, this is also the longest part of development and the most uncertain. It is even harder now to give you a date on the Client Beta.

America’s Army Client

January 24th, 2003 by Alkini

And the third surprise from at LWCE is that they have the free UT-based game America’s Army running under Linux. They ran in to a last-minute show-stopper so they’re not showing it on the floor of LWCE, but they have released a screenshot.

Project: Starfighter 1.0 Demo

January 24th, 2003 by Alkini

Stephen Sweeney wrote in to announce that version 1.0 Demo of the space combat game Project: Starfighter (screenshots: 1 | 2 | 3) has been released; changes since the original development version include:

  • selectable missions
  • powerup system
  • scripted game events
  • cutscenes
  • new missions and enimies

Project: Starfighter 1.0 Demo downloads: @

WaterRace Source Released

January 24th, 2003 by Alkini

Jonathan Gray wrote in to announce that the source code to WaterRace (screenshots) has been released under the terms of the GPL. WaterRace is an OpenGL offshore racing game originally written for the classic Mac OS. The source is available only as a Stuff-it Expander file.

MoH:AA Native Client

January 23rd, 2003 by Alkini

To all who whined about a server-but-no-client port of Medal of Honor: Allied Assault (*cough*dan*cough*), here’s some news for you…

On day two of LWCE, the guys have announced their secondsurprise: they have a native MoH:AA client running in Linux.There’s no news on the specific plans to release this to the public. Flame away.

Tux Paint 0.9.6

January 23rd, 2003 by keerf

Bill Kendrick of NBS wrote in to announce that version 0.9.3 of the child’s drawing program Tux Paint has been released; changes include:

  • Initial support for arbitrary window sizes. (Add “#define SVGA” to src/tuxpaint.c and compile to test 800×600 mode)
  • New paintbrush colors added; some colors renamed
  • Fixed text tool bug when hitting [Enter] past the bottom of the screen
  • BeOS printing support code incorporated into main source tree
  • Saved-files directory can be specified at runtime with “–savedir” command-line option, or “savedir=…” configuration file setting.


Epiar 0.2.2

January 23rd, 2003 by keerf

Version 0.2.2 of the space adventure/combat game Epiar has been released. This is a bugfix release from 0.2.0, fixing all reported bugs from 0.2.0. You can get more information from

Download: @

Nvclock 0.6.1

January 23rd, 2003 by keerf

Version 0.6.1 of nvclock was released changes and or fixes in this release include:

  • GeforceFX/QuadroFX support (untested)
  • support for driver version 1.0-4XXX
  • improved QT gui
  • various other bugfixes

Download: nvclock0.6.1.tar.gz at LWCE

January 22nd, 2003 by theoddone33

A short update was posted on earlier today detailing their activies at LWCE.

We’ve been up and running for 45 minutes, and we’ve already slaughtered a Dance Dance Revolution mat, wowed a ton of people, and showed off Surprise Number One…Serious Sam: The Second Encounter, running on Linux. Come check us out; we’re the loudest booth in the Dot-Org Pavilion. :)

I know a lot of people have been hoping for the second game in the Serious Sam series for a while now. It will be nice to see what other surprises they come out with.

FooBillard 2.4

January 22nd, 2003 by Marv

Version 2.4 of the OpenGL billiards game, FooBillard has been released. Changes and or fixes for this release include:

- button2 after button1 = toggle cue view
– hold button2 after button1 = place cue ball
– hold button1 after button2 = adjust effet
– black outlines for menu text
– different blending func for rendered reflections
– 8ball rule fix: potting 8 at break caused a win (thx to A. Friesen.)
– manpage (thanx to Wouter Eerdekens)

Freeciv 1.14

January 21st, 2003 by Marv

Freeciv, a multiplayer strategy game, has released their latet stable version being 1.14. Changes in this release:

– Unique city names, you no longer can name your cities the same, and you can enforce unique city names globally (optional).
– A new map generator (generator 5) which creates pretty fractal maps..
– You can load savegames from the server prompt..
– You can save client commandline defaults..
– Specialists are taken from content citizens first, instead of from unhappy citizens first. This makes it more difficult to quell unrest using taxmen and scientists..
– You now start with no technologies by default, and angry citizens are enabled by default, although they will rarely make an apperance..
– The algorithm used for calculating the effects of tax settings has been changed. It is now no longer possible to get 100% effect from 60% choice of tax goal..
– A new, historically more correct version of the rulesets included..
– There is an option to require several turns of rapture/celebration . before it takes effect. See “show rapturedelay” in server..
– The sequence of some end of turn activities have been regrouped..
– Several AI improvements. It should now build and buy units and buildings slightly more intelligently..
– Many internal code improvements that will lead to more features later..
– /fix and /unfix commands to stop modifications after game has started..
– The server commands “rulesout”, “log”, “freestyle” and “crash” have been removed, while “rfcstyle” now toggles between rfcstyle and freestyle..
– civ2 ruleset now more accurately reflects civ2 deity level defaults..
– A truly massive amount of bugfixes..

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