AnandTech AMD64 Linux Articles

July 19th, 2004 by Crusader

AnandTech has posted two articlesconcerning the AMD64architecture and the Linux operating system. Thefirst article compares SuSE 9.1Professional, Fedora Core 2, andWindows XP on an Athlon64 3500+ machine. Benchmarksfor Enemy Territory andUnreal Tournament 2004 areincluded.

The secondarticle tests the NVIDIANForce3 250 and the VIA VIA K8T800 Promotherboards. Again, benchmarks forET and UT2004 are included.

A future Linux video card roundup is also mentioned, so be on the lookout forthat.

Stella 1.4 / KStella 0.9.0

July 19th, 2004 by Crusader

Version 1.4 of Stella, a multi-platform Atari 2600 emulator, has been released. Changes include the addition of SDL and OpenGL rendering support.

Stella v1.4 Download: [ ]

Also, the KDE frontend to Stella, KStella is now at version 0.9.0. Changes include updates for Stella 1.4 compatibility.

KStella 0.9.0 Download: [ ]

Wine 20040615 (and 20040716)

July 19th, 2004 by Marv

Release Number 20040615 of Wine, the free implementation of the Windows API on Linux has released. As usual, this is a developer-only version at this point in time.Changes for this release include:

  • Major winedbg rewrite using the dbghelp dll.
  • New Wine preloader to reserve memory areas at startup.
  • Many improvements to the audio support.
  • Lots of bug fixes

Download: [ Wine 20040615 ]

Edit: A reader pointed out below that version 20040716 is actually the new release; a detailed changelog can be found here.

Download Wine 20040716: [ ]

Globulation 2 Request For Developers

July 18th, 2004 by Crusader

Globulation 2, a GPL‘ed strategy game project (screenshots), is requesting assistance from interested developers:

  • improving some algorithms so the game runs faster
  • hacking the OpenGL part so the game run faster
  • Developping new features in C++ or fixing bugs
  • making images for the game or editing doccumatation

If interested, information on contributing can be found here.

GGZ Gaming Zone 0.0.9

July 18th, 2004 by Marv

The GGZ Gaming Zone, a cross-desktop online gaming system with more than 25 game engines and game clients written in several toolkits like SDL, KDE and Gtk+, is now available in a new version. A lot of new features are available in this release including the following items:

  • Detailed room (join/leave) and player information
  • Game environment support (fullscreen, framebuffer, …), an example text-only game is included
  • Enhanced statistics: highscores and game-client reports
  • Improved rankings interface ( tournaments, teams and player ratings, as well as game results
  • AI for the Chess server and the chatbot, who can play 2 games now
  • New pygame-based core client and Chinese Chess game
  • Many additional improvements such as timestamps in ggz-txt, game replays for kdots, room icons for kggz, windows compatibility for libggz, user manual for ggz-txt, metaserver registration script, unified game chat

Download: [ GGZ Gaming Zone 0.0.9 ]


July 17th, 2004 by Marv

Everyone’s favorite arcade machine emulator X-Mame/X-Mess has been updated to a new version. Changes for this release include:

  • Everything from MAME 0.84 and MESS 0.84
  • Removed -listinfo, since it’s no longer supported by the core.
  • The support for network play and rapidfire is no longer in vanilla MAME, so they have to be patched into the core for releases.
  • Builds on LinuxPPC should no longer give warnings about “PPC” being redefined.
  • Removed romalizer from src/unix/contrib/tools since it has been abandoned.
  • Reworked the makefiles so that dirtied files in src/unix are once again compiled and force the application to relink. It also seems to behave well with parallel (-j) invocations of ‘make’.
  • Enabled messtest in src/unix/unix.mak since it should now build without errors with ‘make -j’.

Download: [ xmame/xmess-0.84 ]

OpenQuartz available

July 17th, 2004 by Marv

OpenQuartz is a new approach to the free Quake engine with an attempt to provide GPL-licensed artwork for projects wanting open-sourced code and content for Quake. QuakeC will be used to control the behavior and rules of the game with the graphics, maps, models and sounds in the pak files.ChangeLog for this version includes the following items.

  • Bot Support When in deathmatch, just hit the “End” key or type “impulse 101″ at the console now.
  • The deathmatch maps (currently we have 13) are now accessible through the menu system.
  • There is an experimental new gametype “Deathmatch 7″ wich works with singleplayer maps.
  • A new map and new sounds and new monsters have been added.

The project still needs replacements for several of the original monsters, please contribute if you can.

Download: [ OpenQuartz 2004.07.11 ]

Freelords 0.3.3

July 16th, 2004 by Marv

Freelords, a rewrite of the Warlords II, has been updated to version 0.3.3. Changes include the following:

  • Basic tutorial
  • updated German/Italian translation
  • various bug fixes

Download: [ Freelords 0.3.3 ]

Daimonin Beta 3 released

July 16th, 2004 by Marv

Daimonin, an open source MMORPG has hit beta release 3. The public server has been currently up for 3 weeks without a restart, a good sign for stability for this project. Screenshots of this RPG are available for the curious. Changes since beta release 2:

  • bank system (script based)
  • named mobs (random spawns)
  • new special item drops
  • new one drop quest items
  • world size (outdoor) doubled
  • 3 new dungeons with over 33 maps
  • new animations for female players
  • several hundred new single graphics
  • dozens of new arches
  • over 25 new monsters
  • reworked exp & level table
  • new drop & loot tables
  • around 100+ bugfixes and improvements

Download: [ Daimonin Beta 3]

DOOM III Linux Update

July 15th, 2004 by Crusader

News from the .plan of Todd Hollenshead, id CEO:

A few bottles of champagne later (so excuse the typos)….

First of all, thank you to everyone who sent congratulatory notes on the GOLD announcement. I speak foreveryone at id when I say I wish I could respond to everyone personally, but hopefully this general notecan convey how much we sincerely appreciate the sentiment from everyone out there waiting for the game.

A few people have reminded me of some details omitted from my initial update:

Mac and Linux: Unfortunately I don’t have dates for either of these. However, Linux binaries will beavailable very soon after the PC game hits store shelves. There are no plans for boxed Linux games.More remains to be done for the OSX version of DOOM 3 and that will take some time. We won’t releasethe OSX version until it’s just as polished as the PC version. The date for OSX DOOM 3 remains “when it’sdone”, but I can confirm that it’s definitely coming.

Demo: our priority was finishing the game first and now we are turning our attention to the demo. Idon’t have any information to share regarding any specific content, but I don’t believe that we haveever disappointed in that regard in the past. We will release the demo as soon as it’s done, but thisprobably won’t happen until after the game has arrived on U.S. store shelves.

Last, but not least, the id Store: we will have copies of DOOM 3 available, but only after we get them.I’m sure that some of the hardcore game retailers will get them even before we do. Check our website forupdates on this. We certainly appreciate everyone who has helped to make the id Store a huge success thisyear. By the way, more DOOM 3 T-Shirts just arrived, so those popular items are back in stock and will beavailable this week.

I understand that people have lots and lots of questions. We’re working on pulling together some form ofan official FAQ, but even though we’re done we still have several responsibilities that are urgent as thegame heads for retail. Please bear with us on this.

I know I owe you those preparation tips, but they will have to wait until tomorrow.


July 14th, 2004 by Crusader

id Software’s Todd Hollenshead updated his .plan file with the following announcement (which presumably refers to the Win32 version only right now – as soon as we receive word on the status of the Linux build we’ll let you know):

IT’S DONE!!!!!!!

Yes, this is the official word that DOOM 3 has been code released and has been approved for manufacturing!It won’t be long now until the anticipation ends and the PH34R begins ;-) We literally just hung up withActivision and have confirmed that our latest release candidate has been mutually approved and is finallyGOLD. Thanks to everyone for their patience (yeah right! =) and for everyone at id, Activision and ournumerous partners for helping us create what I believe is absolutely the best game we have ever made.

So, the next question is release dates. Retailers in the States will be allowed to pick up games startingat 12:01 AM on August 3rd. The official street date is actually August 5th in the U.S.A., but some ofyour favorite stores will probably have it early for those of you who have to have it first. Check withyour local retailer for that information.

Internationally, the game will take a few more days to make it to the store shelves. The UK will probably get it first, on or about August 6th. Everywhere else will probably be Friday, August 13th (que Twilight Zone Theme) or close to that date, with just a few exceptions (e.g. Russia and Poland). This isn’tbecause we don’t have love for you folks outside the U.S., but the localizationand manufacturing processtakes a bit longer outside the U.S. where we will have JVC run 24/7 to get the units built. I guess theEuropean manufacturers prefer to give their employees nights and weekends off.Go figure!

The champagne is flowing here at id and smiles abound!

I’ll update again with some DOOM 3 preparation tips (not what hardware to buy -you’ll have to wait fora programmer for that sort of thing). In the meantime, I want to see those “DOOM 3 GOLD!!!” threads setnew records for swamping message board servers, destroying productivity, and post counts ;-)

Recapping today’s headlines….DOOM 3 GOLD!!!

Edit: here’s the official press release:

Mesquite, TX – July 14, 2004 – See you in Hell! id SoftwareTM and Activision, Inc. (Nasdaq: ATVI) confirmed today that id Software’s highly anticipated DOOM 3TM for the PC has entered manufacturing and will begin shipping to retail stores worldwide the week of August 2. A sci-fi horror masterpiece, DOOM 3’s dramatic storyline, pulse-pounding action, incredible graphics, and ground-breaking technology combine to draw you into the most frightening and gripping first-person gaming experience ever created.

“DOOM 3 is done! And you’re going to have it in your hands in a matter of days,” said Todd Hollenshead, CEO, id Software. “DOOM 3 is a videogame experience unlike any before it. From the cinema quality visuals and the incredible 5.1 sound, to the terrifying atmosphere and hyper-realistic environments, the whole game screams ‘interactive horror film!’ Add in the most ferocious line up of demons Hell has ever brought to bear, and you have an experience so intense that you’ll need to keep your heart medicine handy.”

Built on id’s revolutionary new 3D technology, DOOM 3 is a terrifying battle with the forces of Hell. In DOOM 3, your recent assignment to the Union Aerospace Corporation’s Mars research facility seemed simple enough, until their discoveries and experiments unlocked the gates to Hell itself. Now, in an epic clash against pure evil you must fight to understand who is with you, who is against you, and what must be done to stop this nightmare from reaching earth. For more information, fans can visit DOOM 3 has been rated “M” for Mature by the ESRB.

mapacman 0.90

July 14th, 2004 by Marv

To assist with the futher development and testing of the Arianne engine, a new release of mapacman has come to passing. Mapacman is a multiplayer online version of everyone favorite game, Pacman. This final release of mapacman has the ability of players to eat ghost when the take the super pill and a bugfix related to ghost removing dots on map. Feedback to the development team would be appreciated to help the game engine as whole.

Download: [mapacman 0.90 ]

Cedega Reviews

July 12th, 2004 by Crusader has posted areview of TransGaming Technologies’ newly-renamedWine-fork, Cedega (WineX 4.0).The reviewer tries City of Heroes (a superhero-themed MMORPG) and GrimFandango (one of the last Lucasarts adventure games).

LinuxWorld had their ownreview up as well (Google cache);Dark Age of Camelot (a fantasy MMORPG) and Diablo II (hack and slashaction-RPG) were tested. I’ve been unable to reach LinuxWorld’s site for thepast several hours, but there’s the link for whenever it comes back up.

Attal 0.8.1 released

July 9th, 2004 by Marv

The developers of Attal sent in the following update on the release of Attal 0.8.1:

  • Improve management of events on map (chests, resources…) and in editor
  • Basic management of quests (in game and in scenario editor)
  • Market implemented
  • Minimap in scenario editor
  • Levels of experience management (in theme editor)
  • Added docs
  • Management of buildings (external and internal) in editors
  • Bug fixing (especially in fight mode)

Download [ Attal 0.8.1 ]

Emergence 0.6.1

July 9th, 2004 by Marv

Emergence which is a network only mulitplayer space combat game has been updated to release 0.6.1. Changes with this release include the following items:

  • much improved stability and performance
  • new weapons in default skin
  • more sound effects
  • much improved weapon respawning code
  • customizable rail trails, smoke, plasmas and shields
  • improved attached weapon physics
  • some server/client inconsistency issues resolved
  • home package structure much cleaner
  • choose nice vid_mode on first run
  • the console is now coloured
  • fps now outputted on demo completion
  • up/down/left/right now work again as controls
  • up/down now work again as command history
  • key-based rolling
  • clearer package filenames
  • mouse_speed cvar
  • minigun fire rate increased
  • fixed default demo playback on startup
  • more default key controls

Download: [ Emergence 0.6.1 ]

Crystal Space 0.98r002

July 7th, 2004 by Crusader

Here be the scoop!:

Finally here is a new stable release of Crystal Space!

This version has changed a huge deal compared to 0.96 (there is a document in the appendix explaining how to cope with the changes). In general Crystal Space has become faster and more mature. One important thing in this release is that the new renderer architecture is much more usable. It is still not enabled as default because some important parts are still missing but if you only need OpenGL and don’t depend on volumetric fog then I strongly recommend using the new renderer architecture (instructions on that can be found in the documentation).

The most important change in this release is the maturation of the new renderer architecture

Crystal Space is an open-source 3D engine project. Additional changes:

  • Another important highlight is support for cal3d models (skeletal animation).
  • With the new renderer there is a new terrain engine that supports modern features like splatting (combining multiple textures dynamically) and scattering.
  • The VOS project has put in a VOS networking plugin in CS.
  • Crystal Space is now using ‘jam’ to build. We still provide ‘make’ compatibility by having a ‘make compatibility layer’ but in general we recommend using ‘jam’ for CS and also your own projects (unless you use MSVC).
  • The OPCODE collision detection plugin has been fixed so that it is now used as default by walktest. OPCODE has no restrictions to commercial usage (as opposed to RAPID), is faster, and uses less memory.
  • The Dynavis visibility culler has been improved.
  • Lots of other bug fixes and enhancements.
  • Documentation has been updated and enhanced

Crystal Space 0.98r002 Download: [ ]

UnrealEngine 3 Editor Plans

July 6th, 2004 by Crusader

BeyondUnreal pointed out this post by Ryan “icculus” Gordon to theLinux UT2004 mailing list (FAQ):

We’ve already rewritten UnrealEd to use the wxWindows toolkit on Windows. The intention is to have it run on Mac, Linux, and Windows.

That’s for UnrealEngine3, though, not UT2004.

This is great news, as no previous versions of the editor have run on Linux natively.

Edit: To clarify, this is the third major iteration of the Unreal engine, for use in future Unreal-driven titles.

Edit (by jvm): I followed up with Ryan about this information. Here’s his response, in full:

Their title [of the post at BeyondUnreal] is a little misleading, but yeah. Like the quote says, it’s the intention to run on all those platforms, but no work has been done yet, and won’t be for a long time. The engine itself isn’t running on Linux and Mac at the moment, let alone the editor, but the explicit reason for the move to WxWidgets was to allow UnrealEd to go cross-platform. This is all for UnrealEngine3; the UE2 games (ut2004, etc) are still on the MFC-based editor, which won’t see a Linux version.

So, basically, if I don’t get hit by a bus before it ships, we’ll ship the editor with the game for Linux and Mac, too.

UnrealEngine 3 and Linux

July 6th, 2004 by Crusader

A reader asked in a comment whether or not it was confirmed that the next version of the Unreal engine, UnrealEngine 3, would have Linux support. In an interview with, Epic’s Mark Rein had this to say:

Eurogamer: The owners of other cards will be asking what compromises will there be for their cards?

Mark Rein: None. It’s not about making the game not run well on other cards. We’d be totally stupid to not run well on ATI cards. There are a large percentage of people who have those cards. We even have a software renderer in our Unreal 2 engine, so we can run on a 2D card! We’d be stupid to deliver a bad experience. We want to make the game run the best it can on every customer’s system – that’s our absolute goal, and not doing that doesn’t help Nvidia any more than it doesn’t help us, so that’s something we always strive to do. We even run on Linux, we run on Mac. We work really hard to have the largest audience of gamers we can possibly have.

Oddlabs Looking For Beta Testers

July 6th, 2004 by Crusader

Oddlabs sent in the following:

Sometime during the next two months, Oddlabs will begin beta testing its new 3D realtime strategy game Tribal Trouble. We will be looking for gamers of all kinds to playtest the game on various hardware configurations, so anyone interested should sign up for our newsletter, where we will post a link to a beta tester application form once testing is about to begin. We will only choose a limited number of testers among the applicants, but since Tribal Trouble will also be available for Linux, we would really appreciate if any of you Linux users apply.When subscribing to the newsletter, Oddlabs will of course keep your email address strictly confidential. We will never share or sell any of your information to a third party. You will be able to unsubscribe at any time using the subscription box or a link provided in the newsletters.

Tribal Trouble is a fast paced realtime strategy game with a slightly comical twist. The game is set on a series of tropical islands, where gangs of stranded viking raiders clash with the local natives. The player will have to lead his tribe to victory by collecting resources, inventing and producing new weapons, manage the villages and wage war against the competing tribes. Tribal Trouble will feature both a single player mode and an online multiplayer mode where you can chat with other players.Screenshots can be found at

DOOM III Tournament @ QuakeCon 2004

July 6th, 2004 by Crusader

id Software just issued the following press release:

MESQUITE, Texas – July 6, 2004 – The battleground is set – the 9th annual QuakeCon 2004 video game festival and tournament at the Gaylord Texan Resort & Convention Center in Grapevine, Texas on August 12-15 will host the first DOOM 3™ deathmatch championship ever. Be there to game, hang out with 5,000 of your closest friends, and compete for $150,000 in cash and prizes in the NVIDIA QuakeCon 2004 Championship Tournaments. First-come, first-serve online registration for QuakeCon 2004 has begun at The must-attend event for gamers is free to all attendees.

“We’re having a DOOM 3 party this year, and want to offer our fans the first opportunity to compete in a DOOM 3 tournament,” Todd Hollenshead, CEO, id Software said. “NVIDIA is putting up the largest QuakeCon prize package ever, and topping it off with DOOM 3 prizes that will have the competitors’ adrenaline rushing.”

NVIDIA Corporation, the worldwide leader in graphics processing, is putting up a combined purse of $150,000 in cash and prizes for the three QuakeCon tournaments.

“For gamers, QuakeCon is the most exciting happening of the year, and this year it marks the arrival of DOOM 3 – which is one event we wouldn’t miss!” said Dan Vivoli, executive vice president of marketing for NVIDIA. ” NVIDIA’s presence at QuakeCon gives gamers an opportunity to test drive the game with NVIDIA’s GeForce 6 series, a product family designed to deliver the ultimate DOOM 3 experience to gamers of all budget-levels.”

DOOM 3 Inaugural Deathmatch Championship:Yes, you read that correctly. DOOM 3 Deathmatch is coming to QuakeCon 2004, and there has never been a more level playing field. With DOOM 3 launching this summer, there won’t be anyone who has had time to practice or master the game, and almost any QuakeCon attendee has a chance to walk away with one of the exclusive DOOM 3 prizes. We’re not telling you what they are just yet, but let’s just say that they’re fast. Registration for this 128-player tournament will begin August 12, 2004 – the first day of QuakeCon.

The QUAKE III Arena 1 vs. 1 Championship:The definitive gaming challenge is this 1 versus 1 battle in the Arena and the only QUAKE III Arena tournament officially sanctioned by id Software. With $50,000 on the line, the intense battle begins at QuakeCon on August 12, with 256 players going toe-to-toe in this legendary death match experience. Registration will kick off July 11th at 8:00pm Central Time on Go to for official tournament rules and prize money distribution.

Quake III Capture the Flag Tournament:The 4 versus 4 Capture the Flag tournament is sure to deliver an unprecedented level of fast-paced team action. 32 teams will begin 4 versus 4 double elimination championship rounds at QuakeCon 2004, where they’ll compete for $40,000 in cash. Registration for the open seeds will begin on July 11th at 8:00pm Central Time. Teams earning a berth in last year’s top 16 spots will receive an automatic berth this year. The remaining team slots will be filled on a first-come, first-serve basis. Teams can visit to register and for official tournament rules and prize money distribution.

Hotel Reservation Information: To reserve a room, call the Gaylord Texan at 866-782-7897. To receive special negotiated room rates of $109 for single or double occupancy and $119 for triple or quad occupancy, QuakeCon attendees should inform the reservation desk that they’ll be at the hotel for QuakeCon 2004. Additional information regarding the Gaylord Texan Resort & Convention Center is available at

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