Fraglimit Hit

May 18th, 2005 by Crusader

Brain Food Studios has released “Fraglimit Hit“, a documentary film about the culture of hardcore PC gaming:

It’s oriented toward teaching outsiders, so download it, watch it, and send it to your friends and family. Currently mirrored at Fileplanet (registration required), the film is free to watch, though small donations are requested at if you enjoy the film. The film clocks in at a 105MB download for 24 minutes of entertainment for the original Windows Media version. Transcoded versions in other formats will be available soon at an mirror which is in the works.

Fraglimit Hit Download: [ ]

Legends 0.4.1c Beta

May 17th, 2005 by Crusader

Version 0.4.1c Beta of the Tribes-inspired Legends (screenshot) has been released:

The development team for Legends, the free, online, first-person-shooter jetpack combat game, is proud to announce the release of our next BETA version: 0.4.1c. This patch marks one more milestone in our march toward final release, and includes substantial art and script updates. We have focused on bug fixing, feature addition, and art upgrades with this patch with the goal of improving overall gameplay experience for our beta testers (you).

Legends is an internet-distributed, 100% free first person shooter. Developed on the Torque Game Engine (GarageGames), our goal is to create a jetpack-based online shooter with extreme mobility and deliver it cross-platform, for free. We currently support Linux and Windows, and are seeking a Mac developer for a Mac port.

Legends is current in the BETA testing phase, and this release is another in a line of BETA releases before reaching official release. The game is highly playable at this point, and we encourage everyone to download and play the game for fun. Then hop on over to our Forums, tell us what you think we can improve, and maybe even contribute content of your own.

This is the short list of changes. There are many more fixes not listed here, but these are some of the major ones that give a feel for what this release has improved. Please playtest this release harshly, and report bugs to us over at our BugTracker.

  • In-game Admin setup system with plug-ins (Base Rape, Team Damage, Tourney)
  • Observer Camera
  • 3rd Person Reticle
  • Explosions and Destroyed art for turret & inventory station.
  • New Plasma Turret: model, sounds, team skins and script
  • New Inventory Station: model, team skins and script
  • New transitory GUI to improve art quality while developing a better GUI with new exe.
  • New maps (Roughland and Ocular) for CTF
  • Map updates (new skies, terrain etc)
  • Deployable Station added with temporary art
  • Server crash fixes on mission change
  • Bugs fixed which were causing server lag – inventory accessing pause, plasma turrets etc
  • Simplified Server/Client Prefs files into one Prefs.cs file, moved adminuserlist.cs to /prefs
  • A lot of script changes and fixes (including the Arena gametype)

Legends 0.4.1c Beta Download: [ BitTorrent (seeds needed) | ]

Linux Game Publishing Hiring

May 17th, 2005 by TimeDoctor

Linux Game Publishing let us know that they are looking to hire a sales person to work over the internet.

Excellent communication skills required. You must be able to sell yourself and our products both over the phone and by email (no mass spam emailing).

I’ll guess the selling yourself part is just a British-ism and isn’t actually intended for my American ears.Details here.

Tux Games Carrying Robin Hood

May 16th, 2005 by TimeDoctor

Tux Games announced that it is carrying Epic Interactive‘s Robin Hood: The Legend of Sherwood. It is currently listed as sold out, but stock should be in shortly according to the post on TG. The demo version of Robin Hood is up on 3D Downloads if you didn’t get it when we mentioned it initally.

Enemy Territory: Quake Wars

May 16th, 2005 by TimeDoctor

id software is announcing a new game to be done in collaboration with (Enemy Territory and RTCW developer) Splash Damage, Enemy Territory: Quake Wars. No word in the PR about release dates, cost, (Enemy Territory itself ended up free-as-in-beer) or Linux support. The PR does mention something previously unheard of, “MegaTexture” technology, and we would hope this is still OpenGL so as to be portable. There is a screenshot over at blues. Here is the view from the horse’s mouth:

Santa Monica, CA – May 16, 2005 – id Software™ and Activision, Inc. (Nasdaq: ATVI) today announced the development of ENEMY TERRITORY: QUAKE WARS™. Developed by Splash Damage and built on id Software’s new MegaTexture™ rendering technology, ENEMY TERRITORY: QUAKE WARS pits the armies of Earth against the invading alien Strogg in the ultimate online strategic shooter. Featuring strategic team play, persistent character promotions, day and nighttime combat missions, and the universe’s most powerful weapons and vehicles, ENEMY TERRITORY: QUAKE WARS transports players to the front lines of an epic new war for Earth.

“For years, fans have enjoyed incredible battles on the Strogg home planet; but with ENEMY TERRITORY: QUAKE WARS, we’re taking players back to the war that started it all – the Strogg invasion of Earth – where the choice is to fight with the humans or the alien Strogg in a massive campaign for survival,” said Todd Hollenshead, CEO, id Software. “Like all great id Software games, ENEMY TERRITORY: QUAKE WARS unites bleeding-edge technology, a fantastic universe, and meticulously balanced gameplay to deliver an engrossing and futuristic gaming experience.”

“We have been so proud of Wolfenstein: Enemy Territory’s™ rave reviews, ‘Game of the Year’ awards, and massive fan-base, so to work with id again in developing ENEMY TERRITORY: QUAKE WARS is an amazing opportunity.” states Paul Wedgwood, Lead Game Designer and Owner of Splash Damage Ltd. “The stories of the Strogg invasion of Earth have always fascinated me, and now through ENEMY TERRITORY: QUAKE WARS, we’re able to bring this incredible war to life with an uncompromising level of detail and realism.”

As the invasion begins, players choose to battle as one of five unique classes in either the EDF (Earth Defense Force – humans) or the barbaric alien Strogg armies, each augmented with specialist weapons and combat hardware. Troops utilize over 40 conventional and futuristic vehicles, deployable structures, and defense systems like quad-bikes, tanks, and alien walkers for epic ground assaults; or helicopters and anti-gravity ships to lend firepower from the air. Throughout each battle, teams establish bases, deploy defense structures, artillery, radar, and advanced forward-command systems into enemy territory while constructing and demolishing obstacles to speed progress and gain a tactical advantage over the enemy.

With realistic dynamic lighting and shadowing from headlights, searchlights and even the moon, battles can be fought during the day or night; while accurate simulation of the atmosphere, weather, and vegetation combine to create an unparalleled degree of realism. Battlefields are perfectly rendered using MegaTexture, a totally new rendering technology developed by id Software that crunches millions of polygons and a gigabyte-scale texture into a single, seamless and un-tiled landscape with unique detail down to the square inch or the un-obscured distant horizon.

Players can take on class specific missions or join a fireteam to utilize advanced command and communication options, including voice-chat and the game’s context sensitive mission order system. With bitterly contested multi-battle campaigns, each soldier fights not only for victory, but to gain valuable skills, special rewards for team-play, and persistent military promotions and medals. ENEMY TERRITORY: QUAKE WARS will debut at this year’s Electronic Entertainment Expo in Activision’s booth #1224 in the South Hall.

Edit by Crusader – Monday May 16 19:10:31 2005 – Lightkey pointed out a comment at the Splash Damage website which states Quake Wars will be a “full game”; moreover, the venerable Maarten also noted that unlike Wolf ET, “this won’t be a free download.”

Also of note: the Splash Damage update confirms that Quake Wars will be using a modified DOOM III engine.

Cold War Update

May 14th, 2005 by Crusader

Mindware Studios’ Patrik Rak has posted an update on the Linux version of Cold War, a stealth action title, at the official forums:

There is no official release date yet, sorry.

As of Linux version: the game runs equally well on both Windows and Linux. But no final decision was made regarding the distribution of the Linux version, so it is still uncertain whether it will be part of the disc or if it will be distributed by other means like download from the website. Obviously we would prefer the former, but if that’s not going to happen we plan doing the latter.

DropTeam for Linux

May 14th, 2005 by Crusader

A reader pointed out that, an online publisher for war/strategy games, has announced that they will be shipping a new mech combat title, DropTeam (screenshots), for Linux and other platforms in the second half of this year. DropTeam will be a real-time tactical game with singleplayer (via bots) and multiplayer support; more info can be found at the features and overview pages.

US Army Licenses UE3

May 14th, 2005 by Crusader

More Unreal Engine 3 news: The United States Army has announced that they have licensed UE3 for the next version of their free first-person shooter, America’s Army (thanks Shacknews):

The U.S. Army today announced that it is expanding its technology agreement with Epic Games. Since 2000, Epic’sUnreal Engine 2 has served as the foundation for America’s Army, theOfficial U.S. Army Game. To take advantage of leap-ahead capabilitiesafforded by Epic Games’ newest engine, the Army will begin developing itsnext generation versions of America’s Army on the Unreal Engine 3 in thecoming months.

“The Unreal Engine has enabled us to develop one of the most populargames in the world. At the same time, the Unreal Engine has provided usthe power and flexibility to develop revolutionary training and educationapplications for use across the government,” said Colonel Casey Wardynski,project director and originator of the “America’s Army” concept. “Thegameplay, environments and immersive action generated using UnrealEngine 3 will allow us to create ever more realistic scenarios andenvironments through which young adults can learn about Soldiering andthrough which Soldiers can master skills ranging from lifesaving tocountering IEDs in the Global War on Terrorism.”

UT2007 Previews

May 14th, 2005 by Crusader

Speaking of UE3, both IGN and GameSpot have posted previews of Unreal Tournament 2007:

There’s a bit more elaboration on the Conquest gametype in the GS preview:

Where onslaught focused on capturing control points to link up a network into an enemy base, conquest will instead focus on controlling actual territory, which will yield tyridium resources (the same crystalline energy source featured in Unreal Championship 2) when captured. The idea behind conquest is to create huge, expansive levels that take advantage of the engine’s new content-streaming technology and use onslaught-style instant transport to jump to hot spots on the map where the action is. Epic apparently feels that one of the greatest strengths of onslaught was the way it could accommodate large groups of players in vehicles but also drive them to congregate around specific areas with the control point system, rather than have them wandering around the map aimlessly.

The weapon, map, and AI improvements mentioned in previous previews are also commented on.

Epic Games Purchases Reality Engine

May 14th, 2005 by Crusader

A reader sent in notice that Epic Games has announced the purchase of the Reality Engine (screenshots):

Epic has purchased the Reality Engine outright, including intellectual property rights, trademarks, and copyrights. Epic does not intend to continue sales, development, or support of the Reality Engine, but will review its technologies for inclusion into Unreal Engine 3.

Furthermore, Epic has hired the Reality Engine’s developer, Tim Johnson, for Unreal Engine 3 development. Reality is a DirectX 9 engine, but presumably whatever features are incorporated into UE3 will be ported over to the Linux/OpenGL codebase.

Cedaga 4.3.2; DirectX 9 for Wine

May 14th, 2005 by Crusader

TransGaming Technologies has released version 4.3.2 of their gaming-oriented Wine-fork, Cedega, to subscribers. New features:

  • The fix for a World of WarCraft patcher issue, which was previously released as a hotfix, is now available in a regular release. Please remember that in order for the new World of WarCraft patcher to work, the Mozilla ActiveX Control must also be installed correctly.
  • The updater for the European release of City of Heroes should now work out of the box.
  • Better international keyboard support for users of Dead keys (umlauts, etc.) should now be working properly when using the X implementation.
  • More games should be able to use mmap mode through the ALSA driver.
  • Fix for a minor memory leak with vertex shaders.
  • wininet improvements, contributed by Brian Gerst.

The rest of the release notes can be found here; version 1.3.3 of Point2Play, Cedega’s GUI front-end, is also available.

Moreover, Oliver Stieber has started a new SourceForge project, DirectX 9 for Wine, in order to maintain his patches to the Wine project which add DirectX 9 functionality. Screenshots of various working games are included.

Thanks to for the heads up.


May 13th, 2005 by TimeDoctor

Linux Game Publishing‘s Michael Simms broke the idling in his #lgp on the freenode network to give everyone a SITREP on LGP’s output:

12:27 < Zero_Dogg> what’s the next game to be released by LGP?
12:30 <@lgp-michael> soul ride then ballistics in short order
12:30 <@lgp-michael> weve fixed the big ballistics problem now
12:31 <@lgp-michael> we’ve got 1 data corruption, one crash, and then we’re done
12:32 <@lgp-michael> Ive contacted the G17 guy a few days ago with a list ofoutstanding problems and he hasnt replied yet, so Im notsure when the next beta for that will be

12:44 <@lgp-michael> but right now, Im actually busy allocating everyone I canto a new project Im having a meeting about on tuesday andit will be a major coup and land us two AAA titles {:-) But Ive said enough already *grins*

Last Man Standing gets to Update the News

May 13th, 2005 by TimeDoctor

I shot Crusader in the back, thus I am the Last Man Standing and get to post news regarding the mod. LMS, in case you don’t remember, is a Doom 3 co-operative mod. Their calimer sends word that they’re looking for volunteers to work on maps:

Applicants should post in the Join forum and include screenshots and/or a download oftheir previous work.

Currently mappers wouldfocus on progression and defense style maps, so if youhave an interest in either or both please apply! Alsodon’t forget about our mapping guide!

Anyone wanting to submit a custom mapplease either post in the custom map submission section of our forum with a link to the map, or you could come to the channel channel [sic] #lms-mod and send it to me directly.

Calimer goes on to mention a recent interview with the LMS team, and that they’re polishing their next release.

Windows Pretendulating Patent Problem!

May 13th, 2005 by TimeDoctor

A reader pointed us towards this article on that covers that windows pretendulator we all know and love, Wine, being stifiled by a Borland (software) patent.

Darwinia 1.21

May 12th, 2005 by TimeDoctor

Fans of Introversion‘s latest have reason to be excited today; Darwinia 1.21 is out in both patch and updated-demo forms for Linux. Instructions for the updated Linux version-for-the-full-game are here. The Windows demo still isn’t updated, so we’re getting a bit of a bonus with the demo being updated. Changes from the developer’s mouth:

The changes include a brand new mouse selection system (which is much better than the old one), massively improved Radar Dishes (they were a bit unreliable in the initial release, we have to admit), performance enhancements, new modding features, and a bunch of bug fixes and difficulty tweaks. There’s a lot of stuff in this patch.

Complete ChangeLog

Darwinia 1.21 Downloads: [ patch | demo ]

Stendhal 0.10 released

May 12th, 2005 by Marv

Stendhal, a game inspired by the Legend of Zelda: A Link to the Past, has been released. Stendhal takes advantage of Arianne, a multiplayer online game framework/engine, used to develop real-time or turn based games.

Stendhal 0.10 Download: [ ]

xmame/xmess 0.96

May 11th, 2005 by TimeDoctor

Lawrence Gold released xmame (multi arcade machine emulator, unix port) and xmess (emulates a number of consoles and computers) version 0.96. Good little girls and boys who emulate the right things get a ChangeLog:

  • Everything from MAME 0.96 and MESS 0.96.
  • Fixed the RGB to YUV conversion used by the Xv driver so that it conforms to the CCIR digital component video specifications. Fixes Bugzilla bug 691. (Alex W. Jackson)
  • The rows of the OpenGL bitmap used for 16bpp games are no longer misaligned in some cases; nagano98 now displays without doubled lines.
  • The behavior of “-listgamelist” should once again match the Windows side with regard to case-insensitive sorting and the treatment of leading “The” and “Le”.
  • When a specific joystick device is designated with “-joydevname (-jdev)”, it is now always treated as the player 1 joystick.
  • The built-in profiler works again. (Colin Howell)
  • The X11 build now properly sets the standard window properties. (Christian Birchinger’s friend)
xmame/xmess 0.96 Downloads: [ full tarbz2ball | patch ]

Unreal Tournament 2007

May 9th, 2005 by Crusader

As recently as last week, Epic was expressing uncertainty as to what the title of the next game in their Unreal Tournament series would be. Apparently the decision has now been made: BeyondUnreal is reporting that has posted several exclusive wallpapers from Epic/Midway, which feature the Unreal Engine 3 Malcolm player model seen in previous next-gen UT shots and a new Unreal Tournament 2007 logo.

It’s also noted that eToychest received confirmation on the title from Midway.

BeyondUnreal has updated their UT2007 summary page with the new info.

Secret Maryo Chronicles 0.96

May 9th, 2005 by Crusader

Version 0.96 of Secret Maryo Chronicles, a game inspired by the Super Mario series, has been released. Features include a level editor and SDL-driven graphics (screenshots). The changelog for 0.96 can be found here.

Secret Maryo Chronicles 0.96 Download: [ ]

Quake 2 Graphics Mod 1.1.0

May 9th, 2005 by Crusader

Ben Lane sent in word that his Quake 2 Graphics Mod, which adds support for bumpmapping and GLSL stencil shadows to the GPL’ed engine, is now at version 1.1.0:

The code has been modified so that itshould in theory compile and work straight off onLinux. I have compiled it on Mandrake 10, but I do nothave a Linux box with a good enough graphics card totest whether it actually works. It would beinteresting to hear of other peoples’ experience withthe mod on Linux. Quite a lot of work has been putinto this update, although it is unlikely that peoplewill notice any difference – it is still as slow asever. Some may notice that normal maps have beenimproved.

The project site has also moved to SourceForge (

Quake 2 Graphics Mod 1.1.0 Download: [ ]

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