Well damn, here I find myself typing away with nothing new to offer. Yeah I know I was supposed to kick out the review of Corn!! but time has just not permitted me to finish writing it. Monday will probably be the earliest I will get around to it. As for a rant….I am tapped out. At least for the moment. I p1mped Painberry and his editorial on realism. As for a response. I don’t have one. It was well written and I have yet to find a good loophole to attack.

I will talk about a few new threads I have found as they relate to Urban Terror. Here is an interesting thread I found while scouring the Reaction Quake 3 Forums. The thread is titled, For the team: Your competition! and while it was started back on November 07, 2000, there seemed to be some interest from a few different people. For example, Oddjob, who made his case, ““Make the mod the way we want it, with no concessions for what “the gamers” want. Make it as good as we can, stay to our vision, and maybe lots of people will play it.” That’s pretty much what we said about AHL and were totally flamed for here.” The thread spills over into the upcoming Action Unreal Tournament mod as well. There was a statement mode by a community member on their forums, “Any mod team that tries to cater to any audience will inevitably fail or become discouraged and quit.” While I have been thinking about the past few days, I am still trying to see how this statement can be justified. Without gamers to provide feedback, what is the use of creating a mod? Shit, I will be the first to admit he value the input of our community. Without them Urban Terror would not exist on the scale it does currently. I don’t agree with ignoring the community and shrouding your development behind a vale of secrecy. I can understand not wanting to give out too many ideas or features which could possibly be stolen or borrowed by a competing mod.

There seems to be a but more trouble with the guys over at Navy Seals. First, a community guy inquired about A.R.I.E.S. on their Navy Seals – Ideas forum. The consensus, everyone thinks ARIES is a pretty stupid name. But if it has done one thing for development, it now links the name ARIES to Urban Terror. Like Apoxol dropped in that thread, “Its not the name that makes the feature though (thank god). Perhaps we should have just not named it and told everyone what it was (a hit detection system for Q3 that detects down to a triangle on the actual model).” That is so true. But there seems to be more internal strife with Team Mirage as they continue to work towards Beta 1.

It’s a plethora…

Okay, I am back after a quick one day roadie to San Diego, where the weather was just beautiful, 85F [or 29C for all the non-US folk] in the middle of winter. It’s no wonder I am a wuss, what can I say? I don’t want to move where it is cold during winter.

Had a chance to catch the Hellchick on AllGameRadio last night. The buzz words were “p0rn” and “astrophysics.” You go make the connection. Of course there was the standard interrogation about background and how she came to end up at the “Big Fuzzy.” She gave her opinion on the state of the community as it stands now, along with here it is going. While she did speak about the quality of mods being developed, Urban Terror was not p1mped. Oh well. We still love her. Guess the game at PQ currently is Q3 Gridiron, but don’t let HC under the center. She is no Joe Montana she said.

It looks like the second map I began to develop, ut_reactor may actually be completed in the near future. I was talking to Devlin [one of the authors of Kriegerhorn and the upcoming Japanese Garden], he and KAZ were interested in what I had. So I gave it to them, asking just to be mentioned in the credits. Hopefully they will pass on some screen shots in the near future. In other mapping news, I downloaded the map, Hostage Rescue by fourdee. While the level seems to be scaled to correct proportions it feels a bit cramped in place, like the parking garage and very massive, while standing in the courtyard in the mall. The level does show promise and while I was unable to obtain an unofficial r_speeds my system [800MHz GeForce DDR], slowed to the low 20s for the FPS, but overall averaged 40+. Here are some screen shots if you are still unsure about it:

[Shot #1] | [Shot #2] | [Shot #3] | [Shot #4]
[Shot #5] | [Shot #6] | [Shot #7]
It seems the natives are getting restless again over on the Navy Seals Messageboard. When will gamers learn not to make themselves look silly with unsubstantiated comments? Check out this thread titled, After playing Urban Terror. Apoxol and myself both decided to respond. One plea, if you post something please don’t try to start a flame war. That is not our intent at all. There is also another thread titled, Counter CS which talks about the possibility of Navy Seals surpassing Counter-Strike. Of course I had a comment on that as well. Probably the best piece of literature written this year…okay I won’t go that far. But one of the best editorials written for PlanetQuake this year was posted today by PainBerry. His editorial titled, Realism: Is it possible in any Quake game? gives some very valid points when it comes to the realism genre. Of course he ends the piece giving props to Urban Terror. So if you want an excellent read, I suggest you check his editorial out.

For you mapping gurus out there, check Hellchick’s interview with TTimo who is one of the developers behind GTKRadiant. For the latest and greatest from GTKRadiant, check out there IRC channel [#qeradiant on]. From the modelers world, comes a thread over on Polycount talking about the possibility of MD4s making their way into the Quake III engine. Some interesting comments, check it out on Polycount.

As for Wednesday’s review, it should be posted sometime this afternoon. Being out of town on Monday and Tuesday without access to the necessary news files has caused me to get a day behind. I will make up for it tomorrow with a review of the level, Corn by eXKaliBuR. Pretty map. Pretty lacking game play.

Today’s submission for Link of the Day comes from Jake of SID. Shit, wonder why can’t I stumble upon this with the chicky babes? Click here for the story.

Smile Pikachu!

Damn why does it seem when Friday comes I look back and ask myself, “What the *%$@ did I get accomplished?” I was going to rant, but held off because I hear Painberry has a doozy of an article soon to be posted on the “Big Fuzzy”. So until that time I will just sit back and watch all those bullets go whizzing by my head. Been spending two hours a night on the VK-14 server, trying to get more game experience in as we work towards Beta 2. I guess I should not be surprised, but many who are on that server, A) Must not visit the forum or B) Not read the web site. It seems they ask questions and want information which we have given out freely on both. Of course then comes the challenge of trying to type a response while trying to fight. Uh uh…doesn’t work. You end up dead. Don’t try this at home.

Earlier in the week, Silicon Ice Development announced new game play modes for Beta 2. Just to recap those were: Search and Destroy, Tax Collector, Infiltrate and Assassinate. From what I have gathered many like the announcement of the new versions, but there are still some skeptics. I am sure that is well justified, until SID releases more team play information. From what Apoxol told me, these were the “easiest to code in.” There will be more game play mode or changes to come. For more information on the new modes, check out the Urban Terror web site.

While I have not really been keeping up to date on the happenings in Action Quake 2, I still talk to the two monkeys I left in charge at the AQMD, Smurphster and GreyDeath. Smurph keeps raving about a mapper who goes by the name of Makro PN who comes from Romania. While I have only seen screen shots of his AQ2 creations, check out these seven shots of his first attempt using the Quake III engine:

[Shot #1] | [Shot #2] | [Shot #3] | [Shot #4] | [Shot #5] | [Shot #6] | [Shot #7]
After you check out the screen shots, give Makro PN some feedback in the Urban Terror Forum found here. This map show much promise. Don’t you agree?

With the introduction of ARIES for Beta 2, there were and still are many questions which have been asked. Apoxol answered some of those questions on the forums. Here is what he had to say.

Ok, lemme help you guys out a bit. 🙂

1) When you die now your screen fades to black before you become a spectator again
2) Blood emanates through the exactly point of impact using A.R.I.E.S..
3) If a player is bleeding you will see blood dripping out of the spot they were originally injured in (using aries).. The amount of individual blood drips is configurable.
4) Blood that drips from a bleeding player leaves stains on the ground, so you can follow dem bastards.
5) When you get hit i think it would be a good idea to jerk the crosshair a bit, ill look into adding that.
6) CrazyButcher has already animated us different death animations for the different kill zones. So if you kill someone with a headshot you will be graced with a nice headshot death anim (we also have pain animations but we may not use them).

Hope that helps clarify a few things.

For a glance at the enter thread leading up to this, click here.