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[back]Archives 2005 NOVEMBER

Quake 4 DEMO [25th Nov 05] ^

[addendum] The 'proper' Quake 4 demo is now available. After the previous mix up idsoftware sent a message out apologising for what happened letting everyone know the new version is good to go. You can play through the initial start of the game, which is quite exhilarating, plus two versions of The Longest Yard for all your multi-player cravings.

The link below mentioned below is valid. Demo is c.350MB.

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[addendum] As suspected it turns out that the demo listed below is broken for a reason, it hadn't been tested and by mistake was left on idsoftwares FTP, pretty much making it available for all and sundry to grab.

Official word has the proper demo being released sometime over the next week or two, so if you want to play both Quake 4 single player and multi-player then hang on for a bit, it'll be worth it.

Raven have just released a demo for Quake 4 which includes both a single player and multiplayer taste of the full game. But, be warned, if you're wanting to taste multi player then it's suggested you hang on for a few days (or weeks as the case may be) because the MP section of the demo appears to be 'broken'. It's not quite clear what the reason is for MP being non-functional but as soon as they get it sorted you'll hear about it here.

IN the mean time and if you can't wait or aren't really that interested in MP then grab the current demo version which stand at around 330MB.

GMax stay of execution [23rd Nov 05] ^

Well it seems the powers that be have had a change of tact on the summery execution of Gmax previously announced for (officially) November 1st and end of the year via Turbo Squid. Since the announcement quite a bit of feedback has come in that they are 'looking in to'. In and open letter to the GMax community the had the following to say;

Recently we communicated a plan to cease new development on Gmax and ramp down support on the current offering; this decision was based on multiple factors and data points, including diminished interest from games publishers. Since the announcement, more partners provided feedback that we are investigating – for this reason we are happy to announce that we will extend the previously communicated November 1, 2005 deadline and continue to make Gmax available to the active community.

Our plans still include a ramp down of support on this version of Gmax – the technology does not reflect the capabilities of the current 3ds max release, nor is it ready in its current form to take advantage of pending changes to the windows operation system that will be exposed with the Vista release.

We have heard your feedback and are formulating a revised transitional plan – in the interim we are again pleased to announce that we will continue to availability of Gmax for current active users.

Annie Normandin
Product Manager - Animation
Autodesk Media & Entertainment

It does look like GMax as it currently stands will just 'fade away' - which is always better than being executed. But from what's been said it does appear that Autodesk already have plans afoot to update what is in effect a 'learning edition' of 3DS Max. The hobbyist user base constitutes huge potential for future ownership of Max itself which is crazy not to capitalise on, especially more so when various reports from within the games industry itself say there just aren't enough skilled 'artists' ('skilled' meaning artists with more than 10 years of none-commercial or commercial work behind them) to go around.

TUTORIAL creating DDS textures [23rd Nov 05] ^

If you've been editing Doom 3 or Quake 4 then you will have come across these files; DDS. Whilst technically not necessary, because the Doom 3 engine converts TGA assets on the fly into DDS, they are there for a reason; they shorten the load times for those running the game on settings other than ULTRA (which uses pure TGA images only).

If you've got something to distribute that uses TGA textures, then it's a good idea to create DDS versions of them, this tutorial shows you how to create those pesky DDS using ATI's 'Compressonator'.

Map Center closing [22nd Nov 05] ^

Sad but not entirely unexpected, Map Center will be closing sometime near the end of the year so if you used to haunt or lurk around that site mooching info you'll now need to find another home.

Reasons for closure? Varied and numerous, but at the top of the list it just seems about that time in it's history esp. as it deals mainly with 'old' tech now that we've got Doom 3 and Quake 4 as nextGen games to play with.

Bon Voyage and GG to MC.

Quake 4 SDK [18th Nov 05] ^

Raven have released the Quake 4 SDK, current with the recent patch update, 1.0.4. Along side this is the release of the SDK files are some of the more important aspects of the 'documentation of use' for modding the code. The SDK file is c.56MB.

The SDK documentation can be found on the iddevnet web site.

Quake 4 patch 1.0.4 [16th Nov 05] ^

It looks like Raven are working on a bigger patch for Quake 4, but in the emantime they've released Patch v1.0.4 that fixes some of the more immediate issues with Multi-Player and Single Player Quake 4.

QUAKE 4 UPDATE & SDK NOW AVAILABLE

id Software and Activision have released the 1.0.4 update for QUAKE 4. This optional update addresses issues discovered in both single player and multiplayer, and is highly recommended for anyone playing on the Internet. The update primarily addresses several issues found in the multiplayer server browser and improves server browser refresh and population speeds, filtering, sorting, and navigation. Please see the readme file for a complete list of changes and other instructions. This update is optional as it does not affect pure server, PunkBuster compatibility or protocol consistency; therefore, both updated and non-updated clients will still be able to play one another.

The QUAKE 4 Software Development Kit (SDK) and mod development tools are also now available at www.iddevnet.com. This site offers downloads, examples, documentation and other information for anyone interested in creating QUAKE 4 mods.

We are also working on a larger, required update that will address a broader range of reported issues in both multiplayer and single player.

Quake 4 editing tip [15th Nov 05] ^

Quake 4 editing tip regarding collision problems in MP.

Quake 4 level design competition - Prizes [15th Nov 05] ^

The Quake 4 level design competition prize line up has been officially announced on VIAcga, and although they're still finalising certain aspects of what you'll win, it all looks like kit that's so new that it's just fallen of the development bench never mind the production line!

The announcement also list the main rules to keep in mind so pop over and read up on what's expected of your submissions. Closing date has been upped to 10th January 2006 (was previously 31st Dec 05).

Quake 4 level design competition - Logo's [13th Nov 05] ^

The Quake 4 level design logo pack has been mirrored on Quake3Bits because the official site requires you to create an account and log in before you can grab them. If you don't want to do that you can now grab the logo pack locally. See link below.

The pack contains the two minimum required logos they want to see used in the map (shown below) as well as some inverted and prepped for use versions (256x256) you might find handy if you're not terribly 'up' on using a photo editing package for making textures. They've all been vetted for use. All the prepped textures are 256x256, RGB images, no alphachannels.

'official' Doom3World logo
official viatech logo
Quake 4 level design competition - Logo's [12th Nov 05] ^

If you're thinking of, or are currently doing something for the Quake 4 level (map) design competition previously announced, then hop over to the official thread on the matter to find a zip file containing the logo's they want used somewhere in your maps.

Keep in mind they don't want to see these things used in an obvious manner, borg, one of the competition organisor gave some of the following suggests;

As mentioned in the pre-announcement for this comp, we would prefer to see logos used subtly, and not in the players face (as they typically are in the promo/benchmark maps I've made for VIA). When I say subtle, I mean make them look like they belong, and not stand out like a sore thumb. This could be done with projected lights, decals or bump mapped textures - thats up to you...

Make sure to sign up officially so they know to expect your work!

Quake 4 editing tip [11th Nov 05] ^

This Quake 4 editing tip mentions the model rotation problem that sometime happens when mapping.

Quake 4 ready for XBox 360 [11th Nov 05] ^

Press release just in, Quake 4 will be out for the XBox 360 in a couple of days Stateside and available as a 'release game' when the new XBox 360 gets released in the UK and Europe.

It's probably safe to assume Xbox'rs will be able to play Quake 4 in Co-Op as they did with Doom 3, lucky buggers!

ID SOFTWARE’S QUAKE 4

SET TO SHAKE XBOX 360 ON NOVEMBER 18

Mesquite, TX – Nov. 11, 2005 – The Strogg are storming onto next-generation console hardware with id Software’s™ eagerly anticipated QUAKE 4™ for Xbox 360™ video game and entertainment system from Microsoft. The new addition to the renowned QUAKE® franchise is set to ship out for Xbox 360 on Nov. 18 in the U.S, and additionally will be available at retail outlets day-and-date with Xbox 360 system launch in Europe. QUAKE 4 is rated “M” (Mature) by the ESRB.

QUAKE 4 enlists gamers in the role of Matthew Kane, a member of the Earth Defense Force’s legendary Rhino Squad, to penetrate deep into the heart of the Strogg war machine. Fight alone, with your squad, and in hover tanks and mechanized walkers as you engage in a heroic mission to defeat this barbaric alien race before they annihilate all of human-kind.

Developed by Raven Software and executive produced by id Software, QUAKE 4 is built on the revolutionary DOOM 3® technology, and also features fast-paced multiplayer competition modeled after the speed, style and feel of id’s landmark multiplayer game, QUAKE III Arena®.

Players are also treated to hours of bonus content including behind the scenes videos as well as a complete version of id Software’s blockbuster hit, QUAKE II®. This full game has been re-engineered exclusively for Xbox 360 and includes the entire single player campaign in addition to 2-4 player co-op and 2-8 player multiplayer via System Link or split-screen.

For more information, fans can visit www.quake4game.com.

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