| Sunday, April 26, 1998 |
TIE Fighter
MerIDiaN has really been working this weekend. The TIE
Fighter is all but finished, and the Interceptor is to follow soon. He's also started on a
new AT-ST, and work continues on the AT-AT. Here's a quick screenshot of the TIE
Fighter: [Red Knight]

Misc.
I saw that Blue posted a quickie mention of us. Seems like he expects us to be
"Lucased" at any time :) [Red Knight]
| Saturday, April 25, 1998 |
At Last, An Update!
Wow, has this been a killer week for me. Rather than
bore you with my Real Life complaints, I'll give you info on the stuff your really care
about: Star Wars Quake! Lots of really neat stuff has been happening, and I think the team
is actually getting the ground under them again. I'll try to get at least a screenshot or
scanned image in for you this weekend, since I'm still too busy to give a complete
rundown. However, I will respond to everything on the message board. Speaking of which, if
you have any doubt it's the weekend, take a look at the number of messages today! [Red Knight]
Lost and Found
I've noticed a couple of people on the bulletin board
have lost their passwords. If you want your original accounts back, simply email me with
your old login name and desired new password, and it will be fixed. Please send an email
from the address you listed on the BB when you signed on. [Red Knight]
SGM Version 1.0
Legion has released version 1.0.00 of Strogg Gone Mad. Remember, this is the kickass
AI system that will be used in SWQ, so check it out. If you have any comments, send them
to Legion. [Red Knight]
Toolbox
I'm planning on compiling a complete list of all the
tools we use for Star Wars Quake and posting it this week, as several people have
asked. [Red Knight]
| Tuesday, April 21, 1998 |
Update
As you may have discovered, this is turning out to be a
really busy week for me. Sometime in the next couple days I should have
some good stuff to show you, as the Blaster Pistol is done, as well as several other new
models. Work continues on Ionus V, and the coding dept. is, as usual, flinging themselves
at the huge task before them. Also, even though I'm busy, I will try to keep the BBoard
up-to-date. [Red Knight]
Hits Growing
It's seems some people are very concerned with how high
our hit counter is getting. Personally, I think they just want to see their names posted
on the news page :) Anyway, congratulations to Weewo, who was our 40,000's hit, and
RipVTide, who was 40,001. [Red
Knight]
| Friday, April 17, 1998 |
Not Dead
No, I didn't get sucked up into a twister (close
though), but I have been unbelievably swamped with work. Apparently some of the team
members got caught up in RL stuff for a while too, so the stuff I was planning to have for
you will have to wait a few more days. Now to those issues I was talking about. I just
wanted to clarify that we're not professional game developers. We can
only work on Star Wars Quake in our free time, and the ever-present Real Life does raise
it's ugly head a lot, sometimes halting work for a week at a time. This is why the page
occasionally remains dead for a while. I wish it were not so, but it is, and cannot be
helped. Just thought I'd clear that up for a few of you. I also updated my .PP (finally)
with a recount of the storm, and what I've been up to lately. I know that other guys have
fallen back on their .PP/.plan updates, but I'll leave the links up anyway in hopes that
they'll update someday. [Red Knight]
Major Discussions
There have been some really in-depth
discussions of the Force side of SWQ on the bulletin board. Nearly everything on the Force
will be taken from your ideas (with some slight modifications and additions), so if you
know of something you'd like to see in SWQ, stop by the BB and let it be know. [Red Knight]
AI Update
Legion has released version 0.9.01 of the Stroggs Gone Mad mod. Many of
you are wondering what it's connection is to SWQ, so I'll tell you :) SGM is just an
update to Quake2's AI. This is the exact AI that will be included in SWQ, and Legion
want's everyone to test it to be sure all the bugs are worked out. The file is very small,
less than a meg, so I urge you to check it out. However, if you don't, here's a quick
rundown of what you'll be seeing the more intelligent creatures like Stormtroopers doing
in SWQ:
- Dynamic/Static waypoint following. This means that your enemies will remember their way
around the level, and intelligently intercept/ambush you.
- Improved aiming.
- New movements: Sidestepping,
- Firing while moving (that's ride, these guys'll sidestep around your rocket and keep on
shooting).
- Firing while ducking as well. No more "sitting ducks".
- Communication between enemies. If a trooper spots you, he'll report it to those nearby,
who'll come to aid him in killing you.
Now while all of the SWQ-specific stuff isn't in SGM, the mod does give you a good idea of
how difficult SWQ will be in terms of enemy intelligence. Besides, the mod in itself is
good, and greatly improves the Quake2 single player experience. I heavily recommend the
download. Also, if you do find any bugs, please report them immediately to Legion. [Red Knight]
| Tuesday, April 14, 1998 |
Dark Skies
Whew! What an interesting day this has been. Tornado
sightings everywhere, lots of nifty thunderstorms, all conspiring to keep me away from my
computer. I decided to risk a quick update to let you know what's going on. I should have
some new info for you tomorrow on a couple things, as well as some answers and
clarifications on a few issues that have come up as of late. Anyone know where I can get a
Back-UPS cheap? [Red Knight]
| Monday, April 13, 1998 |
Another Status Update
Everything is still progressing as always, just no
major breakthroughs yet. Spawn22 tells me that at least one of his models should be
skinned by tomorrow, so we'll hopefully have a shot of that for you, and I'm just about
finished with the Storyline page, so you'll finally get to see what's going to happen in
the TC. Also, I received word from Drywall that he's starting on the zoom function for the
PHIL, now that the rest of the work for it is complete. Rather than just a simple
"pop" zoom, where you press a key and the screen "snaps" to that level
of zoom, the PHIL's scope will allow for fully scaleable, smooth-scrolling zooming (think
the macrobinoculars from the film). [Red Knight]
Translucency Question
We're considering having some translucency effects in
the game (i.e. blaster bolt, lightsabers, etc.), but I've heard that some graphics cards
don't support this in GL mode, forcing their owners to revert back to software. If anyone
knows of or has a card like this, please let me know. [Red Knight]
BBoard Updates
I finally got around to making a few updates on the
Bulletin Board, which has been a little dead as of late. I'll try to post some more stuff
tomorrow. [Red Knight]
Site Stuff
Crammed some more of the news into the old news, which
has been reorganized in case you missed it. The Screenshots page is going to follow suit
as soon as we get Ionus V up and running. [Red Knight]
Misc. Stuff
Well, I was kind of surprised to find in my inbox today
that there were several requests that we update the page with "more than just AI
info". Now while I can see where you'd like to check out some of the other stuff in
the TC, legion's been dedicating his time to getting the AI stuff done, and if that's what
we're working on, that's what we'll post. Compared to the other work, coding goes pretty
fast, so we've got lots of stuff to say about it. I guess if you really don't want to hear
about the AI info we could just stop posting until we're done with it... [Red Knight]
| Saturday, April 11, 1998 |
Converted2 Opens
You may remember the TC news site Converted I mention
off an on. Well, they've just got a whole lot bigger, adding their own domain, and doing a
complete revamp of the site. Check them out at www.converted2.com [Red Knight]
Status Report
Ugh. Haven't had the chance to update in a while. Most
of the departments are continuing work on the same stuff as last week, and it's all really
close to completion. falkon2 tells me that the blaster pistol will be done next week, and
Lvlmaster has started work on Ionus V (the first planet the player visits), so we hope to
release a few screenshots soon. [Red Knight]
More AI Info
Well, it looks like I found yet another show-stopper. I
hope to have a new version on Monday or Tuesday. The bug occurs when trying to load a
route file for a non-supported map. Hint: don't try to close a file that was not
successfully opened. So the mod only works for the three supported maps. Bummer. [legion]
| Friday, April 10, 1998 |
More AI Info
I just put up a v0.8.03 of Stroggs Gone Mad. Download it
ASAP and test it out. Besides some bug fixes, there's three route files now for the first
three levels: base1, base2, and base3. [legion]
| Wednesday, April 8, 1998 |
More AI Info
Legion updated Inside 3D with info that Stroggs Gone Mad version 0.8.00 is
available. This mod showcases much of the advanced AI that will be present in SWQ, so
check it out. [Red Knight]
Site Stuff
I finally organized the Old News section a little bit,
so that those interested in those bygone days of yester-year can check them out in a calm
and orderly fashion. [Red Knight]
| Tuesday, April 7, 1998 |
Another Status Update
I just received word from Drywall that PHIL (the
sniper-esque rifle) is fully implemented into the game. Mr. Pink also tells me that the
Jawa is very close to completion. I also finally got back to making a few updates on the
BBoard. [Red Knight]
Status Report
I've been working on the mapping code. I've fixed the crashing problem.
I've been testing it out and so far no crashing in a long while. However, I had problems
with nodes linking together even through walls. That had been a major problem since the
beginning. I believe I have this problem fixed as of today. I've also added the ability to
save and load node files so that the enemies will already know the level. These node files
are not like the Eraserbot node files; these are
much, much smaller in size.
Instead of making another demo, I'll have people test out the new code while playing the Stroggs Gone Mad mod. The version I released last month does not chase very well if at all due to a major bug. Also that version features a non-optimized mapping code which slows the game down after a little while. Hopefully, that problem is fixed. I hope to have a new version out by this Friday so people can test it out. The chase code will be the same code used in the TC. [legion]
| Monday, April 6, 1998 |
Status Report
Ok, you all need a status report. I've been really
sick, but I'm recovered now, so it's time to get back to SWQ work (and updating the web
site). Spawn22 has just gotten settled in his new place, so we should be seeing some new
skins soon. MerIDiaN just went through a HD crash, but he tells me that none of his models
were lost, so we should still be seeing the AT-AT and AT-ST from him soon. We'd also like
to welcome Jason OConnell to the TC as our latest level designer. He'll be starting on a
couple of the new levels any day now. On top of all this, the coding department continues
to work furiously, as you can see from Legion's AI demos. With any luck, I may deem some
of the new stuff worthy of a screenshot. [Red Knight]
| Friday, April 3, 1998 |
Even More AI Demos
Working furiously, here's another updated version of Legion's new AI. The post
follows:
| I made some more changes to the chase AI so...I made another demo of the chase AI. This time the Strogg being abused is one of the shotgun-carrying soldiers. You will notice that the soldier appear to know that you are on high-ground and it will try to find a way to get to you. |
More AI Stuff
Legion has created an updated demo of the new SWQ AI.
Here's the post from Inside 3D. The
file is here.
| ...I just uploaded a new demo
of the enemy AI to be used in the Star Wars TC as well as in my Stroggs Gone Mad mod. Unlike the previous demo,
I fixed some things in the AI (i.e. I believe I fixed the crashing problem) as well as add
some things. Thus, the monster is much better in finding where you are. As before, the
monsters as well as the player spawn nodes just like those bots people have been playing
(e.g. Eraser, Oak II). These nodes are used by the
monsters to track and follow the player. As a side note, the SGM (at skill 1 and 2) shows some of the fighting abilities of the enemies in the TC. That is, these move while firing. Only the soldiers have this ability so the game isn't overwhelmingly tough. However, if you want an "impossible" game play the mod at skill 3 or higher (e.g. skill 20). The enemies in the TC are (currently planned) to have other fighting tactics as well. If everything works out (e.g. the coding works:-)), you will see it when the TC comes out. |
Misc. Stuff
Sorry about the lack of updates lately, I've been
pretty sick. [Red Knight]
| Wednesday, April 1, 1998 |
AI Demo
Legion has released a demo of some of the new AI that
Star Wars Quake will include. Here's a quote from his post on Inside 3D. You can also grab the file here.
| I made a short demo showcasing the enemies' new ability to chase effectively. This was NOT present in SWTC for Quake 1. The chase "AI" is currently being used by the Stroggs but, obviously, that will change in the future. The enemies will (in theory) be able to dynamically map out the level and use the nodes to find a path from its current location to its target location (that is, you). |
Notes: This is very impressive. Just one more thing to look forward to in the final version of SWQ. [Red Knight]
Status Report
Sadly, Kooch was forced to leave the TC due to his new
work at the Free Software Foundation and the League for Programming Freedom. We wish him
the best of luck. Also, aside from Legion's awesome work on the new AI, Mr. Pink has told
me that the Jawa is nearly complete, now speaking and operating correctly in-game. I
should mention that before he left, Privateer came up with some really
great sounds for the Jawa that will make it, well...more fun to kill. [Red Knight]