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]
tiesm.jpg (5579 bytes)

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]