I've got something interesting coming up Real Soon Now. I just need to find
time to finalize some code. I think you'll all like it.
Apparently jonof and Ken Silverman have an OpenGL renderer for Build...that's
awesome work, guys! We're looking at integrating it with the icculus.org
tree if possible, so the Linux and Mac people can take a looksie at it, too.
We're bringing in Steven Fuller ("relnev") to do some UTPG hacking. Beyond
doing consistently quality work, I expect his mere presence will keep my ass
in gear to get the Mac and Linux ports done.
Unreal Tournament 2003:
Mac patch is out:
New patch coming soon to fix some things that broke in the last patch,
We're likely going to be putting out a Linux/amd64 dedicated server package
soon to test the waters...our 64-bit builds have been limited to public
demos mostly, so I'm hesistent to just dump this out on the public. With
Unreal, the dedicated server is basically the client without rendering (well,
that's about 95% true), so this gives us a way to get a real beta test of
most of the codebase without attracting a million asshole "benchmarkers"
that'll write articles that come to premature, or downright incorrect
conclusions. You know who you are.
When this stabilizes, publically-available Win64 and Linux clients become
much more sexy to us, but there is no timeframe for this, and emails asking
for one get deleted.
Unreal Tournament 2004:
So if you want to see UT2004, right now, if you want to feel it in your
hands and drive the vehicles and see new gametypes and shoot the sniper
rifle and bask in the beauty of the new maps...you have to play it on a
Mac. We're showing it at MacWorld for the next few days...hands on,
networked together. Come play.
UPDATE: Okay, hey, if your reading the article on insidemacgames.com:
1) The speech-to-text thing for talking to the bots is Windows-only. It
uses a library from Microsoft. I was misquoted, I'm sorry if you were
looking forward to this. Voice-over-IP _will_ work on the Mac, and
work seemlessly between Windows, Linux, and Mac users.
2) I'm not promising the Mac version will be out first; it might happen by
a tiny bit, but it's not going to be some sort of World Exclusive if it
does. What you should be walking away with is the understanding that
ut2004 will be ready with the PC version, and you don't have to wait for
months and months.
3) "Halo rip-off" vehicles: okay, look, your going to see some similarities
with Halo, and Battlefield 1942. Cross-polination is a way of life in the
game industry, and we'd be fools to avoid things that have worked well in
other titles. We aren't looking to clone Halo, honest.
4) If you run a game site and are wondering why I don't return emails asking
for interviews, refer to points #1, #2, and #3.
Call of Duty:
Version 1.11d of the GNU/Linux dedicated server (which is equivalent to
the Windows 1.11 version) is now available. Behind Enemy Lines seems to
fall over under heavy load (12 or more people to a team), but otherwise
the server seems to be pretty solid.
Share the Pain demo for Linux now available:
There is likely going to be a retail boxed Linux version of P2:STP...do NOT
buy the Windows version yet. This should be announced soon if it happens.
Mac version will be coming soon...so, so busy right now...
Okay, look, it's on its way. I'll keep you posted, I swear.
The 2.0.0a patches for GNU/Linux and MacOSX are now available. Details are
I'm cleaning up MojoPatch and releasing the source to it...it's some
stank-nasty code that's awkward to use, but hey, a free patching tool for the
Mac could be of use to some developer somewhere, I'm sure.