| Tuesday, May 29, 2001 |
Category: General |
This is a port of Raven Software's popular "Hexen" 3D shooter game, designed to port to Linux.For a direct link click here. Sadly there is still no offical or unoffical Linux version of HeXen II. Hopefully this might get the ball rolling.
| Thursday, May 24, 2001 |
Category: General |
| Sunday, May 20, 2001 |
Category: General |
| Saturday, May 19, 2001 |
Category: General |
Ive added the MIDI playback again (ravenhurst). Also, I noticed when one loads a level that doesnt have a MIDI file to play the engine still moans. "couldn't load midi file: midis/.mid"Head to the NewHexen site for more info, and to our Files Section to download that puppy!
So I fixed that, it will only complain if a MIDI is specified but cant be found.
Then, added a new feature. Choosing Texture Modes!!!
Just check the Options menu ;) By default the engine loads the lowest mode so players will investigate this cool feature.
I added a new skyshader for demo reasons. For the level designers I built 4 new level (the screenies) where I show how I did all these cool stuff.
I included the source files of the levels so they can look at it. Unfortunately thats in QuArK (Quake Army Knife) format, so they need to get QuArK for that.
I wont code anything more for the engine until I'm sure the current stuff is stable.
| Thursday, May 17, 2001 |
Category: General |
| Wednesday, May 16, 2001 |
Category: General |
| Tuesday, May 15, 2001 |
Category: General |
| Friday, May 11, 2001 |
Category: General |
| Tuesday, May 8, 2001 |
Category: General |
Kenn Hoekstra, who designs games, says he knows why Wendel and others like him are so obsessed with the games they play.Be sure to check out the rest of the article.
"Gaming is more open-ended and interactive than movies and television, so it's easier for people to get drawn into the game worlds where they get to make all the decisions," says Hoekstra, a developer for Raven Software.
Category: General |
Yes, it's there, and it's a major new full release! DooM Legacy v1.32 beta 1 is now available for DOS, Linux, Win32, OS/2 and MacOS/X environments.For more info and where to download DooM Legacy check out their website.
Gameplay
- Added 3D-Floors
- Added volumetric fog, 3D translucent water and 3D lights in software mode
- Added FraggleScript support
- Added Heretic support
- When solidecorpse is true you can smash it and turn it to giblets
- Joystick can be used for free look using joystickfreelook cvar
Category: General |
Well, here's final version 1.7. As I promised I worked on optimizing software rendering. It is faster and, what's more important, it's more balanced, this means that speed improvement in simple scenes is less than speed improvement in complex scenes. I also implemented a new algorythm in glVIS, it's more precise, but it works slower. Also in fast mode it will perform some rough tests, and not just a empty lump. Note: there's no reason why you should rebuild already compiled vis data.Head to the Vavoom part of our Files Section for all the files, including the Windows binaries.
Category: General |
I just happened to install Necrodome last weekend and realized how much we've learned over the years...Sounds like it May. be turning into a macho thing gone awry (Oh yeah? Well, my cinematic's cheesier than yours, wimp!) so you might want to just keep an eye over there, in case things really get out of control ;)
However, Evil, you're forgetting the finest cinematic experience in the universe (and also my first full game), CyClones! That game had, hands down, the absolute worst acting of any game ever, Raven or otherwise. And no, we had nothing to do with its production.
In fact, yeah, that is my challenge, I will pit any other game's cinematics out there against Cyclones. If someone has a contender they'd like to put up as a challenge, I'll put some AVI's out on the net and you can decide yourself!
I want someone to challenge me! Let's see if anyone can come up with cinematics that are worse...
System Shock was built off the Ultima Underworld stuff. Shadowcaster used an id engine that was halfway between Wolfenstein and Doom, actually. An odd mix, because it was tile-based like Wolf, but had floors and ceiling tiles, lighting, and even sloped floors (yeah, even Doom didn't have that). The reason we got in tight with them so early on is that for a short period id Software was right here in Madison, Wisconsin. I've heard some story of Carmack (or was it Romero?) trudging through the snow to pick up their first NeXT machine (their development/design platform for Doom) from the University here...
Category: General |
Category: General |