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  Archived News from July 12th-16th, 1999
View Past News Pages


7/16/99 Friday's News

Proformance III - No OpenGL Drivers in the Box: Just a FYI for those thinking of getting a Proformance III and wondering about OpenGL drivers. According to sources there are none in the box and they may be September or later arriving. I'll keep you posted on any updates I hear in the meantime. This is a real blow to Quake2/Q3test fans...


G4/XLR8 News: After holding back/pulling the story here several times, I see XLR8 has finally officially noted their G4 compatibility/upgrade trade up information. See their press release PDF file for full details. For my review of their CarrierZIF card (tested in 3 macs) see my CPU Cards page.


George Cole of Bottom Line just sent a note that they are selling the Promax Turbomax PCI IDE card for $109. Mention the ad here at Accelerate your Mac to get the $109 price as their web page has it listed for $129 when I first checked it (to be changed George says). $109 is the lowest price I've seen since Promax raised the price to $129. For more on the TurboMax card see my review.

George also lowered the price of the Game Wizard (see review here) Mac Voodoo2 card to $99 as shown in their ad on the front page news.

On a related note, regardless of Voodoo2 card or adapter used, I can't get the Apple 15 inch LCD Studio Display to work with them. Every other display I have works fine, it's just the Apple LCD that has the problem. My Apple LCD display is the Bondi Blue model and came with the wrong adapter (VGA to Mac monitor, not Mac video connector to VGA monitor adapter). Ken Dyke of 3Dfx had posted a note yesterday in my forums that he seems to think there were changes in the passthru design at some point. He said he saw similar problems with Apple displays and Creative Labs cards but the 3Dfx Voodoo2 1000 worked fine.


Mechwarrior 3 for Mac: Ed sent a note that it may be coming to the Mac:

" Spotted on www.macgaming.com's game forum: an article with an all-but-official announcement of MechWarrior 3 for the Macintosh: www.macobserver.com/news/99/july/990716/mechwarrior3comingtomac.html

www.gamespot.com seems to have the best screengrabs of the game

The game itself utilizes a Direct3D engine. I guess the porting house doing it must be converting to OpenGL. I'd think this could rapidly become a small cottage industry doing that kind of work...
-- Ed "

PC Friends of mine that are Mechwarrior nuts say Mech3 is awesome.


Neil Salstrom sent a note on a Quake 2 autoexec.cfg file creator that I had noted last week in the news here. He also notes his improvement in performance by turning off particles:

"There are a lot of talk about tweaking Quake 2 for performance, and a friend sent me a page that produces and autoexec.cfg for you:

http://www.tweak3d.net/autoexec/quake2/english/

It lists all the performance options with explanations on what they do and if you should have them on or not. I found the biggest improvement by turning off particles (cl_particles "0"). This turns off the flying debris, smoke, blood.... The only problem is, you are at a disadvantage from not seeing the bullet tracers. After tweaking using the above page, I went from 19-20 fps to 25-26 fps.
Neil "


Thanks to a reader tip from David Lemoine, the link to the GameSpot article in yesterday's news on new 3D games (Team Fortress2, Unreal Tournament,..) has been corrected.


Age of Empires Update: There is a v1.1 update at www.wizworks.com/macsoft/mactech/ageofempires.html.


More Quake 2 Tweaks:

"Hi, I thought you might be interested in this snippet of info. As you may know, Quake 2 doesn't save settings for texture quality, but you can reproduce this by putting these commands in your autoexec.cfg file:

gl_picmip x - The x is default to 0. Increasing this value makes the texture quality worse, but makes the game a bit faster.

gl_playermip x - Same as gl_picmip, but for player models, IE. other players in multiplayer games, and the gun model.

gl_round_down (0/1) - The default is 1. Setting this to 0 will make some textures, like monster skins, look a bit worse, but it will increase performance.

I'm sure there are other 'hidden' console tweaks you can use, but these are the ones I have found, yet.

With these set to to 1, 1, and 0, respectively, and the screen size set to 80, I got 18.0 fps on my rev. B iMac with 64 megs of memory, RAM Doubled to 192 megs, on the demo2 demo. When I replaced the ref_gl.lib that comes with the new ref_gl.lib just released, this increased to 20.1...

Hope you find this interesting. I'm planning to get a GameWizard Voodoo 2 sometime in spetember, if you're interested, I will send you some observations about it then.
Johannes Haglund "


Linux Kingpin Port? Ruffin Bailey sent a note that's it's happening:

"Mike,
This just in from Ryan "Ridah" Feltrin's, "Programmer, Xatrix Entertainment", .plan file:

www.bluesnews.com/cgi-bin/finger.pl?id=254&time=19990716050110

Apparently Ryan Feltrin has become an avid supporter of Linux, and has released this unofficial (/unsupported) port of Kingpin. [Like the PC version, it will require a 3D accelerator - there is no software mode-Mike].

Don't know that it means anything as far as a Mac version's concerned other than if we could get a Mac convert on staff... well, there might be more FutureCop-like ports. ;^)
Ruffin Bailey "

As noted on my Kingpin Screenshots page, according to one Kingpin site FAQ there was to be a Mac version, but nothing official yet that I know of. [I now hear that there may be no Mac port of Kingpin.]


7/15/99 Thursday's News

  • Quake 3, Unreal Tournament, and Team Fortress 2 previews and comparisons  If you'd like to catch up on the most important developments in the first person shooter market, head over to this story at GameSpot [link corrected]. GameSpot does an in-depth preview of the three biggest fps games on the horizon: Quake 3, Team Fortress 2, and Unreal Tournament. Two of those games are already slated for the Mac, and after you read this, you'll be clammering for Team Fortress 2 (this game looks incredible) as well. I can't begin to synopsize all the info in this article, but after you're done there are even more links to more stories about these "big three", so take a few hours off from work and take a read.

  • All you need to know about the next Quake 3 Test   The Shugashack claims to have the skinny on the release of the new version of Quake 3 Test, reportedly to be released Friday or Saturday assuming all goes well with id's bug squashing. Apparently ole Shug has gotten the inside scoop on the new version, as he has images describing everything from weapon location to installation engine changes from the new version. Shug also promises to have some pics of the new q3test1 map soon. This article previews all of the new features of the new Q3T, and I mean all of em. Check it out. There's also a mention of plans by ATI to announce a new Rage Pro 128 during QuakeCon. [The PC Rage128 Pro was mentioned in the front page news several months ago, but I asked ATI about the then unshipping Mac Rage128's and said they would not be Pro versions since no mass produced Rage128 Pros existed at that time. The Mac might get the Pro at some time I'd guess. Lots of people would be happy to just be able to get a Rage128 Orion. -Mike]

  • Games coming to your Mac... but not with Linux, not MacOS!  There's a quick blurb from fgnonline reporting that games such as "Civilization: Call to Power, Myth II: Soulblighter, Railroad Tycoon II Gold Edition,[Note - Myth II (reviewed here last year) and Railroad Tycoon II are already on the Mac. Ruffin has been flamed for this oversight-Mike ;-] and Eric's Ultimate Solitaire" will be available on LinuxPPC before they are available on the MacOS!!! If you haven't heard of Linux or the PPC version, MKLinux before now, it's time to start learning. This is a freeware, open-sourced OS that comes in many flavors and powers quite a few online servers. There's been a recent push to port games to Linux on the x86 processors, and now it's spilling over onto the PowerPC. Sounds like great news to me, but a whole new can of worms to deal with at home!

  • Click for full size Tomb Raider 2 Gold release for free, and it's Mac-hackable   Tomb Raider 2 Gold has been released as a free download for PC users [see link in yesterday's news below], and why should Mac users be left out in the cold? I've got proof that the PC version can be hacked up for play with the Mac TR2 engine, as evidenced by the Mac screenshot on the right. I'm going to try and get a better looking pic later tonight, but in keeping with my "lowest common denominator" approach, this picture is about all that you can expect via software rendering. Buy an accleration card already!!!

    We still have the save game problem and some of the game's colors were a little off, but TR2g is certainly fully playable. I'm going to wait until Mike hears back from Westlake before posting any detailed hacking instructions, but let's just say that those of you who hacked level one previously need to remember that a rose, by any other name, doesn't smell as sweet. *wink wink*

    More news this afternoon... got a busy day I'm afraid! Ruffin Bailey


    Quake2 Update: Voodoo2/Banshee Performance: A reader sent some Quake 2 performance scores with a Voodoo2 and Banshee card with the latest MesaQuake2 and updated Q2 lib (mirrored here - see sidebar or yesterday's news). Note: As noted in my review I used Mesa3DfxEngine beta 4, not MesaQuake, and the Voodoo2 card was not overclocked in any of the machines.

    "Mike,
    Thought this might be interesting, I ran benchmarks of Quake II with a voodoo 2 and banshee. I wish I had a Rage 128 to also run it on. It's interesting to compare the Banshee card scores with your Yosemite 400 MHz and my Gossamer 500 MHz. (From the Orion/Banshee review)

    Revision 1 Beige G3/300, 466/233 1 meg XLR8 upgrade, OC'd to 500/250/83 MHz. Voodoo 2 - 8 meg, Voodoo Banshee - 16 meg. 128 megs physical RAM, 129 Apple VM. Mac 8.6. 60 megs allocated to Quake II.

    I ran each demo 3 times at each resolution for each card. (Software rendering was soooo slow, don't know why I bothered doing one) The resolution Hz seems to be fixed at 60Hz, the voodoo2.ini file isn't able to affect it, nor did locking the resolution while using the Banshee. It always switches to 60 Hz. I suppose it doesn't matter much though, since vsync is disabled.

    I ran the demo's with the old ref_gl.lib and the multitexturing enabled ref_gl.lib for the voodoo 2 card. I used MesaQuake II 3.1B6 since the voodoo 2 and Banshee card both don't have native drivers. (Hail Miklos!)

    The voodoo 2 was overclocked to 102 via voodoo2.ini and FX_GLIDE_SWAPINTERVAL was set to 0. Else all was normal.

    CD music was enabled, but the CD was not in. Sound quality was set to high. Texture quality was at max. 8-bit textures were set to no, as was sync every frame.

    Voodoo 2 (No multitexturing)
    640x480
    Demo 1 : 37.1, 37.3, 37.4
    Demo 2 : 35.9, 36.4, 36.4

    800x600
    Demo 1 : 36.1, 36.3, 36.3
    Demo 2 : 35.5, 36.0, 36.0

    Voodoo 2 (Multitexturing)
    640x480
    Demo 1 : 45.7, 46.0, 45.9
    Demo 2 : 43.6, 44.2, 44.2

    800x600
    Demo 1 : 45.4, 45.6, 45.5
    Demo 2 : 43.7, 44.3, 44.3

    Voodoo Banshee
    640x480
    Demo 1 : 37.8, 37.7, 38.0
    Demo 2 : 36.4, 37.0, 36.9

    800x600
    Demo 1 : 35.2, 35.6, 35.6
    Demo 2 : 34.9, 35.5, 35.5

    1024x768
    Demo 1 : 24.2, 24.3, 24.3
    Demo 2 : 25.2, 25.3, 25.3

    Software (Demo 1, ran it once. So slooow)
    640x480 : 14.3
    800x600 : 11.3
    1024x768 : 8.3

    Jonathan Ong"


    7/14/99 Wednesday's News

    TombRaider II Gold (PC) Giveaway: Ruffin Bailey sent a note that www.fgnonline.com is reporting Core and Eidos are about to release Tomb Raider II Gold (PC version) for free. The download link is Here . It's a 17MB PC exe file download that adds 4 new levels for existing TR II owners. Since it's an exe file it would require some hacking and not sure what Westlake's plans are for a Mac TRII Gold package (I have asked).

    Randall Markarian sent the following game news:

    Myth II Soulblighter 1.3:

    Yesterday, Bungie added an update for Myth II bumping it up to v1.3. This adds a deathmatch multiplayer game that sounds like a riot. And according to the Read Me file there is support for SLI. Now whether that means that feature is active for the Mac in anticipation of SLI drivers from 3Dfx or if it applies only to the Windows side, we can only hope (the read me file was for both Mac and PC).

    Also at the Bungie website is two new maps for Myth II called "Boil and Bubble" and "Toil and Trouble."

    Quake 2 updates:

    I hope everyone got the news yesterday (posted here) that the Mesa3Dfx has a Quake 2 optimized version available for download. [Link fixed 7/15] And Nate Trost of Logicware has made a new MacQ2refgl_Mesa to work along side the new Mesa driver. [It's mirrored here now, see link below and in sidebar - Mike]

    I gave both of them a run through last night, and what I found on initial tests was a 10% bump in frame rates with the new driver, but nothing more with the new MacQ2refgl_Mesa library. I will try some more tests tonight to confirm that.

    Also, I played a few games online last night, and I found that the modem networking was slow and laggy. Even on servers that gave decent pings on GameRanger, pings would vary much more than I would like to see. More testing on the modem play is needed to see if it was a server side problem or my computer. Please e-mail me and let me know how you are doing with a modem and Internet play.

    I am still pleased with the Quake 2 and its overall gameplay.

    Last Call:

    Simon and Schuster have announced a new game Last Call. In the game, you are a bartender and your goal is to get the most tips. Sounds like it could be interesting and, judging by the cast of characters that are described, very humorous.

    Unreal Tournament:

    Brandon Reinhart of Epic Games has updated his .plan file. UT will ship with the ability to track your multiplayer stats online. Pretty cool. [Gamecenter.com has a preview of Unreal Tournament linked on their front page-Mike]

    "Unreal Tournament will ship with out of the box support for statistics logging and ranking using Net Games USA's ngWorldStats software. The software allows players to track their performance online at ut.ngWorldStats.com. You can track tons of different types of stats: your kills, your best game, your total score overall, and so forth. This Wednesday July 14, 1999 at 10:00PM Eastern, three Epic developers are going to deathmatch three Net Games USA developers and put the stats online at:

    http://UT.ngWorldStats.com/Epic_vs_ngUSA/

    So this is what we are going to do. Everybody at Epic uses ngWorldStats and ngStats quite a bit. We think its going to kick some ass for organized clan play and for big tournaments. You can use ngWorldStats for watching your individual performance online and you can use ngStats for LAN parties, big tournaments, or even tracking your single player performance."

    I would think that next week will be the banner week of the summer for cool game news and probably some good hardware news from MacWorld NY. Keep the questions and tips coming so we can stay on top of the gaming news. Email Randall at asenna@accessus.net


    Mirror for Voodoo2/Quake2 GL Update: Nate of Logicware sent me the new update that adds multitexturing support for the Voodoo2 (not the Rage128) when using the Mesa2 libs noted in yesterday's news. Download macQ2refgl_Mesa.sit from my Mac mirror site.


    More on MacAlly USB Mouse/Unreal Problems: My wild guess suggestion of USB Overdrive works but there are some settings to be aware of. Nike Vatsal sends more details:

    " Hi Mike,
    I just thought I'd send you what I found out on the incompatibility between the Macally USC iMouse Pro and Unreal (and other games that require Input Sprocket Drivers: see below). Other readers might be interested, esp anybody who is planning on buying a Macally mouse.

    The basic problem is that there is no Macally Input Sprocket Driver for the Macally USB iMouse Pro. The Macally website has a beta for the Insput Sprocket Driver for the ADB version of this mouse, but nothing on the USB front. As it stands, this mouse simply won't work with games that require Input Sprocket drivers.

    As pointed out to me by Tech Support at Wizworks, Unreal requires Input Sprockets to play, and so won't work with the Macally mouse. Presumably the same is true for other games of this type, but I haven't tested any others.

    There are two workarounds:
    a) use the round mouse from Apple
    b) use USB overdrive, which was your original suggestion. In this case, one has to be careful NOT to mess with the settings in the USB overdrive control panel. The tempting "Overdrive Enabled" button should be left unchecked, and the mouse speed should be set to "System." Finally, the "Pass to MacOS" setting should also be left alone (I got this the hard way: by RTFM.)
    -- Nike Vatsal. "

    I've added this info to the the Games and Game Controllers section of my Freq. Asked Questions.


    Ken Dyke of 3Dfx commented in my forums on a thread that has appeared there and in the front page news in the last week or so on the issue of PCI performance of Macs vs PCs. Ken had mentioned the Intel PCI chipset/CPU support for 'PCI Write Combining' that was one reason why Game/Video card performance was higher on the PC. Here's his latest comments on the Beige and B&W G3's XPC106 PCI/Memory controller, which several readers had indicated supported a feature similar to write combining, which Apple does not seem to have enabled:

    "(It's MPC106 (or apparently XPC106 as marked on the chip), btw).

    I don't think this will ever be enabled because it is simply the wrong place to do store gathering. Since the PCI controller has no idea what kind of memory is being written to (registers, frame buffer, etc.) it has no choice but to either always do store gathering or not at all. Control registers are just generally not designed to be bursted to. And I may be mistaken on this, but I *think* the MPC106 could also wind up rearranging the order of writes when store gathering is enabled, which is also generally a big no-no for many kinds of I/O. I know that it is unsafe (for example) to enable write combining to the "registers" area of our boards, which is one reason why we report back two memory segments to PCI (one for all of the registers, and another one for the framebuffer memory).

    The CPU is simply the only device that would have enough knowledge to be able to correctly do the write combining stuff. This could either be done via a set of MTRRs (Memory Type Range Registers) as is done by Intel, or it could be done via new bits in the MMU page tables. Personally I favor the first approach since it is simpler. The BAT registers on PowerPC might be a good way to do this as well.
    -Ken "

    I noticed that today 3Dfx has a press release that their Voodoo 3 3500 (fastest model) is now going to be an option in some Compaq machines. I never liked Compaq's personally and considered them barely a cut above the 'packard smell' line. Looks like they'll have a decent video card though.


    If you missed yesterday's late post of my Rage128 vs Game Rocket Review check it out. I'll try to update it later this week for Voodoo2 performance in Quake2 with the newly released multitexturing library. The Rage128 has multitexturing in hardware but the new lib only adds mulitexturing support for the Voodoo2.


    7/13/99 Tuesday's News

    Rage128 vs Game Rocket: I've posted my review/comparison of these two cards, tested in a B&W G3/400 (both 66MHz and 33MHz PCI slots), a 9600/350 (overclocked to 400MHz) and PowerCenter Pro 210. Tests included 2D, 3D/Apps/Lightwave 3D, Games (Quake 1, Quake2, Q3Test, Unreal and Falcon 4) and Movie playback. The 7 page review is organized by topic and includes hardware design and software control features. Sorry it's late but I had to retest to verify some puzzling results in the PowerCenter Pro 210 (ie Rave Quake 1024x768 scores were almost identical to the B&W G3/400's) that were verfied in repeat testing.-Mike


    = End of 6:00PM Update =

    [Ruffin Bailey sent a news update after today's initial post-Mike]

  • USENET update from Ken Dyke regarding generic 3dfx drivers for the Mac: Recently, Ken of 3dfx had suggested that the Voodoo 3 (on the Mac) wouldn't get much better performance than a single Game Wizard:
      " You would probably not see much of a FPS increase with a Voodoo3 vs a Voodoo2. To be honst, there's not a huge difference between the two even on my G3-400. Where the Voodoo3 wins is in the ability to do higher 3D resolutions, and you get 2D and 3D in one board. If you're happy with the Voodoo2 on your current system I really don't see a major reason to upgrade."
    This really made me wonder, since the V3 is as or more powerful than two V2's in SLI on the PC. So I posted and asked him! In his reply this morning, Ken discusses how SLI numbers will appear lower than single Voodoo2 numbers (apparently the timedemos sometimes only measure from one card and misses the work the other's doing (oversimplification)), how the Voodoo3 will only outperform the Voodoo 2 at high resolutions (SLI only goes to 1024x on the PC, I believe... [yes - see my Obsidian X24 review dual Voodoo2 card for PC SLI results. The benefit to the Voodoo3 is it only uses one slot and has 2d and 3d-Mike] the Voodoo3 goes well beyond that), his new tweaks over MicroConversion's drivers, and whether you'll be able to reflash your Voodoo3's ROM after you've switched it to a Mac. Here are some quotes:
      " The problem [regarding the speed of a Voodoo 2 vs. a Voodoo 3] is that many of the more popular games tend to be more CPU bound rather than fill rate bound. Thus, the extra fill rate of a Voodoo3 or Voodoo2 SLI isn't going to double your framerates unless you start to run things at high enough resolutions where fill rate becomes an issue." *And Ken, if you read this, are we going to be able to 'reflash' the ROM in a V3 in case we want to pull it and throw it into a PC? "Theoretically, yes, although I don't have anything implemented to do that yet."
  • Unreal Tournament in-game Chat:  Unreal Kingdom [sic] has some screenshots of the in-game chat feature from Unreal Tournament. It's interesting that so many games are providing in-game browsers and chat features that are so ably covered by third parties on both Mac and PC. I do wish more games had in-game server browsing like the most recent Unreal, but chats? At least this should let Mac users talk to PC users in UT.
  • Interview with GoD:  Interesting interview at The Adrenaline Vault with Mike Wilson of GoD (Gathering of Developers) regarding the merging of game companies and the influence the big names are having on the PC world. Particularly timely for Mac users, as Electronic Arts once again begins producing games for our OS.
  • All you wanted to know about Q3 weaponry:  Check out The Oxygen Tank, a site that goes into quite some detail on each weapon from Quake 3 Test and their relative strengths and weaknesses. Nothing too spellbinding on the pages and no potential explanation of the 11 pellet double barrel shotgun, but there are nice pictures of each model and a touch of info that makes interesting reading if you're an addict. :^)
  • MacDescent 3 Update:  Duane Johnson of 3dfx Descent 1 & 2 and now the lead programmer of MacDescent 3 has sent an email update to many gaming sites. Don't worry, I'm going to bug him and see if I can't get on "the list". ;^) Here's a quote from Inside Mac Games Magazine:
      Howdy! I am happy to report that I have made significant progress on Mac Descent 3. The game currently runs under glide/3dfx so far as to allow navigation, item pick up, bot killing, and door opening. Input sprockets have been implemented. There is still quite a ways to go but it is moving forward. I will be at MacWorld Expo with GSC to demo what I have running. Hope to see y'all there!
  • New Scott Kevill Online Server Browser for 11 games:  WARNING: Some editorial content!!! ;^D Hours after the release of L4Q2, the first Mac Quake 2 server browser, and only four days after updating his site to say that there would be no Quake2Finder (the main reason the author of L4Q2 literally spent all weekend hacking in Java), Scott Kevill has released his new multi-game server browser and chat client which pings these games:
    • Civilization II Gold
    • Dark Vengeance
    • FutureCop
    • Jazz Jackrabbit 2
    • Quake 1-3
    • Railroad Tycoon 2
    • Unreal
    • Warcraft II
    I was curious on the timing of GameRanger's release (not that L4Q2 is awesome, but it is my baby! ;^), so I downloaded GameRanger and gave it a shot... hoping to find the author online. I did, and here are some chat excerpts (I took out everything but Scott and I speaking with each other):
      Peopleater: Curious how this was released hours after L4Q2, the Java Quake 2 server browser. ;)
      Evill: Coincidence.
      Peopleater: How do you know, Evill?
      Evill: Because I wrote this :P [Notice Kevill -- Evill. Just thought I'd ask -R]
      Peopleater: Well shucks. I wrote L4Q2
      Peopleater: Looks great Evill.
      Evill: Ruffin? [Hey, he did get those emails! -R]
      Peopleater: Nods.
      Evill: Ahh.
      Evill: Sorry I had to keep you (and everyone else) in the dark
      Peopleater: So you do this all yourself Evill? Or is there a team of Gamerangers?
      Evill: There's just me.
      Evill: I have had some people testing it, and giving opinions.
      Evill: So that has helped.
      Peopleater: Welp, Evill, great job. I'm glad you've got something [ie, advertising] that cheapskates can't rook you out of!
      Peopleater: And next time... PLEASE let me know. ;)
      Evill: Thanks.
    Right now GameRanger is already promising to include support for games like Alien vs Predator, Unreal Tournament, and Madden 2000 in the future. Since Mark Adams, Nate Trost, and Bill Heineman are all on the credits list, GameRanger should have a good deal of support in the future. Additions in consideration include:
    • Finding someone by their nickname.
    • Buddy lists
    • Changing the number of simultaneous pings on each pass
    • PC version not ruled out
    I've since emailed Scott asking him why everyone had to be kept in the dark, but haven't heard back as yet (he's in Australia, after all, I believe, and probably still recovering from an all-night chat session on GameRanger). I'm suspecting an NDA with Logicware (Logicware's Jazz Jackrabbit 2 was being advertised), but we'll see.
  • Unreal Bug Workaround: This just in from Mark Adams on the USENET:
      " One astute gamer emailed us with a possible workaround for the error some people get when loading single player save games. This apparently is also a bug on the PC side. If you get a 'server at capacity' error when loading a saved game, try this: Open the Unreal.ini file with SimpleText, and in the section Engine.GameInfo, change MaxPlayers from 16 to 32. I haven't been able to repeat the errors on my test machines, even with known bad save games, so I couldn't verify it, but its worth a shot. "

    = end of 11:00 AM Update =


    Optimized Mesa3Dfx for Quake 2: If you got the B5 version yesterday they say it's buggy so get the B6 download now. Randall Markarian writes that he's seen a definate increase on his voodoo2 card:

    "Mike,
    I just tested the new MesaQuake 2 engine and I got an increase in framerates on the demo 1 and 2 maps. At 800x600 max detail, I got 36.3fps (from 32.4) on Demo 1 and 34.5 fps (from 31.6) on demo 2. So about another 10% bump in speed. Not bad. I wonder how much more he can milk out his driver?
    Randall "

    Randall had sent a late update for yesterday's game news but I missed it until now (I'm strangled in a review from hell and even the AC power seems against me)

    Quake 2:

    Miklos has updated the Mesa engine to Mesa Quake 2 3.1b6 status. This update provides multitexturing in Quake 2 to be allowed on Voodoo 1 and Voodoo 2 cards. This update is only for Quake 2 and not any other game. Nate Trost, from Logicware, posted to Usenet:

    "I've got the updated ref_gl.lib for Mesa ready, BUT, when I downloaded the MesaQuake2 lib Miklos put up and tested it, it didn't seem to be reporting GL_ARB_multitexture to Q2, which was one of the main points of the update. I've emailed Miklos (for all I know I installed it wrong), but I want to make sure it's ready to go before uploading the ref_gl update. :-)

    Speaking of which, I don't have a ftp server that can handle any kind of significant traffic to host it from at the moment. I'm planning on uploading it to the MGL hotline server, but any other game site people who want to mirror it, please drop me a line (the lib update is only 120k stuffed). [we will be mirroring it here as soon as I get it-Mike]

    The degree of speed improvements will depend on if you have a Voodoo 1 or 2 card. The Voodoo 1 will see a little bit of a nudge, but you need the V2 to do multitexturing, and that should see quite a bit of a speed bump, from what I've heard from Miklos.
    Nate Trost "

    So the multittexturing may now be enabled for better framerates on Quake 2. [see above for his test results]

    Game Ranger beta:

    Scott Kevill released the first beta of his multigame finder application.Game Ranger supports an interactive chat feature ala Hotline and the ability to look for several different games. Currently eleven games can be located, including Quake 1, 2 and 3, with future support for over 20 more many of which are unreleased or just announced. Another program for locating Quake 2 games is the finder developed by our own Ruffin Bailey.


    7/12/99 Monday's News

    I am sorry that this update is late and will be short, but I got in well after midnight from a vacation to see the CART race at a track in Wisconsin, Road America. After seeing the race, I was lamenting the lack of racing games for the Mac. Sure I like Carmageddon and C2 as much as the next guy, but a revamped IndyCar or something else would be greatly appreciated. Hopefully with the gaming resurgence that we are seeing on the Mac, a great racing simulation will be one of the next beg announcements coming. Well we can only hope. Quake 3 Arena Test:

    The people at id Software have been updating their plan files to let us know that the next test release will be "soon." Sure it will be. ;-) I think that there will be a release in the very near future from them and it looks like there will be some improvements to the current levels, and it will have a new level in it try out.

    Quake 2:

    With the recent release of Quake 2 for the Mac, I have gotten some e-mail about whether PC add on packs can work with Mac Quake 2. I will be trying to see what can be done to make those mods work, or if its even possible. Also there have been questions about the modem performance of network games. I will do some…uh research on that tonight. :-).

    Misc:

    One quick note, please include a valid e-mail address if you want a reply to a question. Some questions are better answered directly than on the Game news page so just keep that in mind. Thanks, but do keep those question and tips coming.


    [This is from the front page news - which also has some interesting Mac PCI tech info today-Mike]

    ATI Updates Rage128 Status: I cringe at even posting this but here goes:

    "Hi Mike,
    Well I know you've advised me not to take ATI's price page information too literally, but FWIW, they just today updated the shipping status on the Rage 128's. They are suddenly showing the ORION shipping date as "NOW". They also have changed both the Nexus and Xclaim VR status to "Summer '99". Until today the Nexus was shown as "June '99" and the Xclaim VR was shown as "August '99".
    See for yourself:
    http://www.atitech.com/ca_us/buy_ati/prices.html
    Regards,
    Tony Pierry "

    I know there are a lot of frustrated readers who've been waiting on these-Mike


    For Past Daily News from this page
    - Check the Most Recent News Archive Page
    (or use the dropdown menu at the top of the page for all the past news pages)

    For info on the recent 3DFx Mac Voodoo2/Voodoo3 driver announcment from our Forums - See this June 22nd News page.


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