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Shadow Warrior 3DFX Patch News
The following is an official statement from 3Dfx regarding the lack of Voodoo Rush support in the 3Dfx patch for Shadow Warrior.
From Brian:
"The conversion of the Build engine (used in Shadow Warrior, Blood, etc.) was originally started and prototyped on Voodoo Graphics. Due to the engine's span-based architecture as opposed to Voodoo's triangle based rasterizing, there were many obstacles to overcome. Over the course of months we were able to get Voodoo's performance better by taking some shortcuts and focusing entirely on that piece of hardware.
Once completed, we realized that the shortcuts we took would not lend themselves well to performance on Voodoo Rush (frame buffer memory is laid out differently for example.) Although considerable time was spent exploring Voodoo Rush support, nothing short of redesigning the entire engine would fix this. We came to the unfortunate conclusion that Voodoo Rush support could not be included in this product.
3Dfx Interactive remains committed to supporting its game developers and consumers for both Voodoo Graphics and Voodoo Rush. Although the differences between Voodoo Graphics and Voodoo Rush hardware are minimal and don't affect many games, a couple have turned up. Unfortunately, the Build engine is one of them. As always 3Dfx will continue to work on getting the best and most number of titles optimized for Voodoo owners."
Brian P. Bruning
3Dfx Interactive Developer Relations Manager
Posted by Joe Siegler at 12:01 PM
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Max Payne Update
Phew, lots of stuff happening since the last update, but here's the latest.
Jaakko has been re-working the level editor, and man it's turning out to be an amazing tool. He finished full boolean operands a while ago, restructured whole texture handling, which is now easy & fun to use, and the latest addition was level import/export routines that allow Olppa to load 'em levels into the game-engine.
Stone has started to work on our particle system, and Olppa has got the shooting just about pinned down. He's now working on the collisions which are already pretty much functional: we can now shoot and run around in custom levels, which is good fun and something we've been waiting for.
On the art side, we've been working on the characters like maniacs. We've now got over 10 different bad guys, all itching to kick Max's butt from here to kingdom come. We've also been experimenting with different materials for special effects on the characters and fine-tuning the animation cycles. And yes, we're working on a special character that I'll probably tell you more about in the next update.
Teque finished the 1st draft of Max Payne theme song, and man, the music definitely has got plenty enough attitude. If you don't have a sub-woofer yet, now might be the time to consider getting one *evil grin*.
Last but definitely not least, Sami has been working on some kick-ass character descriptions and dialogue for the voice-actor auditions, as well as polishing up the storyline and adding tons of attitude to it. Sami also had some blow-you-mind ideas for the intro, but more about the later.
Cheers,
- Petri Jarvilehto, project leader
For more information, please visit our Max Payne page.
Posted by Joe Siegler at 12:01 PM
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Duke Rips the N64 a New One!
Over 500,000 cartridges of Duke Nukem 64 ship to retailers worldwide--one of the biggest ever roll-outs for the N64. Based on Duke Nukem 3D, Duke Nukem 64 for Nintendo's N64 features 32 levels of game play, each with all-new architecture and layout unique to the N64 version, plus incredible new special effects and true 3D bosses.
A press release by publisher GT Interactive Software, wrote: "In one of its largest product introductions to date, GT Interactive Software Corp. (NASDAQ: GTIS - news) this week is shipping more than 500,000 units...Duke Nukem N64 is supported by a multitiered marketing program which includes a TV campaign..."
Expect the game to be in the usual retail outlets (Target, Toys R Us, Electronics Boutique, etc.) within days. With most of the coming N64 games missing 1997 due to unexpected delays, Duke's not going to have much competition. And with previews and reviews stating this is a must-buy game, what are you waiting for...Christmas?
Posted by Joe Siegler at 12:01 PM
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Duke is #1 on Sega Saturn!
As reported in Computer Trade Weekly, Duke Nukem debuted at #1 in his first week on the chart on the Sega Saturn. Reviews for this game have been outstanding, with none below 90%, and at least one 100% so far! The Saturn version is not watered down in any respect, and contains all the kick-ass content and attitude of the PC version, along with better special effects.
Make sure to visit Sega's page for the Sega Duke Nukem 3D, as well as checking out Next Generations' Review of Duke3D Saturn.
Duke Nukem 64 (for the N64, visit http://www.n64.com) and Duke Nukem Total Meltdown (for the Playstation) have also been highly praised, and will be in stores this month. Both games have many extras, such as new levels, new weapons, new Duke comments, and plenty of new explosive special effects.
The Duke Nukem Kill-O-Ton Collection for the PC should also be in stores this month, and contains everything ever released for Duke on the PC in one package.
Come get some, or Duke might have to rip you a new one!
Posted by Joe Siegler at 12:01 PM
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First Official Duke Nukem Toy is Now Available!
Come get some toys!
Resaurus Company visited Apogee yesterday to discuss the development of an entire line of Duke Nukem action figures based on Duke Nukem 3D and Duke Nukem Forever, coming late next 1998. Currently available is the anti-PC hero himself, Duke Nukem. Visit http://www.resaurus.com/dukepage1.html for all the details and to order directly from Resaurus.
The Duke figure comes with four weapons (and sometimes a fifth, see below): A huge, two-handed Devastator, two Uzi's and a bloodied knife. Each weapon is full of detail thanks to a more expensive paint process that makes the paint look worn and scuffed and very realistic. All weapons can be attached to Duke simultaneously. And duke's utility/ammo belt is removable. Duke himself has 12 joints (head, three per arm, waist, two per leg). Currently in development are these three Duke Nukem 3D characters:
* Pigcop -- This character will have an Total Gib button, which sends all of his pieces flying, including guts within his chest!
* Battlelord Boss -- The largest of the figures, with full articulation and a huge weapon.
* OctaBrain -- Maybe the coolest of all the figures. This one has an innovation never seen before in an action figure. We can't ruin the surprise just yet.
In true collection fashion, certain Duke Nukem action figures include a variant, which is up for collectors to discover.
Figures associated with Duke Nukem Forever include a new, bigger Duke, plus Dr. Proton, Bombshell, and several interesting enemies. But these will not be ready until around the time of the game's release.
For further updates, and/or to order, visit: http://www.resaurus.com/dukepage1.html
Posted by Joe Siegler at 12:01 PM
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Duke Nukem News
The Duke Nukem 3D Saturn version is in stores now! It was seen by our webmaster (Joe Siegler) at an Electronics Boutique with his own eyes yesterday. If you have a Saturn, check it out!
The Games Domain web site has done a review of the UK Edition of the Saturn Duke3D. You can check it out here.
Also, the Nintendo 64 version (also due very shortly) was featured on the cover of TWO British Nintendo magazines. The first is called "64 Magazine", and the other is the Official Nintendo UK magazine. The covers of both area shown below.
Posted by Joe Siegler at 12:01 PM
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3D Realms Site Gets Award!
Web Magazine, in their December 1997 issue, has awarded our site a 5 out of 5 rating in all the categories they rate in! These four categories are Content, Design, Links, & Overall. We rated a "Bookmark It" in all categories! We're honored that they feel so strongly about us.
Go check out their web site and read some of their other reviews. If you'd like to go directly to their remarks on our site, you can do so here.
Added Feb 1998: This article was in reference to the "Green TV" site, not the "Apogee 98" site.
Posted by Joe Siegler at 12:01 PM
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