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Welcome to Ausgames, you will have the best choice of new games and the cheapest prices of anywhere
in Australia. We will be giving our customers ongoing support with updates and patches to all our games
as they become available. As well we will keep this page updated on a daily basis, so keep checking here
for the latest news !!!. The list of all our games that you can buy are on the Games page which is listed
to the left of this. We should have our Download page & review page online soon.
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Latest News
August 17, 1999
GameWinners.com
has posted the cheat codes for Looking Glass Studios' recently released RPG, System Shock 2.
BioWare,
makers of games such as Shattered Steel and Baldur's Gate, will be doing a demo of their upcoming games
MDK2 and Neverwinter Nights at Fragapalooza 99. The demo is tentatively scheduled for Saturday night
on August 21st.
Fragapalooza 99 is Canada's largest and longest running LAN party. FP99 is four
days of gaming, fun, and prizes, running from Thursday, August 19th through Sunday, August 22nd. With
over 300 participants registered, FP99 is looking to be the biggest and best ever.
Thanks to Voodoo
for letting me know that The Matrox User's Resource Group has posted a new utility for the Matrox G400
(MAX and vanilla), G400Tweak, that allows you to alter various registry settings that should boost the
performance of the G400. Apparently they have also posted behnchmarks on MGA Optimization Tools from
beta testers of MGATweak (which they say should be available in an open beta soon).
New bleem!
v1.4a Thanks to Ethan Warlick for letting us know that a new version (v1.4a) of the Playstation emulator
for the PC, bleem! has been released. Here's the sauce on this latest version: bleem! 1.4a has been
released! It is important to remember that this version of bleem is a "Maintenance Update". Here are
a list of improvements since v1.4. 1 Added Work-Around for CD-ROM/DVDROM Access -- People with DVDs
or CD-Roms that were having problems reading the CD-KEY should try this version. 2 AutoConfig KeyBoard
Controller 1 on First Boot 3 Eject Menu Option Disables Sound Immediately 4 Sound AutoConfig
at 44K, 16Bit, Stereo on First Boot 5 Exit FullScreen Mode by Pressing Left Mouse Button 6
Improved D3D Screen Transition Logic (Menus <-> Game) -- This will cause less "weirdness" when games
switch from different modes/sections of the game. 7 Updated Internal Compatibility Listings DataBase
-- Less games will show up as "untested"
Wewp! Entertainment has posted an edited chat log, from
a recent IRC shindig with Wolfpack Studios, regarding their upcoming online ("Persistent, Immersive")
RPG, Shadowbane (which will require a 3D card, according to the FAQ). They edited this chat to make it
look like a normal interview (not like an IRC chat) -- pretty good stuff.
A new version of Marc
"that's not my gerbil and duct tape" McCall's OpenGL game, glUFO has been released (along, as always,
with the source code -- great for people learning OpenGL). Here's what he's added in this latest version:
--smoke swirlies & diffusion -new ufo model -new terrain -first & third person viewpoint
selection -faster, yeah baby yeah! -new screenshots for the openGL challenged -new particle
system -1024 x1024 terrain texture -new cooler sun -more animated stuff on the ufo: blinky
light, engine glow, rim glow (yeah baby!) -cleaned up the source & added lots of comments - all those
budding game programmers who can't spit their way past a non realtime app can see how it's done! And
here's a bit more on this little game: glUFO is my first crack at openGL and Glut. It is still in
its early stages of development, but improving rapidly!
The demo lets you fly the UFO about,
orbit and zoom the camera around the UFO. I have started a worklog so any new features or improvements
will be detailed there.
The girls over at GAS :) have posted a review of Dungeon Keeper 2. Another
very positive review of Bullfrog's latest, with an overall score of 96%.
Our British ho-cake
Sharky has also kicked up a review of DK2. I finally had a chance to play this little gem, and it
does kick some serious ass. I was a big fan of the first (even with its problems), but really dig on
this one. It's like the first, but the way it should have been when it shipped.
SWAT 3 Interview
Gaming Age has smacked up an interview with Rod Fung, producer on SWAT 3. Here's a snip: GA:
It's evident that the SWAT series has gone through a series of changes that have not only changed the
way we look at the series, but also how we play it. What were the deciding factors in how this SWAT title
would be presented? Rod: SWAT 3, Close Quarters Battle is quite a different game from SWAT 1 and
SWAT 2. This game is really what I would like to call a "first-person tactical simulation". What we are
doing in SWAT3 is to create a realistic close-quarters battle experience for the player. The first person
perspective just happens to be the best way to represent this. We would have originally used this type
of first-person game engine in the first SWAT game years ago, but we didn't have the technology at the
time. Now we have this amazing engine that has allowed us to create the game that we originally envisioned.
CGO has popped up the second installment to their preview of Sierra's SWAT 3: Close Quarters Battle.
Some WoT goodness Just getting my daily Unreal/UT/WoT fix over at Unreal Universe and noticed
that the guys over there spotted a few posts on the Wheel of Time Forum (on various issues, some good
stuff here, especially the first bit). Check it: Legend's Sam Brown on shadow support: Unfortunately,
WoT won't support shadows and there's no intention of including future support (that I'm aware of). From
what I understand, it's a speed issue. The Unreal engine wasn't designed with shadows in mind and getting
them to work easily isn't...well, easy. As shadows are basically an asthetic enhancement they aren't
a focus of current development.
As for the TNT card's stencil buffer, as I understood it, this
addition to Unreal was both extremely slow and pretty bad looking. For those reasons it was never integrated
into the Unreal codebase. And as others have already said, it was only usable on the Creative cards using
their drivers. That's a VERY small audience to cater to.
Sam Brown on framerates: Basically,
your framerate can never exceed the speed with which your screen is updated. For example, if your monitor
is refreshing the screen at 60Hz then the image on the screen isn't going to run at anything faster than
60fps. Of course, you could turn VSynch off, which will allow your card to try and update faster than
the screen refresh, but that can cause some strange visual side effects (people usually describe it as
tearing).
Glen Dahlgren says no more WoT screenshots soon... We just released over 30 shots
in the last couple of weeks and you want to vote for more? Do you understand how long it takes to actually
create good screenshots? I'm afraid that it's going to be a while until you see more shots, and a
vote won't make this any sooner. Sorry.
AvP Strategies I noticed over on Aliens vs. Predator
Network that AvP World has posted three new strategies for the Marine character in Fox Interactive's
AvP. They are "Fighting Smart Guns", "Keep Strafing", and "Check Your Six".
A new version of WCPUID
has been released (version 2.6c-Beta1), now with Athlon support (test version). The guys behind WCPUID
are the same folks behind SoftFSB, the dandy little program that allows you to change the speed of your
front side bus on the fly (no rebooting).
While at the Doom Legacy site, I spotted this little
blurb of news on their main page: DooM Legacy v1.29 soon? At least, Boris is working hard on
it :) Someone tells me this version will add a better network support. Yes! That means DooM would be
quite playable over the Internet. And of course you can expect a lot of bugs will be fixed as well as
a better OpenGL support... Only good things in perspective! They go on to mention the new version
of OpenGL Doom Legacy (which I just posted mention of above).
Unreal Tech Update Tim "sweet
ass" Sweeney made an update to the Unreal Tech Page with some juice on DirectX7 (in regards to UT). Dig
it: Some people have been asking about our plans for supporting the upcoming DirectX7. Unreal Tournament
will ship with DirectX6 support, and will be compatible with (but not optimized for) DirectX7. As soon
as Microsoft has released DirectX7 and we've had a chance to optimize the code for DX7 and test it across
a wide range of cards, we'll release an Unreal Tournament patch with complete DirectX7 optimizations.
This has been the plan all along.
DirectX7 has lots of cool new features. The ones which Unreal
Tournament will exploit are: 1 Improved texture management. 2 Hooks to enable 3D card drivers
to perform their own texture management to improve performance. 3 Optimized polygon path for significantly
faster polygon rates. 4 Windows 2000 support.
-Tim A big wet one goes out to Blue for
spotting that one before me :) (bitch ;) ).
3dfx interview Speaking of people with chronic
masturbation problems, Vince over at Extreme Hardware sends word of an interview that they have kicked
up with 3dfx's Brian Burke, regarding their T-Buffer technology. Here's a snip: EH: Have you done
any performance testing with T-Buffer in 16-bit colour? 32-bit rendering? If so, is there any way you
could let us have some specs?
Brian: We have been working on this technology for sometime and
have done extensive testing. Since this was a technology announcement and not a product announcement,
we can not release any specs, yet. I will say that 3dfx is pushing to have 32-bit rendering with full
scene AA for benchmarking the next generation of 3d accelerators. We also maintain that anything under
60 frames a second is unacceptable for gaming. Oh, something else kinda spicy (although known, but
just in case you missed it): EH: When do you expect to have T-Buffer hardware available to gamers?
Brian:They will be on the shelf this fall for the Christmas buying season and will be priced
in line with mainstream consumer 3D accelerators.
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