| PROJECT NEWS |
| December 20, 1998 |
| A new (updated) release of Twilight Warrior! Improvements that lots of our fans asked for - basically tougher helicopters, a more powerful and better looking sniper's rifle. Go to the download page. |
| December 4, 1998 |
|
We've had a few people ask if we could do a Mac version of Twilight Warrior. Since we
know nothing on this subject, can anyone help? Apparently there are still a lot of
people playing Doom on their Apple Crapintoshes. Poor bastards. But in all seriousness,
if anyone can help, please write to us. Since we only got around 2 usable demos in the contest, the thing is pretty much defunct. We'll probably put out the two best demos and leave it at that. |
| November 24, 1998 |
|
Hey, Ziggy and I played Twilight Warrior co-op last night and it kicked ass. Doomworld's
Ling and Covaro were right. It is extremely cool, if we do say so ourselves. We're extending the demo contest, since, frankly, we didn't get enough of a response. What's wrong with you people. Just record any TW map using Twilight Warrior, send it in to us. It doesn't have to be technically perfect, it doesn't have to be a speed run. You don't even have to survive. Even a demo of yourself being blown up could be cool. Who gives a flying C**P -- just send 'em in to us. You should also check out our feedback page. Here you can read feedback that was independently submitted by fans. |
| November 19, 1998 |
|
Thanks to everyone who wrote in with bug reports, hints and suggestions re: the pistol/heckler
sound bug. We're confident that the ass of that bug is now kicked. We're now certain that the
sound bug related to the Legacy engine - and not, as some suggested, to a lack of dehacked skills
on the part of Sidearm Joe! Also, please don't write to tell us that the knife and doors don't
make a sound. And don't tell us that the enemies have no alert sound (what, you want to be able
to tell where the bad guys are hiding - you big girls!). These are all deliberate and are NOT
bugs. Hey, how do you like the page revamp? Not bad, huh? There's too much to list, but take a look around and see what you can see. The Covaro/Linguica two-man special warfare point team have written to say that co-op play rocks. Who are we to argue with their assessment? They also advise that you can use the ZDoom engine instead of Legacy. We can't use Win95, (i.e so by definition, we can't play ZDoom either) so if you strike any problems in that department, you'll have to figure them out yourself.
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| November 18, 1998 |
|
Well, everything of a technical nature seems to be going to rats**t right now. The counter on our page refuses to work and our email account seems to have a major problem....We are sorry about the demo contest, but unless our mail gets sorted soon, then we'll have to do some new rules or something. On a brighter note, we have solved the problem of the dodgy sounds in Legacy. Seems that sounds must be sampled at 22khz(?) or less to work properly in Legacy. Hence, we have created a little patch that should fix the problem for anyone who has already downloaded twilight warrior. We have also posted a fresh version of the Twilight Warrior Package with the sound bug fixed. So everyone should be happy on that front.
Covaro has recently posted a review of Twilight Warrior. I am proud to say that in his opinion: High praise indeed. Anyway, I am off to eat, drink and play the incredibly and massively cool DoomBot. Can't get enough of the old bot action - and the guy just keeps on churning out that code. Great stuff. If only he'd do something with Legacy....
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| November 16, 1998 |
|
Thanks to all the people that have written already to say how great Twilight Warrior is, and
how much you've enjoyed it. To anyone who cares, the cool messages we've received so far have
really made our day :-) We realise that there is a slight problem with some of the sounds. (the pistol and the HK MP5) Hopefully these errors will be found and rectified shortly. We've found it a bit hard to track down sound errors, since we're not sure whether the problem relates to the wavs themselves, Legacy, some conflict between Legacy, the wavs and certain soundcards, or who knows what. It also isn't aided by the fact that Legacy crashes if we try to use our one and only (generic 16 bit) soundcard. All we know is that the sounds work fine when played with normal Doom2. So, if anyone can help, please write. We've had our first demo contest entry posted already, so keep sending them in. Thanks!
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| November 15, 1998 |
|
Without further ado, let us direct you to the download page.
As we promised, Twilight Warrior is now available. We hope you have a blast playing
it. Unfortunately, the zip isn't yet available through a Doomworld ftp server (or whatever
its called) yet, but we hope to rectify this shortly. We hoped to get Twilight Warrior out
sooner today, but without much success. The point is, we finally got it out at 22:00 Australian
East Daylight Saving time - probably closer to early Sunday morning for the Americans amongst us.
Technical problems, lack of internet access over the past day or two has conspired against us.
What can we do but apologise?
Thanks to everyone who helped us out, including our team members Stephen Browning,
Kurt Kesler, Justin Madigan, Mike Mitchell and Joe Zona. Why not drop them an email
just to show them that you appreciate their contribution? Demo contest: The best three Twilight Warrior demos we receive over the next 5 days will be bundled and distributed at this site. The rules are simple. The demo must have been recorded using Twilight Warrior and Legacy v1.26. Apart from that, anything goes. Do a demo of any of the ten maps. We're not necessarily interested in the quickest time or the most kills. It doesn't even matter if you die a horrible death. Just as long as it looks cool. Our judgement is highly subjective and we are very capricious. No correspondence will be entered into. Winners will receive glory, kudos and little more. Thanks for listening. If you have a problem with Twiligh Warrior, don't hesitate to mail us. But before doing so, you should read all the included documentation carefully. When reporting a problem and/or bug, please try to be as specific as possible, because that will help us fix it faster. |
| November 8, 1998 |
|
Just a few more bits of news. Sidearm had been fooling around with the idea of desert levels,
but was unable to come up with anything that matched his exacting standards. Instead he's
almost finished a plane hijack level. You'll have to blast your way into a locked airliner
which is sitting on the tarmac and then 'engage down the fuselage' - zapping all the terrorists
while desperately trying to keep 3 or 4 hostages alive. Anyone who played Hostage Rescue 3 (an
earlier conversion done solely by Ziggy and Sidearm) will recall how difficult the embassy
level was. This level, in its own way, will be even harder - since the hostages tend to get
greased with alarming regularity. Ziggy is working steadily on the general (assassination target), and it is all coming together nicely. We've agreed to do an interview with Mike Mitchell of Wride.Com. He is also the bloke who's done some great graphics work for us, including the Black Shadow logo artwork on this site. While it's not exactly 'ethical journalism' for Mike to interview us, I don't think we really care. We are going for promotion, promotion, promotion. Nothing has happened on that score yet, but when it does happen, you'll need to go to the Wride.Com |
| November 6, 1998 |
|
We have been getting some good responses from our survey, but sadly,
John Romero is yet to fill in a survey,
tell us that we "kick ass" and offer us high paying jobs in the gaming industry. Damn. Another bummer is that survey responses seem to have dried up. Come on, take five minutes and fill in the survey, it ain't rocket science. In other news, everything else seems to be coming together quite nicely. Ziggy has finished his last university assignment, and has about a week off before he has to do an exam. This means he will be able to finish drawing up a terrorist and a general. (for you to assassinate) We were going to do a demo contest before we released, but we have changed our minds. The demo contest will run for five days after release. The three coolest, most kickass demo's will be handpicked by Ziggy and Sidearm, and released as the official twilight warrior demo pack. You can submit a demo of any level, on any difficulty level. It doesn't matter if you die, it doesn't matter if you do the level in really quick time, it doesn't matter if you use the keyboard. Just as long as it is cool.
We will also be hammering out the details for a Doomworld event / IRC party. Since we are
in Australia, the time zones are gonna be a bitch. Basically, whatever time we pick, some people
will have to get up at 3am in the morning, or else miss out.... Finally, there seems to be some interest in doing add-on maps for the project. So the release will include a full FAQ with all the details required to make a cool Twilight Warrior map.
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| November 2, 1998 |
|
Twilight Warrior will be released on Sunday November 15th which means it will be available on Saturday, November 14th for anyone in the Northern Hemisphere (Europe and US) We'll probably be doing some kind of launch with the Doomworld people, doing interviews, pressing the flesh, getting drunk, kissing babies and any other cheap publicity stunts we can think of. Keep an eye on Doomworld or this page for more details. As you may have already noticed, we have fiddled around with the page some more. The download section has gone, but will return when we release. We've put up a javascript survey, and we'd appreciate it if everyone could give us a bit of feedback. As part of the survey you can request to go on a mailing list, and we'll instantly inform everyone when Twilight Warrior hits the server. Note that we CANNOT email anyone a copy of the final product. We have one final inclusion to the SF arsenal, a rather wicked looking commando knife. You can check out the preview page to see the knife in its full glory. |