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Author Topic: Quake Wars: Release date moved ..... Big sigh  (Read 10810 times)
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rip|MightyMax
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« on: May 18, 2007, 06:35:20 AM »

http://www.gamestop.com/product.asp?product_id=B646561A

Enemy Territory: Quake Wars release date moved ...  BIG sigh

New Release Date

Ships 7/2/2007

edit for date change

now 7/10/07

edit for date change

now 8/1/2007

edit for date change

now 09/03/07

edit for date change

now 10/2/07
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rip|mrkavanagh
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« Reply #1 on: May 18, 2007, 06:51:44 AM »

WTF???
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SereneKaos
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« Reply #2 on: May 18, 2007, 09:59:39 AM »

heh
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rip|Vitalix
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« Reply #3 on: May 20, 2007, 11:55:47 AM »

Next thing we'll hear is that Quake Wars has been just purchased by EA.

The new name will be "Battlefield Wars Sponsored by Powerbar" or something like that.

Due out 5/1/09

Patch released 5/2/09
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rip|w33dy
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« Reply #4 on: May 20, 2007, 05:49:18 PM »

well thats good news to me. gonna give me enough time to save up to buy it.
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rip|forkev
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« Reply #5 on: May 20, 2007, 09:10:39 PM »

dang, moved again.  this better be one kick ass game

but I do love the release date - it must be an omen
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Where do you want me to stick ya?  Cuz you're done!!



rip|mrkavanagh
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« Reply #6 on: May 21, 2007, 06:55:45 AM »

Quote from: "forkev"
dang, moved again.  this better be one kick ass game

but I do love the release date - it must be an omen


yeah that know matter how old you get you still like games....old fart!!!
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rip|Dantes
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« Reply #7 on: May 21, 2007, 09:26:21 AM »

ARG...Damnit. Well perhaps, I'll have the new PC completed by then.
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« Reply #8 on: May 23, 2007, 09:14:54 PM »

moved gain 7/10/07

cherck out ebgames
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rip|MightyMax
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« Reply #9 on: May 23, 2007, 09:15:52 PM »

Just got the email ....

http://www.gamestop.com/product.asp?product_id=B646561A

Old Release Date - 7/2/2007
New Release Date - 7/10/2007


Ha ...   great minds think alike ....
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« Reply #10 on: May 23, 2007, 09:16:27 PM »

http://community.enemyterritory.com/index.php?q=node/46

Game Name Registration And Clan Tags
Submitted by jRAD on Wed, 2007-05-23 17:00.
I'm Jared 'jRAD' Hefty, Splash Damage programmer and ball of rage extraordinaire. I look after the tools used to make Enemy Territory: QUAKE Wars as well as the game's user interface. I thought I'd pop my head up from polishing the various in-game user interfaces and give a quick glimpse into what's going on in the world of Splash Damage.

The programming team has been focusing on bug fixes and performance optimizations, gathering data from big matches and tracking down all of those little niggling things that add up to a frame per second here, a fraction of CPU time there. We're all quite pleased with how optimization is turning out for low-spec and high-spec machines alike. The level designers and artists are focusing on performance as well, optimizing models and brushwork, tweaking portals and lights, and giving everything that last bit of visual and gameplay polish.

We continue to receive great feedback from the closed beta test. From gameplay suggestions, to bugs, to performance feedback, the beta testers aren't shy when it comes to letting us know what they think.

I've noticed a few questions about ETQW player name reservation popping up on the forums and thought I'd try to clear some things up.

The name that you reserve with your pre-order is one of the three accounts that you can create with your Key Code (that is, you can create two additional accounts when you get the final game box and your Key.)

Here are some general guidelines for registering your account name:

You can use a-z, A-Z, 0-9, - (dash), _ (underscore), and . (period) in your account name.
You don't need to include your clan tag, as noted below, this can be added via the menu later.
You don't need to include color codes in your account name - you can color your name from the options menu using the 32 available color codes.
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« Reply #11 on: May 24, 2007, 05:31:12 AM »

Well at least they are trying to launch a strong game with no or with little bugs, unlike ea..
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rip|w33dy
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« Reply #12 on: May 24, 2007, 01:08:55 PM »

Quote from: "stalk282"
Well at least they are trying to launch a strong game with no or with little bugs, unlike ea..


yeah seriously. they should intend on launching it as though it where a console rather then a pc. cuz with the pc they can just launch patches.....i mean you can do that with console games but noone wants to buy a game that has bugs in it, and not everyone who owns a console has the net.
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« Reply #13 on: May 25, 2007, 09:42:26 PM »

more info:


http://blogs.nvidia.com/developers/2007/05/enemy_territori_1.html


Enemy Territories: Quake Wars. On NVIDIA.
Hi, regarding the many, many questions on our OpenGL support, I thought that this might be interesting. It’s an insight into the OpenGL-based Enemy Territory: Quake Wars and our support for id Software and SplashDamage. I am indebted to Arnout van Meer and Mike Armstrong of SplashDamage, and Jim Black from NVIDIA for putting this together for me to be able to share.

For the full interview click on the continuation below.  Excerpt;..  

Q1. How do you like working with NVIDIA in general and, in particular, what was the experience of working with them on Enemy Territory?

AvM – NVIDIA were very helpful in providing technology and support. In the end Enemy Territory: QUAKE Wars will be a better game for the consumer because of this effort.

Interview with:  Arnout ‘RR2DO2’ van Meer
   Technical Director
   Splash Damage Ltd

Mike ‘m1ke’ Armstrong
Graphics Programmer
Splash Damage Ltd.

Arnout van Meer’s Major Past Projects:

2003 to present  Enemy Territory: QUAKE Wars (Technical Director)
2002 to 2003   Wolfenstein: Enemy Territory (Lead Programmer)
2000 to 2002   Q3F – www.q3f.com  (Quake 3 Mod Team Lead Programmer)

Mike Armstrong’s Major Past Projects:

2006 to present  Enemy Territory: QUAKE Wars (Senior Programmer)
2002 to 2004  Second Sight (Tead Lead, Lead Programmer) – Xbox, GameCube, PS2
2001 to 2002  TimeSplitters 2 ( Senior Programmer ) – Xbox, GameCube, PS2
1998 to 2000  Theme Park World ( Programmer ) - PlayStation

INTERVIEW CONTINUED

Q2. To what degree did you / were you able to use NVIDIA tools and how helpful were they?

AvM – Before we had our internal shader driven backend up and running, the CgFXViewer helped prototyping several shaders for quick editing and previewing.

MA – The tools available to OpenGl are a subset of those available to DirectX.  Of those available to OpenGl, in particular PerfKit we have been able to integrate within the engine to provide a valuable insight on performance.

Q3. How useful was it to have access to NVIDIA’s dev tech engineers and in what ways were you able to use them?

AvM – They’ve been working on-site here several times, advising on new technology as well as analyzing our usage of NVIDIA hardware. They are also a useful bridge between us and the driver team when lower level issues arise.

MA – Our allocated dev tech engineers have been able to provide useful advice on the range of NVIDIA cards allowing us to get the maximum performance out of them.  They have always been available to field questions.

Q4. What are you most excited about the game graphically?

AvM – The MegaTexture allowing us to not have any obviously visible tiling textures on the terrain anymore is making a huge difference to the way a scene looks. And having a lot of elements entirely real-time allows for a much faster turnaround time in developing and improving the look of the game.

MA – The real-time lighting and shadowing in a huge environment really shows the power of the graphics cards.  The change to a flexible and shader driven backend has allowed effects to be customized as required, which really brings out the best in the source media.

Q5. Enemy Territory: Quake Wars is an OpenGL game, how do you feel about the future for OpenGL?

AvM – OpenGL has slowed down a little bit over the last few years, hopefully the Khronos group taking control will speed the process up again. It is still the only viable 3D solution for cross-platform development on the PC and I expect the upcoming API changes to keep it right up there with future DirectX revisions.

MA – The future of OpenGL looks interesting; it appears to have gained a certain drive which it lacked in recent years.  The slimmed down interface of the future looks like it will simplify development for both the driver writers as well as ourselves.  The extension mechanism has also allowed manufactures of high end cards to gracefully expose DirectX 10 features on Windows XP.

Q7. What suggestions do you have for small fledging developers looking for to make their own games?

AvM – Start small: creating a fully featured in-house technology set takes a lot of time. You are either looking at licensing technology or limiting your scope. Both directions have ups and downs, being flexible and being able to produce things quickly is important.

MA – Technology is a huge investment in time and money so don’t underestimate it!  Much of the time should be spent getting the tools right to allow quick iteration. This pays dividends in art creation time.

Q8. Finally how do you see the future of PC gaming and what if anything are you most excited about looking forward to?

AvM – There are always new things on the horizon, especially since you suffer less from big generation gaps as there are on the consoles. However, I do see PC and console gaming getting closer together from a technology point of view. PCs will still have the huge benefit of scalability, which can be made visible especially on high end consumer hardware. For the end user, the PC experience will become more and more transparent. Games with a visible installer might well become more and more of a rarity.  There is also the up-and-coming market of online distribution. But with games becoming bigger and bigger in data size, bandwidth might be an issue there. We might just have to become very clever with compression.

MA – Most of my experience is in console development, so it’s interesting to be developing on a bleeding edge platform where MinSpec does not equal MaxSpec. With PC development the technological improvements occur in smaller increments but are much more frequent, with constant dribbles of new tech. It will be interesting to see how the DirectX 10 graphics cards work for both developers and gamers.
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« Reply #14 on: May 25, 2007, 09:51:57 PM »

http://news.spong.com/detail/editorial.jsp?eid=10109581&cb=845
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