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As WP's managing editor, I edit review and preview articles, attempt to keep up with the frantic pace of Rainier's news posts, and keep our reviewers on deadline, which is akin to herding cats. When I have a moment to myself and don't have my nose in a book, I like to play action/RPG, adventure and platforming games.

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Queasy Games Releases Updated 'Gate 88' Beta

by Judy on Dec. 7, 2004 @ 12:57 a.m. PST

Queasy Games released a new beta of its multiplayer, action-RTS title, Gate 88. In addition to a graphical face lift inspired by abstract Japanese shmups (shoot'em-ups), players can now, at any time during the game, access a tightly integrated lobby chat (IRC client) to find other Gate 88 players. Significant improvements have also been made to the network code.
Windows and Linux (x86) versions are available for free download at the new website: http://www.queasygames.com/gate88/

Gate 88 is a retro-style action-RTS where seemingly simplistic gameplay gives way to a myriad of subtle, yet complex strategies. It is reminiscent of Herzog
Zwei, Star Control, Subspace, Homeworld, and Parsec 47.

Gate 88 Version History

Dec05/04

-added: IRC (lobby) chat client (press "F1" at any time to join the chat)
-added: different graphical background styles
-added: server command to kick players (usage is "kick " -- use "getclientinfo" to get id)
Note: client will not be told that he/she is kicked. This will be fixed in the future.
-added: exit confirmation screen
-added: client accuracy option in multiplayer settings menu (setting this on will make the client more accurate but feel more laggy)
-added: menu item descriptions for multiplayer settings menu
-added: more information to tutorial
-added: ability to take screenshot during a replay
-fixed: movement+firing packets not resent when packet loss is present (the "I'm shooting it back it doesn't die!" bug)
-fixed: shipyard "launch cover" was not drawn correctly
-fixed: game hangs when task switching back into the game
-fixed: in full-screen radar, text drawn incorrectly on some video cards (eg. integrated SiS 741)
-fixed: in the first game, sometimes the ship cannot shoot and yellow particles are emitted
-fixed: signalling fighter launch at the exact same time all fighters of the shipyard dies causes assertion error
-fixed: rungate88.sh script did not work when run from outside the gate88 directory (linux specific)
-fixed: players with no command post were able to move other players' buildings
-changed: stars are now drawn with depth
-changed: "press s to place your command post" text to take into account different key configurations
-changed: tutorial cancellation key to "escape"+"enter"
-changed: made the power generator coverage circle brighter in high quality mode

Nov19/04

-added: keyboard configuration menu
-added: joystick configuration menu
-added: key repeat (eg. you can just hold onto backspace to delete multiple characters now)
-added: screenshot key
-added: server shows scores when the round ends
-added: server command, "getscore", to see current scores.
-fixed: incorrect assertions in server
-fixed: flying exactly left, right, up, or down causes stars to be not drawn
-fixed: incorrect assertion in client (msElapsed>0)
-fixed: player joining with a long name will cause assertion failure in server
-fixed: duplicates in the video settings -> resolutions list
-fixed: changing resolutions does not resize display area
-fixed: "0 x 0" resolution shown in the video settings resolution list
-fixed: replays recorded incorrectly when player paused

Nov5/04

-fixed: dedicated server used too much CPU power (it's MUCH better now)
-fixed: corrupted display with Intel Graphics Extreme video cards
-fixed: health status of building jumps around when shot
-fixed: opening radar exactly when the game starts causes crash
-fixed: alt+tab causes blank screen
-fixed: get "receiving entities" message when switching video settings while in a multiplayer game
-fixed: hard to read text during death
-fixed: typing "S" as the last character of a chat message may place command post
-fixed: effective rate not reported correctly in getclientinfo
-fixed: renderer should have drawn thicker lines
-fixed: timing problem in driver
-fixed: stars not appearing when flying diagonal
-fixed: player-death resource-bonus incorrectly took into account researched specials from previous rounds
-fixed: graphical glitch allowing fighters to build over capacity
-fixed: graphical glitch creating the illusion of an invincible fighter
-fixed: assert failure when going into video settings menu with video driver that doesn't support 800x600 resolution
-fixed: player is able to cloak indefinitely
-fixed: fighters appear in the wrong position when launched after being docked
-fixed: if fighter A targets fighter B and fighter B docks, fighter A goes nuts
-fixed: scores sorted in wrong order under Linux
-fixed: ship config research descriptions were wrong
-fixed: crash if radar is open and a player leaves
-added: health status indication of buildings on full screen radar
-added: alert indication in full-screen radar
-added: pause for single player (press "escape" to pause and go to menu)
-added: chat messages show in server console
-added: chat ability in server console (usage: chat _msg_ OR t _msg_)
-added: colour coding for chat messages
-added: "press escape to cancel chat" text when typing a chat message
-added: a message when player places command post
-added: visual quality setting
-added: bandwidth option for 33.6k modem (choose this if you have a modem and get disconnected a lot)
-added: the following characters to the text renderer: ~ @ $ ^ * | ` < >
-changed: tutorial to make explaination of braking clearer
-changed: round-end timer to be longer (15 seconds)
-changed: transmission rates for modem
-removed: "Player Guide" option.

Oct14/04

-added: full screen radar warning indicators
-added: semicolon drawing to text renderer
-added: equal-sign drawing to text renderer
-fixed: errors caused by late joiners
-fixed: sometimes player can make buildings but server will not know about it
-fixed: client was moveable on round end
-fixed: client could not see player left message
-changed: regen config now costs 200 to research
-changed: stealth config now costs 175 to research
-changed: jump gates now cost 30
-made code changes to support linux port

Oct5/04

-added: ability to disable sound on startup (via "nosound" command line option)
-added: name information to "getclientinfo" server command
-added: name of connecting user is displayed in server window
-added: name and life time of disconnecting user is displayed in server window
-fixed bug: client could not get server info from the server it has joined
-fixed bug: client reconnecting to same server causes server to crash
-fixed bug: player cannot seen new joiners
-fixed bug: names in chat messages appear as "???"
-fixed bug: resawpning player appears at the position of death for a split second
-fixed bug: assertion error caused by yard spawning a fighter while it's dead
-fixed bug: assertion error caused by yard adding a fighter while it's dead

Sept28/04

-added chat log to view previous chat messages (hold "L")
-added round time indicator when the amount of time left is less than 3 minutes
-added messages indicating when a player joins or leaves
-added more information in the tutorial to describe the heavy and stealth configs
-added more information in the tutorial to show the multiplayer-specific keys ("TAB" - scores, "T" - chat, "L" - chat log)
-added more information in the tutorial to clarify how to properly brake the ship (double-tap and hold down)
-added more information in the tutorial to clarify target setting
-added status messages for master server
-fixed bug: heavy turret still animating when not powered
-fixed bug: chat message flood
-fixed bug: enemy entities will appear to "rapid fire"
-fixed bug: chat messages could be written while in menu
-fixed bug: radar could be opened while in menu
-fixed bug: radar would cover chat messages
-fixed bug: radar would not show all visible enemies
-fixed bug: launching 30+ fighters in a network game caused unresponsiveness
-fixed bug: rare server crash when selling buildings
-fixed bug: late joining client gets flooded
-fixed bug: dead shipyards could still be sold
-fixed bug: offscreen particles would cause onscreen particles to not draw
-fixed bug: client showed incorrect HP for buildings and player
-fixed bug: malformed packets will crash the server
-fixed bug: new radar warning of a destroyed building causes crash
-fixed bug: level 5 signal stations could not see enemy buildings
-fixed bug: stopping and restarting replay causes crash
-fixed bug: client sometimes crashes when round ends
-improved server performance so that users with cable modems can reliably host multiplayer games
-improved turning and flying behaviour for players over low-quality connections (ie. reduced jerkiness)
-improved netcode to ignore malformed packets
-changed connection type settings to display more user-friendly messages
-changed sell range to be greater distance
-changed mass driver turret base HP to 12

Sept11/04

-added server browser
-added points for destroying buildings
-added bonus resources for destroying buildings
-added debug logger on event of crash
-added ability to refund buildings
-fixed bug in client where aifighters belonging to a destroyed shipyard would disappear
-fixed bug in client where bullets belonging to a dead entities would disappear
-fixed assertion bug in client: numEvents==lpAppData->getNumEvents() (main:453)
-fixed assertion bug in client: lpPlayer==NULL (abstractRenderModule:964)
-fixed bug where turrets would still be visible even though they are dead
-fixed bug where signal stations would not see enemy buildings
-improved movement behaviour when packet loss occurs
-improved build action behaviour when packet loss occurs

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