Raycaster's Gaming
Saturday, March 16, 2013
My 5 Minutes of Very Limited Fame
During the dot com boom, companies were doing everything to attract and retain workers. IBM had a committee devoted to making the software group a cool place to work. Break rooms with snack and drink machines, pool tables, foosball, etc popped up on every floor in our complex. My manager at the time was on this committee and we managed the servers used by everyone in our group. So he was the one asked about what it would take to set up a game server that people could use on break, lunch, or after work. Which of course led him to Chris and myself since we were two of the most senior admins on the team. Our task was to set up a server with whatever was the popular game at the time and to determine what was the network impact. Obviously if it was too much, putting the server into "production" mode would be a no-go. So we said sure and that one night that week we'd stay late and get it going in our own time and produce a network impact analysis. We were told that, no, this was an official duty we could start right then and there and this was to be considered a normal duty. I couldn't help myself. I had to ask my manager, "You're saying you are going to pay us to play games?"
So needless to say we had Quake 2 with the Lithium mod up and running. There was a solid core group who would play on our lunches and stay late a few days a week. At home I moved on to Battlefield 1942 and joined a group playing Battlefield 2 when it came out.
The downside to online games is the people who use modifications or programs to cheat. BF2 was no exception, but it also had statistics tracking. So the cheaters wanted their stats, but often didn't like the fact their name was out there. Well they had a way around it since the server they connected to took the name the client transmitted rather than checking with the master stats server. Since they most often wanted their stats, they had to send their real player ID number. Accessing the names and player IDs on a server was straight forward. As was checking with EA's master server what name was associated with a giver player ID. I quickly put together a web app on my website that would check a given server and report back who was name hacking. With great creativity I called it the Name Hack Buster. I shared it with my buddies and one of them proceeded to talk it up on a few BF2 forums around the web. Suddenly my site that saw very little traffic was getting thousands of hits and I had other BF2 server admins asking if they could have a copy of the program.
I also attracted the very negative attention of some of the cheaters. I couldn't join a server without it being crashed or harassed by aim bots. So what did I do? Well I was attached to the name I was playing under since I'd used it as my online alias since 1991. Still it was just a game and I'd already maxed out everything on that account. So I started a new one and had the fun of ranking that one up. The cheats were getting caught and banned by server admins, which was a good thing in my book.
The other difficulty? Well after 6 million hits in one year my hosting company got pissy about it so I had to move to a new hosting provider.
Sunday, March 2, 2008
Unreal Tournament 3 Review
Unreal Tournament is an old franchise that is known for fun game play. The original was also a favorite because it played very nicely with decent graphics on unaccelerated hardware.
The big change was in Unreal Tournament 2004 with the introduction of vehicles. Unreal Tournament 3 continues with new vehicles and a new game mode. The new mode, Warfare, is a refinement of the UT2K4 mode onslaught. Your team fights the opposition team to link up nodes from your power core to the enemy power core. Nodes can only be captured in order and when you control a direct line from your power core to the enemy power core you can attack it. Destroying the enemy power core wins you the match.
Most of the other game modes are unchanged. The main difference is in the beauty of the game engine. Atmospherics are a nice touch. Also on many maps the distant objects are no longer an image map on a plane. They are now actual objects on the horizon so as you move the perspective on a distant skyscraper changes.
The startup is a little annoying as there are 5 sponsor bumpers.
The single player is a very good tutorial on the different game play modes. It struggles in the beginning to tell the story and make plausible explanations for the game play. The first is a description of "respawners".
The third map introduces CTF. The FLaGs or "Field Lattice Generators are... Oh, hell. Watch this video.
Once we get passed these little groan inducing bits, it turns into a semi interesting game. Overall the single player game is an average video game. It is good as a tutorial to get you ready for the fun of online multiplayer gaming. The problem is that there are fewer than 100 servers as of this writing that actually have players.
It could be a fun game if there were people to play against. Warfare may be new, but it doesn't feel too much different from Onslaught. The rest of the game is pretty, but still feels much like the earlier installments in the franchise. The current retail price of $49.95 is too much for what seems more geared at selling licenses for the Unreal Engine in other games.
The ultimate verdict is that this game would definitely be worthwhile at about a $20-$25 price point. That is if there are any online servers left at that point. So a short review as there really aren't many differences to point out from UT2K4.
The big change was in Unreal Tournament 2004 with the introduction of vehicles. Unreal Tournament 3 continues with new vehicles and a new game mode. The new mode, Warfare, is a refinement of the UT2K4 mode onslaught. Your team fights the opposition team to link up nodes from your power core to the enemy power core. Nodes can only be captured in order and when you control a direct line from your power core to the enemy power core you can attack it. Destroying the enemy power core wins you the match.
Most of the other game modes are unchanged. The main difference is in the beauty of the game engine. Atmospherics are a nice touch. Also on many maps the distant objects are no longer an image map on a plane. They are now actual objects on the horizon so as you move the perspective on a distant skyscraper changes.
The startup is a little annoying as there are 5 sponsor bumpers.
The single player is a very good tutorial on the different game play modes. It struggles in the beginning to tell the story and make plausible explanations for the game play. The first is a description of "respawners".
The third map introduces CTF. The FLaGs or "Field Lattice Generators are... Oh, hell. Watch this video.
Once we get passed these little groan inducing bits, it turns into a semi interesting game. Overall the single player game is an average video game. It is good as a tutorial to get you ready for the fun of online multiplayer gaming. The problem is that there are fewer than 100 servers as of this writing that actually have players.
It could be a fun game if there were people to play against. Warfare may be new, but it doesn't feel too much different from Onslaught. The rest of the game is pretty, but still feels much like the earlier installments in the franchise. The current retail price of $49.95 is too much for what seems more geared at selling licenses for the Unreal Engine in other games.
The ultimate verdict is that this game would definitely be worthwhile at about a $20-$25 price point. That is if there are any online servers left at that point. So a short review as there really aren't many differences to point out from UT2K4.
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