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    Cyber code mostly finished  Friday, August 30, 2002 11:42 AM  
I think I've finished the code for all of the new cybernetic enhancements to include in the next update. The list includes 18 individual implants that are designed to give you that edge you've been so desperately searching for. Cyber won't be cheap, however, so in most games you'll have to make a trade off if you want the advantages it offers. Cyber or a powerful gun or tough armor? That's the decision you'll need to make.

My next task is to finish the proximity mine and then give the bot AI another pass over. I need to code them to purchase cyber, and I'll be looking at their other buying habits as well. Plus I've still seen that running-in-place-forever-while-looting problem pop up from time to time. Not sure when the next update will be ready, but I hope it's soon.

    New Night's Edge Desktop  Wednesday, July 17, 2002 7:00 PM  
Matt comes through with another great rendered desktop. This one gives us a close-up of one of Arcadia's numerous shifty characters. Mercenary? Freelancer? Hired killer? All I know is that he looks ready for anything. You can download this one in 3 different sizes, 800x600, 1024x768, and 1280x1024. So pick your size, download, and set it up as your Windows background.

800x600 | 1024x768 | 1280x1024

    LouZiffer's Rooftops map now available  Wednesday, July 10, 2002 11:52 AM  
LouZiffer's long awaited Rooftops map is now available. This Wet Works level puts you and your team atop some of Arcadia's tallest skyscrapers, in the domain of the roofdwellars. These reclusive clans make their homes in the highest reaches of abandoned buildings and fight savagely to defend their turf. And now you too can experience close quarters combat a hundred stories above the ground. Head over to the Downloads section and grab this map right away!
    New Night's Edge review  Saturday, July 6, 2002 3:07 PM  
Mutation, a newly hosted mod/mutator site on PlanetUnreal, has just posted a flattering review of Night's Edge. Here's a brief excerpt from the end:
Night's Edge is a BLAST !!! This is one of the best UT mod (after all, there's a reason why quintin Stone was invited to the Mod Summit), it grabs only the best to pack it in a powerful, well-designed, and very fun mod. You MUST download it to understand that CS, with its modern semi-realistic, really have to fear this mod, no, I don't exagerate, this is worth a download.
Their "overall" score was a 9 out of 10. Go and check it out.
    The future of Night's Edge?  Wednesday, July 3, 2002 10:00 AM  
I'm sure many of you are wondering what's going on with Night's Edge right now. We're still working on development, adding more features. I've been working on the cybernetic implants so you'll be able to supplement your armory with a variety of biomechanical enhancements to boost your performance. Of course, they'll be costly! Kahlzarg is working hard on the FN FAL to get this exceedingly popular gun back into the game. Many of you know it was included in the 1.0 test but because of problems with the conversion, was left out of the official 1.0 release until we could get everything straightened out. We're almost there! Nathan has given me the model for the proximity mine, and I've been getting that ready for the game as well. In addition, all you fans of the Night's Edge Arena mutator will be happy to hear that SilverIbex, after taking a break from mapping, has focused his attention to revamping the mutator to add all manner of new features, including recoil and reloading.

I've had a number of people ask me about the possibility of porting Night's Edge to Unreal Tournament 2003 (I guess you could say it's become a frequently asked question at this point). As I've said in my review of the UT2003 mod summit, I think that UT2003 will be an amazing mod development platform. However, I do not plan to port Night's Edge to it. Mainly it has to do with the fact that almost none of our work can really be ported. Our weapon models use the old, unsupported vertex animation (commonly leading to problems during conversion), the hierarchy of the code has changed significantly because the backwards compatibility with Unreal is gone, and the maps will really be out of place in UT2003 with its new focus on static meshes (assuming they can even be played without any kind of modification). In effect, we'd be starting over and at this point in the mod, I'm not ready to do that.

I think, though, that just maybe people will realize that Night's Edge broke some new ground in the world of mods and total conversions. So I wouldn't be surprised if some of the realistic tactical mods you see coming out for UT2003 (and you know there'll be plenty) show a little Night's Edge influence and go beyond just your run-of-the-mill real world weapon game by including a more futuristic setting. At least, that's my hope and I'm sure many of you out there share it.

So stay tuned for the 1.2 patch that will hopefully be coming soon.

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