Half-Life for Macintosh Cancelled 228
Bobbi Style wrote to us with the word from insidemacgames that the Macinoth version of Half-Life has been cancelled. Valve Software sent out a letter explaining that they had found that the version of Half-Life that would be released for the Macintosh was not up to what they wanted the game to be. Rather then treat Mac users as 2nd class citizens, they have decided to simply not release it at all. Disappointing news, however, which also casts doubts on the viability of projects like Tribes 2 for the Mac.
Re:Supprising (Score:1)
I think it's a poor decision (certainly this late in the game), but the only people who can change it is them.
"It _can't_ happen heeeeerrrreeee...." ~\o (Score:3)
Re:Open-sourcing the engine... (Score:1)
Check Out The Startup Messages In Console (Score:1)
It's probably for the server stuff, as there is a Linux v. of Half Life server, but I thought it was worth mentioning.
I'm sorry. What I meant to say was 'please excuse me.'
what came out of my mouth was 'Move or I'll kill you!'
second-class citizens (Score:2)
Game companies frequently release their mac versions just as the game is ending its cycle of life; frequently the release of the mac version is simultanious with the release of the windows version of the sequel, or the windows version of the next generation of the same kind of game. and then they just assume the mac users won't mind, because hey, they're mac users.
Like mac tomb raider I and II.. they came out at the same windows tomb tomb raider III was released. Mac Starcraft came out at about the same time that the PC Broodwars expansion pack became really popular.
These are bad examples, because tomb raider I and II for mac had extra levels that the windows version didn't, and tomb raider III looked pretty bad from the PSX-based demo i got from Pizza Hut, and Starcraft still has a very healthy online gaming community based around it even so long after the original release. But the point is the same; why would mac users want the cold, leftover crumbs of the windows world?
Even if they HAD released halflife, why would we want it NOW? Quake3 (like halflife only better) is just around the corner, and some form of Tribes (an ORIGINAL game, instead of just more derivitive mindless point-and-shoot..) may be released. Having Halflife would have been cool at the time it was released, but now I for one am no longer very interested in it.
If the game companies really want any serious showing from the mac users, they should develop all versions of the game at the same time.. or exersize *gasp* good programming, and have a bit of an abstraction layer and write the programs in such a way that instead of calling things in MS-propeitary functions directly, you call functions of your own that call the MS API up for you.. so that later instead of doing the mac/linux version ground-up you can just replace the abstraction layer functions with Sprockets/X (i'm totally BSing this, by the way, i've never written a game and i don't know whether you could really do this without taking a massive performance hit. Maybe if you inlined/#defined the functions it would..? never mind)
Anyway, the point is, if you release the mac version a year later, when all the mac users have been playing it on friend's PCs for over a year, the mac users are _much_ less likely to actually buy the game. Meaning you'll make less money.
Oh, and then a funny thinghappens; the game companies just scoff at the idea of porting to the mac in the first place, saying "mac users don't buy games". And ignoring _why_ mac users don't buy games, and if there's anything they could do to get the mac users to buy games..
[ramble] PS.. whatever happened to ambrosia? they used to be the bomb. Avara was so far ahead of its time it was rediculous. Ah well. Anyway, i want tribes 2 for mac. and a mac capable of running tribes 2. Instead of this 7200/75 with no hardware acceleration. WORMS ARMAGGEDDON ROCKS!! [/ramble]
Re:UNCLEAN!!!! UNCLEAN!!! (Score:1)
The "about the game" section gives some hints about the intentions of the developers. It looks like it is set before the fall of Satan. That seems cool, but Im still wondering about gameplay issues. Hacking someone to death with a sword isnt any better than perforating them with a minigun. Personally, I'd like to see more family friendly games. However I feel like I need to be careful about what religious propaganda that my children are exposed to. How about making games that dont come with prepackaged ideology? Id like to see a return to fun, nonviolent games that value gameplay over graphics. Then all they need to do is port them to the Mac and Linux and we can all have fun.
Unclean is very cool BTW...
-BW
Re:What this means for Mac gaming (Score:2)
One thing to bear in mind is that while the Mac market is smaller, there is less competition in that part of the marketplace. Releasing for Windows means advertising in a lot of magazines and fighting for recognition against a slew of other games. Releasing for Mac involves fewer platform-specific magazines to advertise in, not to mention that most of the hype for the Windows side would spill over to the Mac side, and it also means that you're releasing to a market starved for current titles.
Valve may have done the right thing - it is true that the Mac community might have held a grudge if Half-Life had been a bad port. If it had been a good port, though, they might have been able to make up any losses in future sales, since they would have established themselves in the Mac market as a provider of good games.
Some people seem to be trying at least (Score:1)
I own a copy of Unreal for the macintosh. It is an excellent game. The best macintosh 3d shooter by far(IMHO). The graphics, maps & multiplay are better than I thought a mac port could ever be.
Westlake Interactive did a very good job porting the game, except that I still don't have a stable version of 224 or 225. My system meets and surpasses the system requirments and it still freezes up every once in a while. Westlake seems to be aware and working on it, and I am happy about that. What I am not happy about is how the date for Unreal Tournament Mac got pushed back 3 or 4 months for what was supposed to be a simultaneous pc/mac release. I am not surprised though, seeing as mac is releasing OS 9. I am under the impression that Westlake is probably making sure that UT will run clean on OS 9, and the same probably holds true for Descent 3, which I thought I was going to see on Mac store shelves last month or this month.
My rambling point is this: maybe Sierra is not interested in ironing out OS 9 bugs or optimizations, and have given up because of that. Or maybe Sierra is nervous because of the G4 ordering fiasco. I have hope(however unlikely) that this trend will not continue.
Whaddid i do? (Score:1)
Since when does pre-release user feedback based on rumors of poor PC parity have anything to do with the devotion and quality of effort that goes into a project? Why can't these guys just do a good job, and live up to the spirit of their chosen profession? Really I'm confused... oh...
Finally, I should say I was looking very much forward to Half Life single-player, had no idea of what was going on with development, and would have bought the game sight-unseen - and I hardly ever buy games. The success of Unreal on the Mac should have demonstrated that Half Life was destined to be a hit.
Seriously, something very fscked-up is going on with the psychology of these developers.... And it has all the earmarks of a self-fulfilling prophecy.
Yeah, I'm a Mac programmer. You got a problem with that?
Re:Outrageous... (Score:2)
Another issue to consider in your comparisons with Quake, Q3, etc is that those games were designed from the beginning to be relatively platform-independent. This makes porting to another OS somewhat trivial. Quake 2 on the other hand, was not (read John Carmack's
It seems to me that you're getting upset at the company because after they made an honest effort (as best we know) to make the Mac port, they found it can't be done in a reasonable time schedule (gee, they only have to do a little hacking of the engine, reverse engineer some networking protocols, etc etc.) Give them a break. Things don't always work out how one might want them to. I'm sure they would have loved to ship the Mac version, any company likes to make money. But if they can't do it, they can't. I don't see much point in boycotting Sierra for this, I really don't think it was an attempt to screw over the Mac community. And anyway, I doubt Mac users boycotting the company will have any significant effect, except perhaps to make the PHBs think future Mac ports aren't worth bothering with.
Re:second-class citizens (Score:2)
You answer your own question. Having been active in it for a good while, I can tell you with certainty that Half-Life does have a strong gaming community based around it. What's more, there are already a dozen mods out for it, some of which are extremely popular (Team Fortress Classic, Counterstrike, Action Half-Life, Science and Industry), and more on the way. There's a much-awaited expansion pack, Opposing Force, due out next month.
Half-Life is far from dead. Quake III isn't gonna kill it any more than Half-Life killed Unreal. (Well, okay, IMO Half-Life blows Unreal away, but that's just my opinion.
You've never actually played Half-Life, have you? Well, all right, I'll grant that generic HL multiplay is kind of lacking, but single-play requires a lot of thought rather than just shooting. And the great teamplay mods that have come out (especially Team Fortress Classic and Counterstrike) more than make up for it.
Of course, according to Gabe's letter, the multiplay feature (and those mods) would have been kind of lacking in Mac Half-Life anyway, which kind of renders the point moot, but still, Half-Life is the best FPS I've yet played, and that includes Q3Atest.
Too bad...you're missing out.
Re:I wonder what happened during development? Hmmm (Score:1)
if (nt == unstable) { switchTo.linux() }
Re:Hybridization of games (Score:2)
The original iMac (Rev. A) used an ATI RAGE IIc with 2 MB VRAM, expandable to 6.
The Rev. B, C, and D (233, 266, 333 MHz - 266 was the beginning of "flavored" iMacs) all use the ATI RAGE Pro, with 6MB VRAM. All A-D iMacs are PCI-based.
The Blue & White (Yosemite) G3 Macs use ATI RAGE Pro video, but run on a "special" 66 MHz PCI slot.
The Wall Street and Lombard PowerBooks use the ATI RAGE Pro LT. Lombard may use AGP, I'm not sure. I know that Wall Street is PCI.
iBook uses the RAGE Mobility video chipset - a tweaked version of the RAGE Pro LT that's supposed to be pin-compatible. It has 4 MB of VRAM (embedded), and the iBook uses a 2X AGP bus for video.
Finally, the G4 macs all use the ATI RAGE 128 chipset on an AGP 2X bus.
The ATI RAGE 128-based cards are available as retail cards for the Yosemite G3 Macs, as well as for earlier G3 and PCI PowerMacs. But they're constrained by PCI.
Virtually all earlier PCI Macs (clones included) use the older ATI Mach64 chipset and it's cousins. The PowerBook 3400 and the original PowerBook G3 (also known as the 3500 or Kanga) use Cirrus Logic video chipsets, with no 3-D acceleration on board.
I do think that there's OpenGL support for the RAGE IIc and Mach64, but I'm not sure. It wouldn't be too fast, though, given the constraints of both PCI and the earlier ATI chipsets. Fortunately, the Rev. A iMac is the only one that sold in high volume, and it was only on the market for about 2 months (it was announced in May, but it wasn't available until August) before they up-revved it to the B and switched to the RAGE Pro.
- -Josh Turiel
Re:Eternal Warrior - Warped values? (Score:1)
Ummm.. Yes, thank you that's entirely my point.
I have absolutely no problem with fantasy being used to sell a game. Indeed it's nice to see a scenario that isn't "think of the 10 nastiest knightmare-causers and add guts" and instead makes some use of thousands of years worth of history and mythology in a partially authentic way. But the implication from the website and your own post is that this particular game is in some way morally / spiritually better than normal fantasy / sci-fi first person shooters. This is why I'm "Up in arms"* about this game. It could be released by zen gnostics as far as religious group goes, my problem is I'm being preached to about right and wrong in an internally inconsistent manner.
henley
*= actually, I'm still slumped in front of my screen 'n' keyboard trying to keep my eyes open, but please bear with me here.
Re:Macintosh as a Gaming Platform (Score:1)
Re:Gabe Newll of Valve (Score:1)
There are things that no matter how good a programmer you are, you can't beat - such as the relatively poor 3D performance of the Macs at the moment, due to the lacklustre card they're running still. Perhaps if the G3/G4 came with a better card (not only is the current one a bit old, but it was slower than the PC equivilent right from the start).
I think we may see quite a few 3D FPS titles not make it to the Mac, or make it, but not as a full quality product, until Apple decide to do something about the 3D video problem the Mac's are suffering from......
Andrew Meggs? That's the same guy who... (Score:2)
Doesn't Mean Mac Sucks (Score:1)
The original developers of a game very often are not the same ones who do a port. I don't know what the case was with this project, but the original developers usually go on to bigger and better things, while the port is either done by less experienced programmers or is farmed out. Some of these developers can produce quality projects, and some can't.
I think it speaks volumes of Valves' commitment to gamers that they chose to cut their losses and hold back on what they know is an inferior product rather than push it out the door to make a quick buck. We know there are plenty of companies that wouldn't!
Just don't buy the SPIN (Score:2)
However, as we got closer to shipping the product and reality set in, it was increasingly obvious that in order for us to break even
on the Mac version, much less be profitable, we were going to have to cut some corners.
Essentialy, its a profit - cost over market_share equation. I'm sure the modern busines model promptly said 'cut' and there goes HL. The next step is the 'spin.' Here's another little snippet from Valve.
They are happy because we do our best for them, and that's what they expect from us in the future. -SNIP- I would much rather we just eat the money we've spent so far than take money from Mac customers and short-change them.
Now they're suggesting that they're a responsible company and trying to keep up a decent reputation by 'eating up' the cost. When in reality the could not sell such a shabby product, if they wanted to or not, without a larger loss of revenue.
Don't quote me as either good or bad here, this is just business as usual.
At least spin is portable and multi-platform.
Re:So? (Score:1)
We all can dream can't we?
Re:UNCLEAN!!!! UNCLEAN!!! (Score:1)
What this means for Mac gaming (Score:1)
A game company can't scrimp on Mac ports of their games; they need to be feature-complete with the PC version, or else the Mac faithful will scream and yell and boycott the company. Half-Life's failure makes it clear that this is a very steep cliff to climb for very meager rewards (one tenth of the Windows take, at best), and that there just isn't a good return on the investment. Why put your effort into ten percent of the market when you could be putting it into ninety percent? A port is more than ten percent of the original amount of work...
So simultaneous releases are rarely feasible, and late ports usually aren't a sensible place for a game company to put their resources. Where's this leave the state of Mac gaming, then? Will we ever see the day when a majority of games are simultaneous Mac/PC releases, or when a hit game comes out first on the Mac?
Re:Half-Life Mac (probably also a cost issue) (Score:1)
Just a thought of mine, not necessarily true.
Re:Macintosh as a Gaming Platform (Score:1)
Microsoft makes a totally proprietary APIs that in some instances has been designed to make it difficult to port to any other API.
Now they should open these APIs into shared libaries that can be used across multiple platforms. Without breaking existing apps of course.
Does this sound like Microsoft? It just isn't going to happen... for all that Microsoft cries "open standards", any time they're in control of a closed standard they refuse to open it.
It's a sad day for gaming.. (Score:2)
OpenGL at Apple's site [apple.com]
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Linux user: if (nt == unstable) { switchTo.linux() }
Re:Cross-platform game development... (Score:1)
Valve couldn't turn Half-Life for the Mac into the same semi-high-quality product it was on the Windows platform. Half-Life is a buggy piece of shit on the PC. Great game though.
Trust me on this, if the Mac version didn't include TFC, you'd be pissed. If you couldn't connect to the servers that are available, you'd be pissed. The auto-update function is superfluous. If you couldn't use all the mods that are available or all the mapos, you'd be pissed.
I think it was BS that they announced the port and then backed out of it, but the port wasn't goign to give you the award winning game of Half-Life, it was going to give some half-baked piece of crap that had shitty models (I've seen the screen shots and they sucked bigtime compared to the PC game).
No Microsoft isn't conspiring against Apple. That is ludicrous in light of the lawsuit against them. They need Apple around to prove that there is viable competetition in the market. If there are "Halloween Papers" outlining MS's strategy against Apple, I'd like you to post them, otherwise, quit trying to blow smoke up everybody's ass. Save it for Art Bell.
Who wants to finish Half-Life for the Mac? (Score:1)
Re:second-class citizens (Score:1)
Ambrosia is very much alive and kicking. As a matter of fact, many, many new games are on the way out, including one really nifty one I can't talk about because of NDA's.
http://www.ambrosiasw.com/
Re:Supprising (Score:1)
This decision is political, not technical. Somehow, Valve thought that by cancelling such a hotly-anticipated game they could avert a flood of angry emails. Well, I bet they are getting a flood of angry emails right now.
Re:second-class citizens (Score:1)
Ambrosia's still around and still making games as well as utilities. http://www.AmbrosiaSW.com/ [ambrosiasw.com] has the full scoop. Their games still aren't really up-to-snuff with commercial games, though, if you want my opinion. It would help if Andrew Welch spent less time being a freak and more time coding! (Are you listening, Andrew, you psycho? ;)
Half-Life for the Mac (Score:1)
Re:what a shame. (Score:1)
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Re:Whatreyou, nuts? (Score:1)
which settings? (all to maximum?)
which resolution (1024x768 being minimum, right?)
how much fps (less than 30 is not playable)
... what do you call *great* ?
Re:PSX is Crash proof (Score:1)
The difference being, DirectX doesn't choke out halfway through a game, and you don't need to download newer drivers. Pure silliness.
- Scott
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Scott Stevenson
Re:Strategies (Score:1)
Carmack once discussed this possibility in a plan update -- dicussing options for 3D graphics platforms. In essence, he felt that this would be stupid, as Apple would be guaranteed to always get a later release from MS, ala Microsoft Office. In the end, he felt OpenGL was a better choice.
Additionally, Apple should work on a better gaming API than DirectX, and make it available for Win95/98/NT
This seems like a suicide mission. There's no way Apple is going to be able to get better performance and functionality out of Windows than Microsoft.
- Scott
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Scott Stevenson
Gabe Newll of Valve (Score:2)
I'm happy to see someone willing to stand up and take action when a project is all over the floor.
Hey Gabe! Throw the port source under GPL and let a fresh set of eyes hack a bit.
Um... that's what Logicware /does/. (Score:1)
J.
Re:Half-Life for the Mac (Score:1)
Can I get a comment on this?
Supprising (Score:1)
-Tim
Re:Disappointing... (Score:1)
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Ah well. (Score:1)
At least Carmack (with Quake) and Netscape (from the beginning, but especially with Mozilla) managed to get this one right. Program cross-platform apps from the beginning, use or make standard libraries to simplify your task.
This is a lesson that I would like to see Microsoft learn. They release software late for the Macintosh all the time. (and some Mac users were happy about this? Anyone who thought Office '98 was better than Office '97 because it had a higher version number deserves to be stuck using it....)
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pb Reply rather than vaguely moderate me.
too bad... (Score:1)
On the other hand, in the world of design software, Adobe and Macromedia's software is horrible on the windows platform. I hate to say this, but companies should take the microsoft approach and rewrite it from scratch.
Also, someone should tell the makers of halflife that they should opensource the engine, and let the public port it to any OS they please. They still retain the rights to all the other pieces of software in the package. I don't understand why companies just don't opensource the important parts of the software.
Re:I wonder what happened during development? Hmmm (Score:1)
Half Life is built on the Quake engine.
Granted, nearly everything except the 3D engine is completely new, but it's still got Quake internals at it's core.
And Quake, Quake 2, and obviously Quake 3 have been ported to the Mac. The engine isn't the problem. Mac -> PC networking is a reality with them, so networking them isn't an insurmountable problem.
What is the problem? Valve? Didn't they just have responsibility to "sign off" on releases, not to foot the bill? Sierra, being the publisher, is the one signing the checks, since they're the ones getting the money from distributors and dispersing it to appropriate parties.
In other words - this smells.
Re:What this means for Mac gaming (Score:1)
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Linux user: if (nt == unstable) { switchTo.linux() }
Re:So? (Score:1)
The funny thing about comments like "the Mac has the worst OS on the planet," is that if (and it's a big "if") there had been decent GL and Glide support a few years back, and decent drivers -- which are not part of the OS -- the MacOS would actually be the best gaming OS on the planet. The reason is the same reason that most people say the MacOS sucks (and why it usually does): A single process can starve the entire processor. (Pro audio and video editing software has been taking advantage of this fact on the Mac for years.) In other words, a game could get every single cycle....
(Insert obligatory disclaimer about memory protection, multi-user support, security and the rest being missing in the MacOS.)
Misinformed as usual (Score:3)
Half-Life for the Mac is not being cancelled because of DirectX, or poor performance on a crappy OS, or because it's based on the LithTech engine, or because it's impossible to make a decent first-person shooter on the Mac.
Half-Life is based on the Q2 engine. Folks, Q2 is available for the Mac right now, and it plays well. Unreal runs well, and you can expect Unreal Tournament and Q3A to run well, too.
Half-Life for the Mac used OpenGL, and was working great. DirectX is not part of the equation.
Valve (the developer) made the decision to cancel the port, not Sierra, the publisher. Note that this is a little unusual as the publisher generally pays a fee to the developer in exchange for the right to license their material to a different firm to actually handle the port, so ordinarily Sierra would be the ones cancelling it.
The reasons that Half-Life for the Mac was cancelled had mainly to do with networking issues. I'm going to take a wild, uninformed leap and suggest that the reason for this is that Half-Life for the PC was written to use DirectPlay, Microsoft's extremely proprietary networking protocol. DirectPlay cannot and will not be ported to any platform other than Windows, as Microsoft won't license it, and most likely sees DirectPlay as a competitive advantage to keep the best games on Windows. Half-Life for the Mac may indeed have been a victim of this strategy.
I'm not that worried about game support on the Mac. It's getting better:
Apple did have a proprietary gaming API (gamesprockets). And a proprietary 3-D api (qd3d/rave). And a proprietary game networking api(netsprockets). And according to developers who have used them, every one of those api's was vastly superior to the then-current standards. And guess what? Not many games. Now that Apple's pretty much killed all those in favor of cross-platform standards like OpenGL, we're getting some pretty good games. And the current generation of Mac hardware, while a little behind current Wintel standards, is still pretty darn cross-platform as well: PCI, AGP, USB, etc. (You can take a 3dfx card out of your PC and plug it right into a Mac. Not too shabby. And there are two independent programmers working on TNT2 drivers, too, so Mac users won't be stuck with *cough* ATI forever.)
I still would like to see Valve change their minds, and release Half-Life for the Mac even if it is crippled. Sure, there's a vibrant online community surrounding Half-Life, but the single-player game is what really turned the PC gaming world on its head last year. Here's hoping Valve revisits their decision soon (and here's hoping the Mac zealots don't knee-jerk themselves into doing something stupid like mailbombing Valve).
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Anonymous cowards are working on a massively multiplayer shared first-person persistent virtual reality that's cross-platform, open source and hosted on thousands of independent servers.
Re:So? (Score:1)
So you run a dualboot system. You are obviously soooo much more skilled than all those dumb lusers out there who don't know how, especially the Mac users. Do you ever write any Perl scripts? Are you familiar with "There's more than one way to do it"???
So just why is MacOS the WORST OS on the market? I think you'll probably find if you went out and really asked people what they think, the vast majority of Windows users would say something along the lines of "Huh? OS? What's that?"
Why are Macs not games machines? I remember showing some friends of mine Marathon Infinity's network gameplay and them being completely blown away by it - and some of them were hardcore Quake players!
Game developers have better things to do than blow time and money producing a game for a niche product that doesn't have nearly as many gamers as x86 machines do.
Just like publishers shouldn't publish any books that don't sell in airport bookstalls, TV moguls shouldn't make community TV shows, minority newspapers shouldn't be allowed, expensive sports cars shouldn't be made as only a few people can afford them... the thing is that the Mac is hardly a 'niche' product. Whatever percentage Apple currently have of the market is still pretty damned amazing when you consider just how many computers get sold each year.
Do us all a favour and go get some perspective before you start shouting your worthless drivel at us.
And yes, before you shout, I have two Macs. I also have about fifty various Linux/Solaris/HPUX boxes to look after at work, along with a RH6 box on my desk and a W98 laptop. I use them all.
There's more than one way to do it
regarding APIs (Score:1)
take a peek here! [apple.com]
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Linux user: if (nt == unstable) { switchTo.linux() }
Re:So? (Score:2)
Re:Hybridization of games (Score:1)
Wrong. The Yosemites have and have always had a Rage 128.
Re:Office 2000 is Windows only (Score:1)
maybe they'll continue this pattern and release Office 2001 for the mac in the year 2000, and then Office 2010 for windows in the year 2001, and so on until by 2006 they release "office 4029" for linux and go bankrupt.. [trails off]
Half-Life cancelled (Score:1)
Dark Forces, DOOM & Quake & Duke Nukem & Shadow Warrior etc have always bored me. I pretty much won't buy anything I can't demo 1st to see if I like it. I only am interested in really good
stuff (it isn't just the $...I simply don't have time to play as much as I'd like, and I don't want a collection of $50 coasters). Of all the stuff coming out that might be playable by me, with or without a demo I only have high hopes of Oni, Heretic II, & Half-Life living up to being something I would want. Things I might well buy even if I couldn't demo 1st. Half-Life has garnered so many awards, it must have something great going for it. And now I won't get that chance. Nothing's going to step in to take it's place. I still have hopes for Oni & Heretic II, but even with Half-Life gone I don't expect to have any interest in Quake III (same-old same-old), Unreal Tournament, Star Wars Racer, or all the other carbon-copy or dull stuff out there.
Hopefully I'll demo something that will run for me and surprise me as to how good it can be. I guess I'll have to wait & see.
Re:Hybridization of games (Score:2)
- -Josh Turiel
Re:Supprising (Score:1)
Hey Steve Jobs, what ya gonna do about THAT? Mac's a second-rate gaming platform. SO FIX IT!
"The number of suckers born each minute doubles every 18 months."
Re:Ah well. (Score:1)
By the way, Linux developers do this too, by releasing binary-only x86 software, and pissing on the LinuxPPC and Linux Alpha markets.
"The number of suckers born each minute doubles every 18 months."
Re:what a shame. (Score:1)
Re:too bad... (Score:1)
By the way, Photoshop is now built first for Windows, and rewritten for Macintosh. So why does the Windows version still suck?
"The number of suckers born each minute doubles every 18 months."
Re:UNCLEAN!!!! UNCLEAN!!! (Score:1)
"The number of suckers born each minute doubles every 18 months."
Re:Hallife for mac (Score:1)
Newell talks about having happy, satisfied PC customers, versus having ticked-off, short-changed Mac customers. Well, sadly, Mac gamers are used to making compromises on ported apps, so while it would have been a minor irritation, it wouldn't have been enough to keep the game from selling well. Also, the Mac game market is significantly smaller than the PC game market; Half-Life for Mac would have done well simply by virtue of the fact that the competition isn't that strong right now.
Of course, if Newell really cared about doing right by the Mac community, he would have made Half-Life 2 cross-platform from the start.
Re:Gabe Newll of Valve (Score:1)
PCs and Macs are different. I too have never bought a PC, only ever built them. But as Mac people are so fond of pointing out, one of the reasons for the "success" of MacOS in terms or reliability etc is the uniform hardware base. Until very recently hardly anyone ever changed hardware on their Macs. Until a couple of years ago they were all soldered on chipsets anyway. Now the case is (I think) that with PCI you can add Matrox, nVidia etc, provided drivers are available. But the whole culture of component upgrade isn't really there....I guess that will change tho.
Oh and as I said Rage128 DOES support the API's
I guess it's obvious that IANAMU (I Am Not A Mac User)...I wasn't having a go at anyone, just pointing out what I saw as an error in the previous post.
Unreal Tournament, linux and mac (Score:1)
Re:Gabe Newll of Valve (Score:1)
Re:Disappointing... (Score:2)
>be dead and gone by a couple years from now?
As far as I'm concerned, when they laid off the entire Yosemite Entertainment group (most of the classic hard working Sierra folk), that was when Sierra slit it's collective wrists.
Then to see whats left of the company butcher it's product line, (like you said, with some of them EAGERLY awaited and almost completely ready to ship), is like watching watching an old friend on his death bed writhe in agnoy.
This bit about the Mac Half-Life being cancelled really sucks. I'm not a Mac guy, but I sympathize with them. I had high hopes for a Linux port of the client, also denied.
If it's as difficult to port as it sounds, then damn. The actual game itself is nice enough, but some of their design decisions leave me a bit mystified: being forced into 640x480x16-bit to access the game menu (even while playing), hiding access to the 'console' behind a command line switch, etc. If that sort of mentality carried though into the source, I'm not suprised.
(But hey, the game itself is some of the best FPS action I've ever experienced so far. A shame they inadvertently limited that experience to only the Windows 95 crowd.)
Re:Linux port... (Score:1)
Re:I wonder what happened during development? Hmmm (Score:1)
>Half Life is built on the Quake engine.
You wrote, word for word, exactly what I was thinking while reading that.
Re:Linux port... (Score:1)
I think now, all it would take is someone with some good Win95 porting skills to give it a shot and ask permission (possibly making it more portable in the process and then be ported to Macs...?)
Re:It's a sad day for gaming.. (Score:1)
DirectX is.
Re:All OPINIONS are FLAMEBAIT. Time to deal with i (Score:1)
Also, while it sucks that HL is not coming to the Mac, I am not too worried. I have three computers: an old Power Mac as a voice controlled MP3 jukebox, a Windowze box for games, and a beige G3 (soon to be a Graphite G4, mwahahhahahaaa...) for everything else.
The one and (thankfully) only,
LafinJack
Re:Gabe Newll of Valve (Score:1)
This isn't entirely true. Since about '88 most Macs have had expansion slots (Nubus and/or PDS, later PCI). The main uses have been processor upgrades (in some cases containing almost-complete motherboard rehauls) and fancy 2d graphics accelrators; also some video and sound editing boards. However, consumer 3D cards came late to the Mac.
Apple gaming API's now open source? (Score:1)
Re:So? (Score:1)
The REAL problem on the Mac has been, in my opinion, the lack of real good memory protection. In particular, extentions (or for the old school, 'INITs') have been the bane of Mac users wanting stability. I do think though that this has improved quite a bit in the last couple years through, from MacOS 8 and up, and to a very limited degree in MacOS 7.6.1.
Recent versions of the OS can run a couple weeks straight without a reboot. This is nothing compared to a well-tuned Linux box, but I'm not promoting the MacOS as a server OS either. For a workstation, it's perfectly usable.
- Darchmare
- Axis Mutatis, http://www.axismutatis.net
Re:So? (Score:1)
As for Perl scripts, well, I'm proof that Mac users can hack Perl.
Anyhow, thanks for the open mind.
- Darchmare
- Axis Mutatis, http://www.axismutatis.net
Re:Gabe Newll of Valve (Score:1)
OpenGL is the standard, and most new Mac's support it.
The only problem is, that some software uses non standard techniques like DirectX.
Re:Macintosh as a Gaming Platform (Score:1)
Also, Microsoft and Apple have a symbiotic relationship. Apple gets Microsoft Apps on their platform, and Microsoft gets to wave Apple around and say (look, we have a competitor, see).
Furthermore, as Microsoft's "investment" in Apple (non-voting, non-convertable, non-useful preferred stock, gee, Apple drops a lawsuit, and Microsoft pays $150m for a worthless piece of paper and several software pledges) demonstrates, Apple has something on them. Apple probably has enough leverage to get Microsoft to work with them to get the new version specs out earlier.
If not, Apple could start working with the developer SDKs to know the interface, and start writing their own implementation. Even if the new libraries open up for Apple 6 months after Microsoft, that's about the same time that games come out requiring the new version. With DirectX, porting times could drop from a year to a matter of weeks to a few months, with appropriate beta testing still needed of course.
Alex
Re:Open-sourcing the engine... (Score:1)
Stan "Myconid" Brinkerhoff
Re:Remmeber hackers QUake port? (Score:1)
Re:Hallife for mac (Score:1)
Do consider what we are talking about here, really. A small group of programmers working for 3-4 months. This is probably somewhere around $40-60 thousand dollars.
Those are the sunk costs. Any economic analysis starts by discarding sunk costs because in the end, they don't matter. Psychologicaly they do, but when you are looking at profitability, they don't matter.
Now, we need to add the costs of finishing the project (another month? Who knows?), beta testing, marketing, distribution, etc. Then we need to come up with a figure to represent the "bad feelings" that the game may generate, as well as the support costs that come up afterwards (patches, tech support, etc.)
I don't know these numbers, chances are nobody outside the developers do. But it's not as simple as saying that the game was almost finished therefore they should have released it.
Personally, I think that ports are a bad idea. Getting a game that was a hit a year ago and then porting it to another platform invariably ends up with discrepancies in the support, having the game really be treated as a second class citizen.
Now, there's a difference with games that weren't ports, but were coded that way. For example, the games by Bungie and Blizzard. There's also Imperialism II, by SSI. Those were good cross-platform games, and didn't feel like ports.
r.
Re:Gabe Newll of Valve (Score:1)
Also, you didn't mentiont the color depth you were running at.
Half-Life is a great game. Fantastic detail as well as good game play. But you lose a lot of the fun if you can't see the game the way it was intended to be seen. Imagine admiring a Monet painting through a telescope or through a TV broadcase. Just not the same thing.
Re:regarding APIs (Score:1)
Re:"It _can't_ happen heeeeerrrreeee...." ~\o (Score:1)
down and start programming for Linux. A
huge gaming market is emerging there, crying
for products and competition.
Fire them, and they will come.
Uwe
Re:Ah well. (Score:1)
Be happy they at least tried the port. Not too many publishers or devlopers are interested in mac games becuase they don't beleive they will profit from them. Sometimes they don't even beak even for pc games.
rob seres
dreamforge intertainment
Re:Open-sourcing the engine... (Score:1)
Re:Andrew Meggs? That's the same guy who... (Score:1)
Check out his information on one of his previous projects [antennahead.com] which includes some notes on working on the Half-Life port. Also check his
Just because the port was canceled doesn't mean the team (or person) doing the port is incapable of producing a good product.
Re:Hybridization of games (Score:1)
Hah, we got Halo (Score:1)
-Malachi
Re:So? (Score:1)
Re:too bad... (Score:1)
Re:Macintosh as a Gaming Platform (Score:2)
It was "Steved" in favor of OpenGL.
Ask anyone who used it, it was a great high-level 3d API. It lives on in an Open Source project called QUESA (they're trying to make it live on top of the Mesa OpenGL implimentation).
"The number of suckers born each minute doubles every 18 months."
Re:Gabe Newll of Valve (Score:1)
OpenGL is the standard, and most new Mac's support it.
The only problem is, that some software uses non standard techniques like DirectX.
Windows has OpenGL too, and has had it for years. The problem is the second thing you mentioned. the "non standard" technique of DirectX. Unfortunately (and much to my disappointment) DirectX is the De Facto standard for game development these days. You can't go into Comp-USA and find any games just written for DOS with a company's own library set. DirectX and Direct3D (which is what I think you meant to say) are easy to code for abstractions that make life easier for developers to develop their games. I'm not saying this is a good thing (I know quite a few games that kick modern FPS games in quality -- like ultima 7) but it is definitely the thing du jour.
Re:Half-Life for the Mac (Score:1)
Eternal Warrior - Warped values? (offtopic) (Score:1)
In reference to Eternal Warriors [eternalwarriors.com].
I've had many emotions and thoughts in the 5 minutes since I made the mistake of following the link.
Mostly, I think I've been spoofed. On the offchance that this IS real, then what's the message?
"Death, killing, blood and war is bad, mmkay? You shouldn't play Quake" But: "Death, war, blood is good as long as it's Angels vs Demons" ?
No, I can't believe it. This is a spoof, right?
Please?
henley
Re:Hybridization of games (Score:2)
Disappointing... (Score:4)
I posted about this to the Half-Life newsgroup, and thus far every one of the 10 or so responses has been resoundingly antiMac ("Great! Now they need to cancel the Macintosh!"). Losers
When I mentioned this to some of my chatroom friends, they wondered if Gabe's note might not be the whole story. Sierra, it seems, is being gutted from the inside out, with even some of the more popular games being pulled for no apparent reason (such as the B5 flightsim, which was essentially ready for release when it was canned...what sense does that make?). They seem, my friend suggested, to be staking their life on "Deer Hunter".
What do you think...is Sierra dying? Will they be dead and gone by a couple years from now?
I'm glad that Half-Life: Opposing Force is being made by another company...means there's much more chance we'll actually get to see it.
In related news, has anyone heard about the Christian first-person-shooter game [eternalwarriors.com] that's hitting stores this week? There was a story in the NY Times about it the other day. It sounds like a dumb idea, but then, so did "Deer Hunter" and look at how well that's done.
Re:Half-Life for the Mac (Score:2)
Anyway, the q3a is already being used for Star Trek : Voyager 3l33t SomethingOrOther and Heavy Metal : FAKK2, neither of which look like intense multiplayer games.
Re:Misinformed as usual (Score:2)
It has nothing to do with DirectPlay. The IP networking code is based on Quakeworld.
I love this...something happens that is Not Good, and everyone does their damndest to blame it on Microsoft.
Grow up.
Outrageous... (Score:2)
Why? I don't know for certain, though I have a few suspicions. I do know that Logicware's Andrew Meggs, head of the Half-life project, is very anti-Mac, and has been since his shareware company fell flat after releasing one game. He even says as much if you read the original press release; he's happy to not be working on a Mac project anymore. But hey, why was Sierra dumb enough to put a well-known Mac-loather on the Half-Life team, anyway? That would be like putting John Dvorak on the design team for the next generation of iMac.
Look. None of the reasons Sierra cancelled the project were actually valid, because all of them could have been worked around. Quake/MacOS is compatible with PC mods, so Half-Life (which, last I checked, was based on Quake) has no excuse not to be. Quake/MacOS's networking code works perfectly with its PC counterparts, so Half-life has no excuse there, even with this DirectPlay stuff (if worse comes to worst, networking protocols aren't that tough to decode, especially when you're paid to do it, and since reverse-engineering to achieve compatibility is known to fall under the fair use clause there's no problem there).
Whatever. I won't be buying Sierra or Logicware stuff for a long time because of this. Even though it probably won't happen, I hope that Sierra takes their code to Westlake and pays them to finish it; they'll do it right.
UNCLEAN!!!! UNCLEAN!!! (Score:2)
I know what I'm going as for Halloween! (hint: it's UNCLEAN!!!!)
SAVE HALF LIFE (Score:2)
Re:Hybridization of games (Score:2)
1. Program to the metal
This way, you write code the directly manipulates the hardware and provides the fastest possible speed. The drawback is that you now have code that is specific to one video card/sound card. Basically, you write your own procedures for sending the assembly code via interupts. This is the old way. Remember DOS games where you would select your sound card from a list? The list was REALLY small until manufacturers released useful APIs for programming to their cards.
2. Use an API that encapsulates the hardware
This is the DirectX/OpenGL/Glide approach. (Yes Glide is 3dfx specific, but it still abstracts the hardware, and you could write a glide driver for anything, and I believe that there is one for the TNT2).
This requires that manufacturers provide the implementation for the API for their hardware. i.e. you decide what to do, the implementation deals with the hardware side.
This is how modern games are made.
The problem with a unidersal code approach to games is the API. Without a standard API, you need to write all the graphics and sound code specific to the machine. Because of different capabilities between platforms, attempting to use universal approaches won't yield optimum performance.
In Computer Science, we worry about the Theta or Big-O running time, and ignore the constants. This is fine for scientific algorithms, but not for games. In games, a Theta(n) game will be much better than a Theta(2n) game, and therefore, the hardware must be used to the max. In a scientific algorithm, we don't care. We worry if processing more elements increases exponentially (i.e. 1 year for X, 10 years for X+1!!!), not if it increases the time from 1 year to 2, because we just buy multiple machines and divide up the task until we are satisfied with the time requirements.
Games are a different breed of applications, with a different set of rules than traditional programming.
Alex M. Hochberger
Computer Science and Engineering
MIT '01
I wonder what happened during development? Hmmm…. (Score:2)
OoooOoooOoOOoooo OoooOoooOoOOoooo OoooOoooOoOOoooo
Marketing guy: we need the Macintosh market, if we can get Half Life on those cute little iMac's well sell millions
Dev dude: ya, but iMac's only have a rage 128 (I think). It's no game card. We might be able to get the performance out of a G4, with a snazzy new card
Marketing guy: video what?
Dev dude: also we build the game on top of Monolith's engine, which is build on DirectX.
Marketing guy: and.....
Dev dude: well how are we going to re-write Monolith's engine to work with OpenGL or a 3D API that works with mac's
Marketing guy: ya... sounds great. Write up a spec and when you think we can start shipping beta' we need this in time for Christmas.
Dev dude: excuse me.... BUT ARE YOU NUTS? This will take at least a year! We don't have anything to work with!
Marketing guys: [blank stare] ok well, who feels like lunch?
OoooOoooOoOOoooo OoooOoooOoOOoooo OoooOoooOoOOoooo OoooOoooOoOOoooo
-Jon