Google Has Fleet of Auto-Driving Cars; No, Really…

According to this TechCrunch article, Google has been demoing and testing a fleet of Toyota Priuses, updated with custom software and hardware, to drive autonomously through the streets of Northern California.

While this all conjures up images of Hollywood-style SciFi movies and TV shows, the technology is real and is proving to be functional.  There ahve been over 140,000 miles logged between all these cars and only one reported accident (which didn’t involve the Google car’s technology, but someone rear-ending them).

It’s plain to see that Google is never satisfied with the status quo and wants to push the limits of what human engineering can do.  Although the testing is positive, the results aren’t really projected to be coming to a dealer near you for eight or more years.  Bummer.

Thanks to TechCrunch for the article.

Restart thanks to my iPad

This is my first attempt to blog on this site from my iPad. So far i would have to say that it doesn’t seem to be much different than on my PC except the whole keyboard thing takes a little getting used to.

I am hoping that this is the start of an opportunity to keep up with posting more articles and thoughts on knobmonkey.com.

There are lots of good stories coming up before the end of the year – including our annual geek fest, GeekLockDown. Keep an eye out as more and more is yet to come.

APB Shuts Down; Realtime Worlds Staff Cut

In what can only be described as a fiery blaze of doom, the Police/Criminal MMO, All Points Bulletin or APB, closed up for good today just after announcing that it was patching servers and games to the newest updates.

APB and its owner, Realtime Worlds, had been on the rocks for nearly a month after it was announced that they were financially insolvent and couldn’t continue without financial assistance from other buyers.  Dangling out there were the thousands of players who plunked down their hard earned cash to purchase the game, playing time, and some ubiquitous item called RTWs that could be used for in-game purchases.  These people were either one of two crowds within the game world: the cheaters or the nameless rabble that were mercilessly farmed in game.

No MMO that I can remember cost so much (estimates run into the $100M range) and lasted such a short amount of time.  But because the cheaters took over, no one enjoyed playing the game where there was such a disparity between the haves and the have-nots.  Game mechanics made it too difficult to compete against those who didn’t think twice about aimbots, character hacks, and all methods of making life miserable in the fictitious city of San Paro.

APB had a lot of potential in the concept, but the end result, and product produced, was uneven and unpolished and it showed.  So, good bye San Paro.  Maybe there will be a new team that picks up the game concept and puts it to good use as a console shooter.

Here are some parting quotes directly from the APB website:

APB has been a fantastic journey, but unfortunately that journey has come to a premature end. Today we are sad to announce that despite everyone’s best efforts to keep the service running; APB is coming to a close. It’s been a pleasure working on APB and with all its players. Together we were building an absolutely amazing game, and for that, we thank you. You guys are awesome!

From all of the Realtime World staff we thank you for your continued support.

The servers are still up, so join the party and say goodbye! - Ben ‘APBMonkey’ Bateman (Community Officer)

“I truly wish we had the chance to continue to craft APB into the vision we had for it. It has been a long & difficult journey but ultimately rewarding to have had the chance to try something bold and different. APB holds some great memories, from the last night of the beta, to the clans and individuals who amazed us with their creativity and sense of community. I am so sorry it had to end so quickly but hopefully the good memories will stay with us all for a long time. Thanks to all the team for the years of hard work, and to the players who contributed so much.” - Dave Jones

“Please spare a thought to all the thousands of brave men and women of San Paro who despite knowing the odds, still dared to cross the street. They will be sorely missed.” - Johann van der Walt (Software Engineer: Living City)

“Thanks for sticking with us through the hard times guys, we put a huge amount of our lives into APB, but unfortunately we’re not going to get the chance to make it the game we all knew it had the potential to be. Thanks.” - Rob “bobbyd” Anderberg.

“Thanks for being a creative and imaginative community, the cookies, feedback and ideas were appreciated.” – Ben ‘ Giefster ‘ Skelly

“Working on APB was rewarding, frustrating, amazing, depressing, exciting, and overall, surreal. I’ve never experienced anything quite like it, but I’ve enjoyed it all the way. I hope the players enjoyed the time they had despite the short comings, and will remember the game in a good light for what it was meant to be, not quite what it turned out to be. Now just to get started on that Xbox version…” - Jon McKellan (the guy who did the loading screens)

“I had the great pleasure of working with some extremely talented people in both the Dundee and Boulder office, and for the longest time APB was our lives.  It is truly sad that it ended this way … but when you aim for the stars, you sometimes fall on your face.” - Ben Abbott, Live Producer.

“Press F to apply for Jobseekers Allowance.”- Ben Hall (Development QA)

“In every way APB was a dichotomy. I have witnessed the project alter from a fragile and delicate entity used to show the world the depth of our vision through to the sturdy beast we released to the public. There were the unusual errors and crashes which are to be expected but it worked. Once in the hands of our community I have never seen something elicit such a polarisation of people. It was dismissed as overhyped and broken or else taken to heart to be loved and cherished, buoyed on by a fanaticism I was proud to have played a part in bringing to the world. Although still again among our players APB brought out both the poles in human behaviour. I bore witness to raw hatred and fury, arrogance and mean spirits but I was also delighted to experience the kindest side of human nature as players came to the aid of others when in a tight spot or they created works of art with the tools provided.

In all APB was a fantastic experience with an incredible team and it is one that I will always cherish and has added to who I am. Thank you everyone involved from our excellent players to our incredible dev team.”- Conor Crowley (Senior QA, System design assistant, Tech support, in-game support, Overall CS, 1 man Publishing QA team, Tea Boy, Morale Officer)

“I’m sad to see the project go. Of all the games I’ve worked on, APB was probably the one with the most potential.  I genuinely believe that given more time, we could have turned APB into the game we all wanted it to be. I’d like to thank the community for all their support, the good times I’ve had playing against them, and for the amazing (and often hilarious) user-generated content that they’ve created.

I’d also like to thank the rest of the team for all of their hard-work, and for generally being great people to work with. ” -Bryan Robertson (Gameplay Programmer)

Steam UI Update in Beta

Steam has released an update to the beta channel that completely overhauls the UI for its base client.  The changes also include a change to the browsing mechanism – moving away from IE to WebKit.  This change also makes all of the games and information about them, include achievements and who else on your friends list has the game, much more accessible and visible to the users.

All in all, a good update to an outdated UI for Steam.  There are reports however, that some games had to completely redownload themselves (Modern Warfare 2 Multiplayer for instance).  All part of the “beta” in beta release.

Check out the info at Steam’s site: http://store.steampowered.com/uiupdate/

New DICE Interview About BF:BC2… in German No Less!

Saw this on the 21CW site – it appears to be a translated interview from German regarding Battlefield: Bad Company 2.  Lots of tidbits in here so take a few to check it out.  I personally am really disappointed with the answers and liken this to the information that came out shortly before MW2 came out that made a bunch of noise.

Lots of interesting tidbits regarding BFBC2 lately. Noches, our German BASHandSlash.com correspondent, kindly translated this item with Patrick Bach from Gamestar, the German PCGaming magazine.

Gamestar: Are you planning on providing any DLC? If yes, will it be purchase-only or will you provide the content for free?

Patrick Bach: After the release of BC2 there will be DLC and addons. Some of the content will be free and some will be sold. But we can’t say anything definite yet.

Gamestar: What else do you want to change after the Beta? Where is the development focus right now?

Patrick Bach: Right now we’re looking at the basics of the game, like lag in multiplayer. We’re trying to ensure that we’re not sending online players to servers on the other side of the globe, because this would obviously reduce performance. We have to also make cheating impossible and all the while make a perfectly balanced game. This is why we do Beta testing. As PC configurations are so different, changes can affect the players in different ways.

Gamestar: Is Battlefield 3 going to be a further development of BC2 and is it going to use the same engine?

Patrick Bach: I won’t say anything about this. We haven’t talked about this in public yet.

Gamestar: Is there going to be a LAN mode? And are the eleven offline activations valid for LAN mode?

Patrick Bach: There is an activation code which can be used ten times. But the retail version won’t include a LAN mode. But it might be that we will offer this later.

Gamestar: Why does the campaign include no co-op mode?

Patrick Bach: Why does the game include one element at the expense of another one? When one looks at BC2 as a balanced package, we see that it offers four game modes and a ten hour campaign. It is especially important to focus on the important aspects of the game and make sure those are as good as possible in the time you have. Of course one wants to have every element in every game but this is first of all a question of time. One has to focus on the key aspects. One of our game modes is squad deathmatch where four players fights against three other squads. Basically this is a coop mode where one fights against a “superior” enemy. Kind of an online coop mode. And our focus is the online gaming.

Gamestar: What about modding? Is there going to be an editor or other mod tools?

Patrick Bach: The player can change settings on the dedicated server but there won’t be modding tools included in the retail game. The reason is the same as coop mode. That is, we decided to focus on other aspects because we want to achieve the highest levels of quality possible, rather than a buggy game with average gameplay but with modding possiblities. Theoretically we could still add mod support after release, we just don’t know yet. But it’s out of the question for the retail version.

Gamestar: What did you have to do for the German version?

Patrick Bach: As far as I know, we cut nothing at all out of the German version. I am not 100 per cent sure but we try to make the game so that it is ok for all parts of the world. So I don’t think that we are going to take anything out of the German version.

Gamestar: This does surprise us a bit.

Patrick Bach: We had some discussions about this subject but in the end we had to cut nothing out of the game.

Gamestar: In which way does the hardcore mode differ from the normal game?

Patrick Bach: The interesting about the hardcore mode is that is refers to all game modes. Firepower damage is doubled and HUD displays are deactivated. As there is no cross-hair one needs to look down the sights of your weapon to shoot accurately. Also, the (self) healing function is deactivated too, so you have to find a medic in case you get hit. Friendly fire can’t get deactivated and the killcam of the normal mode is not available, so it is going to be more realistic and more difficult.

Gamestar: Are players going to able to use prone in hardcore mode? Some players did complain about the fact that it isn’t possible in the game.

Patrick Bach: No. We know that some players think that this is a big problem. Our decision is based on realism. Former soldiers explained to us that they don’t lay down. Only snipers lay down and then they stay on a hill for a week. And our game wouldn’t be more fun because of that.

Gamestar: So you don’t like snipers very much?

Patrick Bach: We have no problem with snipers in general, we just don’t like campers. The gaming speed in BC2 is pretty high. We want players to move. The game shouldn’t see everyone hiding in the bushes, instead it should offer a dynamic battlefield with a “rock paper scissors” system. Most snipers don’t see a problem in this, except the ones who want to hide in the bushes for the whole round.

Gamestar: The amount of damage a player can resist in BC2 is compared to Counter-Strike for example — relatively high. Why did you set it this way?

Patrick Bach: That isn’t the case in hardcore mode. There, it gets pretty realistic. We think that one should have to react when one gets under fire. It should also be fun to be under fire. In the single player mode this is different. We don’t think that it is fun to die as soon as one is being shot at unless you’re pulling the trigger of course. This would make the game more static. Some folks would just camp in the hills. Others who are afraid of being hit would run like crazy from one position to another one and back. We want to make the game dynamic, so that things change and players are being forced to try different things. You can’t simply use the same tactics for the whole round, but you have to keep moving and try news things.

Gamestar: Is Wake Island going to be included in the game? Meanwhile the island is cult classic.

Patrick Bach: Not in the retail version. Indeed it was in all Battlefield games, so it wouldn’t surprise me that it’d be included as an add-on.

Gamestar: Is there going to be a game mode which includes infantry only?

Patrick Bach: There are nearly 2. At squad rush two 4-player teams fight against each other and there are no vehicles. In squad deathmatch there is only 1 vehicle on the map.

Gamestar: It the field of view already set?

Patrick Bach: No. This is also a reason why we do the beta testing. We look at different solutions currently. Some players are happy with the actual field of view, others are disappointed. The retail version will offer the possibility to scale this a bit. But we don’t know yet how we are going to offer this option. We want to balance this game as good as possible and it shouldn’t be that the one wins who uses the smartest settings. It should get as fair as possible.

Gamestar: Are there going to be bots?

Patrick Bach: Not on the multiplayer maps. But in the 10 hour campaign one will be fighting against the AI of course.

Gamestar: Some reader comments describe the sound quality as surprisingly good. Could you say a few words about the tech making this possible?

Patrick Bach: We use a lot of effort to get the sound right. It’s a system called HDR similar to HDR in the graphics. One example: When one looks in a window on a bright day from outside, it appears completely black. When one looks outward through the window everything is bright. Both effects are caused by the fact that your iris takes a while to get used to the change in brightness. Same is true in the world of sound. When you walk alone through the forest you can hear every detail, but when a tank drives through it you hear nothing except the engine. The ears adapt to the louder sound, others sounds get filtered out. In our engine we don’t set a volume for a sound but a decibel value. When you move through the game you adapt to the sounds around you. The sounds are always there but you only hear the loudest ones.

Gamestar: What are the differences between the console and the PC version?

Patrick Bach: The PC version has higher screen and texture resolutions but also a higher mesh density. In addition to this BC2 benefits of DirectX 11 and includes ambient occlusion. In the PC version there are also more players in game.

Gamestar: Will PC players and console players going to be able to play against each other?

Patrick Bach: No, but it’s not because of balance reasons, but because it is not possible for licensing reasons to connect PC’s to Microsoft’s Xbox Live or Sony’s Playstation home.

Source in German:

http://www.gamestar.de/interviews/23…company_2.html

Noches keeps his eye on German news and translates it into English for us on his own RSS feed. Catch it here.

Battlefield: Bad Company 2 releases on 3-2-10.  Thanks to Obi and 21CW for the info…

Buying BF:BC2 Nets You “Free” DLC

For those of you who think that buying a new game means that it comes with all the content in the purchase price – perhaps this new strategy that EA is employing for its games rankles you a little bit.

Read this on Shacknews, but apparently when you buy Battlefield: Bad Company 2 new, you get a “VIP Code” that entitles you to in-game DLC content that you would otherwise not receive had you bought this second-hand.  I guess I don’t quite understand – if I buy the game first-hand from Steam or Wal-Mart, I open it up and get a code that entitles me to content that I assume was already part of the game.  If I don’t want to buy it on launch day or thereafter for full price because some kid finished it in 20 straight hours of playing and sold it to a GameStop to get the next copy of Pokemon, I don’t get that DLC because I didn’t buy it originally.  Am I missing something?

It doesn’t appear to me that EA wants people to buy the game second-hand in order to get the full content of the game.  I suppose that is one way to go to make sure people buy it at retail price and not second-hand.

Thanks to Shacknews for the article.

RAMIREZ ! Read this post !

I’m a little slow to the whole internet meme thing, but I found this one on KnowYourMeme.com and had to post it up…

Having played MW2 quite a bit lately, this one really sums it up at times.  Pretty much the whole single player campaign after start playing as Ramirez you get Sgt. Foley (and others) jumping in your crap about doing everything.

So, enjoy this link to the Ramirez memes out there and I’ll post up a few here.

McZombies: Nearly 29 Billion Served

…or severed, beaten, burned, shot, decapitated, etc.

According to the Left 4 Dead Blog, as of February 11th there have been 28,981,249,043 zombies sent to their deaths…again.  They post some stats on just how many that is:

  • The entire population of the planet has been zombified and killed 4.26 times.
  • With the average height of a zombie being 6 feet, if you stacked them end to end they would circle the globe 1,322 times.
  • If you placed 28,981,249,043 rulers end to end, they would reach28,981,249,043 feet in the sky.

That last one is quite funny, if only for a second or two.

I’m pleased to have contributed 11,563 of that total.  Check out my stats here.  I love Steam and L4D2 for this reason alone.  I wish I could track detail like this on every game I played.  Nice work, Steam/Valve.