Domain: planetquake.com
Stories and comments across the archive that link to planetquake.com.
Comments · 271
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Re:To bad Carmack improved the wrong things.
I spend nearly all of my gaming hours (30+ / week) playing QuakeWorld and Q3 CPM and I regularly follow the hardcore gaming crowd and tournaments. Perhaps I'm a complete loser (no debate about that) but I find pro quake as interesting as many people find baseball, nascar, whathaveyou. I care about greatly about skillz and strategy and watch pro demos with a passion picking up tricks, level strategy, individual stylisms and more. When someone can pull a trick like shown in FDE II it definately gets my panties moist.
Your Half-Life numbers are a bit disingenuous, as the crushing majority of "Half-Life" servers are actually serving TeamFortress Classic and CounterStrike. There are comparatively few HL servers running straight HL deathmatch [...]
Actually I think you missed the biggest reason that there so many HL servers. Correct me if I'm wrong but doesn't CounterStrike automatically publish the server when established (and Q does not)?
Irregardless my point still stands that HL (CS obviously)completely dominates the whole quake family by a landslide (2x qualifies as a landslide to me [we are talking about Quake here!], let alone 10x)
As for the rest: Though the technique has been shown to me, I have yet to develop any bunny-hopping skill [...] Don't get me wrong; I've spec'ed rather skilled bunny-hoppers, and it's very impressive when it's done well, but at my current skill level, it's a hopeless distraction.
Don't let yourself think of such a skill as merely "very impressive" GODLIKE is more like it. Don't believe me? Don't let your opinion of bunnies and other dope skillz rest on less than the best.
From CPL4:
fatal1ty vs Harlsom
Czm vs Xoque
QuakeWorld required.
In all actuality the best way to see the best of the best work the movement in Quake for all its worth is to look into speed running. Speed running is the art and science of completing a single player map as fast as possible. You may remember a slashdot article on quake done quick a while back. You may not know that there is quite a community releasing maps to speed run and redoing classic maps with some radical routes. Here, obviously, speed is king. I mention this because most people can't believe this is legit. Check out a speed run demo, here. dzip required, download here.
Whenever I can, I play deathmatch mode 3 (weaponstay). I detest deathmatch mode 1, since it basically turns the whole thing into a game of keep-away (which is about as fun for me as it originally was in the schoolyard).
I completely disagree with this sentiment. Certainly lots of games are based around keeping powerful items and positions away from your enemy. Chess, checkers, scrabble, billiards... Many games involve manipulating the game world to make life a bitch for your opponent. Everyone calls this "level lockdown", "level control, or "denial of items". This is definately not easy to maintain as multiple respawns (w/100 health) certainly can chistle you down to nothing. Hell, this is most of the excitement when I play. Nothing makes me work/think harder than knocking someone off a quad/red armor/rocket ammo loop.
Kwitcher whinin'," I hear you say, "and go develop your 5k1llz." Well, thanks. Just how, in practical terms, do I go about doing that without some advice? Doing it on one's own tends not to yield helpful results: *blam* [...]
Simple. Start watching some pro matches, speed running tutorials, join a clan, practice like a mofo alone on DM maps so that you do the moves you need to when the pressure is on. Learning trickery in the middle of a deathmatch is just dumb. The alternative is this, you will consistatly lose to DM players who are as good as you but employ the tricks. Let alone those who are better DMers AND know the tricks. They'll be wearing your quad, shooting your rockets, and nabbing your superhealths with frustrating consistancy. So yeah... go develop your skillz. :) -
Re:To bad Carmack improved the wrong things.
I spend nearly all of my gaming hours (30+ / week) playing QuakeWorld and Q3 CPM and I regularly follow the hardcore gaming crowd and tournaments. Perhaps I'm a complete loser (no debate about that) but I find pro quake as interesting as many people find baseball, nascar, whathaveyou. I care about greatly about skillz and strategy and watch pro demos with a passion picking up tricks, level strategy, individual stylisms and more. When someone can pull a trick like shown in FDE II it definately gets my panties moist.
Your Half-Life numbers are a bit disingenuous, as the crushing majority of "Half-Life" servers are actually serving TeamFortress Classic and CounterStrike. There are comparatively few HL servers running straight HL deathmatch [...]
Actually I think you missed the biggest reason that there so many HL servers. Correct me if I'm wrong but doesn't CounterStrike automatically publish the server when established (and Q does not)?
Irregardless my point still stands that HL (CS obviously)completely dominates the whole quake family by a landslide (2x qualifies as a landslide to me [we are talking about Quake here!], let alone 10x)
As for the rest: Though the technique has been shown to me, I have yet to develop any bunny-hopping skill [...] Don't get me wrong; I've spec'ed rather skilled bunny-hoppers, and it's very impressive when it's done well, but at my current skill level, it's a hopeless distraction.
Don't let yourself think of such a skill as merely "very impressive" GODLIKE is more like it. Don't believe me? Don't let your opinion of bunnies and other dope skillz rest on less than the best.
From CPL4:
fatal1ty vs Harlsom
Czm vs Xoque
QuakeWorld required.
In all actuality the best way to see the best of the best work the movement in Quake for all its worth is to look into speed running. Speed running is the art and science of completing a single player map as fast as possible. You may remember a slashdot article on quake done quick a while back. You may not know that there is quite a community releasing maps to speed run and redoing classic maps with some radical routes. Here, obviously, speed is king. I mention this because most people can't believe this is legit. Check out a speed run demo, here. dzip required, download here.
Whenever I can, I play deathmatch mode 3 (weaponstay). I detest deathmatch mode 1, since it basically turns the whole thing into a game of keep-away (which is about as fun for me as it originally was in the schoolyard).
I completely disagree with this sentiment. Certainly lots of games are based around keeping powerful items and positions away from your enemy. Chess, checkers, scrabble, billiards... Many games involve manipulating the game world to make life a bitch for your opponent. Everyone calls this "level lockdown", "level control, or "denial of items". This is definately not easy to maintain as multiple respawns (w/100 health) certainly can chistle you down to nothing. Hell, this is most of the excitement when I play. Nothing makes me work/think harder than knocking someone off a quad/red armor/rocket ammo loop.
Kwitcher whinin'," I hear you say, "and go develop your 5k1llz." Well, thanks. Just how, in practical terms, do I go about doing that without some advice? Doing it on one's own tends not to yield helpful results: *blam* [...]
Simple. Start watching some pro matches, speed running tutorials, join a clan, practice like a mofo alone on DM maps so that you do the moves you need to when the pressure is on. Learning trickery in the middle of a deathmatch is just dumb. The alternative is this, you will consistatly lose to DM players who are as good as you but employ the tricks. Let alone those who are better DMers AND know the tricks. They'll be wearing your quad, shooting your rockets, and nabbing your superhealths with frustrating consistancy. So yeah... go develop your skillz. :) -
Re:Obligatory stupid comment #2
Yes !! - http://www.planetquake.com/eclipse/
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More direct .plan links
For those wondering where Graeme's claim about the framerates were, that was in an earlier update. You can find it at QuakeFinger as well.
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Re:We must not forget
...No game designers who just want to create some fun and/or bragging right for thier friends?
No kidding. It makes me wonder if the poster of the parent of your comment has ever taken a look at the Quake III mod scene. There are even plenty of map makers, modelers, etc., etc...
I know of a few people who write music and distribute it for free, just for the love of doing it.
I myself spend many an hour writing the Alternate Fire mod, just because I like to see people have fun.
Yes, without money, people have no motivation to do anything at all. -
Re:We must not forget
...No game designers who just want to create some fun and/or bragging right for thier friends?
No kidding. It makes me wonder if the poster of the parent of your comment has ever taken a look at the Quake III mod scene. There are even plenty of map makers, modelers, etc., etc...
I know of a few people who write music and distribute it for free, just for the love of doing it.
I myself spend many an hour writing the Alternate Fire mod, just because I like to see people have fun.
Yes, without money, people have no motivation to do anything at all. -
Another Quake "Movie": Scourge Done Slick
There's a group of Quake speed runners who created a set of recorded movies called Quake Done Quick. They blaze through the entire game at Nightmare difficulty in less than 17 minutes. They also produced Quake Done 100% Quick, where they kill every monster and find every secret.
This same group of people then did a speed run through Ritual's Quake add-on pack, Scourge of Armagon. But unlike its predecessor, they added actual production values, including fully scripted and vocalized sequences at the beginning and end. The player also makes wisecracks throughout the movie; the actor voicing him is especially good. The result is called Scourge Done Slick, and it's a very nice piece of work.
You need to own a copy of the Scourge of Armagon add-on pack to view the movie.
Schwab
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Another Quake "Movie": Scourge Done Slick
There's a group of Quake speed runners who created a set of recorded movies called Quake Done Quick. They blaze through the entire game at Nightmare difficulty in less than 17 minutes. They also produced Quake Done 100% Quick, where they kill every monster and find every secret.
This same group of people then did a speed run through Ritual's Quake add-on pack, Scourge of Armagon. But unlike its predecessor, they added actual production values, including fully scripted and vocalized sequences at the beginning and end. The player also makes wisecracks throughout the movie; the actor voicing him is especially good. The result is called Scourge Done Slick, and it's a very nice piece of work.
You need to own a copy of the Scourge of Armagon add-on pack to view the movie.
Schwab
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Re:Finally...
Or you can click on the finger link provided by PlanetQuake.
:)
JOhn -
Re:Finally...
Or you can click on the finger link provided by PlanetQuake.
:)
JOhn -
Re:Is this transparent to the apps
There was a slashdot story a while ago with an article linking to this - with shots of Q3A and UT running across 3 monitors...
http://slashdot.org/articles/00/08/04/1534250.shtm land the article is at...
http://www.planetquake.com/mhg/ -
Deja vu.
"Does this mean that future games will be hardware specific?"
If so, it won't be the first time; remember the days of 3dfx? Original Unreal would only run on Glide hardware acceleration; if you didn't have a 3dfx card, you were forced to run it in software. Of course, this didn't sit well with the growing NVidia user base who consistently pointed out that Quake 2 and Half-Life both rendered on anything running OpenGL (including 3dfx cards; remember those mini-driver days?), and OpenGL and Direct3D renderers were finally introduced in a patch. That's about when 3dfx started to go down the toilet; delaying product releases and missing features (32-bit color and large texture support being two of the most blatant omissions) eventually tainted the 3dfx brand to the point of extinction.
Since then, 3D gaming has been a less lopsided world. Linux gaming was taken seriously. Standardised APIs that could run on almost anything were the rule; if it wasn't OpenGL, it would at least be Direct3D. Then the GL extensions war heated up, with NVidia developing proprietary extensions that would work only on their cards. But this wasn't a problem; you could still run OpenGL games on anything that could run OpenGL; you'd just be missing out on a few features that would only slightly enhance the scenery.
Leave it to Microsoft to screw it all up with DirectX 8. They suddenly started talking about pixel shaders and other new ideas. John Carmack has already described the shortfalls and antics of DX8. And now 3D programmers will have to program for multiple rendering platforms, but at least you can still run it with anything.
Sure, this entire disagreement between ATI and NVidia is bad for the 3D industry, but things could be worse. A LOT worse.
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Graeme Devine fights back
"The AO forums are filling up with negative posts (which are then apparently being deleted by moderators)"
Of course, if you're an employee for a major game developer you can just leverage the Power of the .Plan... ;)
"I'm posting here because my posts to the Anarachy Online Community board get deleted," Graeme Devine writes in his latest .plan update, before listing four major problems with the game, to be read by thousands and thousands of hardcore gamers who consider id, well, divine. Oops. :)
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Free media and sharing...
One of the major obstacles from more of this sort of thing going on is a lack of readily accessible free media sure there are a few oasis of public domain media and even fewer still examples of GPLed media. The fact remains though that there is no central repository for free media that artists can use to build on one another's works.
My interest is mostly in media that can be used for free games but any media that can be shared amongst the artistic community is great in my eyes. At any rate here are some free media resources that I've found and their associated licenses. I hope this list helps other artists and people looking for free media to use for one purpose or another:
Pixel Place - Lots of public domain images mainly intended for web site use (but you could find other uses if you're a creative thinker)
Ender Design - Public domain images mostly for web sites once again. High quality and very usable for UI graphics. The 'design sets' aren't public domain so be sure and read the license. I highly recommend this site.
The Texture Library - Public domain mostly photorealistic textures intended to be used for games (OpenGL). Very nice!
The Golgotha Project - High quality public domain music, textures and meshes! Perhaps the largest cache of freely available media in one place.
Free Game Arts - High quality media (mostly 3d meshes [MDLs] and textures) with various free licenses. The license which each model/texture is covered by is clearly stated before the d/l so be sure to read!
GNUArt - A site in french with GPLed media (mostly music).
GNUsic - A site that features a CD written by artists who have GPLed their work.
Linkware Graphics - License is called 'Linkware' which translates to free for non commercial use and no modifications allowed. Mostly music related images here. Again mainly for web sites but could be used for other purposes.
Public Domain Images - Small amount of public domain images
I am currently gathering sites with free media and sucking down their contents in preparation for WorldForge's free media repository.
Perhaps all the
/.ers know of free media resources which I failed to mention here? The free media repository will have media with all sorts of licenses so don't think we're after just one type of 'free' media. Perhaps others who know of good caches with free media could share them with us here? Thanks!-Jason
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Not there yet...
What would make this a fabulous story is if gtk finally made it to MacOS-proper. A year ago this project reportedly had an experimental build of the Gimp running on OS 9, but work stopped there a long time ago.
Like a lot of Mac users, what I really want out of gtk-on-MacOS is not a free Photoshop clone but a proper port of GtkRadiant (still stuck in X11-land on the Mac for now... not a terrible thing, but a barrier to some people), so I can make Quake 3 maps. ;-)
It's always all about teh Quake...
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Not there yet...
What would make this a fabulous story is if gtk finally made it to MacOS-proper. A year ago this project reportedly had an experimental build of the Gimp running on OS 9, but work stopped there a long time ago.
Like a lot of Mac users, what I really want out of gtk-on-MacOS is not a free Photoshop clone but a proper port of GtkRadiant (still stuck in X11-land on the Mac for now... not a terrible thing, but a barrier to some people), so I can make Quake 3 maps. ;-)
It's always all about teh Quake...
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Re:I dare say...
Oddly enough, the folks at Tritin Films--makers of some of the best-known Quake machinima on 'net--are going to fully-rendered animation for their new Quake: The Movie title--importing the models from the game into 3D Studio Max, "biping" them to add skeletons for more articulated movement, and creating a whole movie with them. And the trailer looks awesome.
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Re:I dare say...
Oddly enough, the folks at Tritin Films--makers of some of the best-known Quake machinima on 'net--are going to fully-rendered animation for their new Quake: The Movie title--importing the models from the game into 3D Studio Max, "biping" them to add skeletons for more articulated movement, and creating a whole movie with them. And the trailer looks awesome.
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Re:Any Game Designers quaking in their boots?
You should check out: Thief: The Dark Project
Basically you play the title character, a Theif, you have to glide around and try not to get caught. Its preferable that you don't actually kill anyone since if another guard were to come upon the blood trail, the alarm sounds and you are screwed.
Certainly makes for a more interesting game than one where the only three things you need are a Big gun, a fast net connection and a 1337 nickname :-).
Of course I'm sure legislators would immediately whine about the less than honorable profession of the character and try to link it to all the new burglary cases... -
They're Looking for Sounds...A list of
.wav's they're looking for is here.With the help of Bell Labs' Text-to-Speech project, this can be done is a jiffy!
e.g.
enforcer/death1.wav -> "arrrrrrrrrg"
enforcer/idle1.wav -> "dum de dum dum"
enforcer/pain1.wav -> "ow"
enforcer/pain2.wav -> "ow ow ow!"
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Re:Open Source and Game Software
Yes, having an open game engine and addon modules is a great idea that has potential. What Golbraith Games is doing is exactly the opposite. They're making a quake mod with GPL'd graphics and models. Yeah, I guess the quake source is GPL'd too... but who wants to see the same artwork and models in 20 "new" games?
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Re:It's removed now...
This might be it
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http://www.planetquake.com/madlogic/matrix/ -
Zoomed in image with even stranger formation !After looking at the images for some time, I suddenly noticed something rather strange, so I zoomed right in and enhanced the image, here's the result
:-http://www.planetquake.com/unitool/m3a/temp/slide
2 3a.jpgI wonder what geological and climatic processes caused the formation of slashdot ?
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Re:Had a little fun, got a little sickWell, since you're into speed running, can you beat these guys? :
Quake done Quick (with a vengeance) - Speed run through all of Quake I with nightmare skill in 12 minutes and 23 seconds!
I will be seriously impressed if you can....
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Slashdot didn't accept your submission? hackerheaven.org will! -
Re:multiple monitor unreal
Probably from Multi-Head Gaming, as seen previously on
./ -
Re:Cool but why bother....You've never touched a Dreamcast? I'd recommend it; since the last price reduction they are practically giving them away, as they've stopped making new hardware. That doesn't stop it having truly astounding games as Crazy Taxi (and in a better version than the soon-to-be-released PS2 one as well), Phantasy Star Online, Soul Calibur (better than the Tekken series in many peoples eyes), Metropolis Street Racer etc. etc.
Anyway, back to the point - Jet Set Radio uses a (then innovative) cel-shading technique to make its 3d characters look like 2d hand-drawn animated ones, and so is ideal for a game based on an animated film such as Akira. If you've only got a PC but own Quake 3 then try one of the models inspired by this idea over on Polycount: Honey was the first one I saw that experimented with this technique.
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GameSpy closing shop? I think not.
I wont count Gamespy as they are ready to close down shop as well
What is the basis for that? While I have yet to speak with anybody in accounting, I can assure you that we are NOT going anywhere any time soon. 3DActionPlanet, PlanetQuake, PlanetHalfLife, and the rest of your favourites are NOT going anywhere. -
cq3a already in use
Classic Quake Arena is a mod for Quake 3 that changes the physics so they're pretty close to Quake 1's.
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Re:"At least one AGP slot"?
Of course I can't think of many games that would know how to take advantage of the 2nd monitor.
I can. Multiheaded gaming is not all that uncommon. It's quite neat, but to be honest I would prefer it over THREE monitors as opposed to two. The reason I say this is that in Quake 3 the crosshair is divided evenly between monitors, and that is a pain for railgun use.
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Game Programming with SDL
First, let me preface this by saying I haven't actually written code that used SDL before, although I have spent time writing Quake Mods-- I'm mostly distanced from the graphics APIs.
One of the best judges of an API's efficiency is the success of programs using it. Looking over the list is somewhat impressive. But most of the popular games are Loki Ports, and they've had a lot of experience with SDL already. I see very few popular non-Loki games on the list.
I think you can conlude two things from this. First, it's possible to get reasonable performance from SDL, and it's definitly a reasonable API. Second, SDL just doesn't have the same support community size as OpenGL or DirectX. I suspect that the biggest barrier to graphics programming is *not* how often you run into trouble with the API, but how many other people can help you out when trouble occurs. No matter what API you use, you *will* have issues to deal with. So the smaller community size is probably the biggest obstical that SDL has to overcome.
-Ted -
planetquake
There was a good one a few years back on PlanetQuake, where they'd redirected the site to a mirror on geocities, with a news item that they couldn't pay the hosting bills any more. It was very funny, especially with all the popups etc. Geocites must have taken an extra hammering that day
:P. -
Quake: The MovieThere are some folks out there doing amazing things with CGI these days. It's almost to the point where any schmuck can sit down at his home computer and make a movie. Of course, that point is still a few years away, yet, but check this out.
Triton Films, a group of machinima/CGI artists, have made several movies already and are now working on their Magnum Opus--a fully CGI piece called "Quake: The Movie". They've got a couple of trailers out already, and they're really something to see!
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Re:Java vs. Python - Game programming
I've had some experience with using both languages in some game programming: Q2Java which merges Quake2 and Java, and QWPython, which merges QuakeWorld with Python (and uses a QuakeC->Python translator).
I can say that writing hybrid Java/C code and getting it to run across multiple platorms was a nightmare compared to getting Python/C running on multiple boxes. Q2Java on Linux barely worked, and I'm not sure if it still works with current JVMs, but QWPython even can build on both Win32 and FreeBSD platforms with the same distutils setup file (Python distutils rocks! - no makefile required!).
To be fair to Java though, Q2Java was embedding a JVM in another program, while QWPython was extending Python - a much simpler prospect. But I can attest that Python is no slouch in the portability department, and at least for game programming is very convenient. I have a hard time imagining writing quake-type game logic in Perl.
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And *how* do you write software?
Sure, the future holds lots of computing-specific appliances. Put a chip in your TV, your Calculator, and your Toaster for doing all sorts of computation. But how are you going to write software for each of these "appliance-computers"? You need some sort of system that can act like a TV, a calculator, and at least have network access to the toaster. You need a text editor and the option of simulating or stepping through code. The very act of software development cannot be done on your Mr. Coffee.
Consider this... I've spent several months programming a Quake 3 Mod using TextPad and the base Q3 code from Id Software. I can't imagine doing the development on a specialized computer appliance. Even if I had a machine that only played games (eg. a PS2), I'd still need access to the general purpose computer to develop the mod. And making your PS2 or Dreamcast boot linux doesn't count-- that's making the specific system more general. The fact is that we'll always need a more general computer for the purpose of developing specific computers.
Of course, the average person will use far more specialized computer. But I'm happy as long as I have my PC.
-Ted -
And *how* do you write software?
Sure, the future holds lots of computing-specific appliances. Put a chip in your TV, your Calculator, and your Toaster for doing all sorts of computation. But how are you going to write software for each of these "appliance-computers"? You need some sort of system that can act like a TV, a calculator, and at least have network access to the toaster. You need a text editor and the option of simulating or stepping through code. The very act of software development cannot be done on your Mr. Coffee.
Consider this... I've spent several months programming a Quake 3 Mod using TextPad and the base Q3 code from Id Software. I can't imagine doing the development on a specialized computer appliance. Even if I had a machine that only played games (eg. a PS2), I'd still need access to the general purpose computer to develop the mod. And making your PS2 or Dreamcast boot linux doesn't count-- that's making the specific system more general. The fact is that we'll always need a more general computer for the purpose of developing specific computers.
Of course, the average person will use far more specialized computer. But I'm happy as long as I have my PC.
-Ted -
Alternatively,
what colour schemes? When coding, I found it to be less a problem about specific fonts than I did about the brightness of what I was looking at.
A black shell (heck - even DOS) with white characters has always been easier on my eyes than a bright GUI interface (like the Windows default) with black characters. I'm unsure why, because I have a hell of a time reading the black-background web pages out there like Segfault or Planetquake to name a couple, but for some reason the old 80x25 black and white has always been easy on my eyes. Funny thing about the web sites, though - I have the problem on IE much more than on Netscape, but it's still there on both browsers. I end up highlighting all the text on the page just so I can read it.
If you're sticking with the windowed environments with more font choices, I'd have to say that I've always liked to work with Arial Black. It's not as harsh to focus on like the Courier or Times New Roman fonts that seem to be default just about everywhere. The characters are thicker and nicely rounded, and look good to me in many different resolutions. -
Re:Nvidia embracing and extending?
I never thought I would see a development of a new feature shot down because it was good. this is stupid. Nvidia is innovating new features and products that people like john carmack want. They have the fastest Xfree setup now, even if it is closed source. People are so paranoid m but most orget that most of the profit is made in oem, and a 600 dollar card wont make oems happy.
This is like car and driver saying "Chevy has made a new car, that is only 2 grand, gets 110 mpg, and goes from 0-60 in 4.7 second! Its the greats car we ever seen, full of new features.....but we shouldnt buy them! because that will put ford out of buisness" -
Muce
My real name is Bruce. People have been poking fun at my name calling me "Moose" since 2nd grade. It wasn't until 10th grade that my best friend did away with the "Br" in my name and replaced it with a "M" to get "Muce".
Now I know that "Muce" shouldn't be pronounced like "moose" according to the English language, but what are you going to do? The only time it was ever a real problem was when I was coding for Cry Havoc. Any time someone would interview our development team for the purposes of a web radio show I'd have to explain the name so they would pronounce it correctly. At least explaining it is easier than finding a new nick name. Besides, after eight years, I've kinda grown attached to it.
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PVC Pipe Case - previously covered
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Re:But how many people NEED a second graphics card
I do.
I use a Matrox Dual Head G400 Max (Yes, its AGP so its not affected by the bug) with two 17" monitors. I use Multiple desktops in Linux, and now I can use Multiple desktops in Windows as well. Still, what is the big deal right? this is the big deal. Take a look at those UT screenshots on FIVE monitors. Sure, I have the ability to use the dual with my 17" monitors, and I do (like the shots of Quake 1 and 3 below), but five? Not yet, but you can be damn sure I am thinking about it. I have enough monitors and cards to do it too.
So, the "big deal" is that this bug prevents me from doing what I would like. -
Quake Done Quick
The Quake Done Quick people have beaten Quake in under fifteen minutes.
Tetris on drugs, NES music, and GNOME vs. KDE Bingo. -
Re:Cool
There will be soon. This guy is porting his Quake 2 and other various game editor to the Mac. He's also working on adding Q3A support to it, so soon we should have a map editor. Also if you have Mac OS X installed (as any slashdot going Mac user should), Graeme Devine has stated that he's working on Q3Radiant for OS X. So there's another option for you.
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Inviting the user to be a designerI think Hague's piece, while it's a bit heavy on the nostalgia, does have one good point in it: As 3D-rendered worlds get more and more complex, the level design will be inevitably more and more time-consuming.
However, he doesn't note the business model that successful FPS games have used to overcome that problem: They open up the level-design specs, and make it possible for anybody to design their own level. That, plus the recent phenomena of near-universal Internet access, means that you can find people out there willing to give their work away for free as long as they get one e-mail's worth of praise for it. Egoboo is a powerful thing.
This puts a pretty radical paradigm shift into the gaming world: Your users determine the game's level design and play pattern. The most obvious example is that they can control the spacing and variety of obstacles (puzzles, enemies, etc.). But there are also people who have used the basic 3D engine at the heart of an FPS and applied them to uses that most people would have never predicted, including:
- Real-time virtual wedding ceremonies
- Animated short films set in the Quake world
- A virtual sysadmin tool that simulates kill -9 with a shotgun
Francis Hwang
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Of course....
[W]ork is being done (by TTimo's team at QERadiant.com) to make the existing Q3 tools cross-platform with a common code-base by porting the Linux GTKRadiant port Loki developed back to Win32 (they just recently made their first Alpha release)
Until TTimo's team includes a Mac programmer (these people are making some noise about it), and until someone can work out the uncertain ground between GTK and OS X (here's one step in the right direction), this should probably read "somewhat cross-platform." ;-)
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Re:so its a relay race of sorts?
> While creating a demo of the humanly fastest
> possible game of Quake compiled from the best
> run-throughs is impressive in its own right,
> I'd be far, far more impressed by a single
> person (or even a team) that produced a
> similiar time in one sitting.
The reason for running the levels individually in the dQ runs is basically because the final result is more entertaining and interesting. You can attempt more impressive tricks, and can go a lot deeper into the strategic planning.
However, if you want to see the sort of one-sitting run (speed-runners call them "marathons") that you mention, though, you can. Speed Demos Archive carries a huge number of single level demos, and also some marathons. The current record for a Nightmare marathon run is 26:25; on Easy skill the time is 15:48.
And for a true marathon, check Marlo Galinski's run through Quake1 on Nightmare skill where he kills every monster and triggers every secret, in a single sitting lasting 86:48.
--Anthony. -
Re:bitter apple
If you follow Mike Wilson's .plan file, you'll see that GOD is basically not going to bother developing any more Mac games. Not because of techinical assistance, which has happened, but because Apple's marketing and corporate image is doing *nothing* advance the cause of gaming on the Mac. i.e. no help from Apple in the marketing/image department to make the mac attractive to gamers.
-- -
Re:Good to see...
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the link in the article is to the wrong page!
It should be to http://planetquake.com/qdq/qdqwav.html
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Cool, but not as cool as...
...riding on the back of a Fiend all the way through the game! Check out Fiend Run Lite, my favorite Quake Done Quick variation.
http://www.planetquake.com/qdq/frl.html -
Cool, but not as cool as...
...riding on the back of a Fiend all the way through the game! Check out Fiend Run Lite, my favorite Quake Done Quick variation.
http://www.planetquake.com/qdq/frl.html