Domain: planetquake.com
Stories and comments across the archive that link to planetquake.com.
Comments · 271
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I still find the 100% Runs even more impressive...Ive always enjoyed these runs through the original and the best, Quake1. The Quick runs that imo were by far the best were the ones where they got 100% kills and 100% secrets in nightmare under an hour. 59:31 to be exact, Hell on nightmare it took me about a month to finish the game (about total in game time was probably 8+ hours).
Something we used to do at lans after we all got bored:
load quake
fov 180
load QdQ
Get Drunk
and Watch ;)Oblisk
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/.Hey I can't get that MP3. Are there any mirrors?
The site was
/.'d :)My take on the thing is that any artist, no matter what, has the right to put any lyrics into their music.
Are there any sites other than mp3.com that are good for artists to post their shit?
I have a site at mp3.com here: http://www.mp3.com/djnekrull
...and I will move it, if I can find a similar service elsewhere.Lemmie know at dolomite@planetquake.com if you know of a good site for recording artists.
/d -
Why I'll probably get one...The main reason I'll probably buy one is because it has the four VSA-100 units. In a fill rate limited situation that is going to make a whole load of difference. I've seen benchmarks of the V5 5500 compared to a Geforce2GTS on a number of the usual sites and while the GeForce is faster, as the resolution increases the gap narrows.
I don't expect the 6000 to be faster than a GTS Ultra at 640x480 say but at 1024x768 and above I wouldn't be surprised if it gave it a run for it's money.
I've still got a voodoo2 setup. Two of them SLI'd up. My framerate is essentially resolution independent from what I've determined so having 4-way SLI sounds good to me.
Not sure about the external power supply, it does sound dodgy in cases of kicking it out etc. but on the other hand my 235W power supply could do with some help so why not? Some sort of catch or clip perhaps to stop it getting accidentally removed?
A relevant write up which everyone may have seen already can be found in John Carmack's .plan file. Which is one of the better summaries I've seen of the current situation with graphics cards for gamers. -
DragonBall Quake
DragonBall fans will totally dig this site:DragonBall Quake - mod for Quake 3: Arena.
I plan to help them out with some maps and music, after I'm done with work on PainKeep Arena.
/d -
Re:HaikuQuake haiku?
http://www.planetquake.com/que/haiku
/haiku.htm has been around for a couple of years... not updated any more though. -
Quake: The Movie, and other films.
I am currently doing voices for Quake: The Movie, a machimania by Tritin Films. Now, the difference between regular films and Q:TM is that Quake: The movie is completely computer generated -- no demo camming to be found.
QTM will not be specifically Quake 3, but rather a combination of all of the games -- I've seen a bunch of it already, and it looks quite impressive.
In addition to QTM, Tritin Films is going to me making the intro movie for Quake 3 Fortress.. I can hardly wait!
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CitizenC -
Quake: The Movie, and other films.
I am currently doing voices for Quake: The Movie, a machimania by Tritin Films. Now, the difference between regular films and Q:TM is that Quake: The movie is completely computer generated -- no demo camming to be found.
QTM will not be specifically Quake 3, but rather a combination of all of the games -- I've seen a bunch of it already, and it looks quite impressive.
In addition to QTM, Tritin Films is going to me making the intro movie for Quake 3 Fortress.. I can hardly wait!
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CitizenC -
Other recent Machinimas
Another recent Machinima that I don't remember seeing
/. report on is The Seal of Nehahra. It uses a modified Quake engen and has a playable mod along with it.
The movie itself tells the back story to Quake and is about 3 hours long but can be watched in parts. -
apartment hunting was good!I remember apartment hunting! that was a good movie! I used to collect Quake/quake 2 movies quite often. Keygrip is an awesome tool, crt did a great job making it.
Some other gooes ones were Babalicious, any of the Ranger ones, and his first quake move 'Apartment Hunting' was pretty good, customized skins and everything.
Anyway, if you're interested in doing this yourselves, it can be quite rewarding when you get it working. I helped as an actor in one or two, and when they finally worked, it was cool. `8r)
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Gonzo Granzeau -
Actually
One of the best machinima ever, imho, is the Seal of Nehahra for Quake1. It is an amazing four hour long Quake movie. One of the best pieces of work ever to be produced on the Quake Engine. If you still have Quake1 installed, I highly recommend a DL. The "sequel" to the movie is an actual mod, one that is also very well worth a download. Nehahra:: Link
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Re:My upgrade schedule
(not Id you idiot)
If Carmack can spell it with a capital 'I', then so can I.
is not _cool_ anymore. You are a mindless FPS freak, go away.
I'm supposed to care about some AC's opinion who doesn't even know that Id Software can be spelled with either a capital or lower-case 'I'? Uh, doubt it. Clearly your gaming credentials are suspect.
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Gamecenter? I think not.
The eds and writers at Gamecenter.com aren't exactly the greatest source for true gaming information. The purist and hardcore gamers get their information from sites dedicated to their favorite type of gaming, even to the point of shunning the psuedo-targetted gaming sites like the GameSpy network (www.planetquake.com, www.planetunreal.com, etc).
The future of the gaming industry is my forte. Hell, it'll be my thesis when I hit the point where I want a doctorate. And believe me when I say that the biggest cause of any genre of game "dying off", as they put it, is due to corporate and VC pressure to stick to things that they know work. Gaming companies are less likely to go out on a limb and innovate in their games. The few that do don't end up with the funding for the mainstream marketting thats needed to compete with the big publishes. Its alot like the music industry right now - except no Napster.
Gaming is becomming more and more about making profits than it is about making games. Companies are producing things that are very much clones of things that sold well. Instead of trying to recreate a good engine, and possibly comming up with new interesting innovations, the companies opt to simply license the engine and make minor upgrades to it. Look at all the various commercial games (not player-made mods) that came out on the Quake2 engine. It was pathetic in my opinion. The only game using the Q2 engine which caught my attention was KingPin: Life of Crime, and still that was only a so-so game. It was only different in that it offered much more of a story than the others.
Its the large publishers like Interplay and Sierra who are just drowning the game market with these 2-bit titles based on other games. And its these clones that are tiring players out, and confusing them. Titles that are truly different from the pack get hidden behind the clones. FPS games like Rainbow Six and its sequel Rogue Spear that were very much different from the fragfests of Quake didn't get noticed. But games like Soldier of Fortune take the spotlight because they're using the hottest latest (licensed) engine, when all they're really doing is adding some new graphics and more blood and making the genre a little more stale.
What game design teams really need to do is stop producing clones of other peoples' work, and start working on their own innovations and interesting games. Licensing of engines is fine, when done to a degree and when signifigant changes to the original game are made. Quality games are becomming more and more difficult to find due to the flood of clones. Not all licensed engines turn into junk games, but the amount of them coming out is making it very difficult for gamers to choose which ones to own and which to ignore. If an avid RPG gamer who enjoyed Baldur's Gate decides she wants to play more of those games, does she purchase IceWind Dale or Planescape: Torment, or the Tales of Sword Coast? In my opinion, Planescape: Torment blows the others away, even the original Baldurs Gate. But reviewers can't tell you if you'll like a game or not, or if you'll like it better than another game (and this is only made worse by reviewers who sell out to game companies or to generate clicks).
More and more games are going online. As an AI designer I can understand this. Its very difficult to write an AI which gets close to simulating a real opponent without using too much cpu power. Also, online games provide the sense of community and friendly rivalry that is lacking in singleplayer games. But the online world still suffers from the same problems that the singleplayer world suffers from. Funding is not provided to game companies with a radically different idea.
The original NeverWinter Nights was a superb game. It had a large base of absolutely fanatical players. AOL made one of their biggest mistakes by shutting it down. With modern network technology the original NWN could become 10x's what it was limited to on AOL. But no game company now would be willing to do that, because it isn't "safe" for them to do so. The companies see that there aren't enough clones of the original NWN around to make it a surefire sale. Its ironic that NWN, something alot of people who've played it consider pivitol, was only created due to alot of GoldBox clones.. In other words, it takes a saturation of clones in order for a game to become worth of support by a publisher. But its the saturation of clones that confuses gamers and makes them bored of the genre.
More power to the Garage Developers. More power to Forgotten World, Shattered Galaxy, and all design teams that can create thier ideas from scratch. -
Leaked Intel Email
-- Begin included email--
From: XXXXXXXX@intel.com
To: XXXXX@intel.com
Subject: New marketing plan
Ok guys, looks like we've been getting some criticism about the new 1.4 GHz chips. Here's the new marketing stratagy for those.
"The new 1.4 GHz Pentium fron Intel is a milestone in computer chip technology. Beign so revolutionary, it requires a case and motherboard pgrade, to a new style called MacroATX. An example of this case can bee seen here. Note the stylish design, and improved form factor. Cooling is handled by the ultradisctrete cooling network in the case specifications.
- Improved performance [0]
- Fewer devices required [1]
- Next generation technology [2]
- Complient with all currnet standards [3]
There. That aught to do it.
[0] Of our shares.
[1] The 1.4 GHz pentium will replace the toaster, waffle iron, and desktop fan. All in one box. Value, huh?
[2] Yep, definitly technology dating from 1980, the generation of the NeXT.
[3] All the buzzwords: Client-server, Internet, Intranet, .NET, Linux, Windows, HTTP, HTML, WAP, HTCPCP [4], mobile office etc.
[4] See RFC 2324.
-- End included email --
PS: Spoof. -
[kinda-OT] QuakeCon Case ContestOK, so its not really on topic, but its relating to QuakeCon, so what the heck.
:)I know many of us techs look for cool cases, and some of these friggin rock. The grand prize winner is a *great* idea, with PVC and all. Hope it doesnt get brittle from heat (not like there's much with that fan).
//epit
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If Bill Gates had a nickel for every time Windows crashed... -
[kinda-OT] QuakeCon Case ContestOK, so its not really on topic, but its relating to QuakeCon, so what the heck.
:)I know many of us techs look for cool cases, and some of these friggin rock. The grand prize winner is a *great* idea, with PVC and all. Hope it doesnt get brittle from heat (not like there's much with that fan).
//epit
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If Bill Gates had a nickel for every time Windows crashed... -
More links
Some other pages with info on Carmack's QuakeCon talk:
3DActionPlanet
Stomped
PlanetQuake
-jfedor -
Re:"- It comes out in 2 weeks. (Maybe 3, maybe 1.5
what comes out in 2 weeks?
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Techy Question: About those shadows...Perhaps a little offtopic, but what amazes me most are the shadows. For example, take a look at the Tr anquility Arena shot 3 and the Ba sic silicon shot 4. From an OpenGL standpoint, shadows such as these would be difficult to generate in realtime, especially since they are "soft shadows". Now I know about the technique of rendering shadow volumes using the stencil buffer, but shadow volumes are still hard shadows, and some cards, like the Voodoo 3, aren't even gifted with a hardware stencil buffer.
I'm guessing that either:
- They use shadow maps.
- They have a prerendered shadow texture that goes with each level, and then is projected, somehow, into place (I don't know anything about projective textures)
- They use shadow maps.
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Techy Question: About those shadows...Perhaps a little offtopic, but what amazes me most are the shadows. For example, take a look at the Tr anquility Arena shot 3 and the Ba sic silicon shot 4. From an OpenGL standpoint, shadows such as these would be difficult to generate in realtime, especially since they are "soft shadows". Now I know about the technique of rendering shadow volumes using the stencil buffer, but shadow volumes are still hard shadows, and some cards, like the Voodoo 3, aren't even gifted with a hardware stencil buffer.
I'm guessing that either:
- They use shadow maps.
- They have a prerendered shadow texture that goes with each level, and then is projected, somehow, into place (I don't know anything about projective textures)
- They use shadow maps.
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Q3 Realism Mod
Since this forum seems to be a big plug for all different Q3 mods, I thought I'd shamelessly plug the one that looks the best, at least for anyone who was a fan of Action Quake 2. Urban Terror, which now has a beta1 release date of August 5th seems to be the only Q3 mod in the vein of the Action Series (AQ2, Action Half Life).
Q3A and CS multiplayer has never struck me as fun being that Q3A sacrifices reality for instant gratification (big rocket must be fun because it's big and explodes good), and CS sacrifices fun for reality (inability to move quickly, not making movement as valuable a skill as aim). AQ2 I found as a good balance, by giving you real weapons, and making movement a big part of the game. However many people can't get past the fact that the Quake 2 engine is old and looks it.
Urban Terror (which unfortunately shares its abbreviation with another all to well known multiplayer game) should be great fun for anyone who played AQ2, and for anyone who didn't I'd recommend checking out the beta when it comes out. More info @ Silicon Ice Development. -
Re: Action Quake III?
Urban Terror will be released August 5th, and is pretty much Action Quake III in all but name.
http://www.planetquake.com/siliconice/ -
for the browser impaired...planetquake.com has direct links on the main page, that's what I used to download it yesterday from netscape.
link without error message
linux client
serverenjoy, in spite of an extremely bad web author. (still generates error, but at least you can see the links)
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for the browser impaired...planetquake.com has direct links on the main page, that's what I used to download it yesterday from netscape.
link without error message
linux client
serverenjoy, in spite of an extremely bad web author. (still generates error, but at least you can see the links)
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Re:A fake?
Or even wireframe *only* rendering?
Okay, after doing a bit of research, it's not as easy as a cvar. However, with access to the maps, it would be fairly trivial to recompile them to have no visibility information (so the game will actually draw the things which you don't see - which does bring up an interesting point - how could that wireframe hack work at the driver level? the information to draw a Person You Can't See is never sent to the graphics card in the first place....? This is probably the most damming point =)).
From here, setting r_showtris = 1 will show you all the polygon edges. For a screenshot, check out http://www.planetquake.com/lmctf/q3 preview.html. This would provide the wireframe effect.
For transparent textures, just add 50% alpha to all the textures in the game. I know this is easy with Q3.
So, Q3, being the emminently hackable game that it is, seems to be the only engine in site when it comes to demoing this 'driver hack'.
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re: bad thing (jar jar, etc)
okay. let's clear things up. model = 3d object player model = 3d object with animations skin = painted texture applied to model. as for Jar Jar, I actually made a Quake 2 model of it which was, unfortunately, never finished. I've thought about doing it for Quake 3, and even had some requests for that, but that's not really feasible due to the three-part model system Quake 3 has... the head model can't have any animations, and that can't be changed, so Jar-Jar's ears would be poking through his body pretty much all the time, and that'd be uuuugly.
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Re:tux quake skin
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Alternate Carmack Finger LinkSince the above link has been laid to waste, you can also go here...
http://finger.planetqu ake.com/plan.asp?userid=johnc&id=14425
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.plan mirror
Since the plan seems to be slashdotted, try this link
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Alternative .plan link
Alternative
.plan link, being as bluesnews has exploded! -
Different link to the .planThe link in the article seems to be hosed. Here is a different source:
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Re:Get them _creating_, then programming...
This is actually quite a good idea...most kids who want to program probably only do because they want to make games. And from what I've seen of VB, BASIC (now those were the days) isn't very good for this anymore. There is, however, an unlikely alternative. I've recently come across a good piece of software that just might make programming fun. It's calledA4 3D GameStudio
It's a commercial, albeit very cheap (standard version costs USD 40 or so) set of tools for creating, well, 3D games. It comes with a scripting language that kind of resembles C++ and Java (it's object oriented, among others), so it's useful for introducing concepts that are common in other, serious languages. Using this package could serve as a gentle introduction to the horrors of real-world programming ( :-) ). If you only want a simple FPS where you just shoot everything that moves (stands still, actually), you don't need to program anything at all, but if you want to do more fancy stuff, like create reasonably intelligent opponents, or add in those lovely Q3A jump pods, you'll have to write a script. So ideally your kids will pick up more skills because they demand more from their piece of software.
Don't worry that your kids will first need to become graphic artists, either. The package uses the same native format as Quake and Quake II, so they can pick up landscapes, models and textures for free on sites like planet quake. Also, the package can be used for more than "just games": apparently someone wrote a drumcomputer with it.
Last but not least, the package comes with a good online manual and reference for the scripting language.
I admit, this may seem like an odd suggestion, but if you want something that is fun and reasonably challenging, 3D Gamestudio is actually not such a bad idea.
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Quark is also opensource and supports Q3A
But... did the Linux community pick it up? Not at all....
Very weird. It's open since last year, so you all should have had some time to port it to Linux. After all, it's userinterface is in delphi but the rest is written in python.
Get it: http://www.planetquake.com/quark.
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eerily Quake-like
Replace Carmack with Microsoft, and
/. with that guy who used a click-through agreement with modified QuakeWorld source, and it seems awfully familiarThe tactics used by the offending party seem the same. Carmack said "cease and desist", and so did Microsoft. And the perpetrator in both cases obfuscated the matter by replying with unrelated matters.
I don't think that
/. should remove the comments either. Especially the ones detailing how to avoid the agreement (winzip--wow, what details), and the comments including links.I just wanted to point out that it's interesting how different the argument is depending on what side you sit.
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I hate to say it...
I thought Killcreek looked a lot better before the boob job, bleached hair and troweled-on make-up.
But then, I've never liked the plastic look. I like a more natural look.
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Re:GPL
You're thinking of quakelives.
Last I heard, Carmack had a gentle go at them. I don't know how it resolved in the end. Best to draw a veil, IMO, and concentrate attention on the really cool stuff coming out of quakefore, qwf, QER (here) etc.
Jules -
As a gamer..
Lots of people are saying the same things: why buy it? You need an outlet and a monitor (not to mention a keyboard and a mouse and a usb network card), so its not exactly a portable. It has no room for expansion, so its not exactly a desktop. It's too expensive for a thin client, so why would anyone want to buy it?
When I first saw the espresso, I thought one thing: "LAN Party". This would be (almost) the ultimate LAN Party box. Imagine walking into a LAN party with a 15" LCD, a happy hacker keyboard, and a 4"x6" machine. Quite the envy, methinks. The biggest downside: no hardware 3d. But for the Quaker or the Half-Lifer, thats not much of an issue.
I wouldnt mind the extra inch of depth for a PCI/AGP slot. I wouldnt even mind an extra $50 or $100 on the price tag. And I'm sure there are plenty of gamers out there who would agree.
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Aftershock should do
Aftershock is also open source and does quake3arena rendering. Ok, it's not totally finished but therefor the source is open in it's own CVS.
http://www.planetquake.com/aftershock
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Update: Carmack's latest .plan file
Carmacks latest
.plan mentions an important point, Slades development was remotely wrecked. That is not what we need. We don't need vigilantie justice (as much as I admit I got a smile from some of the comments on Slashdot as to what was going on with his system.) This is NOT the way to promote the GPL.
Full text of Carmack's .plan follows:
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2/24/00
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Some people took it upon themselves to remotely wreck Slade's development system. That is no more defensible than breaking into Id and smashing something.
The idea isn't to punish anyone, it is to have them comply with the license and continue to contribute. QuakeLives has quite a few happy users, and it is in everyone's best interest to have development continue. It just has to be by the rules.
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Re:Java Dosn't suck
Been there, done that..check it out at:
http://www.planetquake.com/q2java
It's plenty fast, and does a whole slew of things that would be a real PITA to try and code in C (internationalization, security, dynamic loading of gamecode - so you can switch mods on-the-fly, and lots more). -
The leprosy quake 2 mod.
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The leprosy quake 2 mod.
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Cheats not based on full source.
The SDK helps with the coding of aimbots. Cheats were present BEFORE the code release of quake 1. The code release only made it easier to write bots and other client side cheats.
The release of the SDK for Q3A will eventually lead to aimbots (not like I don't get flamed/kicked enough already for "being" a bot...)
So, yes, you can cheat without the full source code. The real trouble is that there are far fewer cheaters out there than most people think, and if you know how the bots work the real cheaters are pretty easy to identify.
Clarification of the issue is avalible here. -
Re:Compiling wo/ MSVC++
I'm working on making a "LCC Package" like is available for Quake 2 at QDeveLS, but using the Q3A source code instead. It'll use a standard GNU makefile, keeping the directories. Random question, any makefile masters out there know a good way to be able to say, "Okay, here's the files under game, here's the ones under cgame, here's the ones under ui, I want them to go to vm/game, vm/cgame, and vm/ui for the object files (%.asm: %.c) but it's not easy to find something like that in the GNU docs.
:-P It works if you pile up all the files in one directory, but that's MESSY. :-P If anyone has some help, please e-mail at wolfwings-q3a@chameleon.net -
Re:Debugging Argh
crt (maker of Rocket Arena) posted on his site that Q3A only finds
.dll's in the root Q3A directory. -
eg of extreme programming? - sm611641651@3Anybody that develops any kind of software that does anything useful _and_ does not comment it so that should the original developer drop dead
- gee there would be a lot of dead coders out there...most of the
- best coders follow the maxim,
'...I dont write the code to be read...', but seriously, I suggest you read the following slashdot article on 'extreme programming'.
- very true... but sometimes to code you have to break the rules. traditional software engineering doctrine (and sanity) demands this, but the slashcode is a case of
- extreme programming . for his first attempts at software john carmack once noted (in some quote I read out of his
.plan) ... " create something really cool first, then clean it up if it's any good". Slashdot is an example of this.
extreme programming can be seen as a response to tight deadlines and also evolving software. I guess the question I would ask , is this a result of developing for the web?.
links:
http://slashdot.org/books/99/12/21/097256.shtml
http://finger.planetquake.com/plan.asp?userid=john c&id=13744 -
I'm already working on a CS/ss bot APT
Go over to BotShop to keep up with the progress.
I'm looking to support every version of quake with my own net code for the AI. -
A Project Idea
Here is my proposal for an idea relating to the quake source release. Why not make a Quake client that can connect to Quake2 servers, or play Quake2 demos?
I know that Quake (1) and Quake2 are fairly different, however, there are many similarities. My original thoughts for this idea was to write a mod for a game like Unreal Tournament which lets you connect to Quake2 servers.
Now, there would be many technical challenges with this, such as, for example, how would the game media be displayed? The textures, models and sounds could be neglected, but you'd at least need to be able to play the levels. And from my knowledge the UT level format and the Quake2 format are pretty different.
I doubt this would have any real purpose; I'm mainly thinking purely from a "cool" factor. I mean, think about it. Imagine loading UT (or any other similar game) and hoping onto a Quake2 server. I just find the possible something interesting to think about :)
If anyone is interested in actually trying it, the Quake2 demo (DM2) protocol is documented at http://www.planetquake.com/demospecs/dm2/ . And the Quake2 network protocol is documented at http://www.opt-sci.arizona.edu/Pandora/q2/ .
Note: First, please don't moderated this as offtopic. My original idea invovled Quake2, but that the Quake code is out, it might be easier to do it with that. The two architectures are similar enough that it doesn't really matter..
Oh well, just my thoughts -- pete -
CD Key Warning
From Here:
On another note, I thought it important to address a security issue with your
Quake 3 config files for the commercial release.
When you enter your CD Key, we store it in q3config.cfg in the cl_cdkey cvar.
Unencrypted. Please treat your retail config files as you would the alarm code
to your house, or the PIN number on your bank card. If you must send your configs
to someone, please make sure to edit out the "set cl_cdkey xxx..." line.
It was brought to my attention that there was a scam with Half-Life CD Keys a
while back where people were asked to e-mail their configs to HLSupport@hotmail.com
or something to that effect, and I'd hate to see an innocent customer unknowingly
succumb to a similar scam with Q3A.
Cheers,
-Xian
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Not the first time!remember the quakeworld and quake2 backdoors? probably not, it never made the news for some reason, but it made bugtraq! here's a url:
http://www.planetquake.com/arena/rconfix/
don't trust anyone! esp. those that think they are g*d
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Not the first time
As some one else noted, this is not the first time Id has done this type of thing. A while back they had a back door in the quake2 server that would allow instant administrative access to any player coming from id's subnet. Carmack apologized and claimed the backdoor was placed there for debugging purposes and was not supposed to be in the release version. A patch to remove the backdoor was summarily released. The entry detailing this from Carmack's
.plan can be found on this page:
http:// news.planetquake.com/pqsearch.asp?search=rcon&subm it.x=25&submit.y=4