Domain: quakeforge.net
Stories and comments across the archive that link to quakeforge.net.
Comments · 41
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Re:Still curious
I agree, Halo (the whole series) is good, not great. It has done so well because of extensive marketing to people with relatively limited FPS horizons. It really hasn't done anything new I can think of, it just decently rehashed things that were important at the time of its release. Nothing else (on a console) provided the majority of what any Halo game has provided. In other words, I've never liked Halo much and only play it when several friends want to play with me.. but I respect Bungie for their work because it seems to always be an excellent example of a successful game release.
In regards to sibling, I'm looking forward to learning more about Forge, which, afaik, is new to console FPS games. The earliest level design I remember was for an NES racing game. As for FPS's, in general, it's laughable; doesn't every PC FPS have a complete, free level editor? They didn't even come up with an original name. They just did a great job of including a decent feature in a piece of software when that softwares platform and audience are unaware it exists. And with all that new exposure, there will be very interesting things coming out of it.
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Re:idsoftware
Yup. And they've been under active development ever since in projects like Quakeforge, Darkplaces and Twilight.
There's other OSS engines out there, too, such as Crystal Space. -
Re:excuse my ignorancevising and lighting quake (or any other fps) maps would be one application close to many
/.ers' hearts. Of course, the tools themselves have to support threading (qfvis and qflight from quakeforge do), but that's just a minor detail :)Instead of taking a day to compile a complex map, it could be done in the time it takes to brew a jug of coffee
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Re:win xp?
I don't know about other people's experiences, but I've had no trouble at all getting Quake 2 to run in XP, as long as I used the "setup.exe" installer on the CD instead of the Autorun frontend.
Also, there's two native Windows executables on the original Quake CD. "Winquake.exe" is a win32 native software rendered Quake (which I've never tried in XP), and "GLquake.exe", which uses hardware-accelerated OpenGL, and worked just fine for me in XP.
Of course, there's also other modifications of the GPL Quake/Quake II sources that you might try out if you have a fast-enough machine. I like JoeQuake, Tenebrae, and QuakeForge for the original Quake, and Quake2Forge for Quake II. These Quake engine ports are available for Windows and Linux. I don't know about OSX though, because I never bothered to look into it. -
Re:win xp?
I don't know about other people's experiences, but I've had no trouble at all getting Quake 2 to run in XP, as long as I used the "setup.exe" installer on the CD instead of the Autorun frontend.
Also, there's two native Windows executables on the original Quake CD. "Winquake.exe" is a win32 native software rendered Quake (which I've never tried in XP), and "GLquake.exe", which uses hardware-accelerated OpenGL, and worked just fine for me in XP.
Of course, there's also other modifications of the GPL Quake/Quake II sources that you might try out if you have a fast-enough machine. I like JoeQuake, Tenebrae, and QuakeForge for the original Quake, and Quake2Forge for Quake II. These Quake engine ports are available for Windows and Linux. I don't know about OSX though, because I never bothered to look into it. -
Re:Bloat solution?
This might be a troll, but I'll bite.
Don't like GNOME? Use windowmaker. If that's still too fat for you, use oroborus. Still too big? Try setting your window manager to "twm".
Don't like OpenOffice? MS Office isn't much better...maybe you'd better stick to HTML and CSS with Bluefish. Or maybe vim or Emacs.
FireFox still too slow? As long as you're dropping features by moving away, try w3m or lynx...two very capable text-based browsers.
Don't have a 3D accelerator? Play software-rendered Quake. Or (using that same project) use the SDL's aalib target. -
Re:Back and White ??
Loki (the company) was popular around here because they worked with game developers to port their games to Linux.
One of the developers there also (and still does) works on the QuakeForge project. -
Re:Using the term "ported" loosely
It's in C. I had to check though.
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Re:Isn't this the problem with Linux?
The Build engine has a certain feeling that Quake and Doom couldn't replicate. Just let them port it and leave the Quake hacking for the QuakeForge guys. (Yes, I know the site is down at the moment. Google if you care.)
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Re:CStrike Rulez
There's certain things you can do to make it harder to cheat, even with open source Quake.
For example, you can monitor the speed at which player objects are moving. When Neo says, "There is no spoon," the server can say, "Ooooh yes ther is." -
Re:A new game...
I was thinking about making a fps called Godmode/PK.
... I'd even open-source the code and let everyone behind the Magic Curtain to write whatever hacks and bots they wanted.Oh, you mean this little open-source FPS that, if I'm not completely mistaken, got a "few" more cheats after it was open-sourced? =)
I remember playing Team Fortress some time after the source release and for some reason one thing in the game seemed to have a ridiculous amount of frags. Must have been a lousy day to play =)
My online game of choice? Classic Mac's Tank Bolo. I wonder if anyone has made any cheat proggies for that, yet.
Hrmm, wonder if anyone's been lifeless enough to write cheats for bzflag... =)
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Re:And what about Quake 2???
Icculus Quake2
Quake2Forge
Both work with slight tinkering. -
Re:quake1 under linux horribly outdated
quakeforge has done a good job of updating quake 1.
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Re:quake1 under linux horribly outdated
I just downloaded the source, and this patch, a few hours before the slashdotting (woo), but it looks like id's quake source is trying to use Mesalib version *2* (we're up to 4.0.3 now), and is still full of stuff for those damn non-standard 3dfx cards.
Times change, and the source with it... Debian uses QuakeForge version, and it works just fine with X11 software rendering and GLX.
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Re:Just a note...
True, but so what? When id released the Doom, Quake and Quake II engines as GPL (thanks John!), nobody complained. Just look at what the QuakeForge project has done with it.
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Re:Quake1 MegaTFIn the QuakeForge quakeworld server, setting no_pogo_stick to 1 will make bunny hopping much more difficult/less effective*. I found and fixed (actually, made it optional) the `bug' that allowed bunnyhopping. QuakeForge clients take note of the server's setting of no_pogo_stick and adjust their prediction accordingly.
The reason I made the fix optional is while bunnyhopping unbalances games like TeamFortress, it's considered to be a perfectly acceptable skill in other mods.
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Re:Quake1 MegaTF
Just a point, only 6-7 years? Where have you been?
Bunnyhopping has been around so long it is now an accepted part of the game by the general community. QaukeForge, one of the longest running client/server projects for quake and quakeworld, does hear you if you are a server admin and can't bunnyhop, they let you just turn off the "bug" that allows bunnyhopping. -
Re:Wrong marketBut once again... why do we need opensource games? We just need games. If the games are open-source then anyone can basically rip them off. Open source is good for the GUI, server apps, and the kernel. Games are always going to be closed. At least to make some money they need to be.
We need games where the game engine is open-source, but the art isn't. Hell, even a Minix-style license would be fine (i.e. you pay for the game, but you get non-redistributable source with it, but you can distribute patches).
I don't find it too difficult to imagine a constantly evolving open-source game engine, where various companies periodically grab a version of the engine and sell art for it. This is where QuakeForge might be in the future.
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Re:This matters little
Perhaps some enterprising programmer will take the Quake 3 engine and make it more easily configurable?
You bet your ass. Over at QuakeForge, we've already got a tree for it up and running. Look for more stability, among other things, to come from this.
Oh, we'll be porting code from our own source to the Quake II codebase, and vice versa -- so some really neat things will be happening because of this. Thanks, John!
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Re:Dreamcast game engine?
Quakeforge, a project improving the original quake, already has the quake2 source in CVS.. you can find them in #quakeforge on OPN.
I did some work on quakeforge a while back, did some cool things.. but I've moved on, however.. myself and others have come back, although I may or may not make any changes.. as I am busy with some other small project at the moment. -
CVS RepositoryThe QuakeForge project has the quake2 source available in cvs. While we don't yet have any concrete plans (other than porting some of our q1 enhancements), I've already got the core building in linux.
cvs -d
:pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke login (no password)
cvs -d :pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke co quake2 -
And its now in cvs
You can find the code in the quakeforge cvs:
cvs -d :pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke login (just hit enter)
cvs -d :pserver:anonymous@cvs.quakeforge.net:/cvsroot/qua ke co quake2 -
Re:Why not VRML? VRML sucks.I agree. What would be neet is making the GPLed Quake source into a kind of 3D browser. The main reason why games dont act as browsers by linking diffent levels together is because levels take a long time to load. However, Dynamix (RIP) has managed to code Tribes 2 in a way that you can use the games' existing content to create server side levels. The only thing missing is the ability to link the together.
It would be nice to see a project like Quakeforge try to replicate Dynamix's design for the Quake engine and implement linking.
As for levels, they would be created the way they have always been and how it should always be: in a 3D level editing program.
But then, that's just me fantasizing
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Re:I dont feel guilty.
No, Loki did port QIII. ID ported Quake 1 & 2, and those ports sucked. The Linux port of Quake 1 sucked so badly, the quakeforge project is working on fixing it up and making it work right (and they've done an excellent job so far!!)
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Re:Goal Free Universe
I play Quake...Heck, I even try to help develop it. But I would love to see a game without goals.
I recently became interested in Dungeons & Dragons(r), and I noticed in the Dungeon Master's Guide that a bad DM leads his players around by the nose to the goal. Unfortunately, this is what almost every game designer does. Any game that doesn't put a ring in the player's nose tends to be branded as a puzzle game, aimed at those "more brainy."
I would absolutely love to see a game that didn't have a goal, even if it was proclaimed "pointless" by the gamers' tabloids.
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Re:All the wonderful things Quake gave us:My full Quake 1 install is 23M
:) (the contents of my pak files have been gzipped. QuakeForge has transparent support for gzipped data files, and a QuakeForge QuakeWorld server will send compressed files to QuakeForge QuakeWorld clients (or any other qw client that cares to implement the needed changes (userinfo "*cap" has "z" and client supports svc_download response code -2 "new file name" (for details, see cl_parse.c and sv_user.c in the QuakeForge source for details)).A QuakeForge developer.
Bill - aka taniwha
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Re:5 years since the release of Quake means...eg QuakeForge? (Not that I'ld actually call it a stable release, but it sure as hell beats anything released by id (no offence)). QuakeForge 0.1.1 got into debian (and still is
:/), 0.2 never got released to do some sillyness, 0.3 is, sadly, QuakeWorld only and 0.5 (cvs only right now) is decidedly unstable }:> (hey, so I like breaking the QuakeC interpreter:), but has {Dos,Win,Net}Quake support again (and no menus:/).Yeah, I'm a QuakeForge developer.
Bill - aka taniwha
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Seriously?QuakeForge is looking for macintosh developers: it's just about the only popular platform we don't support
:(. If you, or any other mac developers are interested in helping us, please get in touch with us in #quakeforge on irc.openprojects.net or quake-devel@lists.sourceforge.net .
Bill - aka taniwha
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The engine is...here. Or any of the other quake source ports (no links handy, and I'm biased anyway (I'm a core developer of the QuakeForge project:)). While there's no current news, the project is anything but dead, we're just too busy coding to post news
:POpenQuartz came about because shortly after QuakeForge got started, we realised we needed free content for QF to be truely usefull to everybody, and so a few people (including Seth Galbraith) hanging out in our started the OpenQuartz project, though I believe Seth had some data from before Quake was released.
OpenQuartz's point is to allow you to play quake/quakeworld without having to go out and buy quake (though it can be had at a reasonable price from http://www.hartsunlimited.com/quakofforlin.html) Sure, it's nowhere near complete, but for only a little over a year of part time development, I'ld say it's doing well.
Bill - aka taniwha
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QuakeForge?
So, how long until this gets integrated into QuakeForge?
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Performance is a little smaller, I think...... but not by very much!
Quakeforge, the next-generation QuakeWorld engine has SDL and SGL targets, and they run almost as fast as the svgalib target. They're certainly playable.
Also, check out New Breed Software, as they use SDL in pretty much everything.
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Genius dies of the same blow that destroys liberty. -
Re:The source is an opportunity for others to learAhem. As one of the core developers of the QuakeForge project, I take deep insult at the suggestion that Quake will be forgotten. I've been working on the Quake source since shortly after it was released GPL Christmas '99. It's been a package in contrib in debian since last January. We're releasing a new stable version as soon as we have win32 bins. I don't think Quake will be forgotten "long before Marathon". I'm not dissing Marathon's GPL release (I think it's great), just your lack of research
:P.
Bill - aka taniwha
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Re:Reviews of Sun Ultra WorkstationsWhat about quake? If QuakeForge doesn't build and or run on your box, let us know, it's a bug (our Solaris developers disappeared a few months ago
:( )
Bill - aka taniwha
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Re:Netscape fans left out?
try quakeforge.net
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Re:Beware the closed sourcehttp://quakeforge.net
QuakeForge is a 3D graphics game engine based on id Software's legendary Quake and QuakeWorld game engine. Our purpose? To improve the state of the game by improving the engine and making it accessable to the largest number of players we can.
Quake 1 was GPL'd by Carmack himself.
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Re:Get involved...Yes, this sort of thing seems to work well. I'm with the QuakeForge project and we've helped a few newbies along and we're currently helping two at the moment (though one isn't really contributing at the moment, but that's ok:).
Ways that newbies can contribute:
- give bug reports (the more detailed, the better and this is good practice for debugging)
- provide help testing (kinda goes with above)
- find a small, simple thing (eg, displaying a clock) that you want to implement and don't be afraid to ask for help.
- as you become more familiar with both the programming language and the project, work your way up in complexity.
- providing documentation is always a benefit and a good way to become familiar with the project. ("Oh, what does this cvar do?" grep study "oh, ok":)
- Just hang around with the crew in IRC. Just because we live in our basements in front of our computers doesn't mean we're hermits. A friendly smiley is always nice to see, especially when that heisenbug has been driving you crazy for a week
:)
There's probably all sorts of other things a newbie can do to contribute, and I was not being facetious with that last item: never underestimate the value of morale support.
Bill - aka taniwha
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LOL, I'm an accomplice!Heh, until today, I never knew I was assisting in distributing DeCSS. And all this time I thought I was just hacking quake
:/.BTW, with 0.2.99beta3 of quakeforge, you can use gzip to compress the file and shorten downloads (not that decss.c is big in the first place). (0.2.99beta2 quakeforge qw clients and servers can transparently handle gziped files (even with the
.gz extension) and in 0.2.99beta3 they have a reliable way of communicating this ability to each other).member of the QuakeForge developement team
Bill - aka taniwha
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Re:It has to be said...with the way our skys are rendered (QF), probably about 20 fps unless you have a good 3d card
:/ (nice effect, but we're fillrate limited on slow cards (eg g200)). However, with that sort of grunt behind quake, particles would be virtually free :).
Bill - aka taniwha
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Re:Ant-cheat tech
A little bit of info on the cheat protection that has been implemented in QuakeForge can be found at http://www.quakeforge.net/speed_cheat.php theoddone33
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QuakeLives
As a member of the QuakeForge project, I'm almost glad to see this on slashdot, though I'm also saddened to see that it has had to go this far. We (QuakeForge, and the other groups like QuakeWorld Forever) have been struggling to get the word out of what "Slade" has been pulling for the past month.
QuakeLives in general, and Slade in particular, have been trying to violate the intent and letter of the GPL any way they can. It's a great insult to work diligently on improving the Quake source, doing all our damn-good merge work, only to see somebody try to do an end-run around the community process by keeping their source secret and making alliances to ensure that their secret source version becomes the de facto standard.
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Re:WC3
Yes, as well as Warcraft II BNE, Starcraft, Police Quest, and, of course, the Dungeon Masters.
What would really be cool is a multiplayer version of Dungeon Master I or II, possible using the newly-GPLled Quake engine.
You have the axe, he has the lightning gun, but then you mumble MON FUL IR, and he bursts into flames. Very cool.
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"I already have all the latest software."