Quake 4 Announced
Warrior-GS writes: "This just in from QuakeCon in Texas: Id Software and Raven Software will be joing forces on Quake 4. Id and Nerve Software are also going to working on some unspecified game. Carmack is giving his talk right now. GameSpyDaily has all the details."
Take a look at id software's corporateQuake engine licensing page. Second paragraph under 'The GPL'd Quake Engine'.
For some reason this is a common misconception, maybe because Half-Life came out after Quake II.It is an important point because Counterstrike, a mod of a game based on a five year old engine, is the most popular online 3D shooter (based on number of servers).
Bleh!
Try playing it when you're 5 or 6. My cousin gave it to me and it absolutely scared the shit out of me. I couldn't get past the first level or two. To a little kid Doom was monsters under the bed brought to life.
No sig for you.
You might want to give Serious Sam a shot.
My first time playing it I found myself chuckling *uncontrollably* while shooting *hordes* of oncoming monsters. Lots of monsters. Some of them hundreds of feet tall. (I was playing a network game cooperatively with a friend). I was rolling on the floor when I first picked up a cannon.
The only thing that could be improved would be to add some more levels... say 200 or so... Yeah, 200 levels... that's a nice round number...
Actually, Counter-strike is just a modification for Half-Life, which itself was originally based on the Quake 1 engine, but Valve heavily modified it (skeletal animation, scripting, etc) and rolled in some updates from Quake 2 as well. Thus, the Half-Life engine is really an amalgam of Q1 and Q2, with a lot of Valve thrown in as well. Which, btw, would explain why it's also very dated-looking (which doesn't have to be such a bad thing, as long as the games are still fun).
Actually, after III comes IV, not IIII.
You wanna argue with the nailgun, you go right ahead...
Delta packets have been around since Q1. See console command "cl_nodelta".
Ballistic parametrics have been employed in large-scale multiplayer since Subspace in 1996.
Q1 was playable in Linux using an anonymous binary named squake, presumably from leaked source code (before the source code was stolen from cracked crack.com servers.) It worked flawlessly, and far better than the official ports.
So yeah, volumetric fog was a pretty big thing. I think they used it to cover up some bad floor textures.
The graphics are the main innovation. FPS games are usually the graphical leaders of computer games. Another attraction is the sheer fun value, which is immeasurable. Basically it's like how people still like tetris. Even if it might be played out, there will always be people that enjoy certain types of games...
Shit adds up at the bottom...