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."
Volumetric fog. This was not done in a video game before Q3
Delta packets - Q3 was designed from the ground up to be a networked game and innovations such as delta packets resulted from this.
Ballistic parametrics - Instead of bullet positions being relayed over a network, Q3 relays position, velocity, acceleration. Remember physics? This is enough to describe the entire trajectory, making for a large bandwidth saver.
Linux (thank you Loki) - It took a *long* time for Q1 and Q2 to be playable in Linux. Loki accomplished this quickly
What else did I miss?
Keeping
you mean something like this?
i dunno.. doesn't work for me
- Entertaining Bits from the Ancient Kernel Tree
Maybe they should call it Automatics for the People and get REM to do the sounds this time.
When the world is a monster... blast it to bits.
For all intensive purposes, "whom" is no longer a word. That begs the question, "who cares"?
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!
That's like describing golf as "swing-swear-walk". Quake or Golf: as a beginner it's chaos with random bouts of unexpected good luck.
But watch two good players in a rocket duel on a fast, jumpy map... it's as artful as swordplay, or as close as you'll get on a computer. They'll dodge and feint, probing for holes in the opposite's guard, suffering small wounds for better position, and then sacrificing the position to inflict greater injury.
It's hard to recognize innovation while it's happening. Before Q3, shooters were about aim and item management. Number three introduced technique as an integral game element.
This guy expresses the same point, better than I can. I put my words first anyway, because he's dead:
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...
enemies that made me afraid to play the game alone at night. :)
I think you must be thinking of doom. That game had some enemies that would make me afraid to play with the lights off. Even after I stopped playing I could still hear the snarlling crackle of an imp right behind me. I haven't had the same reaction to any other fps I've ever played, doom was just a classic. I sure hope doom3 returns to the origional doom style in terms of gameplay and setting, and isn't too quakeish.
Things you think are in the Constitution, but are not.
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).
Nonono... Carbon is just a compatibility hack. Real apps should be build with Cocoa, but I'm sure Carmack doesn't need to be told. As we all remember, OpenStep (now Cocoa) was the original development platform for Doom and Quake. So when he says that MOSX is his "new" development platform, he really means "old".
Any sufficiently advanced civilization is indistinguishable from Gods.
I'm looking forward to Quake 4: Quaker.
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.
I still think they should call it "Quake 4: The Voyage Home".
Alex Bischoff
HTML/CSS coder for hire
I fully agree with you. Quake [1] was a totally revolutionary game, that set a whole new standard, freelooks, gaming with mouse, network games to the large masses. Quake 2 followed up the success with a more advanced 3d engine, and some new features. Perhaps the ability to write mods (actionquake, ctf, tf) was what made Quake 2 great...
But Quake 3 ?.. what's that but just Quake2 in 32bit color with jumppads instead of ladders ? :-)
Dont get me wrong here, i admire what johnc does, and no game has executed so many bogomips on my cpu's as Quake2. I just hope Quake4 brings something more then just a bunch of new colors. I really would like Quake to be my first game of choice again
Probable impossibilities are to be preferred to improbable possibilities.
Aristotele
where are they going to put the fourth nail in the logo?
Contrary to many a naysayer who says that 'Quake 1/2/3 is dead', people keep playing, and our q2 game servers are actually enjoying a bit of a resurgance (sp). Why? Because it is still one hell of alot of fun to play. Nothing, and I mean NOTHING can compare to the q2 physics. It had an excellent combination of good graphics, excellent multiplayer code, and physics that allowed to game to be fast paced, but not too fast paced where it seemed too unreal (no pun intended). Counterstrike, one of the most popular multiplayers games at this time, is based on the q2 engine (heavily modified by Valve), so this says something about the enduring appeal of q2, and its associated engine.
Q3 was cute, and had excellent eye candy, but I found it to be entirely unplayable. I did not enjoy the levels (even thou they were beautiful), nor did I enjoy how my character handled. It was too 'soft and squishy' for my tastes. It was obvious that ID wrote it not to sell it as a game itself, but to sell the engine to mod builders.
I can only hope that ID learns from its previous games, and can somehow capture the strong points of all their titles.
Imagine, a game that has the fear factor of Doom, the physics of Q2, and the eye candy of Q3. I can hope, can't I?
Feed the need: Digitaladdiction.net
johnc has noted that he's developing the new engine on a geforce3, and it will probably get around 30 fps on a geforce3 when the game's finally released.
finger johnc@idsoftware.com for the details.
it'll be a while before anything's released, though, so it's not unrealistic to use a geforce3 as the baseline card.
I believe that is how his name is spelled. He is one of the major badasses at Raven software. Saw him when we went outside to have a smoke, so he was on the receiving end of our little quiz (as well as picture taking session). At this point, the only thing done for Q4 is the contract, and a few possible ideas. Thats all. They dont know how gameplay will be. They dont have the story fleshed out. They just have a piece of paper with signatures. So, speculate all you want, nothing is decided.
That being said, i think raven will do a great job with the project, judging from previous and upcoming work. Soldier of fortune 2 looks amazing, and is a lot of fun to play. They added a lot of value to the Q3 engine, and Im sure they will do the same in their own way with Q4. They plan on pretty much finishing up SOF2 before starting heavy duty work on Q4. Part of the reason for this is just to finish SOF2, and another reason is to let the Doom3 tech get a bit more mature before they start tweaking it for their own purposes.
one more quick thing.. the footage used to show off the work on the doom3 engine... amazing... and chilling. I cant say how Doom3 will turn out in the end, but I can say that it has all the potential that the original did, as far as edge of your seat action goes. Add to that interaction you never dreamed of with the old doom, some nice AI (understatement) and you have a real potential winner again.
Time for some tasty Shiner Bock!