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
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!
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...
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.
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
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.