Original Quake using Doom 3 Technology
tc writes "Charles Hollemeersch is currently developing a source port for the original Quake that adds "stencil shadows". Stencil shadows are extremely detailed and realistic. The results are very impressive. The code is apparently based on the same algorithms used in Doom 3." Sure makes me wish Quake looked this good the first time around, but I reckon my computer wouldn't have been able to render it fast enough to play it, either.
Not to be a dick but this is a repost. Still an awesome story and a good time waster, but a repeat nonetheless.
c'mon, guys. this is like the third time this week.
Earlier Story
The original quake had transparent water.. well, if you run a special VIS-pass over the maps and used glquake (or had the power to run a special executable which did it on the fly -- I think -- I never did that though). I played it that way all the time, and it was much fun.
Sprites? Didn't Carmack say he only used three sprites in quake? Or was that quake 2.. no, I think it's the original quake that only had three or so sprites (waterbubbles and something and another).. ah.. I found it on google.
We coded lots of ways for sprites to behave (allways perpendicular, pivot along Z to face origin, pivot on Z to be parallel to view plane, fixed orientation), but we wound up only having three sprites in the entire game: explosions, drowning bubble, and a gold ball light in the registered version....
As for the doom-engine games, there's already DooM Legacy which features TCP/IP network play and split-screen two-player mode on one computer, and more.
I like how the editors instantly mod down any posts complaining about duplicate posts. Nice abuse of power, guys... I guess criticism hurts most when it's true.
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see "Tenebrae Quake". There is no real difference between the stories...