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.
I thought that being the last poll option was a full time job.
Man, someone must really have it in for this guy's server. Either that or a person in a position of power is an idiot. hmm... which to believe ?
In Soviet America the banks rob you!
...and this DUPLICATE STORY was the first result!
seriously, the editors have stopped trying. i mean i like Slashdot, i like CowboyNeal, but they've stopped trying.
OtakuBooty.com: Smart, funny, sexy nerds.
I, like, just sold CowboyNeal like, a pound of weed on Monday.
Editors, like, smoke a LOT of weed. Or something. I think Clinton was there.
Maybe if i add to the thousands of people posting about this being a duplicate story, i'll get modded up! YEAH! That's a great idea.
http://www.linkdj.net/
I'm trying to decipher just what politic ideology you might subscribe to. I see anti-communist rhetoric, anti-capitalist, pro-guns, pro-etc, etc...
You are either very ecletic or very confused.
Kickin' it self-righteous school.
Since Quake 1 is the greatest multiplayer FPS ever designed, it's real nice with some spicing up of the engine. ;-)
Beware: In C++, your friends can see your privates!
Leave the poor server alone! Isn't /.ing it once good enough for you people?! /me hugs the server
There there, the mean people won't hurt you anymore
Banaaaana!
I haven't played Quake since I started playing Unreal. Is Quake still good?
Saskboy's blog is good. 9 out of 10 dentists agree.
Linquists examine the changing meaning of the word "Like" and its uses in modern speech. You appear to be using the "hedging" form:
RUG (RijksUniversiteit Gent) is on Belnet, the Belgian university backbone. You just ruined my bandwidth for the day !
Aproximating that there is around 67,000 readers who peek into this story at this hour,around 95 people who actually make a comment, 40 people who make a comment but hit the cancel button, and 140 people who try to make a comment but do not come up with anything, this simulational mechnanism could save aproximately (95 * 3 mins) + (40 * 2 mins) + (140 * 4 mins) = 3160 minutes. If one hour of work of an average slashdotted costs $100, the savings would be around $5266,67. Think about the effect on GNP!
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.
and again i was wondering whats wrong with our proxycache but it was slashdot again...sadsad...
I thought the post was very educational. I learned a great deal about life and its complicated facets.
(the numbering is mine, not the original poster's)
So have at it. Let's break it down by points what you would need to do:
As for "etc", well, there are literally hundreds of things you could do to advance the state of the Quake code. Add a better particle engine. Revamp the models with more polys. Rearchitect the engine so it doesn't bog down so much when there are a lot of polys on-screen. Id kindly released the source code, so you could do these things if you want.
Oh yes - because you can.
So effectively, what we have, is the same old game, which now looks tired and primitive, with some, well, for want of a better description, shadows !
Whoop de do
And the kicker is, it'll only work on GeForce cards and will run slowly on anything below a GeForce2 GTS - Wonderful !
Anyway, I'm sure I read this story somewhere before ...
A slashdotting - you get the stick first and then the carrot !
It's nice to see CBN every now and then. He's funny in the polls, he's funny on his web page, and he's even funny when he reposts Michael's story from less than 2 weeks ago! We love you all the same dude.
see "Tenebrae Quake". There is no real difference between the stories...
...other than a (rather pointless if you ask me) excercise in adding someone elses algorithm into someone elses game using someone elses levels?
Why not just re-create the original quake levels using the Doom-3 Engine when level editors come out?!?
That at least would have been at least slightly original...recreating all of the old monsters in the new 3D format etc...and I bet ID's code runs a tad faster than this guys...what a waste of time.
I am NaN
It's things like this that make me wonder if slashdot editors actually read slashdot. I mean, cmon guys, at least pretend to believe in what you're preaching :)
Oh dear! Will you people stop slashdotting my university's servers!! :-D ;-) )
(yes, we belgians read slashdot too
- bram
News for Nerds, Stuff thats *reposted*.
--zekiorage"I could care less" is properly worded. Meaning should be taken from the implication, not the words themselves.
When spoken aloud, there would be emphasis on the word "could". The implication being that while it is possible to care less, it would not be feasible.
gee.. you don't have the opinion that theres something wrong with slashdot, do you?
-- This space for lease, low setup fee, inquire within!
http://slashdot.org/article.pl?sid=02/08/24/194525 5&mode=thread&tid=112
...
This is a dupe, postet by CowboyNeal, not even by timothy
I'm not much into quake or doom like i was a few years back, but I do read /. alot. First thing that came to mind, was "humm, i remember seeing this before."
:)
Personally, I don't know how slashdot is operated, but there should be some sort of system setup that prevents so much duplicate stories. I'm no programmer, but i'm sure something like that can't be that hard.
*shurgs* It's not like dupe stories pisses me off, it the idea that another "fresh" story could be in its place. Everytime i see a duplicate i feel like i'm missing out on a Good StoryTM because of it.
A Penny for my thoughts? Here's my two cents. I got ripped off!
The editors are reading slashdot. I just re-submitted the same story again and it instantly got rejected (no kidding).
the topic's a repost ... who cares if we sorta repost comments too? it's fair ...
Sure makes me wish Quake looked this good the first time around
Money for nothing, pix for free
Now, upset some poster here, and get slashdotted, or even better, get slashdotted twice :^)
Anyone working on an OS X port?? I've played lots of original Quake of late using the OS X native client. How about porting this to OS X as well?
Thanks.
blakespot
-- Heisenberg may have slept here.
iPod Hacks.com
I love this site, but man there sure do seem to be a lot of reposts lately.
Perhaps a flag could be added to stories once they are identified as reposts, and logged-in users given the option to hide such confirmed reposts?
Just a thought.
microsoftword.mp3 - it doesn't care that they're not words...
the sad thing bout this is, that it doesnt run on a tnt2. seems like i needs at least a geforce.
perhaps it works only with HW T&L ?
This is old technology and IIRC (without looking it up), Doom III uses volumetric shadows. Stencil shadows are those that Quake II uses and are not very realistic (NOTE: There are modifications to the QII source, such as those in the DPGE engine, that improve the stencil shadows in the original QII engine, removing the overlapping effects, shadows from light entities, etc.). They use the stencil buffer in order to "paste" a shadow onto a surface that approximates a shadow from an object.
Volumetric shadows use a projected volume (in simplified terms) to "cast" a shadow onto any object and surface as a real shadow would, including casting the shadow onto curves, surfaces at angles, self shadowing, and shadowing multiple objects/surfaces. Another name for this type is "shadow volumes". Both methods can employ the use of the stencil buffer.
Since I can't actually see any of the screenshots on the referenced web page, and at times can't even get to the page, I can't decide which method is actually in use.
Stencil shadows in the Quake I engine would be nice. Volumetric shadows would be an achievement.
PGA
The lighting effects are (in general) much neater looking.
In addition, he also implemented bumpmapping/glossmapping. Unfortunately the bumpmaps/glossmaps he's using in the demo are kind of... ugly. But the engine DOES support high-res TGA textures/bumpmaps/glossmaps. I tried downloading a few high-res textures/bumpmaps from a texture archive and slapping them into a test map - The results were... Amazing. The engine is NOWHERE close to its full potential.
(I'd post the testmap/textures somewhere but my cable modem connection is apparently down so I can't access my home box from work.)
retrorocket.o not found, launch anyway?
It was probably modded as redundant because a hundred other people posted that it was a repost. Oh well, shit happens.
"I'm a leaf on the wind. Watch how I soar."
-Hoban Washburn
Never attribute to malevolence what you can explain by simple stupidity.
I said the engine *SUPPORTS* high-res textures, not that he actually *USED* such textures in his download, and that the textures included with the download are, in fact, ugly. (Low-res and the bumpmaps/glossmaps are overdone)
I tried using some high-res textures/bumpmaps I found and the difference was amazing - MUCH better.
retrorocket.o not found, launch anyway?
The screenshots were removed because the server is too busy. Just look at the URL of the 404 page you get:t ud-bus y.html
http://allserv.rug.ac.be/helpdesk/error404s
There are 2 kinds of people in this world: Those who write in decimal and those who don't
I mean seriously - how hard could it be to write a filter which checks to see if the URLs in a story are identical to the URLs in a previous story? And if so, it at least WARNS the story poster (or submitter?) that what they're saying has already been posted on /.
Education is the silver bullet.
maybe you guys should think, "HEY! Perhaps some missed it the first time and they get a second chance to check it out."
Its like you complainers want a mother bitchin cookie or something just becuase you read slashdot every five minutes... probably more.
And now, more of "the best of slashdot"...
were you expecting to see a sig here? perhaps you'd rather see the inside of an ambulance!
At the Slashcode BOFH, the QA session was interesting. I was working at Newsforge with Grant , Robin, etc, and we were all there. Someone mentioned duplicates, and this led to a question directed at us -- what do you use to not post duplicate stories?
Our reply? We always search, and we try to skim the headlines to make sure that we always know what's been posted. In the few cases that we do accidently post a dupe, we had no problems hiding the story so that people had more room to read real ones.
Of course, with Slascode, you could just add some perl to check if the URL of the target story matches a URL in a previous story body before posting, reducing all posts that point to the same website (which seems to be the common case). As for ones that point to different websites, that's where proper keyword based searching comes in.
"The slashdot team are treating their users like crap. They're taking us for granted, and frankly, the users make the site." maybe they just don't like having users who remember well. Maybe that's leading to a bit of an inversion, because more users who don't remember previous stories are clamouring to post their duplicates. Unless this was posted JUST by CowboyNeal, some of the blame has to fall on the idiot who submitted this dupe (probably a few hundred times).
--
Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
In my opinion, some of the difference is made by using a 1/r^2 radiation law instead of the 1/r in Quake. Mihai
Here are the screen shots from google's cache
As a fellow site-maintenece guy (they say I'm a graphic designer, ... ha), I totally sympathize with Slashdot's crew. I work on www.ramapo.edu and we're up to 19,000+ files in the site. All maitained by 4 people w/o content management. I say, so what if there's duplicates? Sometimes I forget to read one day, miss the first post. This is the first I've heard of Tenebrae, and I think it's very very cool. I will try it the instant I get home to a real computer. I'm sure my Radeon will chug on it (Radeon != stencil buffer performance), but it will be cool to have alongside panquake and fisheye quake. :) Thanks again Slashdot for finding another awesome, $0 quake mod... even if it is a re-post.
-=-=-=-=-=
I'd rather be flamed than ignored.
At least Bush has the balls to inhale.
This is not the greatest sig in the world, no. This is just a tribute.
nods - its got so bad that even the MTV generation will start to notice the repeats.
:-/
what next "old story #511 XP edition"
The news item was repeated once, but the number of reader comments saying it was a repost were in the dozens. There is a suggestion in the "Important Stuff" of our Post Comment screen that suggests you read other messages before posting? Is it that crucial for your voice to be part of the scene?
Those sharp, raytraced-looking shadows do not look realistic, they look like crappy computer generated fake shadows.
Real shadows are soft, and become less noticeable at a distance.
The area lighting is a big improvement, but it also removes some of the simulated radiosity that was originally part of the Quake surfaces. (look at before & after page #1)
I also think the specular highlights have been way overdone. Every surface seems to be very shiny (and bumpy), and it really shows off the low resolution of the textures.
Or maybe I'm just expecting too much of this brand new expensive nvidia 750xgl. I'll have to spend a few more thousand for really nice shadows.
Sorry guys. I checked out the Tennebrae page again and it says that they linked to the wrong page. There was an update about Mac-os Tennebrae I think. Check it out.