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Quake is 10

cyclomedia writes "Late on 22nd June 1996 Quake was uploaded to cdrom.com's archives in the form of 7 1.44MB floppy disk images. Though it wasn't until the 23rd that everyone realised (or at least, that's my excuse for being a day late with the news submission). Cue much aggravation on the newsgroups as eager downloaders experienced glorious 2 FPS gameplay."

405 comments

  1. Old schoolin' by Pope · · Score: 5, Interesting

    Hell, I remember going to a vending machine at a local mall to buy Doom! Had to supply my own 3.25" floppies and everything. What a crazy way of getting software, and IIRC it was $18 in 1 dollar coins.

    --
    It doesn't mean much now, it's built for the future.
    1. Re:Old schoolin' by stupidfoo · · Score: 4, Funny

      3.25" floppies? Crazy. Where'd you get those from?

    2. Re:Old schoolin' by CommunistHamster · · Score: 0

      Yeah, I still have one of my old PC's, not quite 1996 (I didn't even have a PC back then) and if I could gt the thing working I'd try out Quake on it.

    3. Re:Old schoolin' by glindsey · · Score: 0, Offtopic

      Anyone who mods this "Interesting" instead of "Funny" is obviously under the age of 25.

    4. Re:Old schoolin' by Mercano · · Score: 4, Funny

      AOL used to send me 3.5" flopies in the mail all the time for me to reformat and use for whatever. Now all I get is read-only coasters. Sigh, can't get good swag anymore.

      --
      #include <signature.h>
    5. Re:Old schoolin' by Doctor+Memory · · Score: 3, Funny

      Oh, metric floppies, yeah. 1.44 litres instead of the standard 1.2 quarts or something.

      --
      Just junk food for thought...
    6. Re:Old schoolin' by numbware · · Score: 1

      Where'd you get those from?

      They were right next to the old 6 inch ones.

      --
      I'm going to go create my own technology news site, with blackjack and hookers. You know what? Forget the news site.
    7. Re:Old schoolin' by LOTHAR,+of+the+Hill · · Score: 1

      he got it from in-breeding probably. You can get viagra for the floppy, but I'm not sure what can be done about the 3.25". //oldest computer joke around, but had to keep it alive.

    8. Re:Old schoolin' by Skraut · · Score: 4, Interesting

      Heh, that's how I supplied myself in college. Found a website where you could request an AOL disk. I put everyone in my dorm in, then sat a box by our mailboxes which said "Don't want your AOL disk, drop it here" As I recall I ended up with over 80, more than my CS needs, I ended up selling them.

      --
      Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
    9. Re:Old schoolin' by Lusa · · Score: 1

      Maybe they ran over someones old collection of Amstrad 3" floppies?

    10. Re:Old schoolin' by Spikeles · · Score: 1

      Yeah, we had an old BBS machine in a video store, got so many cool shareware demos from that.. and they didn't even supply a chair!

      God it sucked too if your floppy had some bad sectors!

      --
      I don't need to test my programs.. I have an error correcting modem.
    11. Re:Old schoolin' by Anonymous Coward · · Score: 0

      Wow! No one cares!

    12. Re:Old schoolin' by larry+bagina · · Score: 0, Troll

      I've got a 6" floppy, too. Of course, it's 10" whenever i think about Natalie Portman!

      --
      Do you even lift?

      These aren't the 'roids you're looking for.

    13. Re:Old schoolin' by speeDDemon+(nw) · · Score: 1

      Why use an old PC. The quake engine has been in the public domain for quite a while, you can get Win32 and Linux executables that will run on any modern machine.

      I cannot remember all of the projects that use the Q1 engine, however a quick search on Sourceforge.net is sure to return some results.

    14. Re:Old schoolin' by Mr2001 · · Score: 1

      You had to request them one at a time, huh? I did it the easy way.

      Back in junior high, I called AOL and claimed to be a teacher who wanted to teach my students about the internet by showing them AOL. They sent me two huge UPS envelopes stuffed full of disks in a variety of sizes. That's how I learned 5.25" floppies make much better frisbees than CD-ROMs do.

      --
      Visual IRC: Fast. Powerful. Free.
    15. Re:Old schoolin' by kirun · · Score: 2, Informative

      Floppy disks are metric! 90x94mm amd not actually 3.5"

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    16. Re:Old schoolin' by denmarkw00t · · Score: 1

      Now, the early days of AOL CDs weren't bad, as they came in DVD cases that you could snag from Circuit City's display case in the front. Peel off the labels, remove the AOL CD and viola! New DVD case for whatever. I used mine to hold my senior project CD, the judges like a good DVD casing, apparently.

    17. Re:Old schoolin' by jessicalandy · · Score: 1

      It aint frigging its freaking, dam Canadian, and one dollar coins? Who buys anything with one dollar coins? In a vending machine I never seen any software sold in a vending machine, which I guess why you stated it was old school but I am 28 so how old school we talking??Quake will live another 10 years top with all the new games out this game will soon just be a memory.

    18. Re:Old schoolin' by Anonymous Coward · · Score: 0

      Please, don't mistake the french words "viola" et "voila", it makes French speakers laugh but still :)
      "viola" means "she/he raped", i assume that's not what you mean :)

    19. Re:Old schoolin' by Anonymous Coward · · Score: 0

      There are Quake/QuakeWorld engines out there for just about any operating system you can think of.

      See the list of engines near the foot of the main Quake page on Wikipedia.

      http://en.wikipedia.org/wiki/Quake

  2. Excellent. by Anonymous Coward · · Score: 0

    Impressive.

  3. The Size was incredible by neonprimetime · · Score: 3, Insightful

    quake091.zip is nearly 9MB in size

    Oh how times have changed.

    1. Re:The Size was incredible by rblum · · Score: 5, Funny

      Times haven't really changed - quake091.zip is still 9 MB in size.

    2. Re:The Size was incredible by johndierks · · Score: 1

      Times haven't really changed

      Luckily the download times have.

      I remember spending all night downloading a 10 MB file, but now it downloads while I go to the fridge to grab a coke.

    3. Re:The Size was incredible by grammar+fascist · · Score: 0

      Just wait until 64-bit is the norm. Then it'll be 18MB.

      --
      I got my Linux laptop at System76.
    4. Re:The Size was incredible by identity0 · · Score: 1, Funny

      No, times have changed, it's now 9 Mebibytes in size.

    5. Re:The Size was incredible by shish · · Score: 4, Interesting

      cough. 1% of quake 1's filesize, and much better graphics too... It makes me wonder -- WTF are today's multi-gig games doing with all that space?

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    6. Re:The Size was incredible by Anonymous Coward · · Score: 0

      The moderator who moded the parent as offtopic is an idiot. It _is_ funny.

    7. Re:The Size was incredible by Sparr0 · · Score: 1

      Procedural content generation is the next revolution in gaming. It isnt here yet :) Spore is going to take it mainstream, expect other games to copy the idea shortly thereafter.

    8. Re:The Size was incredible by Doppler00 · · Score: 1

      Naw, we'll just compress it with a 64bit version of winzip and it will be less than 5MB.

    9. Re:The Size was incredible by KDR_11k · · Score: 1

      Procedural content generation is the next revolution in gaming.

      You mean the next reason why games take as long to load in 2008 as they did on the C64.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    10. Re:The Size was incredible by Sparr0 · · Score: 1

      Yep. I don't care how long some games take to load. If I am going to be playing for 8+ hours at a time it can take an hour to start and I will just leave it running in the background when I am not playing. The only games that need to load fast are the ones that are over fast.

    11. Re:The Size was incredible by Anonymous Coward · · Score: 0

      Pity there's no 'pedantic' mod.

    12. Re:The Size was incredible by KDR_11k · · Score: 1

      Well, as long as there are no load times after the initial startup... It's kinda annoying to wait two minutes for the title screen to load then press fire and wait another minute until the game starts and each time you go to the next level or you lose the game you have another load time (that's what the C64 was like). Unless your entire game fits into RAM you'll have to load more and if you use such heavy procedural stuff you can't load in the background.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    13. Re:The Size was incredible by Anonymous Coward · · Score: 0

      No, actually...and it's not on-topic, either

    14. Re:The Size was incredible by lofidan · · Score: 2, Informative

      And all by having massive system requirements and being made 10 years later than Quake! Amazing.

    15. Re:The Size was incredible by NCraig · · Score: 2, Funny
      1% of quake 1's filesize, and much better graphics too... It makes me wonder -- WTF are today's multi-gig games doing with all that space?


      Umm... status bars?

      life: 050
      ammo: 096
      weak ass hud: priceless
    16. Re:The Size was incredible by AHumbleOpinion · · Score: 1

      Times haven't really changed - quake091.zip is still 9 MB in size.

      Link to torrent please? ;-)

    17. Re:The Size was incredible by Spikeles · · Score: 1

      Ah, you mean like fr-08: .the .product by farbrausch http://www.pouet.net/prod.php?which=1221

      An awesome 3D demo in only 64K
      or Krieger: http://www.theprodukkt.com/kkrieger
      A demo game in 96k that pisses all over Quake 2/3 in graphics terms, has real time lighting, shadows, bump maps, everything!

      --
      I don't need to test my programs.. I have an error correcting modem.
    18. Re:The Size was incredible by Sparr0 · · Score: 1

      Err, the GPP is about .kkreiger, so yes, thats exactly what we mean...

    19. Re:The Size was incredible by Spikeles · · Score: 1

      Yeah my fault. *sorry* didn't read all the comments. Found out later.. will be more carefull with my posts in the future.

      --
      I don't need to test my programs.. I have an error correcting modem.
    20. Re:The Size was incredible by Cocoa+Radix · · Score: 1

      Do you really need an impressive HUD? In a standard shooter, what, other than health and ammo, are you going to be looking for? The freakin' weather?

      "Oh, this boss is impossible! If it weren't 55 and cloudy out, I'm sure I could beat him!"

    21. Re:The Size was incredible by ildon · · Score: 1

      You try making a procedural 3D FPS using only DirectX 3 or so (or was it DX5?) that runs at 25+ fps on a Pentium 100.

  4. 10 years! by uberjoe · · Score: 5, Funny

    Insert Ob "My God, now I feel old" comment.

    --

    The days of the digital watch are numbered.

    1. Re:10 years! by Stachybotris · · Score: 1

      Tell me about it. I remember how great that game was at the time and what a change it was from the 2D games like Commander Keen. I still remember how excited we were to get 'new' hardware just so we could run at a good framerate at 800x600!

    2. Re:10 years! by doti · · Score: 5, Insightful

      Specially if you realize that today's multi-giga games don't offer much more, neither in fun, gameplay, and even content.

      --
      factor 966971: 966971
    3. Re:10 years! by Professeur+Shadoko · · Score: 4, Funny

      As long as he does not claim that Doom has turned 10. When THAT happens, I'll feel really old.

    4. Re:10 years! by scatters · · Score: 1

      The only realy benefit is a reduction in slow frame-rate induced nausea.

      --
      A One that isn't cold, is scarcely a One at all.
    5. Re:10 years! by ettlz · · Score: 1
      Insert Ob "My God, now I feel old" comment.
      Shut up, shut up, shut up...
    6. Re:10 years! by stratjakt · · Score: 2, Insightful

      Oh bullshit.

      Quake 4, Half Life 2, etc.. All the fun and more, with a healthy dose of jaw-dropping graphics.

      Quit trying to get cred by waxing nostalgic for graphics that sucked.

      I remember Quake fondly, one of my first University projects was to write a report analysing the usage of a particular language, and while most of the class jumped on the shiney new Java, or latest iteration of Visual Basic, and I did QuakeC. Got like a 97% on the project too, dragged down by a couple stupid typos.

      It was fun pissing my roommate off by playing various Quake mods all hours of the night, and when he'd complain I could retort with "I'M RESEARCHING MY PROJECT ASSFACE"

      --
      I don't need no instructions to know how to rock!!!!
    7. Re:10 years! by plague3106 · · Score: 1

      Anyone else remember the Threewave CTF mod?

      Quake + 3Wave CTF 3... took up a great deal of my time in college.

    8. Re:10 years! by Moofie · · Score: 2, Insightful

      That's such a tired argument. I enjoyed Half Life way, way more than I enjoyed Quake. Your mileage may vary, but it's silly to argue that games were better in the Good Old Days.

      Remember Sturgeon's Law. 90% of everything is crap. You only remember the good stuff.

      --
      Why yes, I AM a rocket scientist!
    9. Re:10 years! by metasecure · · Score: 1

      was waiting for someone to chime in. god i loved 3wave CTF i was a master with the grappling hook.

    10. Re:10 years! by jsnipy · · Score: 2, Informative

      yes. TeamFortress started off here as well.

      --
      -- if you mod me down, I will become more powerful than you can possibly imagine
    11. Re:10 years! by Espinas217 · · Score: 1

      It's a game, it doesn't have to change with time, it doesn't have to be better games in terms of gameplay. Think of sports, football (soccer), tennis, etc. how long are people playing them? however they haven't changed a lot in the last 50 years. Think about sex (let the jokes begin), has it changed much in the last 100 years? do you expect better forms of sex to become avaliable with the new wave of technology?

      --
      La vida no es una pastafrola. :wq
    12. Re:10 years! by cyberchondriac · · Score: 1

      and I'll bet you're still under 30, whippersnapper ;-)

      Yeah, those were the good ol' days though, weren't they ?
      The Internet was taking off, everyone suddenly accepted and wanted personal computers, I'd just gotten into it all at the rip ol' age of 34 (latecomer, I know).
      The one sad thing is, Quake was a lot more fun to play than Quake4. Is it just me ?

      --

      Look back up at my post, now look back down, you're on the Internet. Now look back up. I'm a signature.
    13. Re:10 years! by Eideewt · · Score: 1

      Best not be talking bad about Commander Keen.

      I agree though, what a change! My first full-3d game was Descent, not Quake, but that one's good too. It's still one of my favorite FPSes.

    14. Re:10 years! by Anonymous Coward · · Score: 0

      "Specially"? Not really. I for one am glad things haven't changed. It's a formula that worked, works, and will work for a long time. If devs noticed the market really wanted something new, it'd have come already. Instead you have copies and variants of the old formula. Why? Because people (including me) still love it. /. can bitch all it wants, it's not as though consumers will not sway in its direction.

    15. Re:10 years! by drinkypoo · · Score: 1

      3wave was neat but it didn't hold a candle to Lithium CTF.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    16. Re:10 years! by uberjoe · · Score: 1
      and I'll bet you're still under 30, whippersnapper ;-)

      Yes, you old geezer I do happen to be under thirty by HALF A DECADE I'll mind you. BTW Have you gone in to have you dentures fitted and your viagra prescription yet?

      --

      The days of the digital watch are numbered.

    17. Re:10 years! by wordsofwisedumb · · Score: 1

      On Doom's birthdays the candles come blown out already.

    18. Re:10 years! by Xeirxes · · Score: 1

      In a couple years, all these gamers will be trying to get kids off the lawn. Except, they won't be telling them to get off the lawn. They'll be fragging the kids with their canes.

    19. Re:10 years! by Anonymous Coward · · Score: 0

      This seems like as good of a place as any to ask... Does anyone have the old Q3Test? Not the demo, but the actual testing client they released before that? I'd love to have it! Thanks in advance!

    20. Re:10 years! by skreeech · · Score: 1

      tried googling it? I recall a page existing that hosted the file. It was talking about the motion blur matrix feature for voodoo 3 series cards that was later removed from the game. T framing maybe?

      --
      [20:36] wwwdot/.dotorg
    21. Re:10 years! by KDR_11k · · Score: 1

      Well, Descent did come before Quake. So it was the first true 3d FPS.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    22. Re:10 years! by maxpublic · · Score: 1

      Your mileage may vary, but it's silly to argue that games were better in the Good Old Days.

      Except when they were. There simply aren't games today that can compare to BAK, or Fallout, or Planescape, or XCOM, or...I could go on here for some time.

      What distinguishes these games from todays games is that a) they actually had an interesting storyline, and b) they were well-designed (not, I said DESIGNED, not well-coded). Try to convince me that NWN or Oblivion is the equal of BAK or Planescape, or that ANY game is as kooky and engaging today as XCOM or Fallout was, and you'll have to wait for my response until I'm done laughing my ass off.

      Sure, the FPS genre has improved...somewhat. Half-Life 2 was good (even though Steam sucks cock), and some other titles were mildly engaging; but when I think of FPS games I wasted hour after hour on I still think of DOOM, and Thief 1 and 2, and Deus Ex. Games like Doom 3 and Hitman don't even rate.

      There was a 'golden age' in gaming, and we're past it. With luck another golden age will come again...hopefully before I'm dead of old age. But I'm not holding my breath.

      Max

      --
      My god carries a hammer. Your god died nailed to a tree. Any questions?
    23. Re:10 years! by Reapman · · Score: 1

      How is this insightful? Are you saying that Quake has the same graphics quality, level design, story line etc of Half Life 1 or 2? CONTENT?? Unreal Tournament doesnt have more content then Quake? Hell UT has TOO MUCH content imo. Honestly I could'nt even finish Quake 1, I found the brown on brown texturing boring, the weapons looked horrible (I remember playing the... multiplayer beta or something... and thinking oh these guns must not be the final ones, they look horrible). I kept thinking how better Doom was. Quake 2 was the first good quake, but the only one I could handle playing for a long long time was Q4. Quake was a revolutionary Engine, but to say thats as good as it got... yesh.

    24. Re:10 years! by plague3106 · · Score: 1

      Odd, never heard of Lithium. Team fortress, 3wave, and another mod I remember, but Lithium never hit our college. We never liked team fortress, it was just too different from normal play, which was more than enough fun to begin with.

      I'll have to google for it, but we never found any servers that weren't 3wave or quake + runes for plain deathmatch.

    25. Re:10 years! by default+luser · · Score: 1

      Yup. QuakeWorld + TF = multiplayer team FPS nirvana.

      Client-side prediction made it playable even on a modem!

      I used to own with the Engineer. Too bad I just don't have time for those type of games as much these days.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    26. Re:10 years! by jsnipy · · Score: 1

      its ashame you don't have time. Battlefield2 is just as adicting as that was. Apply this formula: MyTime - sleep = gametime

      --
      -- if you mod me down, I will become more powerful than you can possibly imagine
    27. Re:10 years! by default+luser · · Score: 1

      Well, just between you and me: thanks to my dropping a class I really hated last fall, I got to experience BF2 in all its glory.

      It was one of those rare situations where I get to play a game hardcore for more than a few weeks. Battlefield 2 is everything I ever wanted from Team Fortress 2, so I'm happy Valve's version is MIA. I would like it even more if they kept the pilotable ships and the support fleets from Battlefield 1942, but I can understand why they got rid of these things (asshole players driving them off the map, too much lag, too easy to kill, etc.)

      I play anti-tank, which I feel is closer to the original TF engineer class than the actual BF2 engineer class. Since there is no personal armor to repair, and no such thing as a mobile gun emplacements, BF2's engineer is somewhat boring. Anti-tank has the advantage of a weapon which can be adjusted in-flight, which really benefits from my fine mouse ability (I think my stats are over %50 hit rate with the anti-tank missile), and the mp5 can be used for medium-range in a clutch, something the engineer's shotgun cannot do.

      My choice of anti-tank also reflects the fact that I've slowed down a bit over the years; you had to be frantic to play the engineer in TF and stand one-to-one with soldiers and hw guys. Now I just play swing team, grabbing armor when I can, spotting hostiles and taking opportunity shots at all vehicles.

      --

      Man is the animal that laughs.
      And occasionally whores for Karma.

    28. Re:10 years! by jsnipy · · Score: 1

      Engineer in bf2 is good if you plan to drive armor/transport in a convoy ... true what you said .... it is much slower than the tf2 class ... http://bf2s.com/player/43906087/

      --
      -- if you mod me down, I will become more powerful than you can possibly imagine
  5. Indeed... by cswiii · · Score: 1

    ...this came out when I was in college, and we too were quite addicted. The article linked was written about six months later when we were good and jonesin'.

  6. Anyone Remember... by HappyCycling · · Score: 1, Informative

    Anyone remember the shareware cd that had all the id Software games on it? And how it was possible to use a serial # to unlock all those games?

    1. Re:Anyone Remember... by Anonymous Coward · · Score: 0

      I do. Good stuph that was.

    2. Re:Anyone Remember... by z0I!) · · Score: 1

      yup.. i think i still have it. Best $4 i ever spent.

    3. Re:Anyone Remember... by gauntlet420 · · Score: 2, Funny

      Indeed I do. Doom I and II, Final Doom, Quake, Heretic, Hexen and Wolf3d ... and the miracle of qcrack.exe...

    4. Re:Anyone Remember... by Nermal6693 · · Score: 1

      Yep, I used to have one of those, no idea what happened to it though.

    5. Re:Anyone Remember... by The+Barking+Dog · · Score: 1

      I bought it before I even had a computer that would run it just because I wanted to listen to Trent Reznor's soundtrack, which was also on the disc as regular CD audio. I still have the disc, but I really need to track down a copy of qcrack.exe.

    6. Re:Anyone Remember... by TomTheHand · · Score: 1

      Of course! I got greedy and installed them all, and it took up, like, my entire hard drive.

    7. Re:Anyone Remember... by gauntlet420 · · Score: 1

      Google is your friend - I was able to find a copy in less than 10 seconds of searching. Whether or not it will work under XP is another question altogether...

    8. Re:Anyone Remember... by Anonymous Coward · · Score: 0

      I was so afraid of losing the qcrack.exe, I copied it to two separate floppies and put them in with the demo cd. Who knew back then that today I will now be missing a floppy drive?

    9. Re:Anyone Remember... by Stormwatch · · Score: 1
      I got greedy and installed them all, and it took up, like, my entire hard drive.
      Universal law of hard drives: no matter how big, you WILL find a way to fill it.
  7. quake on a dual ISDN by GSpot · · Score: 1

    Oh the memories, my brothers roomate was (still is) quite the internet dork back in the day. He had a dual-ISDN connection to the internet. A whopping 10K connection if memory serves me. The pings were low, man was it fun to frag! I was hooked. ./good times.

    1. Re:quake on a dual ISDN by milamber3 · · Score: 1

      A dual ISDN line would have been roughly 128 kbps or 16 KB/sec.

    2. Re:quake on a dual ISDN by stratjakt · · Score: 1

      And in the real world, you'd see about 10K.

      Just like I've never seen anything faster than about 300K come through my "6 megabit" cablemodem.

      --
      I don't need no instructions to know how to rock!!!!
    3. Re:quake on a dual ISDN by plague3106 · · Score: 1

      I was in college, and we got ethernet connections in our dorms only months after quake came out. Good stuff, having 10ms pings to most other college servers.

    4. Re:quake on a dual ISDN by Anonymous Coward · · Score: 0

      And in the real world, you'd see about 10K.

      I got 14-15kB/sec from my dual-channel ISDN link all the time. (Fantastic pings, too. Was it Quake or Quake II that had zbot and ratbot? I remember folks typing "ratbot" in the middle of games all the time because they thought I was a bot -- bot users would automatically respond with something like, "YES!!!! I AM A RATBOT!!!!")


      Just like I've never seen anything faster than about 300K come through my "6 megabit" cablemodem.


      Sounds like you're getting ripped off.

    5. Re:quake on a dual ISDN by Some_Llama · · Score: 2, Interesting

      "Good stuff, having 10ms pings to most other college servers."

      Oh man I hated you guys soooo much!!!! I couldn't afford an ISDN or 2 56k connections back then (you could use this special modem from Diamond MM that would aggregate 2 modem connections).

      So I would kick everyone's butt except for those creeps with the sub 100 pings, zipping around with your rocket launchers, grabbing the pentagram of protection before I could.. arrgh!!

      I remember thinking that once I had sub 250 pings i would kick anyone's butt, then when dsl was finally affordable CS was all the rage and I had another year of losing before i got some skills...

      Bah.

    6. Re:quake on a dual ISDN by plague3106 · · Score: 1

      Heh.. well we knew it wasn't the connection that mattered much, because there were some really awesome modem players too (judging from the pings anyway). So it really did come down to skill, the connection didn't matter as much.

      I supposed QuakeWorld fixed these issues, but we only played threewave ctf. The grappling hook was the best.

  8. ah the memories by Anonymous Coward · · Score: 5, Funny

    I have a 486 Dx2/80 with a Diamond Stealth 64 2120
    > video card and I get 6.2 fps in the start. While in Duke 3D, I get well
    > over 30+ fps. Why is Quake so slow compared to Duke 3D?



    Ahh... the last time anything besides Windows Vista got compared to Duke Nukem.

    1. Re:ah the memories by dreamlax · · Score: 2, Interesting

      Duke Nukem 3D's engine used billboarding. If you remember back to your old Doom days, some things on the map would look the same no matter what angle you looked at it [a good example of this is the trident shaped candle holders right at the end of episode 1 map 1]. It was similar for Duke Nukem in a lot of ways. The enemies were all billboarded onto the screen, but they drew side-on and rear (possibly more) angles of the enemies so they don't always look at you. In Quake however, just about everything is 3D, including the rockets you shoot... even the nails I believe. I can't recall anything that was billboarded in Quake (but then again I haven't played it for a good 7 years or so). Billboarding was a simple tactic to speed up 3D environment rendering. It looks great until you get close or the angle changes quickly. So main difference: Duke Nukem 3D: Not entirely 3D Quake: More 3D than Duke Nukem 3D (if not fully 3D)

    2. Re:ah the memories by Anonymous Coward · · Score: 4, Funny
      I have a 486 Dx2/80 with a Diamond Stealth 64 2120 video card and I get 6.2 fps

      Don't use a three year old S3 chipset video with a two year old Cyrix/AMD -- it is 1996 and Intel owns games.
      That 80MHz machine is no better than an i486/33 which is barely a shade better than AMD's i386/40.
      And Gateway2000 has had an under $2000 Pentium for 18 months now.
      Go back to your two year old, 64 bit Atari Jaguar.

    3. Re:ah the memories by vistic · · Score: 1

      I think this kind of comment actually predates slashdot itself...

      Shame really... would be fun to go back and see what slashdot arguments took place back in the mid-90s. The oldest date I can find is Dec 31, 1997.

    4. Re:ah the memories by vistic · · Score: 1

      And the first comments I can find are from Jan 1, 1999

    5. Re:ah the memories by Anonymous Coward · · Score: 1, Informative

      Quake actually had the ability to do this; however, there were only two "billboarded" sprites: The bubbles you see when you are drowning in the water, and a spherical lamp in the game.

  9. Re:2 FPS? by Anonymous Coward · · Score: 1, Funny

    There are some classic comments in there, that still ring true today.
     
    ...blah blah blah true 3d blah blah 2.5d blah blah Pentium blah blah id
    are gods blah blah 3d realms suck blah duke has toliets, quake has true 3d
    blah blah blah blah only id can code games blah blah blah i want to have sex
    with john carmak blah blah blah upgrade blah blah blah only lamers have 486s
    blah blah blah blah blah...

  10. Still my Pentium favourite by saskboy · · Score: 2, Interesting

    I used to run Quake I on a 486DX 80MHz with 8MB of RAM. It was fantastic when I upgraded to 12MB then 20MB. It was THE reason to get a Pentium computer.

    In recent years Unreal has replaced it as my favourite. I got my screenname [used on Slashdot now too] from playing Quake on dialup, and P2P with another local kid.

    --
    Saskboy's blog is good. 9 out of 10 dentists agree.
    1. Re:Still my Pentium favourite by tthomas48 · · Score: 1

      Yeah, I remember what fun it was to run this on my 486DX/33 with 16MB of RAM, while all my friends with their 486SX2/66 which should have completely schooled my machine(and did on every other game) were left in the dust. Good times.

    2. Re:Still my Pentium favourite by Some_Llama · · Score: 1

      "got my screenname [used on Slashdot now too] from playing Quake on dialup, and P2P with another local kid."

      I used to have the name Somebody in my quake days, i thought it was hilarious to go into the console and see the death messages:

      "FragMaster was nailed by Somebody"

      "Somebody rode Fragmaster's rocket"

      Works just as well nowadays with SomeLlama, but a bit more humiliating when I kill someone :-P

  11. Happy Birthday! by Thrymm · · Score: 2, Insightful

    This game alone changed my gaming habits! Countless nights after the bar a friend and I would go out onto pubs and frag or try to frag all drunk! Or would just dial each other for 1 on 1 DM!

    Fun times!

    1. Re:Happy Birthday! by P3NIS_CLEAVER · · Score: 1, Funny

      Hmmm, sounds like the modern equivalent to 'brokeback mountain'

      --
      Please sign petition to restore sanity to our banking system!!!

      http://financialpetition.org/
    2. Re:Happy Birthday! by Anonymous Coward · · Score: 0

      Homo Mountain you fuck!

  12. I can still remember Quake 1 being released by phaetonic · · Score: 5, Interesting

    1) Quake 1 was released for $9.99 as shareware with the full soundtrack. It was able to be unlocked with a code, and so of course, keygens came out and enabled you to play the full version for $9.99 with the awesome Trent Reznor soundtrack in all it's glory. 2) When QuakeWorld came out, you could play with others anywhere at 600 ping and still be o.k with it. There was a few seconds delay, but you would essentially predict what you wanted to do. I remember I would turn, grapple against a wall, let go, and shoot hoping I was able to hit something. I don't remember broadband back in the day. I wonder what the next innovation will be that redefines video game playing.

    1. Re:I can still remember Quake 1 being released by Anonymous Coward · · Score: 0

      I know some cats in the Q3 DM servers who claim they have a hard time hitting anything with the Railguin on a low ping. They got used to higher pings when it comes to the Railgun and they developed their play around it. They use what is known as "shot leading" and that doesn't work with a low ping, as it's a compensation for the higher pings. Of course, they also claim to be able to "feel" anything below 125FPS, which I always found a tad questionable. Snake oilers.

    2. Re:I can still remember Quake 1 being released by Anonymous Coward · · Score: 0

      I remember playing Quakeworld over dialup and it was pretty reasonable. But then I got a cable modem in the late 90s and it was downright amazing. Pretty much lagless.

    3. Re:I can still remember Quake 1 being released by spyrochaete · · Score: 1

      That CD was awesome! It also had unlockable versions of Doom, Ultimate Doom, Final Doom, Doom 2, Heretic, and Hexen!

    4. Re:I can still remember Quake 1 being released by Feyr · · Score: 1

      i still have that CD, i lost the keygen ages ago of course, but the soundtrack alone is well worth keeping the cd for

    5. Re:I can still remember Quake 1 being released by 0xdeadbeef · · Score: 2, Insightful

      Been there, done that. Hey, I was a poor college student!

      Coincidently, I still have the soundtrack on my mp3 player. Which, interestingly enough, has more horsepower than the machine I bought to play Quake (with a student loan, I might add).

      I was playing qtest1 for weeks before the official release. My first real-world program was a utility that queried servers for the people playing on them. God, I miss that game.

    6. Re:I can still remember Quake 1 being released by Mr.+Flibble · · Score: 1

      When QuakeWorld came out, you could play with others anywhere at 600 ping and still be o.k with it. There was a few seconds delay, but you would essentially predict what you wanted to do. I remember I would turn, grapple against a wall, let go, and shoot hoping I was able to hit something. I don't remember broadband back in the day.

      I remember that well, I started deathmatching with DOOM - indeed, I setup my first LAN with college buddies just to play DOOM over the network (yet we could only ever have a max of a 3 player game - 4 players always caused a lockup, no idea why)

      I just fired up Half Life 2 deathmatch the other night, not having played DM in about a year. Within about 5 min I was being accused of "HAX! FLIBBLE HAX!!!" I guess the experience of Quakeworld on a 14.4, then 33.6 modem helped hone skills as broadband progressed. I guess it helps to have a good base in the old games? Or maybe just experience in DM? I dunno, but it is funny that I can leave DM for about a year, and get accused of using "HAX" within minutes of joining a game...

      I remember the days when the only "Hax" were the not-widely known "features" like strafe jumping, advanced sizzlefry, and the rocket jump.

      Ah, those were the days.

      --
      Try to hack my 31337 firewall!
    7. Re:I can still remember Quake 1 being released by plague3106 · · Score: 1

      Heh.. I remember the many taunts of 'you stupid LPB!!'

      Nevermind that there were some modem guys that could easily kick our ass (we were pretty good at the time too).

    8. Re:I can still remember Quake 1 being released by deathstar778 · · Score: 1

      Long life to Trent Reznor.
      The Genius of Evil.

    9. Re:I can still remember Quake 1 being released by voice_of_all_reason · · Score: 1

      That's nothing. I know this old dude who can tell how fast a machine's running just by the feel of the deck plates.

      He was playing Rise of the Triads when my great grandfather was still in diapers.

    10. Re:I can still remember Quake 1 being released by surgeon · · Score: 1

      Quake axe forever!

      I remember playing with Metallica's 'Justice for all'-cd on QW/netquake maps.

      OR3.Surgery signing off :)

      --
      [ No prescription needed ]
    11. Re:I can still remember Quake 1 being released by SoLoatWork · · Score: 1

      Actually, the delay would be less than a second with a 600 ping. 600ms to be precise. =) Honestly though, you played with a 600 ping? Even with QW's latency-hiding, 600 was ridiculous. I remember the high end for dialup was around 350ms, with around 210-250ms being more common. Sometimes I would even dip 200ms on really close servers. You should have downloaded QuakeSpy to find servers closer to you. :) This was all on a 26.4kbps dialup connection. Ah the good old days..

    12. Re:I can still remember Quake 1 being released by operagost · · Score: 1

      Ludicrous Gibs!

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    13. Re:I can still remember Quake 1 being released by snuf23 · · Score: 1

      If you are used to playing on a high ping connection going to a good connection will mess up your game. After years of playing online FPS over a 28.8k modem, switching to cable was initially quite disorienting. My frag rate definately dropped. Of course after a couple days of playing you readjust and kick ass again. You just need to unlearn compensating for the bad ping.

      --
      Sometimes my arms bend back.
    14. Re:I can still remember Quake 1 being released by snuf23 · · Score: 1

      "I don't remember broadband back in the day."

      In most places it wasn't available. Your choices were limited to modem, maybe really expensive ISDN (usually less than 128kbps) or a super expensive T1.
      Of course the truth is something like 80% of all dotcom era Internet startups were really just excuses to pay for a T1 and a nice Quake server. We used to run our Quake server on a quad processor Sparc.

      --
      Sometimes my arms bend back.
    15. Re:I can still remember Quake 1 being released by willjohnson · · Score: 1

      I was on the IRC channel eagerly waiting for its release. #quake on EFnet I believe. Stomped had probably announced it earlier in the day. It has been ages (don't even play video games anymore) but I was pretty into that online scene back then and I never was more excited for a game to be released than then. I believe Christian (Xian?) came on the channel and announced there were some problems so I wasn't able to download it that night but I was able to get it the next day and play it for a bit before I had to go to work that evening. It was unbelievable to look at after spending so much time making levels for and then deathmatching on them in DoomII. I can still remember where every powerup is in DM4. Those were definitely my fondest video game memories.

      I must say that I'm excited about video games for the first time in years because of the Wii. Really looking forward to that.

  13. Your excuse by aborchers · · Score: 5, Funny

    (or at least, that's my excuse for being a day late with the news submission)

    I thought it was because you were using that Procrastnatr calendar thingy...

    --
    Trouble making decisions? Just flip for it.
    1. Re:Your excuse by Anonymous Coward · · Score: 0

      Zonk never would have let this happen...

  14. Still have flashbacks ... by Average_Joe_Sixpack · · Score: 5, Funny

    I like to think of the original Quake as my own personal Vietnam

    1. Re:Still have flashbacks ... by Rob+T+Firefly · · Score: 1

      Best. Post. Ever!!!!@#$%^&*

    2. Re:Still have flashbacks ... by GoNINzo · · Score: 1

      Yeah, totally worth a semester of incomplete classes. Six months of Quake was good times. I'm sure my parents don't agree. Ironically, the combination of quake and linux is the real reason for my early jobs doing Unix admin. Doing work at PlanetQuake, then onto GameSpy, and then into the 'real world'... wow what a strange road.

      --
      Gonzo Granzeau
      "Nothing the god of biomechanics wouldn't let you into heaven for.." -Roy Batty
    3. Re:Still have flashbacks ... by inkdesign · · Score: 1

      I still occasionally think the letter "t" before having a thought to myself..

    4. Re:Still have flashbacks ... by mantar · · Score: 1

      I love the smell of burning Strogg flesh in the morning.

      --
      # man tar
  15. RIP TheCLQ by llamalicious · · Score: 1

    Damn, anyone else remember TheCLQ?

    1. Re:RIP TheCLQ by Anonymous Coward · · Score: 0

      Sure do! What a great site that was in it's time!

  16. Re:2 FPS? by PoderOmega · · Score: 3, Interesting

    It was playable 486DX2/66 with 8 megs of RAM

  17. Not Quake, but GL Quake! by 9Nails · · Score: 3, Interesting

    For me, the game wasn't on until a little later a company called 3DFX released the Voodoo graphics card. Which you could install a front end called GL Quake to play Quake with arcade quality graphics. That, was a true game revolution for me. The full 3D engine, and liquid smooth graphics. I love it!

    Now hurry and get people to help out at http://www.quakeremix.com/ !!!!!

    1. Re:Not Quake, but GL Quake! by spyrochaete · · Score: 2, Interesting

      I remember seeing GLQuake for the first time. It really blew me away. The thing that convinced me that 3D was the way to be was the effect where rockets became their own light source. I seem to recall reading that this effect was coded in 30 minutes on a bet.

    2. Re:Not Quake, but GL Quake! by crabpeople · · Score: 1

      and people complaining that you were hax because you could see them through the transparent GL water.

      goodtimes.

      2fort5 MegaTF ftw!!

      --
      I'll just use my special getting high powers one more time...
    3. Re:Not Quake, but GL Quake! by 0xdeadbeef · · Score: 1

      DM3. Best. Map. EVAR!

    4. Re:Not Quake, but GL Quake! by ecliptik · · Score: 1

      I remember getting a glquake.exe that would run on any opengl video card, not just a 3DFX. Was this just a figment of my imagination, or was there really such an executable that would turn Quake into pure 3d goodness for all?

    5. Re:Not Quake, but GL Quake! by cartoon · · Score: 1

      Yup, it was true. Played it on OS/2 with a Matrox Mystique video card. Why OS/2? Because it had native OpenGL and IPX support... it was built for Quake, multigaming with IPX and OpenGL goodness :)

      --
      //Cartoon
    6. Re:Not Quake, but GL Quake! by 0xdeadbeef · · Score: 1

      Yes, because OpenGL is a standard API. What made it work with 3DFX was actually something of a hack, since it used an implementation of only the functions used by Quake, written specifically for the Voodoo cards. The first releases of glquake may have only worked with the so called "miniport", but I had no problem running it with the original GeForce card when that came out.

    7. Re:Not Quake, but GL Quake! by Kindgott · · Score: 1

      If Quake Remix wants some help, perhaps they should code their page in such a way where the text is READABLE.

      --
      If there's anything more important than my ego around here, I want it caught and shot immediately.
  18. Speed on 486 by miscz · · Score: 1

    I'm surprised that people from mentioned discussion were having so much trouble with running Quake on 486. I had 486 DX4 100mhz (AMD, possibly overclocked, 133mhz? I don't remember) with 8MB of ram at the time and I could run the game with decent speed in 320x240. Then again it was a strange processor because after moving to Pentium 90 everything felt slower. I don't have any measurements since I was about 10 at the time and console was pure magic back then ;)

    I love Quake, John Carmack is a god.

  19. This seems appropriate: by Cleon · · Score: 1

    "What a loooong, strange trip it's been..."

    --
    Gifts for Geeks - Stuff that really matters!
  20. Wrong date? by Anonymous Coward · · Score: 0

    Weird, the wiki says July 22nd?

  21. Quake still has a feature no other FPS has... by drinkypoo · · Score: 4, Interesting

    ...it's playable with 32 players on a single server when all the players (though not the server of course) are on modems. Quakeworld rocked my world then, and it still does. Let's also not forget how easy it was to mod; sure there were doom mods, but quake was the game that catapulted us into the wide world of modding.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    1. Re:Quake still has a feature no other FPS has... by Anonymous Coward · · Score: 0

      Agreed. Mod's were the reason I purchased QuakeII back in the day.

      In particular, the Weapons Factory mod for QII was my addiction.

      I began playing on an IBM Thinkpad 133Mhz, w/ 80 Mb ram, no OpenGL and low-end cable modem access (mid-98 if memory serves, with damn-good ping times also).

      After upgrading my machine with a homebuilt box and running OpenGL with QII and Weapons Factory, it was at this time that I truely fell in love with the Quake series, FPS', and pc gaming.

      Long Live the Quake series and all those who have contributed to modding and extra game play.

  22. Classic quotes by Robotron23 · · Score: 3, Interesting

    Some quotes for our own amusement and wistful recollection :);

    "Still have 486? Get a Pentium immediately!"

    "I have a 486 Dx2/80 with a Diamond Stealth 64 2120 video card and I get 6.2 fps in the start."

    "Am I the only person who just can't /stand/ things like heretic/duke's look up/down?"

    "Well over 30+ fps at start of Duke3d ? Thats top DX4-100 speed....actually I haven't seen a DX4-100 that tops 28."

    "There's an option, r_fullbright (1/0) which turns off all lighting effects and speeds up the FPS tremendously."

    Those were the days - further I can recall back to is the Voodoo 2, anyone have any further fond memories of the mid 1990s GPU situation?

    1. Re:Classic quotes by stratjakt · · Score: 5, Informative

      There were no GPUs in the mid 90s, the Voodoo/Voodoo 2 didn't have GPUs, they were mere rasterizers. The first GPU was nvidia with the GeForce 256, Aug 31 1999. It took a long while for it to really catch on, since it's just as easy to do the 3d to 2d conversion in memory (CPU).

      The 3D engine used by Quake and Quake 2 was pure software, the CPU did all the heavy lifting geometry wise (and still does, for the most part). AFAIK, the 3d geometry part of it is still mainly CPU based, you can't just send every polygon in the world up to the GPU and expect it to sort the shit out in a timely fashion. BSP trees and face culling and all kindsa nifty hacks abound for such things.

      We had no fancy hardware T&L business or programmable pixel shaders, and that's how we liked it.

      I remember walking uphill 40 miles in the snow just to frag newbies with my nailgun.

      --
      I don't need no instructions to know how to rock!!!!
    2. Re:Classic quotes by Atzanteol · · Score: 1

      I remember getting the Voodoo rush rather than a Voodoo. It was slower, sure - but it could do acceleration in a *window* rather than needing to run full screen! *sniff*

      --
      "Ignorance more frequently begets confidence than does knowledge"

      - Charles Darwin
    3. Re:Classic quotes by Billly+Gates · · Score: 1

      The early 3d cards had no GPU. Only the $2,000 for running studioMax.

      I had an S3 virge and it was a 2d video card back in 1996 with some 3d effects that could speed gameplay.

      The vodoo1 is what brought true fast 3d performance. I think nvidia was coming out with the tnt at the time but I am not too sure as 3dfx was all the craze then. A few months after quake was released a new version with opengl called glquake came out. Its the only way to run quake on NT these days besides winquake and the graphics looked amazing with full anti-aliagned texture mapping.

      Still the cpu did all teh geomtry and only effects and texture mappings were done on the early 3d cards. If you notice quake1 is laking detail. All the levels are just mazes and polygons with textures mapped on to them. Doom had alot of things like candles and bodies lying on the floor, etc. This was because of the limitations of not having a GPU.

    4. Re:Classic quotes by Control+Group · · Score: 1

      Those were the days - further I can recall back to is the Voodoo 2, anyone have any further fond memories of the mid 1990s GPU situation?

      What is this "Gee Pee You" of which you speak? My DX4/100 has a video card with a rasterizer on it, and there is a CPU on the motherboard...and I can run a display in 16-bit color!

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    5. Re:Classic quotes by spyrochaete · · Score: 1

      Voodoo2 SLI! Not that I could afford it. I spent all my hard earned babysitting money on a Matrox Millennium and it wasn't even a real 3D card!

    6. Re:Classic quotes by Steve525 · · Score: 1

      anyone have any further fond memories of the mid 1990s GPU situation?

      When quake came out, 3D cards were pretty much non existant. (I don't recall if the S3's Virge 3D decelerator was out, yet, but it wasn't supported and pretty useless either way). I think the first 3D card to support Quake was the Verite 1000 through "VQuake". Then 3DFX came out with their Voodoo card which could run GLQuake and 3D gaming was never the same.

    7. Re:Classic quotes by ereshiere · · Score: 1

      Oh yes, I remember--after much research, I got a Voodoo2 for my PII/350 in 1998/99. What truly made the card worth the $180 I spent on it was UltraHLE. Playing Mario 64 with graphics even better than the Nintendo version (not to mention freezing) was a wonder to behold.

    8. Re:Classic quotes by Robotron23 · · Score: 1

      Absolutely; apologies for that mistake. An intriguing aspect of Quake I is the sprites - they are crafted in full 3D, and it appears ID put much emphasis and precedant on the said sprites. There was a truly fearful air about the chainsaw wielding ogre and the eerily groaning zombies - something which intrigued me for a long time (longer than pre-TES Oblivion nearby details in terms of terrain quirks and items) were the hanging corpses from the walls.

      These instiled a macabre fascination - especially when they twitched in grotesque fashion. We can see an evolution of this process in more modern games like the Call of Duty or TES IV - each take the 3D sprite models and elevate to a level where the player is forced to take note. GPUs are of course necessary to truly reap the effects beyond the older Quake series but it is a hugely important part of gameplay today.

      Who didn't get a kick when your first zombie in Oblivion flew back into the air immolated after being fireballed? Or when a similar enemy was flung to the ground by a well aimed arrow? ;)

    9. Re:Classic quotes by beebware · · Score: 1

      As a late 80's/early 90's programmer, I learnt 3D programming without GPUs and I still can't get my head around the fact that nowadays we *neeeed* graphics cards - I managed quite well to do some damn good 3D all in assembler (hell, some quite good stuff in Basic!) - and that was just a week after I learnt the calculations for 3 dimensional geography in a 2 dimensional plane (and that's about all I can remember now :( ).

    10. Re:Classic quotes by rvw14 · · Score: 1

      I remember my 1st Voodo 1 card, with a whooping 4 megs of video ram. The card was a pass-through where you had a connector from the main vga port to the card, then from the card out to the huge 15inch screen I had.

    11. Re:Classic quotes by PhrostyMcByte · · Score: 2, Informative

      My first 3d accel card was a Diamond Voodoo Banshee. Top of the line card, for $150. Playing GLQuake with it was incredible.

    12. Re:Classic quotes by Robotron23 · · Score: 1

      Then 3DFX came out with their Voodoo card which could run GLQuake and 3D gaming was never the same.

      True - it is strange really; from the 1998-2000 era it is hard to recall individual fascinations post-initial 3D situation. It is mainly the small details that capture the mind; things such as flame effects; water in pixelated droplets from Lara Croft post-swim; the sky backgrounds of Counter-Strike and Quake III; the intuitive low polygon rendering of varying terrain fixtures - TR II's take on Venice (as in Venice, Italy not the AMD CPU) springs to mind. Freeman's crowbar; headcrabs; massive scripted explosions and well coded military AIs.

      It was all a process of easing in - 3D was originally unspectacular except in some cases; of Duke Nukem 3D and it's tongue in cheek flashiness, Wing Commander IV's ambitious filmed sequencing; Blade Runner's haunting atmosphere etc. It was only later that the many perfectionist quirks were additioned - it has become something of a fond familiarity now, what with the tiny details applied to TES and Star Wars canon; small items strewn across environments and so on.

      In 2016 when Quake hits 20, no doubt we'll all be playing near-unimaginably dazzling games and recalling the now-quiant factors observed in TES Oblivion or in RTS games like Civ 4.

    13. Re:Classic quotes by Denny · · Score: 1

      Yeah, I think the first graphics card I bought was a Millenium II. Nice card for 2D work.

      My graphics card in this machine has about 6 times as much memory as my PC did back then :)

      --
      Police State UK - news and
    14. Re:Classic quotes by TheRealBurKaZoiD · · Score: 1

      I remember having to daisy-chain my voodoo rush with my diamondmax 3d card, so I could run 2d & 3d.

    15. Re:Classic quotes by demonbug · · Score: 1

      Heh, my first experience with 3D hardware was the Matrox Mystique my brother bought. Brought it home, couldn't get MDK to run decently, went back out the same day to get a Voodoo. The translucent rosy-pink-orange platforms from MDK are the first thing I remember really being impressed by in terms of 3D accelerated graphics.

    16. Re:Classic quotes by twitchingbug · · Score: 1

      In 1995 I bought a Pentium 133 with 32 megs of memory. The processor cost me i think $800 and the memory about $900. My friends still tease me about it to this day.

      I later upgraded to a P166MMX and bought a Canopus Pure3D which was a ton cooler than any other Voodoo card cause it sported 6 megs of texture memory rather than the standard 4! Woo hoo!

      Also it was a good thing cause I was in college in those days, and had a 10mbit pipe to the outside world. Not to mention one of the most popular DM servers was sitting on our hall. I would get ping times of 7-10ms. :P

    17. Re:Classic quotes by SoLoatWork · · Score: 1

      The fondest memory I have re: the early GPUs was popping in my Diamond Monster 3d (4mb ram voodoo1 chipset) and starting quake. I nearly fainted. Never before and since has a hardware upgrade completely blown me away like that. Man, the walls were bi-linear filtered! No longer was there giant pixels when you got close to a wall, but a pleasant bluriness. :) Wow. All I can say is Quake/id started the GPU industry, and I will also forever remember this revolutionary game for the virtual worlds it created. Don't forget the full TCP/IP client/server model that was included with Quake as well. This created a vibrant online community and a whole ecosystem of clans, server browsers, web sites, mods, that many take for granted today. Online (internet) gaming was all hacks up until that point (not truly tcp/ip but ipx/spx hacked to work over the net, etc). Perhaps this is what was so special about Quake. It was truly revolutionary in both it's graphical technologies but also the networking tech. I'm glad I spent my teenage years playing it all night. =) For those levels became real worlds when populated with friends, and I get choked up just looking at screenshots... Shout out to everyone who played QWCTF!

    18. Re:Classic quotes by IntlHarvester · · Score: 1

      "Still have 486? Get a Pentium immediately!"

      Hah - we did that one better and commodeered a brand new Pentium Pro 200 at work for Quake purposes. With an SVGA driver, you could crank up the resolution to an amazing 1024x768x32. It was beyond amazing at the time.

      --
      Business. Numbers. Money. People. Computer World.
    19. Re:Classic quotes by Smoke2Joints · · Score: 1

      I have a Voodoo2 right here in a box, waiting for me to build some poor underspec'd PC for some 90's nostalgia.. best video card EVER!

    20. Re:Classic quotes by SpectreHiro · · Score: 1

      he vodoo1 is what brought true fast 3d performance. I think nvidia was coming out with the tnt at the time but I am not too sure as 3dfx was all the craze then.

      If memory serves..... At the time (~1996), 3dfx's closest competitor was the Rendition Verite. Not a bad card, actually. 3dfx had much better marketing, though - Rendition never really figured out what they were doing in the marketplace (sort of like 3Dlabs, but without the professional line).

      nVidia was late to market, bringing out the Riva 128 in 1997 - it was notable for having a full OpenGL implementation, but was an otherwise overlooked product. nVidia didn't start challenging 3dfx's market dominance until the time of the Voodoo3, which was contemporaneous (roughly) with the TNT2. The TNT2 was a compelling product with 2d/3d integration, full 32-bit color support and (as with earlier nVidia products) a complete OpenGL implementation. Not only was their 2d better than what 3dfx was producing with the Banshee and Voodoo3, the picture quality and color vibrance in 3d was also superior (IMO).

      Ultimately, the end of 3dfx was a tragic one. The company that almost single-handedly launched the 3d accelerator market fell by the wayside because of their inability to evolve and keep pace with the competition. Back in 1996, who'd have thought that a mere 10 years later, 3dfx would be a footnote in graphics history?

      --
      You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
    21. Re:Classic quotes by Anonymous Coward · · Score: 0

      Actually, apple had a 3d graphic accelerator card (a real gpu) out in 1995 and it was all the rave at the '95 siggraph. it was based on the now defunct quickdraw 3d infactthe first all 3d no 2d sprites game was programmed for it it was called "weekend warrior" if memory serves... anyway apple axed it with the return of jobs i think ~1999-2000

      also you might wanna check out quesa, it would translate highlevel qd3d instructions to opengl..

      intresting history there indeed... heres a fun article for old times sake...

      http://www.mactech.com/articles/develop/issue_24/t ruffles.html

      -Simon

    22. Re:Classic quotes by SpectreHiro · · Score: 1

      (I don't recall if the S3's Virge 3D decelerator was out, yet, but it wasn't supported and pretty useless either way).

      Ahhhh, the S3 Virge. How fondly I remember the world's first 3D Decelerator Card. I seem to recall it facing stiff competition in the form of the ATI 3D Rage Pro. Those were the days... sigh.

      --
      You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
    23. Re:Classic quotes by SpectreHiro · · Score: 1

      Ignore my bolding. I completely missed that you made the same joke. Today's excuse is... Low blood sugar? :)

      --
      You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
    24. Re:Classic quotes by ross.w · · Score: 1

      Quake 2 had an OpenGL mode that used a 3D accelerated card. It was a bit buggy, but it looked heaps better than software rendering. Also for the original Quake there was GLQuake, if you could get it to run. The nice thing is, both of them work well on Linux.

      --
      If my call is important, why am I talking to a recording?
    25. Re:Classic quotes by Eil · · Score: 1

      Those were the days - further I can recall back to is the Voodoo 2, anyone have any further fond memories of the mid 1990s GPU situation?

      Oh yes indeedy. I had a Packard Hell Pentium 100MHz and after discovering QuakeWorld, bugged my mom ruthlessly to get me a Canopus Pure3D video accelerator. That card was the only thing I got for Christmas that year. (This is all going from memory, so nobody shoot me if I've gotten some facts wrong. Better yet, just correct me.)

      Not long after Quake was released, id (or some trusted source close to the employees at id) produced a variant called GLQuake that utilized OpenGL acceleration on hardware that supported it. I do believe at that time such video hardware ran upwards of $2000 and was accompanied only by high end SGI workstations and the like. But Quake still looked damn cool on them things.

      Then the 3Dfx Voodoo chip came out and all hell broke loose. Suddenly, extremely powerful and affordable 3D acceleration was available to the unwashed masses. The Voodoo chip and GLQuake single-handedly started the 3D-accelerated FPS revolution. The interesting thing about the Voodoo chip is that it did not do any 2D graphics modes. For those who weren't around 3D gaming at this point or may have forgotten, there was actually a pass-through cable that connected between your old 2D VGA output and into the accelerator card. When not playing a 3D game, the card simply piped the 2D graphics through the accelerator, bypassing the Voodoo chip. When you launched Quake or any other 3D game, the Voodoo chip cut off the 2D signal to send its own to the monitor. Crazy, but it worked and it's probably one of the main reasons that the cards were so cheap. Oh, and the Voodoo had exactly one output resolution and color depth: 640x480x16k.

      Now back to the Canopus Pure3D. The Pure3D, in its day, was the cadillac of Voodoo cards. If I recall, every single Voodoo card on the market had 2MB of framebuffer and 2MB of texture memory. The Pure3D had 4MB of texture memory, but the only game that could take advantage of it was Quake. (Every other game developer hard-coded their games to use only 2MB of texture memory due to the sheer volume of 2MB Voodoo cards on the market. id has always let you tweak everything.) The Pure3D also had a video-out jack, something unheard of on such a cheap card. But obviously it only worked in "3D mode," so it wasn't really all that useful. Few people would buy a 3D card capable of displaying high-resolution graphics only to display them on a crappy low-resolution TV.

      Ah, the wonderful days of yore where I'd spend entire weekends playing QuakeWorld with the Team Fortress mod over 33.6 dialup. When I wasn't gaming, I was browsing Blue's News or Planet Quake. The Pentium 100 and Pure3D combo couldn't quite handle Quake II all that well, but I was still quite happy enough with good old Quake for at least a couple years.

    26. Re:Classic quotes by Anonymous Coward · · Score: 0

      No GPUs in the mid 1990s?

      3DFX?
      Rendition?
      Creative 3D Blaster?

    27. Re:Classic quotes by Anonymous Coward · · Score: 0

      Graphics I remember owning in the 1990s include several S3 ViRGE cards (PCI), a Diamond Stealth with I believa an ATi Rage chip (PCI), an original ATI All-in-Wonder (PCI), several Trident TVGA and 3DImage cards (Various ISA, PCI, and my first AGP card), a Genoa SVGA card (ISA) a Cirrus Logic VGA card (ISA) and my pride and joy in those days a Creative Labs Graphics Blaster RIVA TnT2 PCI with a whopping 16MB of VRAM on it coupled with a VooDoo1 card with an additional 8MB installed. This PC included a Pentium MMX 233 CPU, 40MB of SDRAM memory, the aforementioned graphics combo, a Turtle Beach 4-channel PCI soundcard as well as an ISA Soundblaster Pro, a 52x CD-ROM, both 3.5 and 5.25 inch floppy drives (the 5.25 to load Commodore 64 and Apple II games for emulators), 56K modem, 17-inch monitor (huge in those days) and a home built multi cartridge reader unit that would read Atari 2600, NES, SNES, and Genesis cartridges. This PC dual-booted Redhat Linux (can't remember version) and Windows 98SE. I actually managed to keep this system viable and actually competitive with more modern systems (at least for what I was doing) until late 2000 / early 2001 when I finally sold it.

    28. Re:Classic quotes by nothings · · Score: 1
      There were no GPUs in the mid 90s, the Voodoo/Voodoo 2 didn't have GPUs, they were mere rasterizers. The first GPU was nvidia with the GeForce 256, Aug 31 1999. It took a long while for it to really catch on, since it's just as easy to do the 3d to 2d conversion in memory (CPU).

      "GPU" was a marketing term invented by NVIDIA for the GeForce 256, attempting to draw a line between hardware that supported T&L (transformation-and-lighting) in hardware, and hardware that didn't, to help sell their hardware which was the only one that did, even though as you say it didn't matter much. Bottom line, it's foolish marketing bullshit that caught on. We are all better served calling all hardware accelerators GPUs, not using NVIDIA's bogus definition.

      (Also, please strike your "in memory"; 'on the CPU' is correct, 'in memory' is not.)

      Given that all the lighting and shadowing in something like Doom 3 doesn't actually happen in the vertex processing (the "transform and lighting" stage), but in the per-pixel processing (what you call "rasterizing", although generally that has a more specific meaning), the distinction becomes even more foolish; a hardware accelerator with full support for Shader Model 3 in the "rasterizer", but no hardware T&L support, would do a far better job on modern games than a GeForce 256 would; it's just not the most important thing.

      AFAIK, the 3d geometry part of it is still mainly CPU based, you can't just send every polygon in the world up to the GPU and expect it to sort the shit out in a timely fashion. BSP trees

      This is pretty much wrong. With scenes of 100K to 1M triangles, generally people avoid having the CPU touch every triangle at all. BSP trees are so far out it's not even funny (although some engines may still use them for historical reasons, or for sorting transparent objects). Generally, engines determine what "objects" are visible in the scene (based on which way you're looking, and what large obstacles prevent you from seeing things beyond them), and then for each object tell the GPU 'ok, now draw this mesh'. (There are exceptions; shadow-volume techniques sometimes use per-polygon CPU processing, and some people may still do character-skinning/vertex-blending on the CPU, but for the most part people try to avoid doing this stuff because it cuts your triangle count way down.)

    29. Re:Classic quotes by spyrochaete · · Score: 1

      MDK freaking owns! I actually finished that game in software mode before realizing I had to run another EXE to run it in 3D! Doy...

      Aside from all the other awesomeness crammed into that game, that's the title that made me aware of the fantastic composer Tommy Tallarico who also cohosts the Electric Playground and Reviews on the Run TV shows.

  23. Revolutionary Game and GPL'ed Engine by aymanh · · Score: 3, Interesting

    Happy birthday Quake!

    And thanks to Id for releasing its source code under GPL, because of this, the game is still being played and mod'ed after 10 years of its initial release, check Tenebrae for example, which adds modern rendering techniques like per-pixel lighting and stencil shadows to the original game.

    --
    python>>> q="'";s='q="%c";s=%c%s%c;print s%%(q,q,s,q)';print s%(q,q,s,q)
    1. Re:Revolutionary Game and GPL'ed Engine by stratjakt · · Score: 2, Insightful

      What would be extra cool would be for them to release the original PAK files (ie; the full version game) for free, it can't be worth anything to them at this point.

      Tenebrae was what I was thinking of when I posted a link to DarkPlaces, but it's another good version of Quake with fancy new graphics.

      --
      I don't need no instructions to know how to rock!!!!
  24. Re:2 FPS? by fistfullast33l · · Score: 2, Informative

    Yeah I seem to remember playing quake in Windows 95 with those hardware specs. And someone was complaining about TCP/IP in that mailing list, but I seem to remember playing Quake over the internet on dialup. Fun times. I miss the custom Quakeworld skins myself. And I think there was AirQuake as well that rocked.

  25. Still have it... by Anonymous Coward · · Score: 0

    I still have the Quake CD that let you play the demo for free and you could call in with a credit card to unlock Quake, Doom with all it's expansions, and a couple of Wolfenstein 3D games. I also still have a floppy tucked into the case that cracks it to open up all those games.

    Notice no other company has done that since then?

    1. Re:Still have it... by stratjakt · · Score: 2, Funny

      Probably because about 8 people worldwide actually paid to unlock it. I know I didn't.

      I warezeded it, so kudos to the real heroes: CLASS.

      --
      I don't need no instructions to know how to rock!!!!
  26. Indeed by PhrostyMcByte · · Score: 2, Informative

    The single-player was fun, but the real accomplishment of Quake is bringing in the era of deathmatch.

    And it's still alive and.. well.. ok, so it's just twitching. I got this game the week it came out (wow, I was 10yo then) and havn't stopped playing since. Connect to oc9.org with your QuakeWorld client for some fun :)

    It's the arcade-ish physics meant to run on 10 year old cpus that differenciates the game from modern ones, and actually makes the game more fun to play. Your skill in multiplayer depends a lot on mastering the physics that will let you go 10x your normal speed if you let it (there is no spoon!). Be sure to check out QdQwav if you havn't already seen it.

    1. Re:Indeed by drinkypoo · · Score: 3, Interesting
      The single-player was fun, but the real accomplishment of Quake is bringing in the era of deathmatch.

      To me the major accomplishment was that it had co-op play. Unfortunately, it totally failed to usher in an era of co-op. Playing Quake with two or three people (or Doom for that matter - it's not like Quake was the first FPS with that feature) was just riotous fun. I have played Q2 with the co-op mod, but it's buggy. Or it was then...

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Indeed by PhrostyMcByte · · Score: 2, Interesting

      Yup, back with Doom the serial cable was god! The endless co-op games of Doom and Quake were awesome - no matter how many times you'd gone though the game, it was still fun if you had a buddy plastering baddies guts next to you. That ended with Quake, though. Quake 2's co-op felt somehow lacking.

      I wish ID would go back to their roots and stop making these single player tech demos :(

    3. Re:Indeed by plague3106 · · Score: 1

      I played doom over modem with a HS friend of mine. Unfortuntally we never got it to connect at 56k, so image doom at half speed. Also played heretic.... also great fun, especially when we managed to turn each other into chickens at the same time.. quite the deathmatch. Coop was just as fun as well.

    4. Re:Indeed by drinkypoo · · Score: 2, Informative
      Unfortuntally we never got it to connect at 56k, so image doom at half speed.

      56k modems don't support sending at 56k (or, actually, 53k as per the FCC.) They can only receive at that speed. I'm not sure if they can send at 33.6k, or if it's only 28.8k, but that's the peak, so they're not going to send THAT fast, either.

      Even when you do connect to a proper host device, like a PRI-connected Ascend Max box or something, you don't get to send at 56k. You send at 33.6kbps IIRC, and receive at 53k. Again, these are both maximums. You'll probably never see a perfect connection in your life, statistically. Certainly I haven't.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    5. Re:Indeed by burnin1965 · · Score: 1

      "I wish ID would go back to their roots and stop making these single player tech demos :("

      Doom co-op in the day was a blast, to get my fix today I run a Quake 3 Arena server with the Urban Terror mod and 8 bots on 2 bots in team death match so my friends and I can join up on the same team and do a little co-op bot slaughtering.

      If your ever interested Quake 3 Arena can be purchased cheap, the Urban Terror mod is a free download from urbanterror.net, and then look for the Bot Hell game server.

      burnin

    6. Re:Indeed by snuf23 · · Score: 1

      "The single-player was fun, but the real accomplishment of Quake is bringing in the era of deathmatch."

      I'd have to say Doom probably did that. At least I was heavily into online deathmatch gaming well before Quake was released. We used to play IPX games like this over TCP/IP using Kali. I had a friend with a whopping high speed ISDN line who used to host LAN parties. We'd hook up a bunch of computers and play against other people over the Internet. Doom and Duke Nuke'em 3D were the most popular games at teh time.

      --
      Sometimes my arms bend back.
    7. Re:Indeed by Machtyn · · Score: 1

      Check out Serious Sam. Get 3 or 4 people, put the game on Serious Mode and have some Serious enjoyment.

    8. Re:Indeed by donscarletti · · Score: 2, Interesting
      I remember back in highschool, every day we played quake co-op at lunchtime. We had 8 people playing through it on nightmare difficulty. Eventually we got to the point that everyone had an exact role to do and path to follow on each level. We managed to consistantly get through it in 40 minutes or so after a few months of doing it every single day. There's just something that co-op has over everything else, the level of screaming sitreps and orders across the room, the level of everyone thinking that they are elite SAS commandos. There is just nowhere else you can find that stuff, not even in Battlefield 2 (a damn good game though).

      I think the edge Quake had was it wasn't designed for coop, but had just enough coop friendly features (late arrivals doors etc) to make it still fun to play. That way we were able to exploit it, wait at certain doors, hit buttons in certain orders and split up into certain sized fireteams in places to thoroughly beat the system. Most coop games make the mistake of making the game linearly harder with more players, that is stupid because you don't feel your buddies are helping you, it would be no harder to be there on your own. If nightmare becomes easy in co-op, you owe a lot to your team and feel connected.

      --
      When Argumentum ad Hominem falls short, try Argumentum ad Matrem
    9. Re:Indeed by Onan · · Score: 1
      I wish ID would go back to their roots and stop making these single player tech demos

      But... those are ID's roots. ID has always been strong on tech expertise and engine optimization, and weak on content, visual design, and gameplay mechanics.

      The clearest (and most relevant to this discussion) example is the contrast between Quake and Marathon. Quake had some of the first genuinely 3d-modeled environments and characters, including some incredible details like specular highlights off even your own weapons; the underlying tech was astounding. But it also had extremely simplistic gameplay that rewarded extremely simplistic behaviours (run all the time and shoot all the time), very monotonous visual design, and not even the pretense of plot or backstory.

      Conversely, Marathon used 2d sprites for everything that moved. Rockets would always appear dead horizontal as they flew through the air, even if flying almost straight up or down. Running animations constituted cycling through a small handful of different sprites. And yet, it had incredibly fun gameplay mechanics that rewarded many different playstyles, the level design and visual style were brilliant, and there was backstory interesting enough to make you want to stop and read it even while under fire.

      I think that ID's decision to focus on making engines on which other companies can build their games was a fantastic one. Engine creation and game creation really are very separate skills, and there's no reason to expect or even want the same group of people to handle both. This allows ID to concentrate on what they do well, game designers to do likewise, and game players to get the best intersection of everyone's abilities.

    10. Re:Indeed by plague3106 · · Score: 1

      I've connected with others though, and the game played more or less as fast as it did if I was in single player. The connection was extermely slow.. half to a quarter speed when we were online.

  27. 10? by Anonymous Coward · · Score: 0

    Ten? What happened to Quake 5, 6, 7, 8 and 9?
    Is this like when they went from Doom 2 to Doom 64?

    Oh, you mean... never mind.

  28. Perfect time to re-install and re-play by shoolz · · Score: 4, Insightful

    I still play the original Quake. Nothing has every really come close to the "arcade-y" feel of Quake. The controls were tight, and the game was pure fun. I encourage you to honor Quake's 10 year aniversary by re-installing it and playing for an evening.

    Put it on nightmare, type +mlook into the console and let er rip. Not many games can be enjoyed 10 years after their initial release, but Quake stands above the crowd.

    1. Re:Perfect time to re-install and re-play by linvir · · Score: 1

      Our booty-lovin' friends in Sweden have an interesting tip for anyone wanting to play Quake. It's really interesting information - just visit their website and ask it a question about quake.

    2. Re:Perfect time to re-install and re-play by stratjakt · · Score: 2, Insightful

      Better yet, play it with this.

      --
      I don't need no instructions to know how to rock!!!!
    3. Re:Perfect time to re-install and re-play by SpyPlane · · Score: 1

      I completely agree. The gameplay was just so crisp. I felt that Quake 2 was the same way. Everything went downhill in Q 3 though. Quake 2 is still one of the fastest fps shooters around as far as multiplayer is concerned. If you can hang in a rail arena server in Q2, you can play anywhere.

      --
      "We need a fourth law of Robotics: Stop Fingering My Wife"
    4. Re:Perfect time to re-install and re-play by Anonymous Coward · · Score: 0

      I don't know. Check out Cube & its sequel, Sauerbraten.. They have a pretty good quake-type feel, IMO. Nexuiz isn't half bad, either.

    5. Re:Perfect time to re-install and re-play by Anonymous Coward · · Score: 0

      You might wanna check out Serious Sam.. It starts off kinda slow, but gets ridiculously intense .

    6. Re:Perfect time to re-install and re-play by shoolz · · Score: 2, Interesting

      Yes! Serious Sam : The Second Encounter (not to be confused with Serious Sam 2) was a fantastic game... A game I play at least once a year and would highly recommend to any fast-paced FPS fan. Played on 'Serious' difficulty, it's one of the toughest FPS games ever (but really fun!)

    7. Re:Perfect time to re-install and re-play by Eideewt · · Score: 1

      Cube and Sauer are good, as that AC says. Weak single-player, but the blazing fast multiplayer is a blast.

    8. Re:Perfect time to re-install and re-play by necro2607 · · Score: 1

      I just posted basically the exact same thing on another forum. I still play Quake 1 LAN games at my place when we have family gatherings.. it's still such a freakin excellent game.. ! In fact it's basically a required piece of software for every machine I own. Always one of the first things that gets installed, regardless of platform... ;) Yes, it is on my computer at work! ;)

    9. Re:Perfect time to re-install and re-play by Anonymous Coward · · Score: 0

      I'm sorry, but it never even left my machine. Q2 was too cartoony and not gritty enough. Q3 was too flashy with its bright hues.

      So where are the masters? Sujoy? Thresh? Killcreek? Kornelia? The Romero? Did I get those names right?

      Still have that clip of the match where the guy showed id why they should totally randomize the respawns.

      These young whippersnappers playing counterStrike? I doubt they ever experienced being stalked by a guy with a rocket launcher. I watch them play sojer and it is just painful how they could crawl around in deathmatch like that, it's almost like having 'Always run' still set to off. Go play DOA: Beach Volleyball, will yaz...

    10. Re:Perfect time to re-install and re-play by WWWWolf · · Score: 1
      I encourage you to honor Quake's 10 year aniversary by re-installing it and playing for an evening.

      RE-installing??? What the hell?

      -rw-r--r-- 1 root games 34257856 1996-07-12 17:31 /usr/local/share/games/quake/id1/pak1.pak
      -rw-r--r-- 1 root games 205 1997-04-12 12:28 /usr/local/share/games/quake/config.cfg

      You see, it took a while before I got my Pentium. =)

      Datestamps are extremely hazy. =) I think I installed the DOS version, copied the stuff over to the Linux partition, and the rest of time I've copied the files over from disk to disk... =)

      Um, it's been used recently too. I just watched The Seal of Nehahra again, and have both QuakeForge and Darkplaces installed.

    11. Re:Perfect time to re-install and re-play by lendude · · Score: 1
      Yep - you got those names right :) Sujoy still plays (Q4 now) and set up the site ESReality, Thresh has the Firing Squad site and also a game browser, Killcreek (Stevie Case) works for a game dev maybe, Kornelia a little while back was doing a 'Play against a Legend' style thing at some big LANS (Quakecon?), and The Romero is 'Someone's Bitch' jk.


      I still remember watching demos with the first gen players: guys like sCary, Polish, Giggler: great memories. Might have to hunt around on the old drives to check out some demos.

      If I recall correctly, the swedish(?) player Ettu was responsible for Carmack coding in random spawns: he saw a demo of Ettu giving (I think) Hellrot a spawn spanking in a DM2 match, branded him as 'evil' and did the recode :)

      --
      "Get off the cross - we need the wood" - Tori Amos
    12. Re:Perfect time to re-install and re-play by lendude · · Score: 1
      Correction re: the above random spawn coding statement I made. Below is a quote from http://www.clanberries.com/misc/quake_history.htm which explains the history of this:


      Scottish Quaker QL-Ettu goes on an American server (Clan 311 server) on May 27th, 1997 and destroys all the players he faces on DM4 by using sequential respawns to his advantage. John Cash from id Software is watching and is amazed by what he is seeing. Four days later, a new Quake and Quakeworld server code update is released with random respawns implemented. This will quickly become the standard for all future deathmatch style games".

      --
      "Get off the cross - we need the wood" - Tori Amos
    13. Re:Perfect time to re-install and re-play by clarkc3 · · Score: 1
      Left out a few of the other great quake players - heck, of all those Thresh was the only one considered great - the rest of those were merely 'above average'. Coming up with a list of great players, you cant leave out guys like Reptile, KurtZ, Honus, Kleitus, B2, Thorn - heck I can run off a list of 20 more of the great Quake 1 players if you want.

      Most of the Tournaments once it had been out for awhile pretty much ended up being Legends (Thresh, B2, Killjoy, etc) vs Clan Gib (Kurtz, Honus, Gunpwdr, etc) with Postal, Ruthless Bastards, Xtremre Predjudice, and Nightbreed all doing pretty well usually - bunch of other clans that were decent as well and consitantly played good

      The no random respawn brings back memories - it was fun running around on DM6 never letting them have a chance to do anything

  29. 88mph by linvir · · Score: 4, Funny
    I was about to post a reply in that thread, you know, to send a message back and boast about how good our computers are here in the future or something, but apparently...
    Sorry...
    You cannot reply to this topic because it is more than 30 days old or has been closed by a moderator.
    Please return to the main page.
    And I was gonna get so much cred with my 'amazing' Pentium III laptop... anyone know when Google will be implementing this feature?
    1. Re:88mph by Eric_Scheirer · · Score: 1

      Just wanted to mention that I *did* post in that thread (well, a closely related one, anyway). Thanks.

    2. Re:88mph by Inda · · Score: 1

      There are a few ISPs who offer free Usenet (newsgroups) access. A list can be found here: http://www.usenettools.net/ISP.htm

      There are plenty of free clients around too. A free entry client called GrabIt can be found here: http://www.shemes.com/

      Happy posting.

      --
      This post contains benzene, nitrosamines, formaldehyde and hydrogen cyanide.
  30. 3.25" floppies by artemis67 · · Score: 5, Funny

    Basically, you had to buy some 3.5" floppies and then trim .25" off of one edge with the scissors before they would fit in the vending machine.

    1. Re:3.25" floppies by aquabat · · Score: 4, Funny

      Don't trim the side with the write-protect tab.

      --
      A republic cannot succeed till it contains a certain body of men imbued with the principles of justice and honour.
  31. Re:blah blah by linvir · · Score: 1
    -1, Troll
    Proof that you don't have to RTFA to get mod points. At the very worst, that post deserved to receive no moderation in either direction.
  32. Re:2 FPS? by joshsisk · · Score: 1

    Really? I thought it required a Pentium to run. I remrmeber my 486 66 was not able to run it.

  33. Re:2 FPS? by drinkypoo · · Score: 1

    I too played Quake on a 486, mine was a DX33! I played at 320x240 with most options disabled. It was slowish but playable. And yes, Quakeworld was entirely playable and responsive, even with a shitload of players on the server, if you used a modem. To this day no FPS appears to have the quality of prediction code that Quakeworld did.

    --
    "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  34. Next you'll be telling kids to get off your lawn by Sycraft-fu · · Score: 5, Insightful

    Seriously, what is it with the grouch crowd on Slashdot that lvoes to hate on any game newer than 1980s? Look man, I'm big on old games, really big. I play onld NES and SNES games all the time, I've worked hard to get my DOS emulator working well on XP-64 so I can play X-com, Castles, Darklands, Epic Pinball and such. I really enjoy classic gaming. However, I play new games too, and let me tell you, there's been major improvements.

    There are plenty of great new games, if you haven't found them it is because you are being willfully blind. Some are nothing more than updates of old games, but wonderful ones at that. Civilization 4 is a good example. As the name implies it's the 4th in the series. Each game is just the old one made anew. The fundimental premise of the game doesn't change. However each one is a worthy successor. The gameplay and mechanics take a huge step up, as well as graphics and sound. Some are more orignal, such as Knights of the Old Republic. Jedi Knight meets NWN.

    Also, I think you'll discover that if you take off the rose coloured glassess of memory you'll find that many of those great old games, well, aren't. I've found that games that I just loved as a kid are not nearly as good now. I remember how tought Final Fantasy used to see, how a group of us would get together on the weekends and play it as a team. Now it's trivial, formulaic even. If enemy if type X, do strategy Y, etc. Still cool, but no comparison to, say Baldur's Gate 2. Of course I doubt I'd have liked BG2 as a kid, too high level, too much reading.

    So please, let's stop with this "new games don't bring anything to the table". Yes they do. They aren't all great, of course, but you would be positively amazed at the utter crap released for old systems. Ever play Captian Novilon? I thought not, it was an SNES game about diabeties. Yes really. A huge pile of shit and it's just one of a massive list.

    There are plenty of new, good games. There are plenty of resources to help you find them, or you can ask on Slashdot. However if you can't find any good modern games, the problem is not the state of games, the problem is you.

  35. then came ctf by hxnwix · · Score: 1

    where the flags were keys, runes were runes and men got fragged. Then came madhouse ctf. Which I still play, to this very day.

    1. Re:then came ctf by hxnwix · · Score: 1

      Arg. Make that creeper ctf. RIP, madhouse (the late best creeper server).

  36. Descent. by KDR_11k · · Score: 5, Funny

    I grew up on Descent instead of Quake. Now I'm immune to motion sickness.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
    1. Re:Descent. by drugar · · Score: 1

      I didn't to, then on Descent 2, however Descent 3 gave me horrible motion sickness. i never got that...

    2. Re:Descent. by Eideewt · · Score: 1

      Hell yeah. Still play it to this day (I've literally played already today). 6dof shooters > all. Except maybe Thief, which is about equal.

    3. Re:Descent. by snuf23 · · Score: 1

      I used to play head to head modem mode with a friend of mine. After about an hour he'd have to quit due to nausea.
      Great fun but extremely disorienting at times!

      --
      Sometimes my arms bend back.
    4. Re:Descent. by Anonymous Coward · · Score: 0

      I learned not to drink or smoke *before* playing that game :)

    5. Re:Descent. by mrorange764 · · Score: 2, Insightful

      im not old enough to remember the original quake but me and my buddies would play descent 3 on the computers at school at lunch (it was one of the good games that we could find that would run on the school macs) and once you got that bugger running with 16 players it was just pure insanity bottled up into something that would make the newbs run screaming at the sight of the entire world spinning around with missles whizzing by their faces. it was magic

      --
      "and thats all i have to say about THAT" -2 the ranting gryphon
  37. Re:blah blah by stratjakt · · Score: 2, Insightful

    blah blah blah slashdot mods are fags blah blah blah everybody knows this blah blah blah karma is just a game to play blah blah no meaning blah blah blah kiss some linus ass and get your karma back blah blah browse at -1 for the good comments blah blah

    --
    I don't need no instructions to know how to rock!!!!
  38. Really? by vertinox · · Score: 1

    Damn I feel old.

    I remember downloading Quake on my brand new Pentium 133 with 32mb of ram laptop on an ultra fast 56K modem!

    I remember getting fragged all the time by ISDN guys though because my crappy connection, but then I went to college and got a T1, but by then Quake 2 came out and the fun happened all over again.

    --
    "I am the king of the Romans, and am superior to rules of grammar!"
    -Sigismund, Holy Roman Emperor (1368-1437)
  39. Scary... by Chicane-UK · · Score: 1

    Just another bit of remeniscing but I can barely believe it was 10 years ago that me and a group of friends used to stay behind after class in college in the most powerful computer room in the college, with the lecturers blessings, to fire up Quake and frag for a few hours. Both on the LAN and over the net cause back then the place had a relatively fast internet connection!

    Oh those were the days!

    --
    "Hey! Unless this is a nude love-in, get the hell off my property!!"
  40. Re:Next you'll be telling kids to get off your law by arivanov · · Score: 4, Insightful

    There is nothing wrong with the slashdot crowd.

    In fact everything is right with the slashdot crowd.

    The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped.

    And that has not happened. The monsters in the newer quakes, dooms and the likes are as daft as in the original. There is no random or even pseudorandom level generation.

    It is the same old grind. Granted it is with very fancy visuals, but in 10 years I would have expected the industry to come up with something moderately more engaging.

    So the slashdot crowd is entitled to bitch and it surely does.

    When it is not engaged playing Nethack. Where the f... did that storm giant go... I need to kill it and eat it as I am missing the intrinsic...

    --
    Baker's Law: Misery no longer loves company. Nowadays it insists on it
    http://www.sigsegv.cx/
  41. Re:2 FPS? by PFT_Twist · · Score: 1

    I ran it on my dx2/66 with 8 mb of RAM. It worked but a pentium wörked a lot better. ;-)

  42. Re:2 FPS? by Black.Shuck · · Score: 1

    No, it was playable on a 486 DX2/100 with 16 megs of RAM.

    Back in college there were two computer rooms next to each other: One with 486 DX2's running at 66MHz with 8 megs of RAM, the other with 100MHz machines. If you were lucky you'd get around 5-10 FPS on the 66s. Needless to say, the second room experienced a sharp rise in popularity at lunchtimes. :p

  43. Re:2 FPS? by SnowDeath · · Score: 0, Flamebait

    It did - those people above that claim to have run it on a 486 are ass-faced liars. Period. It requires an FPU which 486's simply don't have.

  44. blah blah stupid mods blah blah RTFA blah blah by spun · · Score: 2, Informative

    This is funny in the context of the article. RTFA before you mod, m'kay?

    --
    - None can love freedom heartily, but good men; the rest love not freedom, but license. -- John Milton
  45. Re:2 FPS? by MrZaius · · Score: 1

    Verisign. 2400 baud asynchronous modem included.

    POS systems rock!

  46. Re:2 FPS? by Myself · · Score: 2, Informative

    And a lot more playable on a 486DX40, also with 8 megs. The difference is that the DX2/66 clocked its bus at 33MHz, whereas the 40 was a real 40MHz bus. I was running a Trident 9400CXi in a VLB slot, and while only rated for a 33MHz bus, it did fine at 40.

    Since the video card wasn't doing any of its own processing, moving the CPU-->Video data as fast as possible was the best thing you could do for that game. And you didn't need gobs of RAM either, if your hard drive was also sitting behind a fast VLB controller.

  47. Re:Next you'll be telling kids to get off your law by irc.goatse.cx+troll · · Score: 5, Interesting

    Name one thing that is in an FPS game that isn't in current quakeworld engines. Note that quakeworld has been opensourced for a long time now and has had time to evolve purel based on peoples desire for a better engine, no desire to try to be able to sell polished crap. Whether you're a visual junkie(Specular lighting, 24bit textures, Luma textures, Bloom lighting, Weather effects, Per pixel shadows, particle explosions/trails, etc), a Tech junkie(MD1/2/3 model support (thats quake1 through quake3 and everything between), BSP1/2/3 (Again, q1-3 and every game based on it), PK3 support(the compressed archive q3 uses to store its files), even so far as to support Quake3 QVMs, which is pretty much a .dll that is the entirety of a mods game-code, Direct encoding from ingame to an avi (xvid+mp3), etc)

    And then theres the stuff for gameplay. Fully customizable hud. Arbitrarily re-coloring text(makes for good teamplay scripts), Regular expression triggers for console text(so you can match "someone stole your flag!" and play a sound for example), TCL scripting(I don't like it, but to each their own), Advanced scripting (if/then blocks, variables, math), etc.

    It's not that games havn't improved since 1996, its that while companies are busy trying to add a few new features to their engines so they can hype it up, we've all been sitting here playing with the best christmas present anyone ever got us--Quake's source.

    Of course I only focused on the engine (whats important-- as a good mod has its balls cut off by being on a bad engine), but for gameplay just look at stuff like CustomTF, RocketArena, MidAir, ClanArena. For that matter, I've yet to have a better co-op experience than quake right out of the box.

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  48. Re:2 FPS? by Vampyre_Dark · · Score: 0

    You needed a 486 with an FPU. Intel 486s came in two flavours, SX and DX. The SX models lacked an FPU.

  49. Need for Speed by SnailNobra · · Score: 0

    I convinced my dad that we needed to get a Voodoo 2 at Best Buy for the sole reason of being able to play Need For Speed. Everything went from lame solid colors to fully textured amazingness. We coupled that with a drop in 200 Mhz overclocking chip and that damn Packard Bell lasted us a good 5 years!

    --
    Nihilism means nothing to the dancing peasants
    1. Re:Need for Speed by Robotron23 · · Score: 1

      Driving the Dodge Viper in NFS down the desert track was as great experience then in early 3D as it likely is now in an Arizona desert. It all felt so "real" - car rendering was, and is, leagues ahead of other fields in terms of 3D. It was oddly new back then - with all the racing sequels we get today the magic has faded slightly; but nothing beats cruising your Lexus, Porsche or Chevy Corvette at 250km/h past the opposition! ;)

      The Voodoo series is oft-underrated in its adeptness at bringing 3D graphics to the forefront of home PC gaming; this was before Nvidia really took hold, and ATI was relatively distant in terms of market share. Though there is still a core community of fans - somebody linked a story here from Slashdot after Doom 3's release about a guy who downgraded the game to the point where it could run smoothly on two Voodoo cards; a decent accomplishment.

    2. Re:Need for Speed by SnailNobra · · Score: 0

      I ransacked my parents house a few weeks ago looking for spare computer parts from college and found my self the old Voodoo 2; been tempted to put it in an old frankenstein box again.

      --
      Nihilism means nothing to the dancing peasants
  50. Re:Next you'll be telling kids to get off your law by nuzak · · Score: 1

    > Civilization 4 is a good example. As the name implies it's the 4th in the series. Each game is just the old one made anew. The fundimental premise of the game doesn't change. However each one is a worthy successor. The gameplay and mechanics take a huge step up, as well as graphics and sound.

    Civ4 may not be the best example: the last two games haven't approached the production values of Alpha Centauri, which was crammed full of jaw-dropping cutscenes, eerie music, intelligent quotes (some fictional, some historical) for every building and tech, and an actual story. All Civ4 has given me is classical music and cheap-ass 3d renders playing on bink video that skips and stutters when played off the HDD and not the CD. It uses a 3d engine but doesn't even let you free-rotate the map. And of course it has the same damn story and virtually the same mechanics. At least Call to Power and CTP2 had the guts to tinker with the core game ideas, and didn't stop human progress somewhere in the 1990's.

    Here's my bold prediction for Civ 5: exactly the same damn game with incremental graphics improvements and minor gameplay tweaks. It's just not worth $50 to play it all over again.

    I know there have been awesome games since the 90's and they continue to be made (I submit the 80's were about coin-op action) but the retreads (and that most definitely includes Quake) just aren't all that appealing anymore.

    --
    Done with slashdot, done with nerds, getting a life.
  51. Re:2 FPS? by fred_sanford · · Score: 1

    omg! I had forgotten all about ActionQuake. I played that as recently as 2001. Ran as smooth as butter on anything and the action was even more fast paced than CS. Given the shear number or skins (we played all the bots as R2D2) and maps available (some quite creative) it might be my favorite FPS (given the nostalgia factor).

    Side Note: But I won't resign myself to the waxing curmudgeon. While, imo, FPSs haven't gotten too much better over the years (save for BF2), RPGs have by far advanced.

  52. Re:2 FPS? by plague3106 · · Score: 2, Informative

    Um, bullshit? 486s did have the option of a FPU. I had a 486DX (which means I had an FPU). Was rid of it by the time Quake came out though, so I can't say if it played ona 486... but if it couldn't it certainly wasn't because of lack of an FPU.

  53. Quake beta by Kedjoran · · Score: 3, Funny

    Ah, Quake was a classic. My brothers had gotten their hands on the beta version of it before it had been released. The Twist? It had no enemies in it. Imagine how fast it became boring.

    1. Re:Quake beta by Anonymous Coward · · Score: 0

      quake1 beta:
      I think there was a command to turn on 1 enemy which would then kill you. I think it was all in dm1, no?
      There was also a way to turn off textures, etc.

    2. Re:Quake beta by demonbug · · Score: 1

      I played that - no enemies, but multiplayer worked! My intro to Quake was getting my ass handed to me on the test maps by my brother on our home network (coax, baby! Damn, where the fsck did that other terminator go...).

    3. Re:Quake beta by gh5046 · · Score: 1, Funny

      > Imagine how fast it became boring.

      Probably about as fast Doom III became boring after its retail release.

    4. Re:Quake beta by limabone · · Score: 1

      From what I remember you could load up some file in a hex editor to conjure up some monsters. Very buggy, but it did work. I remember there was a reference to a dragon in the file which didn't make it into the final game, plus I think there was something called a 'tar baby' which thankfully didn't make it either.

      QTest was very cool though...you could even get it running on multiplayer but it was somewhat difficult.

    5. Re:Quake beta by Anonymous Coward · · Score: 0

      I can recall hosting deathmatches on the beta from my dorm room at college. I don't remember if you could change these parameters in the final version, but in the beta you could change things like gravity. I remember one session where I'd made the gravity really low, so everyone was running around and jumping in huge leaps and bounds. In that small map, there was one section with a couple of platforms on the upper level with a gap between them. Down below was a lava pit. With the low gravity, jumping over the gap was a breeze. Best time I had in those deathmatches was moments after I changed the gravity back to normal, mid-game, and sat there watching multiple people try to jump the gap and fall to their fiery deaths.

      Good times. ;)

    6. Re:Quake beta by JahToasted · · Score: 1
      Yeah or you could set the gravity extremely low so that everyone's stuck on the ceiling, then put it up to the max and crush them to death.

      My favourite was the map where there was a button you could push to fill a room with lava. I'd just automatically push it on my way by, half of the time you'd hear someone else on the LAN yell out. Good times, good times.

  54. Re:2 FPS? by thopkins · · Score: 1

    It definately ran on my 486. I actually still have that computer and the quake shareware CD from back then and could prove it.

  55. Real Old School.... by Anonymous Coward · · Score: 0

    Real Old Schoolin' Quake was Qtest1 with the warezed Beam & Whiteside TCP/IP stack. Remember that fellow Old Timers? Shout out to #Quake on efnet.

  56. Mac by daeley · · Score: 0
    Hey, does anybody know when this is coming out for Mac?

    ;D

    --
    I watched C-beams glitter in the dark near the Tannhauser gate.
    1. Re:Mac by milatchi · · Score: 1

      I remember playing the Quake demo early 1998 on my 200MHz UMAX SUPERmac c500 (Mac clone).

      --
      Slashdot = -1 Redundant, Asperger, kdawson FUD, Libertarian, and Linux
  57. Quake Done Quick by Denny · · Score: 4, Interesting

    This seems like a good time to mention something I ran across again a few days ago - Quake Done Quick. These guys finish the whole of the original Quake, on Nightmare difficulty, in 12 minutes and some seconds. Incredible.

    Check it out: http://clanservers.multiplay.co.uk/?p=/ftpfiles.ph p%3Fpid%3D%26fid%3D953 (BIG .avi)

    --
    Police State UK - news and
    1. Re:Quake Done Quick by ewhac · · Score: 1
      If you have an installation of Quake laying around, download the demo files and run it directly on your machine. That way you can have arbitrarily high resolution and frame rate, rather than a grainy AVI.

      Also, if you have the add-on pack "Scourge of Armagon," they complete that game in 666 seconds. It also has production values, with vocals and added "machinima" clips. The whole thing is worth it for the one move that triggers the vocal, "The Levelord is impressed!"

      Great stuff. I wish I was 1/10th as good as those guys...

      Schwab

    2. Re:Quake Done Quick by Tibor+the+Hun · · Score: 1

      You might like some of the other speed demos:
      http://speeddemosarchive.com/gamelist/FullList.htm l

      I like to watch them if I get bored with playing a game.

      The doom3 demo is on par with the movie.

      --
      If you don't know what AltaVista is (was), get off my lawn.
  58. Re:Next you'll be telling kids to get off your law by Fjornir · · Score: 1
    There are plenty of great new games, if you haven't found them it is because you are being willfully blind. Some are nothing more than updates of old games, but wonderful ones at that. Civilization 4 is a good example. As the name implies it's the 4th in the series. Each game is just the old one made anew. The fundimental premise of the game doesn't change. However each one is a worthy successor. The gameplay and mechanics take a huge step up, as well as graphics and sound.

    Wow. I can't believe you called out Civ 4 as your example. You must be the one person who actually likes this game. MAJOR step backwards, the worst Civ ever -- and given how bad CTP was, that's saying something.

    Civ4 introduces: a bland and uninteresting religion system, gamebreaking changes to settler production, gamebreaking changes to production rates, gamebreaking changes to the corruption system, a terrible rock-paper-scissors combat system, an unfortunate attempt to put an experience system on units, a culture system which should have failed the sniff test, and then to put a cherry on this shit sundae a gorgeous 3D view that makes the map more difficult to read than in any civ game before.

    I'll stick to Alpha Centauri or Civ3.

    --
    I want a new world. I think this one is broken.
  59. Ah, the good old days by nurb432 · · Score: 1

    Back when 'bloatware' wasnt even a word, and you could surf with out being bombarded wtih advertisements at every turn.

    Sure it was dialup but today 1/2 of our bandwidth is sucked up by garbage anyway.

    --
    ---- Booth was a patriot ----
  60. Attention, Mac users by Stormwatch · · Score: 2, Informative

    Quake and Quake II updates for Mac OS X --- Fruitz of Dojo.

  61. Google Groups by Vajra918 · · Score: 1

    Anybody else follow the 'aggravation' link. some posts made in '96 bitching about how quake could barely run on a 486... priceless.

  62. Re:Next you'll be telling kids to get off your law by Anonymous Coward · · Score: 0

    The stuttering was fixed for me on the latest patch... but yeah.

  63. I don't that is correct. by bickle · · Score: 1

    I don't think the account is correct. I was in the IRC chatroom where iD announced the availability of files, and it was in the afternoon. Perhaps the files were uploaded to multiple servers, then access was locked to the public until there were sufficient mirrors.

    1. Re:I don't that is correct. by necro2607 · · Score: 1

      I doubt the release of the files was known everywhere the moment it was mentioned on IRC. Stuff like that takes a while to spread around the net.

      Also, what time zone? ;)

    2. Re:I don't that is correct. by tambo · · Score: 1
      I doubt the release of the files was known everywhere the moment it was mentioned on IRC.

      Heh. I remember being on the undernet #quake channel the moment Quake 1 was released. Sheer madness... literally thousands of people just sitting on IRC waiting for news, with some top-level admins and an occasional id software employee popping in. Of course, the mods had to make the channel +m to keep order - and even then, the channel was filled with a steady stream of join and part notices.

      Of course, everyone was constantly hitting id's FTP site, looking for the file - nothing, nothing, nothing. Suddenly someone posted a message to #quake saying, "yo it is there fuckers" - and so it was...

      I had a log of that IRC session, but it got vaped in a hard drive crash. :(

      - David Stein

      --
      Computer over. Virus = very yes.
  64. Re:2 FPS? by Vampyre_Dark · · Score: 0

    The video card also made a big difference. We had two identical machines here with 486DX/66s and the one that had an addon videocard would get 10-15 fps more in doom, duke3d, and quake then the one with the usual crappy onboard card you got with a pre-assembled system.

  65. Re:2 FPS? by Craig+Davison · · Score: 3, Informative

    486DX - has an FPU.
    486SX - no FPU. (you could buy an add-on called a 487)

    This is not to be confused with the 386 series, which all needed a 387 to do hardware FP.
    386DX - no FPU. 32-bit wide external bus.
    386SX - no FPU. 16-bit wide external bus.

  66. You /still/ have 486? by ilyanep · · Score: 4, Funny
    blah blah blah only lamers have 486s
    blah blah blah blah blah...


    Still have 486? Get a Pentium immediately!
    You remind me of those people who complained
    that DOOM was slow on their 386 when DOOM
    came out the first time.


    Wow I love reading old technical newsgroups...
    --
    ~Ilyanep
    To get message, take amount of carrier pigeons at each stage mod 2. Then decode binary.
  67. Re:blah blah by PB_TPU_40 · · Score: 1

    Obviously you missed the... News for nerds. Stuff that matters. Cause frankly I think its freakin awesome that Quake turns 10 today / yesterday. That is SO news worthy. Just because you're too young to remember it, doesn't mean the rest of us don't appreciate it.

    --
    -PB_TPU_40 The trick to flying is to throw yourself at the ground and miss.
  68. Re:Next you'll be telling kids to get off your.. by Anonymous Coward · · Score: 1, Interesting

    Specially if you realize that today's multi-giga games don't offer much more, neither in fun, gameplay, and even content.

    to which the reply was:

    Seriously, what is it with the grouch crowd on Slashdot that lvoes to hate on any game newer than 1980s?

    There are plenty of new, good games. There are plenty of resources to help you find them, or you can ask on Slashdot. However if you can't find any good modern games, the problem is not the state of games, the problem is you.

    No, I think the original poster was correct in saying that new games don't offer MUCH MORE in gameplay. The operative term being MUCH, as newer games are improvments over the older classics they are based on, but how much better are they really? Are newer games fun to play? Yes. Are they higher resolution and have better frame rates? Yes. But beyond this what has really changed? What new game really breaks any new ground, concept or game play wise? Take Doom3 and Quake4 as examples, besides the flashy graphics (which require ever increasing investments in GPU cards), what has changed? They are both still 3D FPS games, where you find weapons and ammo then kill things. Sure, the graphics are MUCH better in Quake4 vs. original Quake. But is the game play really THAT much better? Has the game play evolved at the same pace as the graphics engines? No, I don't think it has. I play Quake, Quake3, and Quake4 on a regular basis (skip Quake2, nothing more than Quake with yellow lighting... yay). Game play wise they are all pretty much EXACTLY THE SAME! Yes, BIG differences in the graphics engines. When it comes down to it I prefer Quake3, as it offers the best performance to gameplay ratio I think. Quake4 requires a lot newer hardware, which I have and it runs great on my system, but Q3 is much smoother for LAN games.

    Most of the improvment in newer games is almost all graphics. While better graphics do help an already awesome game be that much better, you cannot base a new game on a flashy 3D engine alone. I play most of the good new games, and I enjoy doing so. How ever I have been saying the same thing the original poster was stating for many years now, new games are fun but it's been a long time since a game blew me away because of some radical new gameplay concept. And we are starting to reach a saturation point in regards to improved 3D gaming engines, sure more detail is always nice, but how much more do we really need? How many more pollys does my FPS d00ds gun really need, and will those extra pollys really make the game any more fun to play? I can already get well over 60 FPS in just about any game, and any thing beyond 60 FPS is over kill (your brain will NOT recognize much beyond this any ways!). So I fail to see where graphics are a bottle neck any more. Modern game devs have plenty of resources available to them. It would be nice to see a return to focusing on gameplay it self and less focus on pushing more pollys, frames, and more than the already rediculous 7.1 surround sound channels... Perhaps the one technical improvement that is still worth focusing on is the new ideas for hardware accelerated physics stuff... But how much longer does the game industry think it can get by with just rehashing the same old ideas on newer 3D engines and flashier textures? We need a revival in new ideas, not new game engines...

  69. Offtopic, I think not by Joebert · · Score: 0, Offtopic

    The relation comes from the late realization that Quake is 10 years old, & the Son in the skit still living with his parents.

    Funny maybe, Offtopic, I think not.

    --
    Wanna fight ? Bend over, stick your head up your ass, and fight for air.
  70. Re:Next you'll be telling kids to get off your law by LMN8R · · Score: 1

    Go play FEAR, then tell me that AI hasn't improved at all.

  71. Re:2 FPS? by PoderOmega · · Score: 0, Troll

    1) Find a 486DX/66 with 8 megs of RAM 2) Play Quake on it 3) Call yourself an ass-faced liar The DX means FPU.

  72. Quake was the pinnacle of games by Anonymous Coward · · Score: 2, Insightful

    Few reasons: 1) Required the players to know how-to do crap. To play it, to mod it, to run it but was accessable enough to not be overly complex. Keybindings for example. Also look at the current playerbase of todays games compared to Quakes and it's mods(ctf/tf). Sure you had a few assfucks but not like there is with todays frontrunners.
    2)No keep the dam cd in the drive even though we have 3 other layers of copy protection/account validation required, hello EA mfer's. 3) The game was fun to replay over and over. You know that thing called singleplayer. 4) Gameplay was king, not oh look at our water/terrain/multi-k poly count while the mechanics blow chunks. 5) Always was and always will be better than any Unreal based game. 6)It had a grenade launcher.

  73. Re:Quake 4 (aka Halo 3) by voice_of_all_reason · · Score: 1

    Well worth the 25 cents I spent on a blank DVD.

    Daemon Tools, my friend. DO YOU USE IT?

  74. Re:2 FPS? by deficite · · Score: 1

    Wow. You got modded down for posting relevant information. Slashdot's absolutely wonderful.

    But anyway, yeah the DX did have FPU built-in. I remember even being able to play Jedi Knight on my old 486 DX-33. We got QuakeII to run on it as well, but it was ass-slow. I did beat the first level with it (although I got sick of how slow the game was running and uninstalled it). All I had for graphics was a 1MB Trident SVGA card too. It might seem like I'm lying, but seriously, I'm not. That machine could play games way beyond its time.

  75. YES! by CagedBear · · Score: 1

    DOOM brings back more memories for me than Quake. I remember how tough it was shell out $100 for a 14.4 modem when I was in college. That was a lot of beer money at the time! But hey, it had hardware acceleration!

  76. Re:Next you'll be telling kids to get off your law by BobNET · · Score: 2, Informative
    There is no random or even pseudorandom level generation.

    SLIGE, SCUDD, SLUMP.

    Okay, so they don't make breathtakingly amazing levels. But they're still better than 90% of the user-made Doom levels out there...

  77. Re:Next you'll be telling kids to get off your law by flithm · · Score: 2, Insightful

    Sure there are some good new games. But I think there's something to what the grandparent said.

    Typical gamers that grew up with the current generation are really looking for flash and instant gratification. A large percentage of modern games focus primarily on graphics, and tend to throw gameplay out the window.

    Older games had to focus on gameplay simply because no matter how good the graphics were they still were just a series of low FPS, low-res, 2d, pixelated images.

    It's not that I'm against awesome graphics, I just think that gameplay has to come first, which really doesn't happen all that often any more... and I understand why. It's because most of the people who are driving the game market want flash over substance.

    And just so you know I do agree with that in some ways the game industry has made significant advances. Racing simulation games are absolutely awesome these days. TOCA 3 is probably one of the best racing sims ever made.

    On the other hand... I spend a lot more time in xmame than I do utilizing my fancy 3d graphics card. Why? Because they just don't make em like they used to.

  78. EFNet #quake by smclean · · Score: 1

    Anyone else remember EFNet #quake at the time? IIRC there was over 1,500 people in it. The channel was +m obviously, and the only speaking person was 'ddt' (id's Dave Taylor) saying.. almost there. Alllmost.... sickly teasing.

    I actually have logs of it. Good times.

    --

    "'Yrch!' said Legolas, falling into his own tongue."

  79. So when was retail? by hurfy · · Score: 1

    I looked at quake but it wouldn't have been til end of the year.

    We were playing the OTHER one and wondered if i should switch to quake . Some buddies from Lazerquest would come over to the office afterwards and frag for a couple more hours playing SKYNET on the office LAN. Don't be the last one there or you got the 486 and were the sitting duck :) We stuck with SKynet til quake2 and mods caught our interest. Quake actually seemed a little tame to us ;) Both were actually great cutting edge stuff for the day.

    Not sure which actually got out the gate 1st, SKYNET shows as a 1996 release and i bought at retail very near release. Too bad it doesnt run on newer boxes, yes i tried recently :) One of my all-time fav games. One of very few blurbs i found about Skynet:
    http://www.sonicstadium.org/board/index.php?showto pic=17325

  80. Re:Next you'll be telling kids to get off your law by Anonymous Coward · · Score: 0

    The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped

    They are working on DNF. Honest!

  81. God, yes by metamatic · · Score: 3, Interesting

    I couldn't understand why nobody wanted to play co-op. To me, co-op is the only interesting kind of multiplayer game. Yet even now, the emphasis in online games is on deathmatches.

    Me and a bunch of friends against a seemingly unstoppable horde of alien scum--that's what I want in a game.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:God, yes by Some_Llama · · Score: 1

      "Me and a bunch of friends against a seemingly unstoppable horde of alien scum--that's what I want in a game."

      Then checkout Starship Troopers, based off of the movie, it has Co-Op for most of the single player missions, endless waves of baddies and tons of guts to be spilled!

      Also Serious Sam is great fun (the first 2 original versions or the newest sequel).

    2. Re:God, yes by metamatic · · Score: 1

      Unfortunately Serious Sam for PS2 got some wretched reviews, and Starship Troopers for PS2 was cancelled.

      (I don't do Microsoft.)

      --
      GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    3. Re:God, yes by cgenman · · Score: 1

      a seemingly unstoppable horde of alien scum--that's what I want in a game.

      That's a pretty good description of the players on Gamespy.

    4. Re:God, yes by cecom · · Score: 1

      Same here, brother. We always used to play DOOM co-op. It is so much fun to plan ahead, coordinate how to attack the monsters, to help each other when somebody has low health, etc. Playing death-match always seemed very mechanical to me and got boring fast - after a couple of hours are levels looked the same to me and I barely noticed them anywaw since I am constantly running and shooting.

    5. Re:God, yes by Some_Llama · · Score: 1

      Oh, I was talking about PCs, try gamefly, you can try the games out and make up your own mind.. SS2 was not as good as the first installment, but mainly from a PC POV, the ps2 would more likely be a lot of fun, esp with co-op.

  82. Re:Next you'll be telling kids to get off your.. by smaerd · · Score: 1, Insightful

    But beyond this what has really changed? What new game really breaks any new ground, concept or game play wise?

    Katamari Damacy.

  83. In fact, Quake sucked by metamatic · · Score: 2, Insightful

    I was a big DOOM player, and I was very disappointed in Quake. Not only were the monsters just as dumb, but the rest of the gameplay was dumber than DOOM--the idea of levels you had to puzzle out had apparently disappeared.

    I'd naturally assumed that Quake would improve the gameplay, monster AI, and co-operative play. Instead, they dumbed those down and just improved the graphics and deathmatches. And thus began the tendency of FPS games to develop in exactly the opposite direction to the direction I'm interested in.

    --
    GCHQ Quantum Insert installed. If only our tongues were made of glass, how much more careful we would be when we speak
    1. Re:In fact, Quake sucked by drinkypoo · · Score: 2, Interesting
      I was a big DOOM player, and I was very disappointed in Quake. Not only were the monsters just as dumb, but the rest of the gameplay was dumber than DOOM--the idea of levels you had to puzzle out had apparently disappeared.

      One of my favorite aspects of Quake is that they removed the retarded "puzzles" that were all over Doom. Having to run around trying to find a switch that you can barely see because the whole game looks like dogshit is not my idea of a puzzle.

      The criticism about the monsters is entirely valid though. They couldn't make them smarter, so they made them able to fire around corners (spider demons anyway) so that the game would be hard with stupid enemies.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:In fact, Quake sucked by timeOday · · Score: 1

      I hate puzzles and I also never cared about AI in quake. For me it was always about multiplayer. Even worked reasonably well on my 28.8 modem.

    3. Re:In fact, Quake sucked by KDR_11k · · Score: 1

      Descent's AI was alledgedly pretty advanced with different personalities for different enemies (Argh! Thiefbot!). I think some of them actually (try to) dodge your shots. I don't think Descent had anything that would qualify as a puzzle (you only had to find keycards or shoot switches) but I don't recall any in Doom, either.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:In fact, Quake sucked by arivanov · · Score: 1

      Ahem. Seconded.

      Though I am not a particular fan of Doom style puzzles some quirks have to be in there for the game to be challenging.

      Most importantly there should be multiple ways of getting past the "puzzle". Besides pulling, pushing, stepping on switches you should be able to prop a switch, put a weight on a trigger plate in the floor, prop a door, etc.

      And once again, in order for this to be fun the level should be random generated in the game context. If it is not it is all just stupid shoot-em-up. With our without mates and monsters.

      --
      Baker's Law: Misery no longer loves company. Nowadays it insists on it
      http://www.sigsegv.cx/
  84. Re:Next you'll be telling kids to get off your law by naChoZ · · Score: 1

    ...but for gameplay just look at stuff like CustomTF, RocketArena, MidAir, ClanArena. For that matter, I've yet to have a better co-op experience than quake right out of the box.

    Absolutely. I ran a game server at the ISP I was working at and it became so popular they bought me a dual processor machine just for that. Other players really really hated us then. We had it positioned on the network so that we were 3 hops away from it, 15 or less ping times right from home over our cable modems. We were the original LPB's. :)

    --
    "I can be self-referential if I want to," said Tom, swiftly.
  85. Quake is 10, but Sonic the Hedgehog is 15 today! by Anonymous Coward · · Score: 0

    Hmm. June 23 isn't that bad of a day (with the exception that this is my first day back in the office in 2 weeks after a well-enjoyed vacation).

  86. And today Sonic is 15 by ESqVIP · · Score: 2, Informative

    In a slightly off-topic note but which might interest many here, Sonic turned 15 today (born on June 23, 1991) according to IGN.

    1. Re:And today Sonic is 15 by Anonymous Coward · · Score: 0

      Thanks, but we already knew that.

  87. OT: mod comment by Bill,+Shooter+of+Bul · · Score: 2, Insightful

    Why is that a troll? Its a dis of t10+myear old hardware. Its really funny. Its like calling a Model T a POS. It doesn't even have any air bags! I think only an idiot would respond to that "troll" in a serious manner.

    --
    Well.. maybe. Or Maybe not. But Definitely not sort of.
  88. Hundreds of posts; none mention Linux release by slowbad · · Score: 1
    "Linux shareware version released on July 5th, 1996"

    Back when the term 'shareware' didn't mean crippled or time-limited. Four years after Windows 3.1 (and 12 months after WIN95 went gold) ... stuff was still being written for DOS

  89. In other news: by Anonymous Coward · · Score: 0

    It was reported on the AP wire earlier today that pop music sensation Michael Jackson has acquired a new fondness for so-called "retro gaming", our local affiliate quoted Mr. Jackson, "I just love classic games, compared to newer titles, they've had time to mature a bit, but they haven't grown mature enough to fight back an' run away." He later quiped to an young boy while waiting in line to pay for his newly found classic title Quake "I know the point is academic, but playing younger games just isn't exciting to me... It's just not romantic.", further arguing that "somewhat older games still have most of the features as the newer games like Half-Life 2". Apparently, however, Michael Jacksons new taste for video games is rather limited, "Even older games like Pong, Tron and Donkey Kong just don't do it for me, but those little mushroom guys in Super Mario Bros. are cuuuute!", while the argumentative young man in front of Jackson asked "Do those games come on the original Playstation?"

  90. Eye candy by Vexorian · · Score: 1

    I've seen much of the advances on game development to be eye candy related rather than other things. These super graphics take most of the space. The executable files hardly take more than 1MB and the data won't go higher than 50MB . Latest games involve 2 GB of 3d models and skins. On the other hand, gameplay and such stuff hasn't really improved a lot in the latest 10 years. In fact one could argue that despite warcraft III's nice graphics its gameplay is far from matching starcraft. I have to say games are pushing towards the graphics way too much. There are still good games and so and so but the evolution in gameplay seems too small compared to the one I could witness before. The good thing is that modding is taking more importance than before that's really good. Probably the only good thing about the current state of video games, although MMORPGS menace to kill modding.

    --

    Copyright infringement is "piracy" in the same way DRM is "consumer rape"
    1. Re:Eye candy by skreeech · · Score: 1

      modding seems to be taking least importance as newer games get harder and harder to mod for and have smaller communities.

      just for example since it is what i played the most
      quake 4 has few mods and maps
      quake 3 had more but less than quake 2
      quake 2 had tons but nothing extremely creative over quake 1

      --
      [20:36] wwwdot/.dotorg
  91. OT [AD] by dhanes · · Score: 1
    Wow, i'm waxing nostalgic...

    Anyone remember the QW/TF Clan Angelic Demise?

    --
    Wait, What?
    1. Re:OT [AD] by Jagasian · · Score: 1

      If you used to play QW allot, then you should get back into it. It doesn't take up much space on your hard drive, and it is a great game for quick pick-me-up play sessions. Modern clients are also pretty slick these days. Most have a built in server browser, in addition to improvements to the user interface and the eye candy.

      The only thing to be aware of is the fact that there are people that have been playing Quake multiplayer non-stop for 10 years, and they have refined their skills to something that has to be seen to be believed. This applies to both DM and to TF.

  92. Re:Next you'll be telling kids to get off your law by TheRaven64 · · Score: 1
    For that matter, I've yet to have a better co-op experience than quake right out of the box.

    I wonder if you've tried Serious Sam. It is by far the most enjoyable co-op FPS I've played (not particularly challenging, but a huge amount of fun).

    --
    I am TheRaven on Soylent News
  93. Quake Done Quick With a Vengeance by necro2607 · · Score: 3, Informative

    Or even better, view the entire thing in the actual Quake 1 engine using the recorded demos (.dem)

    http://qdq.planetquake.gamespy.com/qdqwav.html

    Full collection of Quake 1 demo files for the run.

    1. Re:Quake Done Quick With a Vengeance by Anonymous Coward · · Score: 0

      For those of you who don't want to deal fileplanet (*shudder*):
      http://files.machinima.com/films/quake/

  94. Helping out the DSQuake project by StarbuckZero · · Score: 1

    There is a guy that is trying to get Quake up and running on the Nintendo DS. I've been following this homebrew project for a while and not to long ago he started asking for help. You could read more about it at this website.

    http://dsquake.blogspot.com/

    --
    From Zero to Hero... Starbuck Zero
  95. Re:Next you'll be telling kids to get off your law by saskboy · · Score: 1

    "Seriously, what is it with the grouch crowd on Slashdot that lvoes to hate on any game newer than 1980s? "

    Quake is from 1996, hence the 10 years designation today. You youngins' and your new games, and bad math :-)

    --
    Saskboy's blog is good. 9 out of 10 dentists agree.
  96. Still Playing QuakeWorld by ewhac · · Score: 1
    I still play QuakeWorld on a regular basis. I never got into Quake2, as I thought the visuals were kinda depressing (washed out concrete and steel everywhere), and I also didn't care for the firing delays on some of the weapons. I mess around on Quake3 infrequently, as the in-game server browser is pathetically slow, but All-Seeing Eye refuses to be compatible with Punkbuster.

    I seem to have reached the edge of my own QuakeWorld-playing skills, and could really use an expert's guidance on how to improve further. I've read most of the tutorials, but what I really need is to see an expert playing the game. How do they have the keyboard and mouse buttons mapped? WASD, ESDF, or something else? What's +attack bound to, and why? How do they hold the mouse? So if a Quake wizard in or near the San Francisco peninsula has some free time, let me know.

    Schwab

  97. I wasn't that early by jpardey · · Score: 1

    I picked up a TNT2 to play BZFlag... in about 2001. The computer had an integrated ViRGE S3, which was totally useless (aside from 3d acceleration). I feel like I've been missing out in life...

    --
    I have freaks! I did something right...
  98. Civ4 wasnt too good by Jasper__unique_dammi · · Score: 1

    I played a little civ4, and i didnt like it much. The religion idea was interesting. It also was 3D... ??WHY?? wtf does it have to be 3d for?? It adds absolutely no gameplay value. Also the little movies add little value. (though the expectation of watching does a bit when you see it for the first time)
    I liked civ2 also, that one did add a lot, at least in civ2 On the down side the damn militia cant kill the battleship. civ2 had a ridiculous problem with corruption being unmanagable sometimes.

    (GPL-like) Alternatives are FreeCiv, and C-evo of which i personnally liked the second one best. FreeCiv seemed not to have a good AI and even magically apearing cities, while C-evo has several AI's, which are made using *.dll's, the default one is pretty good, and there is a manual for making AI's yourself. (making AI's is usually hard)
    I haven't played/looked into these that much, but if you want a civ-like game, feel free to judge for yourself.

    1. Re:Civ4 wasnt too good by mdwh2 · · Score: 1

      I played a little civ4, and i didnt like it much. The religion idea was interesting. It also was 3D... ??WHY?? wtf does it have to be 3d for??

      But does being 3D detract from it? I haven't played Civ 4, but there are reasons for doing games in 3D even if the game doesn't need it from a user point of view - for example, generating graphics may be easier, if you don't have to store millions of frames in different orientations (I don't know if this applies to Civ 4).

    2. Re:Civ4 wasnt too good by Jasper__unique_dammi · · Score: 1

      Guess it doesn't really make the game any better/worse, except for the computing power needed. The comment really was only for giving the links.

  99. Math by Anonymous Coward · · Score: 0
    Moderation 0
        30% Funny
        20% Troll
        20% Overrated

    ?!
  100. the release by CheapAlert · · Score: 1

    Romero's late on this as well, even though it's scarier that I alerted him a day prior about this :) also what's annoying is those who argue that july 22 is the official release date, but that's just for 1.01 retail

  101. beginning of the end by islisis · · Score: 1

    I know quake would have brought out the start of many journies into online gaming/fpsing for a lot of people, I will still remember it though as the first transformation of the "3d game" into a tool which the industry uses for promoting something like hardcore novel realism on your monitor. From the library of game textures which embedded endless rusting steel pipes and industrial interiors to low-res digitised photos of inanimate tough growling faces on sports or street characters with prism arms, the conversion of the pixel placed 2d gaming into socially-cued pixel encrusted object interaction with empathy was a glorious and influential mess. On one hand the largely backyard impletation of texturing methods was a new freedom for artists to fast produce practical mechanisms, but in the end a mainstream strive for the familiar attitude took hold. Not before quake do I remember identifying this intention in games, not only was it such a huge leap in technology but the first time I could hear the 'confidence' boiling in gamers who smelt the rising of their long-imprisoned art into a tangibly flauntable showpiece to the world. Similarly, developers keen on harnessing real-world friendly mechanics began to adopt a model of depicting the same hollywood stereotype scenes in endless generations each time with the promise of additional pixels added to some beef cake's yelling mouth.

    Many gaming player-types have been made over the last 10 years but the one which makes me feel the most is the group who try and bring attention to a niche of games which go for individual look and make use of game engine technology in an organic manner, in a sense letting the limitations of the format speak its own identity. I don't know what made this so rare in the industry, but something about the pride of developers unable to outrun their own hyping of graphic technology made me think it was simply forgotten about. It's the mix of the great with the bland in games like quake which in some ways has made the current era in gaming a long and easily marketable one.

  102. Re:Next you'll be telling kids to get off your law by cgenman · · Score: 2, Insightful

    The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped.

    You mean, something with the visuals like This?

    In the 10 years since Quake, you've had engaging story elements added by the likes of Half Life, high player interaction with plot in Deus Ex, an MMPOFPS Planetside, the FPSRTS Savage, The whole counterstrike phenomenon, Goldeneye, an FPS platformer in Metroid... There have been a lot of great FPS games released in the 10 years since quake. To say that there was quake and then there was nothing ignores huge swaths of game development.

    You don't want smart monsters and you don't want random level generation. Trust me. Or don't. Smart monsters hide out of your cone of vision, and bury an axe in your back when you turn around. Smart monsters headshot you through the wall. Smart monsters are those 13-year-old fu$%ers who camp spawn points with sniper rifles. Random level generation, on the other hand, A: is very difficult to do, B: is very difficult for AI's to navigate, and C: the player loses the ability to "learn" an area, which is one of the most satisfying parts of playing an FPS game.

    The latest Dooms and Quakes are exactly like the old Dooms and Quakes because they're bloody sequals. Branch out a little, and you'll find all sorts of original fps games in the world.

  103. I fragged John Carmack by Jett · · Score: 1

    I was in the original quakeworld beta test and used to pwn on the id guys with my 300+ ping times on a cludged together Pentium 100 vs. their sub-50 pings on high-end dev boxes - Quakeworld was amazing. Tokay was the only one who could really give me a run for my money, although toddh could tear it up too. I can't imagine trying to play any modern multiplayer FPS with a ping over 150, which is pretty sad. I guess there is a lot more data being transmitted between the client and server these days though...

  104. Re:Next you'll be telling kids to get off your law by shish · · Score: 1
    fu$%ers
    fusker? what the hell is a fusker?
    --
    I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
  105. Vivid memories of the music by neltana · · Score: 3, Funny

    If I remember correctly, it was either Quake or Quake II that played its music from the CD while you were playing. Of course, if you happened to have a different CD in there, it would play that music instead.

    I vividly remember playing when my kid had left one of his CDs in there. I'd move into a some section of the map and it would suddenly trigger "Do You Want to Buy a Bunny" or something equally horrifying. It really added flavor to the game.

    Even better was that it would repeat the song over and over until you left the section. I'm not really sure why I never took the CD out...I guess it gave me incentive to keep moving.

  106. Re:Next you'll be telling kids to get off your law by SpectreHiro · · Score: 1

    The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped.

    And that has not happened. The monsters in the newer quakes, dooms and the likes are as daft as in the original. There is no random or even pseudorandom level generation.


    Wish granted... Well, not quite so complex, but with vastly better graphics - Check out DungeonDoom for Doom3.

    --
    You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
  107. Well done Bethesda! by Anonymous Coward · · Score: 0

    > Cue much aggravation on the newsgroups as eager downloaders experienced glorious 2 FPS gameplay.

    This has been bettered. Oblivion manages to get 0.5 FPS on modern hardware.

  108. you damn fool by Anonymous Coward · · Score: 1, Funny

    thats like comparing one of those fractal ferns to a photograph of a forest. Dont be a damn fool. You bring us all down. Down, down into the mire...the mire of self loathing and pity, where dreams turn to sand and fall through your fingers like a goth experiencing the sun for the first time.

  109. You're not a geek by t35t0r · · Score: 1

    if you didn't read the topic as "Quake is one-zero".

  110. OMG... Ponies! by Anonymous Coward · · Score: 0

    Those Ponies will rock your world! They carry some serious firepower.

  111. Arrrrrggggghhhh 10 year old mirrors are down! by Orion+Blastar · · Score: 1

    I looked at the Quake FTP Mirrors list, I could not find one that works. Downed servers, missing directories, no anonymous FTP access, etc.

    Check out ID Software for the Shareware Demo Version if you really want to download and play the 10 year old Quake.

    Oddly enough, I got a Nintendo 64 version of Quake that I had bought for like $15 on sale when it was on clearence when a local store was going out of business.

    --
    Remember, Slashdot does not have a -1 disagree moderation, and no, troll, flamebait, and overrated are not substitutes.
  112. I can't be the only one... by SanityInAnarchy · · Score: 1

    ... who read that as "Quake 10" ...

    and I thought Quake 4 was new

    --
    Don't thank God, thank a doctor!
  113. Quake still rules. by Dissectional · · Score: 0
    And I still play Quakeworld today - I actually just finished playing a duel on DM6 about 10 minutes ago.

    Quake is timeless. Its fast, its violent, the feel is awesome, its brutal. Quake leaves no room for whiney bitches who are out to complain about balance unfairness. You're given the same disadvantages every player has, and luck determines a good spawn point and the potential for a hosing run. Dominating a map only to have it snatched from you and witness the tide turn for the worst is the best feeling ever - and in Quake, it all happens so fast its not funny.

    I still play and love Quake for the sheer pace of the game - nothing else compares to it. Sure, FPS games may try and cite 'fast gameplay and intense action' and all that marketing bullshit - but they have nothing over Quake when it comes to raw speed and carnage.

    People may call upon the dead Quake community - but the last time I checked servers, they were pumping and were full of genuine fans of the game that have been smashing each other to pieces with rockets and slicing through one another with thundering shafts for years.

    Long live Quake. Its one of the few old-school games that truely kicks ass and showcases how we used to do things before the Counterstrikes, WOWs and Battlefields of this world numbed the intensity and speed pixellated chaos could throw at us.

    Remember your first telefrag?

    Your first quad rocket hurled into a mass of axe wielding and shotgun spamming idiots?

    How about your first quad toting, invulnerability juiced Quad shaft run - where you'd simply touch other players and see them fall to pieces?

    How about your first rocket jump to red armour to dominate a map's items and beginning a rape cycle upon your duel adversary?

    How about coming to terms with the ludicrous weapon balance and learning that it was simply so and to make the most out of obtaining the items that guaranteed more than three seconds of survival?

    Yeah - Quake rules \m/

  114. Ah, good memories by mav[LAG] · · Score: 1
    ...being an active member of this clan for almost as long as it lasted. Good guys, never afraid to take on the cable and T1 players. Greetings Zaphoid, wherever you are, and thanks for the nick.

    ...weekend-long frag sessions with friends in every room plus some in the garage. Starting a huge file copy from someone's machine just to slow down his frame rate.

    ...realising the whole Quake 1 soundtrack was on the shareware CD. Buying the Doom Music CD by Booby Prince just to play Quake while listening to it.

    ...getting a $1200 phone bill but not caring because you made it to the top of the local server rankings.

    ...sniggering as a friend released a home-made map which he called DM7 guessing (correctly) that the local community would think that it was an extra map by American McGee.

    ...beating Perkele's time for a speedrun through a particular level by a second and then losing because he discovers a new route.

    ...analysing outdoor shopping centres in terms of their deathmatch possibilities.

    ...crowded games on DM4



    --
    --- Hot Shot City is particularly good.
    1. Re:Ah, good memories by Jester-LagGG · · Score: 1

      Sup Mav,

      I just CAN'T believe it's been 10 years.

      Since I put http://www.lagitus.com/ back online, I heard from Kodak-LagGG. I also play regularly with Tipper and Executer at http://www.yankeeserver.us/. It's currently a Q3 UFT server.

      I'm glad to see all the visitors to Lagitus. That clan was truly an icon and has a place in Quake history and being one of the first and LARGEST.

      What a blast it was.

      Good to see you Mav.

      Jester

    2. Re:Ah, good memories by mav[LAG] · · Score: 1

      Hey Jester!

      I'm sure I still have a recording somewhere of you, me and Dipstick clearing out E1M4 :] Good to see you're still active and say hello to the other guys for me.

      --
      --- Hot Shot City is particularly good.
  115. DOOM is 13 years old. by antdude · · Score: 1

    Shareware released on 12/10/1993. :) I don't know why I still remember that date. Sheesh.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  116. I hated Quake by Overly+Critical+Guy · · Score: 1, Interesting

    I thought Quake sucked. I was a big Doom guy, so I was used to creepy levels, memorable monsters, fantastic weapons, and seeing my face in the HUD screen.

    Quake was a disappointment. The graphics were all brown and green, and the enemies were totally generic. No memorable monsters compared to the Imp or the Cacodemon.

    The sound effects SUCKED. The shotgun in Doom has a loud boom and an animation of cocking the gun. Quake has this wimpy click and no animation. I never understood why I seemed to be the only one who noticed the much weaker sounds.

    The music was just noisy industrial sound effects, not the fun and catchy tunes of Doom. Quake just had no character at all for me. It felt extremely generic and bland.

    --
    "Sufferin' succotash."
    1. Re:I hated Quake by KDR_11k · · Score: 1

      In Doom the shotgun had firepower, in Quake it was just a fancy pistol.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:I hated Quake by irc.goatse.cx+troll · · Score: 1

      In fairness, Quake's music was custom stuff written by Nine Inch Nails. Doom just ripped off a bunch of rock bands (Google and you'll find a page with audio samples, I can't find it offhand)

      Doom music was a lot catchier, but I think both fit their respective games. Doom was more arcadey, quake was all about the ambient envionment.

      Doom's shotgun beats quakes shotgun any time, and I agree the sound effect is pretty weak. It fits nicely for single player, but in multiplayer the shotgun is really only good for respawning and killing the guy that you almost killed last time. If it were replaced with the supershotgun, I think multiplayer would be a bit more evened out.

      --
      Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  117. I'm old now by Ouija · · Score: 1

    Quake was one of my first gigs out of college. We got paid to play Quake and write a walk-through for it. It became "Id's Guide to Quake." Great resume builder in the day.

    --

    -Ouija- poke 53280,11:poke 53281,12
  118. Not even DOOM's? by antdude · · Score: 1

    I thought DOOM 1's co-op was an accomplisment. I wished today's games had this. :( I remembre playing DOOM 1 and 2 on 14.4k modems with my friend. It was so fun.

    --
    Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
  119. Re:Next you'll be telling kids to get off your law by Anonymous Coward · · Score: 0

    Hmm...I also liked it. I'll grant, I still play Civ II (or Civ II Test of Time scenarios -- I never did play Call to Power or Alpha Centauri, and I am ashamed of the latter oversight) as well, but you mention Civ III.

    I really didn't like Civ III. It just lacked a soul to me. Civ IV, to me, seemed like Civ III done right. And I rather liked the religion system.

    Not that Civ IV was without its problems. I wish they'd make spies as useful as they were in Civ II, cut some of the visual world-map crap and add back in some of the cool crap like advisors and so forth (and I preferred the threatening "OUR WORDS ARE BACKED BY NUCLEAR WEAPONS!!!" to the repetitive bad jokes on the diplomacy screen). And I dislike the increased emphasis on both III and IV on small empires with just a few cities, but then again, I disliked infinite city sprawl in Civ II and I don't know how to balance it. I detested Civ III's combat system.

    I don't like unique units. Traits are interesting, but I'd prefer they were randomized. I don't like how neither has the unit count of the original (as in, units accessible to all players).

    I like that they gave borders some teeth. Too much teeth, actually; but teeth nonetheless. This was a big problem in Civ II.

    I like the resource system as refined in Civ IV.

    I want terraforming back. I want quirky events that wouldn't be all that nice in multiplayer back (I play these games single player and want a single player experience). Like in Civ II, if you were not the most successful civ and you were at war with somebody more powerful, and you captured their capital, and there was an already-destroyed Civ, then they might have a civil war. That was *cool*, and the first time I saw that, an unbelievably pleasant surprise.

  120. Next you'll be telling kids to get off your lawn. by Anonymous Coward · · Score: 0

    I've played FEAR, Doom 3, Farcry, and am presently on Painkiller. And that's just the FPS genre.*

    Actually I have more games than time to play them all. :(

  121. Happy memories by Zerbey · · Score: 1

    In 1996 I was a care free student happily clutching my BTEC Diploma and ready to start Uni. I also had a 486SLC-33 which Quake utterly refused to run on (played DooM very well though!). I recall spending part of my student loan on a computer that could play it and then spending many hours doing LAN games over a 200-meter BNC cable the snaked around our entire student block.

    They eventually told us to take it down as it was a "lightning hazard"!!

  122. Descent. of Doom (3). by Anonymous Coward · · Score: 0

    "I used to play head to head modem mode with a friend of mine. After about an hour he'd have to quit due to nausea. Great fun but extremely disorienting at times!"

    I believe someone's came out with a descent mod for doom 3.

  123. Voodoo 1 by lordperditor · · Score: 1

    I still have a voodoo 1 card with the link cable and stealth 64 videocard I had it piggied off of in a cupboard. I can't bring myself to throw it out. :-)

  124. Re:2 FPS? by chis101 · · Score: 1

    For some reason I thought you were talking about running it on POS systems.. you know, those Point Of Sale touch screen restaurants have.

  125. Original leaked Quake by Taulin · · Score: 1

    The release of Quake that was leaked had a bunch of stuff cut out from the final. One thing I remember was a huge room you shoot part of the ceiling, and this gigantic spike when across the room. Why they took that out I have no idea. What level? Oh, that one with the square pillars and the brownish dark walls.

  126. Re:Next you'll be telling kids to get off your law by Agret · · Score: 1

    Civilization 4 is much too buggy for my likings, I built a ship and it sailed through the land! THROUGH THE LAND! Unless this is some sort of fabled "Ghost Ship" then the game obviously needs more patching/testing.

    --
    Have you metaroderated recently?
  127. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  128. Re:Next you'll be telling kids to get off your law by mdwh2 · · Score: 1

    Civ4 may not be the best example: the last two games haven't approached the production values of Alpha Centauri, which was crammed full of jaw-dropping cutscenes, eerie music, intelligent quotes (some fictional, some historical) for every building and tech, and an actual story.

    Although not everyone likes that sort of thing. It's fine in something like an adventure or roleplay game, but I like Civilization as a strategy game which I can play over and over again - I don't want to see the same animations again and again, or even just the once.

    I've yet to try Civ 4, though I do find Civ 3 to be a great improvement in gameplay over the previous versions.

  129. It was good times by solidtransient · · Score: 1

    I still remember buying Quake 1 on a CD that included demos of Doom, Doom2, Final Doom, Heretic and Hexen. I also remember my friend showing me that you could crack every single game and unlock the full version from that cd. Of course, I never did that.

    --
    firestream.net
  130. Re:Next you'll be telling kids to get off your law by AvitarX · · Score: 1

    AI in Alpha centuri was CRAP!

    I am not great at those games and I could dominate on the hardest levels. At one time I was receiving future techs every turn. Also the different people were not balanced at all, and the unit builder too exploitable. Later units were just too powerful too.

    I think Civ4's use of abilities vs seperate attack and defense makes the smaller variety of units much more interesting, and more than minorly tweaks the game play. I also think the agression based on proximity is a little too high, or perhaps should just be reversed for agacent democracies. But overall I find the difference is huge.

    Also I am not too much a graphics whore (I still play Xcom), but I find the polished 3D look of Civ4 to make the game more playable (of course it is frustrating when my fairly new card choked some on the huge maps).

    Pirates! is a game I would describe as minorly tweaked, Civ4 is a pretty serious gameplay change.

    --
    Wow, sent an e-mail as suggested when clicking on "use classic" banner, and got a fast response that addressed my msg
  131. Re:Next you'll be telling kids to get off your law by sgtrock · · Score: 2, Informative
    Name one thing that is in an FPS game that isn't in current quakeworld engines.


    Wide open spaces. :)

  132. Still hard to beat. by Spit · · Score: 1

    The ambience of Quake is still one of the creepiest, really adds to the fright when a fucking ogre drops out of the roof, or six zombies pop out of the ground, or a shambler materializes.

    I can still remember the feeling of the first time I heard a vore, and then saw it. And the horror of being chased down a dark corridor by a shambler!

    I don't have the CD any longer, but the Trent Reznor soundtrack was sublime. Games just aren't this good any longer.

    --
    POKE 36879,8
  133. quake papercraft by captin+nod · · Score: 1

    Relive your quake glory days with quake papercraft :) Make your own shambler or player model ;)

    --
    Moo.
  134. Re:Next you'll be telling kids to get off your law by Dirtside · · Score: 4, Interesting
    The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped.
    Nope. Top-notch visuals, in practice, do not come about without a paid development team of professional artists and designers; the complexity of Nethack was evolved over two decades by geeks in their spare time. Companies will not take two decades to create a game (DNF notwithstanding), and geeks in their spare time do not have the resources to create top-notch game artwork.

    It is, in fact, entirely unsurprising that this hasn't happened.

    There is no random or even pseudorandom level generation.
    There's a very good reason why you rarely see random level generation: It's extremely limited. (As a game designer, I've had a good deal of experience with the problem of randomly generating game content.) "Preposterous!" you say. "Random level generation means exponentially increased variety for only slightly more effort!"

    While this is technically true, the problem with randomly generated content is that it's very easy for humans to recognize the patterns and elements of the random set. Anyone who's played Diablo or Diablo II enough is familiar with this. At first, the random levels are pretty neat, each time you go into the cathedral it's a different layout... but after a few times, you begin to recognize certain elements (a room shaped a certain way, a certain set of prison cells arranged just so), and after a while, you see enough permutations that even if the level isn't one you've exactly seen before, it's similar enough to all the others you've seen that it's basically the same.

    Even if you create 100 distinct rooms for your dungeon that can be arranged in 100 billion unique ways, there's still only 100 basic elements, and you'll begin to recognize them pretty quickly. Randomly generated content also violates the precept that games are a form of storytelling; and randomly generated stories are not interesting. Notice that even in a game like Diablo II, with randomly generated levels, the quests are always exactly the same and the dialogue is always exactly the same -- because you really can't randomly generate a good, original story.

    but in 10 years I would have expected the industry to come up with something moderately more engaging.
    I've played plenty of engaging games since Quake came out; if you haven't been "engaged" at all since then, that's your problem.
    --
    "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
  135. Oh Frell by jon287 · · Score: 0

    I'm Old!

    --
    To boldly use to and too two times and get it right too! They're not gonna believe their eyes when they see it there!
  136. Re:Next you'll be telling kids to get off your.. by skreeech · · Score: 1

    quake 2 had really fun multiplayer :)

    iD isn't much of a gamedev company anyways. They make tech and a shell that people can demo the tech with. The singleplayer games are something other companies are supposed to look at for what they can do with their own game.

    --
    [20:36] wwwdot/.dotorg
  137. Re:Next you'll be telling kids to get off your law by arivanov · · Score: 1

    That is one aspect - levels.

    Some games got some resemblance of reasonably perverse AI as well.

    Some have reasonably complex game play (not anywhere near nethack/Slash'em complexity, but pretty damn close).

    None has it all. So I will continue to bitch. Until I start telling the kids to get off my lawn ...

    --
    Baker's Law: Misery no longer loves company. Nowadays it insists on it
    http://www.sigsegv.cx/
  138. Re:Next you'll be telling kids to get off your law by arivanov · · Score: 1

    Nope.

    Wrong.

    All of these are external level generation outside game context and not dependant on game play so far.

    In order for the game level generation to make the game real fun it has to be dependant on what you have achieved so far and what levels have been generated so far. Otherwise it is just an improved grind.

    --
    Baker's Law: Misery no longer loves company. Nowadays it insists on it
    http://www.sigsegv.cx/
  139. Re:Next you'll be telling kids to get off your law by KDR_11k · · Score: 1

    The random generator in Diablo 2 uses a lot more human influence than normal random generators. Some areas are mostly premade and the generator will only modify e.g. which door leads to the boss. Also there are specific features that always occur in a specific level (e.g. the room with the secret door in the monastery dungeon).

    Even if you create 100 distinct rooms for your dungeon that can be arranged in 100 billion unique ways, there's still only 100 basic elements, and you'll begin to recognize them pretty quickly.

    That depends on the size of the elements. If they are entire rooms, yes, that gets easy to recognize but if they are just portions of walls and such (i.e. the tileset) recognizing them means nothing.

    you really can't randomly generate a good, original story.

    Yes but I have little doubt that, if you design the algorithm well, you could make it output the mindless clicheed drivel that passes for a storyline in Japanese RPGs. Noone would be able to tell the difference!

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  140. Re:Next you'll be telling kids to get off your law by KDR_11k · · Score: 1

    MD1/2/3 model support (thats quake1 through quake3 and everything between

    What, no skeletal animation?

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  141. Re:Next you'll be telling kids to get off your law by SpectreHiro · · Score: 1
    That is one aspect - levels.

    Yeah, that's it. The only portion of Nethack (and other Roguelikes) that they bothered to implement was random levels. Oh yeah, and all this other stuff too.

    Quoted from the DungeonDoom site, which you might've bothered to read:
    The modification is highly extensible and the current 8.1 build of DungeonDoom includes an overworld, a storyline, random quests, special level bosses with special abilities, magical spells, an equipment system, character development, player ability system and various playable characters, including a collectible card variant using the 'card master' and a sword- wielding combo performing ninja.

    And the full feature list:
    • a practically endless wilderness with various places to visit, including the City of Asiris, various quest goals and a pyramid (south of the gates to Asiris at the end of the dark path), which serves as an entrance to the Dungeon.
    • up to 100 randomly generated maze levels with randomly placed monsters. The strength of enemies increases the deeper you descend. Exits are blocked by pentagrams until all enemies have been spawned
    • Five player classes: Fighter, Psi-Fighter, Supernatural, Cardmaster and Ninja with varying abilities to wield weapons, execute combos, use magical skills and/or use magical card decks.
    • Three different difficulty settings with variations in light level, trap visibility, enemy toughness and enemy behavior.
    • Three different choices for game length - ranging from short 20 level skirmishes to extended 100 levels adventures.
    • Three different gameplay types which emphasize different aspects of the game.
    • Three different player perspectives: Traditional first- person, overhead third-person and ninja 'follow-camera' modes.
    • 4 adjustable light levels with optional ambient lighting.
    • 16 different magical spells, some with 3 different skill levels.
    • Ammunition, potions, scrolls, armor and various light sources are available in shops. Randomly generated magical item to improve your character.
    • Character development in 6 features: Strength, Intelligence, Dexterity, Wisdom, Vitality and Alignment.
    • Special enemy and boss capabilities, including paralyzing, blinding, poisoning, teleporting, invisibility, spawning, confusion, shields, self-healing, item destruction and special projectiles.
    • Randomly generated "unique" powerful wizards that can master multiple special abilities.
    • Enemy AI tweaks including fleeing and flocking capablities.
    • Traps which cause damage, status effects or level transitions (trapdoors).
    • Magically summoned pet pinky (credits to tinman).
    • 10 different quests and 1 storyline.
    • Alignment influences storyline proceeding.
    • Refreshment fountains to replenish health or mana.
    • A final enemy, "The Balrog", with unique properties.


    I hope those kids crap on your lawn.
    --
    You can't win, Darth. If you mod me down, I shall become more powerful than you could possibly imagine.
  142. No-one realised? by fistynuts · · Score: 1

    "Though it wasn't until the 23rd that everyone realised (or at least, that's my excuse for being a day late with the news submission)"

    C'mon, if people missed the release date then that's their fault for using slashdot to get their game news!

    Seriously though, if there's one thing that Quake did it was to drive major acceptance of 3D accelerator cards. Everyone I knew took one look at GLQuake and thought "I'd better get me one of those!"

    --
    "You heard the man, Tubbs.. get undressed."
  143. Happy birthday, most important game ever! by Anonymous Coward · · Score: 0

    I remember downloading the 7 disks from a university computer, coming home, #6 was damaged! Aaagh! Went back to get it again the same day. I had a 486, so it wouldn't run, but my friend had a P133 with 16 MB AND a 1.6 Gig harddisk!
    At first, coming from Doom, I was disappointed. My friend spent the night reading techinfo.txt and the next day he told me how cool it is. "It has a script engine. You can do anything.". 3 weeks after the release, there were already 50 clans registered on ids website.
    When I bought the same Pentium 133 we discovered multiplayer, and from then on for 2 years it was DM4, DM4, DM4. I literally studied the game: Leveldesign, Modeldesign, Quake-C. I remember that wonderful "The Rocketjumpers Guide To Quake" site, too bad there is no copy left.
    Never before and never again have I been so overwhelmed with a game. A game? A 3D-Engine environment! It took 2 years for the competition to bring out something remotely equal, so genius, so advanced was Carmacks work.
    And in my personal opinion, Romeros artwork on Quake was fantastic. Isn't the sound of the Zombies still in your head? Or the deep, rolling tone of a medieval closing door. Or the wind floating above your head.
    Happy birthday Quake, you were and still are the most important game ever!

  144. Doesn't run under NT ?! by davygrvy · · Score: 1
    Quake System Requirements:

    IBM PC and Compatibles
    Pentium processor or better
    VGA Compatible Display or better
    8MB RAM minimum, 16MB recommended (16 MB required for running under Win95)
    CD-ROM drive Required
    MS-DOS 5.0 or better or Windows 95 (does NOT run under Windows NT)
    And it still won't run under XP, either :(
    --
    -=[ place .sig here ]=-
    1. Re:Doesn't run under NT ?! by davygrvy · · Score: 1
      C:\Games\QUAKE1>QUAKE.EXE
      Quake v1.06
      Locked 1 Mb image
      Locked 11 Mb data
      malloc'd: 11829248
      Exiting due to signal SIGSEGV
      General Protection Fault at eip=000452cb
      eax=fd33046c ebx=0011f2e0 ecx=0000ffff edx=fd330000 esi=00000054 edi=000db354
      ebp=0011b34c esp=0011b2a8 cs=01a7 ds=01af es=01af fs=01cf gs=01cf ss=01af
      Call frame traceback EIPs:
      0x000452cb

      C:\Games\QUAKE1>
      --
      -=[ place .sig here ]=-
    2. Re:Doesn't run under NT ?! by CheapAlert · · Score: 1

      Just snag WinQuake, or any other windows based port.

    3. Re:Doesn't run under NT ?! by davygrvy · · Score: 1

      Yeah, I just found it, and its like 10 years old, too. I feel like an ass for not knowing this. ftp://ftp.idsoftware.com/idstuff/quake/wq100.zip

      --
      -=[ place .sig here ]=-
  145. Suggestio for a good Quake game. by Tei · · Score: 1

    Theres a very good opensoruce game made with the Quake3 engine. The name is Tremulous. Go and download it!.

    Theres also a good quake1 engine: DarkPlaces. Try also my own quake1 engine: Telejano.

    --

    -Woof woof woof!

  146. Oh good times. by Konowl · · Score: 1

    Quake is THE game that got me hooked on computer games, specifically online FPS. The only moment I've ever said "oh my god" when playing a game is when I bought my Monster 3D and ran glquake for the first time. I wish I could have another "oh my god" moment now :)

    And of course, who could forget CTF - I'll never forget the first time I joined a CTF server and saw all these guys grappling around. *sighs* I sound like an old man now, but I miss the good ol' days.

  147. Re:Next you'll be telling kids to get off your law by Anonymous Coward · · Score: 0

    Custom gravity - i.e. Serious Sam SE has a CTF map that's the surface of a very small asteroid. Prey has DM levels where you can walk on lots of the walls and ceilings. Prey also has portals that act like teleports you can see and shoot through.
    Also, ragdoll physics. Vehicles. MMO (e.g. Planetside). Vision modes and wall-walking like in AVP. Huge maps without invisible walls like Battlefield.

    (Maybe some of this stuff is supported, I'm just comparing to Nexuiz.)

  148. The real first release was earlier by iabervon · · Score: 1

    Some time before (end of February, according to Wikipedia), they'd released a test version, which had the engine working, only some of the graphics set up (the grenade launcher looked like a wooden stick), and three deathmatch levels. Anyone who still didn't know whether their computer could handle Quake on June 23rd was clearly out of the loop. And they'd also already missed the best deathmatches, because the test levels were much better for deathmatch than the actual released levels, which were more designed for single player. I was actually disappointed when Quake came out and all the qtest server disappeared.

    1. Re:The real first release was earlier by Anonymous Coward · · Score: 0

      Those test levels were renamed from test1, test2, and test3 to dm1, dm2 and dm3 respectively; the only changes seem to be the addition of some powerups (quad, and the pentagram) in the final release.

  149. Re:blah blah by XenoPhage · · Score: 1

    My first troll mod! *tear* I'm so proud... *tear*

    Ah well, I guess my wife is right.. I have no humor... :)

    --
    XenoPhage
    Technological Musings
  150. Re:Next you'll be telling kids to get off your law by BobNET · · Score: 1
    In order for the game level generation to make the game real fun it has to be dependant on what you have achieved so far and what levels have been generated so far.

    Nethack does its level generation in game, but the only part based upon the player's past achievements is monster generation. Items and the map layout are based only on the dungeon level.

    On the other hand, actually getting to the deeper levels requires a player with some experience points. Unless the player happens to have a wand of digging with lots of charges... or is heading to the Minetown priest for some cheap protection points.

    And random item and monster generation in Doom (in game) would be cool.

  151. Old stuff by Anonymous Coward · · Score: 0

    Some posts were pretty funny back 10 years ago:

    id software has announced a new, even better engine, than the one used in Quake! It is called CRAP, and will have incredible features, that will make all id-asslickers to drool and hype for the next three years!

    Close source to id has revealed the secret production technique of CRAP: "Boyz at id will just shit into the box, close it and put a prize tag on! The prize for a such advanced product is mere $200!!"

    Few comments from BETA-testers who have actually seen and played the early version of the CRAP:

    "Incredible! id has surpassed itself again! I will immediately order 10, no 20 copies of CRAP, and I'll pay in advance!!!"

    "It just feels so real -- just like real shit!"

    "id has even included scent into the CRAP! I can't believe it, but it really smells like shit!"

    "I can morph the shit into ANY form I desire! Hah! Lets see DUKE3D do that!"

    "CRAP will change the gaming industry as we know it!"

    "Wait till you play deathmatch with CRAP! Fucking scary stuff! You can actually soil your opponents clothes!!!"

    "CRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAP!!! -- I love you John!!!!"

    id has also taken the performance issue in account, and the CRAP will run ANY machine you can throw it on!!! Heck, it doesn't even need a computer to work!!! Isn't that wonderful!!!

  152. Celebrate! by 4D6963 · · Score: 1

    Time to celebrate it by playing it on my GP2X!

    --
    You just got troll'd!
  153. Nope by noopm · · Score: 1

    Not for me... Quake? Not a clue, never played it

  154. Re:2 FPS? by OneoFamillion · · Score: 1

    A fast Tseng videocard and some L2 cache made it quite playable on my 486 DX2/66.

  155. Re:Next you'll be telling kids to get off your law by slicenglide · · Score: 1

    I beta tested Captian Novilon. It wasn't supposed to be amazingly fun, it was supposed to be about how to teach kids how to balance their sugar intact(bowls of oatmeal, so forth.) during their daily activities. Wow, I feel like one out of two people who have played that game now. Further, I miss Team Fortress the most, probably the best mod for a game ever(flame war ensue.) Threewave CTF was amazing too. I remember the first time I saw the grappling hook in action and was hooked forever. -Those were the days.

    --
    John Walsh once found me while looking for some other kid. He was not amused.
  156. Cdrom.com? by SSGamer · · Score: 1

    Am I missing something? cdrom.com doesn't exist.

    --
    FF7 Fans Fight Back, Vote against FF7 sucks and Pass it on.

    http://ff7sucks.blogspot.com

    1. Re:Cdrom.com? by Anonymous Coward · · Score: 0
  157. The beginning of the downhill slide by amavida · · Score: 1

    Quake marked the beginning of the downhill slide.

    The emphasis went from originality, game play & fun design to emphasis on underlying graphics technologies... BORING!

    This unfortunately set the tone for the next decade plus... all the promotion & marketing for games is constantly whining & harping on about about pixel this & pipleline that... BORING! BORING! BORING! BORING!

  158. Re: it's the fillrate cheese! evil! by l33t+gambler · · Score: 0
    The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped.

    And that has not happened. The monsters in the newer quakes, dooms and the likes are as daft as in the original. There is no random or even pseudorandom level generation.

    A factor may be we have had too much focus on screenshots, and not gameplay and scene interaction. 3D hardware accellerators "GPU" is big business and have been very competitive last years, they don't wanto risk huge investment into physics and geometry accelleration.

    Sure we have bumpmapping and vertex shaders but these are non-interactive one/way effects only.

    After Ageia released the PhysX Physics Processing Unit "PPU" we actually have hardware specialized in accellerating the interactivity in geometry (objects and architecture of polygons). And as business is business and business must grow, NVIDIA and ATI was afraid the focus would shift from the GPU and quickly responded with their GPU-as-PPU PR crap. A GPU-as-PPU can never really be a real PPU. It may be many times faster in some situations but is still a quack hack. Even if it "evolves" I still fear GPU-as-PPU will never be as good as a solution built from ground up for physics and scene interaction (think satisfying death animations and destructive architecture).

    - The lack of a real write-back method on the GPU is also going to hurt it in the world of physics processing for sure. Since pixel shaders are read-only devices, they can not write back results that would change the state of other objects in the "world", a necessary feature for a solid physics engine on all four counts.

    - Another interesting issue that AGEIA brought up is that since the Havok FX API, and any API that attempts to run physics code on a GPU, has to map their own code to a Direct3D API using Shader Models then as shader models change, code will be affected. This means that the Havok FX engine will be affected very dramatically every time Microsoft makes changes to D3D and NVIDIA and ATI makes changes in their hardware for D3D changes (ala DX10 for Vista). This might create an unstable development platform for designers that they may wish to avoid and stick with a static API like the one AGEIA has on their PhysX PPU.


    http://www.pcper.com/article.php?aid=225&type=expe rt

    http://jooh.no/web/XCom_UFO_what_went_off_here_320 .png
    http://jooh.no/web/XCom_UFO_2_destructive_architec ture.jpg
    --
    Teasing the nobles, and rightfully so!
  159. Re:Next you'll be telling kids to get off your law by identity0 · · Score: 1

    Wow, that kind of proved the point that Slashdotters are tech-obsessed junkies who won't know gameplay if it nailgunned them in the face :)

    You don't play an engine, you play a game. This becomes an issue when you go multiplayer, because unless you have some really fancy game that will auto-interporate mods, you can only play against people with the same version or mods as you. So unless all the things you mention in your post are all rolled into one mod, it's kinda useless, since I'm sure the number of Quakeworld users is pretty damn low by Halo II or HL2 standards. But then, this is the open-source community, where forking and dividing the userbase is normal :)

    Quake and its mods was revolutionary for introducing:
    in-game console
    full 3D mouselook
    grappling hook
    Threewave CTF
    Team Fortress
    Rocket Arena
    QuakeSpy

    Post-Quake has seen innovations like:
    Counter-Strike
    gravity gun
    large outdoor areas
    Halo (good console play + xboxlive)
    voice chat
    anti-cheat software
    much better multiplayer setup (voting, level changes, the like)

  160. Re:Next you'll be telling kids to get off your law by irc.goatse.cx+troll · · Score: 1

    Everything I mentioned is client side, not mod side. Network compatability has been retained -- You could play with the official IDSoft QWCL2.23, I could play with a CVS build of FTEQW or EZQuake from a few days ago. Barring the new map support, all the other stuff will work fine.

    Post-Quake has seen innovations like:
    Counter-Strike
    Which gave us what? Don't get me wrong, I play it all the time, but nothing about it was innovative. It wasn't much more than ActionQuake2
    gravity gun
    Which is gimmicky at best if your'e talking multiplayer. Neat idea, but certainly more evolutionary than revolutionary.
    large outdoor areas
    Again, not much of an innovation, just a gradual step up.
    Halo (good console play + xboxlive) Goldeneye gave us good console play too, but it doesn't mean it was much of an innovation. I also won't be impressed if someone makes a good fps game on a portable -- Just more porting.
    voice chat
    Quizmo, the Quake proxy supported this.
    anti-cheat software Quake had some mild checksumming which is still as effective as anything used today in FPS games. At the ened of the day anticheat boils down to the server asking the clients if they're cheating. Just cause they reply "no" doesn't really tell you much.
    much better multiplayer setup (voting, level changes, the like)
    First time I saw voting was with the Team Fortress Vote40 map. Bunch of end level teleports that would bring you to certain maps (well6, 2fort5, bam4, all the big ones). In front of these teleports was a door that needed to take a certain amount of damage to get it to open. Class limit was set to civillians only so you only had an axe-- Majority axing one door = door opens quicker = someone hits the teleport quicker = map change. Really pretty damn ingenius use of the tech available, considering this was done entirely with a map/no mod support. With mod support its as simple as hooking a few impulses or using "cmd".

    Theres been some mild improvements since quake, but not nearly as much as people like to believe. I suppose its easier to swallow a $50 game when you think of it as something new.

    --
    Pain lasts, kid. Its how you know you're alive. Sometimes I think this growing up thing is just pain management-TheMaxx
  161. Re:Next you'll be telling kids to get off your law by identity0 · · Score: 1

    Jesus, all the criticisms still go to show that to OSSers, gameplay is secondary to technical features. What you seem to regard as incremental improvements had major effects on the gameplay and the game community... I suppose you think Super Mario Bros. 3 is just a slightly improved version of Super Mario Bros.?

    *Everything* is evolutionary if you're willing to be reductionist enough. Hey, it's all running around on a 3d arena and shooting things, right?

    Counter-strike: Realistic setting - (not as real as Rainbow Six, but remember before this all FPSes had been sci-fi/fantasy because they were afraid of controversy), having to buy guns/gear between rounds, bomb defusal game.
    Gravity gun: Yup, gimmickey, but no one else had done it up til then AFAIK.
    Large outdoor areas: It does offer really different gameplay than tight indoor spaces. They actually existed in Doom engine games, but disappeared during the Quake generation because of technical constraints. I think Tribes was the first to bring it back.
    Halo: Okay, I forgot GoldenEye, but Halo is what made LAN parties mainstream. You don't know/don't care because you're a geek with a tricked out PC since the Eisenhower era, but believe me, Halo made FPSes accessible to the non-hardcore crowd.
    Voice chat: There were a bunch of incompatible third-party methods (I suppose including regular 'ol phones) for a while, but I think Halo may have been the first to make things standardized to the point where you could trust most people to have them.
    Anti-cheat software: Actually, I think you have the server actively checking for suspicious behavior, like how good people's aim is, etc.
    Voting: Yes, now they have non-hacked versions of this.
    Portables: God, I would love a good DS or PSP port of Quake. "Just more porting" my ass. This is the fundamental problem with tech heads, they think a game is like any other piece of code, like a compiler, a kernel, or accounting software. A game is a game, the rules and playflow that shape your interactions with intagible pixels - the way you interact with it is the whole point of the game. A portable version would be great, I hope you enjoy carrying a laptop around just for Quake.

    Anyways, you can tell people it's all just Quake with more hacks, just like games are all just sitting in front of a monitor and hitting keys, if you want. I actually love Quake, but it isn't the slick FPSes of today, especially console ones. They each have their place, I guess.

  162. == IT'S A DIRECT-X GAME == by Anonymous Coward · · Score: 1, Informative

    A lot of code to make this game work is part of DirectX. It's really much bigger than you think, but you don't notice since it is already on your computer.

    1. Re:== IT'S A DIRECT-X GAME == by Cocoa+Radix · · Score: 1

      Still, the download and installation time for such a game is incredibly fast, compared to, say, downloading a three-gigabyte ISO.

  163. Pretty useless as coasters or "clay pigeons" by AHumbleOpinion · · Score: 2, Informative

    Now all I get is read-only coasters.

    They are pretty useless as coaster, zero water absorbancy. The water just beads and rolls off as you pick up the coaster.

    They are pretty useless as clay pigeons as well. They launch just fine from the skeet launcher but they move way to fast since they are so much lighter. Worse, they present too low a profile and are a b*tch to hit while in flight.

    They are so so as sihlouette targets for plinking with a .22. They prop up and get knocked down just fine, but are too easily disturbed by wind and there is no satisfying "plink". Personally I'm sticking to bright red Coca Cola cans.

    I can't really find a damn useful thing to do with AOL CDs.

  164. But Doc, all we need is a faster CPU... by Powercntrl · · Score: 1

    "I'm sure that in 2006, disposable realtime MPEG4 encoders are available in every corner drugstore, but in 1996, that kind of processing power is a little hard to come by."

    --

    ---
    DRM is like antifreeze, to the MPAA/RIAA it's sweet, to the consumers it's poison.
  165. Re:Next you'll be telling kids to get off your law by ClamIAm · · Score: 1
    Companies will not take two decades to create a game


    Then what is Doom 3? OK, Wolf 3D came out in '92, so it's not two decades. However, most evolutions in the FPS genre have been in graphics and "story", with tiny little steps in gameplay along the way.
  166. Re: Quake is 10 by psykke · · Score: 1

    Hey! Doesn't it make it almost as old as Duke Nukem Forever?

  167. Dag Def Extreme by Anonymous Coward · · Score: 0

    Not sure how many of you've seen this, but it's insane. Much recommended for anyone who has ever played the game.

    http://www.planetquake.com/dde/

  168. Re:blah blah by XenoPhage · · Score: 1

    Yeah.. this post was for the funny.. As for being to young. I was around, patiently awaiting the download of Castle Wolfenstein back in the day. I was there for Doom. And I was there for Quake.

    Geez, I feel old now. I remember the days when I ran a BBS complete with door mods to allow multiplayer Doom/Heretic/Hexen.. Ah, those were the days.. two player, head to head action after 15 minutes of frustrated link-up attempts.

    --
    XenoPhage
    Technological Musings
  169. Re:blah blah by PB_TPU_40 · · Score: 1

    In the words of Christopher Titus... "See he GETS it!"

    --
    -PB_TPU_40 The trick to flying is to throw yourself at the ground and miss.
  170. Not GL Quake, VQuake! by default+luser · · Score: 1

    Before there was even a hint of an OpenGL port in John Carmack's mind, there was VQuake, the first 3D-accelerated version of Quake. VQuake was designed for the Rendition Verite 1000 chipset, one of the first fully-featured 2D/3D combo cards. Boy, was it sweet looking - it featured edge and particle anti-aliasing and better lighting than even GL Quake.

    Unfortunately, Rendition turned out to be a bitch of a company to work with, so Carmack swore off hardware-specific ports and made an OpenGL version. But, until Quake was open-sourced, VQuake was by-far the best implementation of hardware-accelerated Quake. Too bad Rendition never made a QuakeWorld-compatible VQuake renderer, I could have used the better performance. I always found it funny that I bought a Rendition card for VQuake, but my favorite aspect of the game - QuakeWorld TF - required me to use OpenGL.

    --

    Man is the animal that laughs.
    And occasionally whores for Karma.

  171. FYI by BKX · · Score: 1

    The FCC changed the rule that forced modems down to 53kbps about six months after the 56k standard was finalized, something like six years ago. Early 56k modems (both before and after the unification of x2 and k56Flex) were limited 28.8k up but later ones were able to do 33.6k up. All hardware modem manufacturers have released firmware updates to fix the 53k problem and software modem manufacturers have provided updated drivers. Same goes for the upgrade from x2 and k56Flex to the 56k standard. Most of these updates will also increase upload speed to 33.6k but not all.

  172. Re:blah blah by XenoPhage · · Score: 1

    > In the words of Christopher Titus... "See he GETS it!"

    Oh great. There goes another 15 minutes as I google this to figure out who the hell Christopher Titus is.. :)

    --
    XenoPhage
    Technological Musings