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."
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.
Impressive.
quake091.zip is nearly 9MB in size
Oh how times have changed.
Insert Ob "My God, now I feel old" comment.
The days of the digital watch are numbered.
...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'.
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?
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.
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.
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...
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.
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) 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.
(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.
I like to think of the original Quake as my own personal Vietnam
Damn, anyone else remember TheCLQ?
It was playable 486DX2/66 with 8 megs of RAM
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/ !!!!!
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.
"What a loooong, strange trip it's been..."
Gifts for Geeks - Stuff that really matters!
Weird, the wiki says July 22nd?
...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.'"
Some quotes for our own amusement and wistful recollection :);
/stand/ things like heretic/duke's look up/down?"
"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
"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?
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)
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.
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?
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.
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.
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.
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.
Really? I thought it required a Pentium to run. I remrmeber my 486 66 was not able to run it.
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.'"
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.
where the flags were keys, runes were runes and men got fragged. Then came madhouse ctf. Which I still play, to this very day.
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.
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!!!!
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)
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!!"
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/
I ran it on my dx2/66 with 8 mb of RAM. It worked but a pentium wörked a lot better. ;-)
No, it was playable on a 486 DX2/100 with 16 megs of RAM.
:p
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.
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.
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
Verisign. 2400 baud asynchronous modem included.
POS systems rock!
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.
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
You needed a 486 with an FPU. Intel 486s came in two flavours, SX and DX. The SX models lacked an FPU.
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
> 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.
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.
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.
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.
It definately ran on my 486. I actually still have that computer and the quake shareware CD from back then and could prove it.
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.
I watched C-beams glitter in the dark near the Tannhauser gate.
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.
h p%3Fpid%3D%26fid%3D953 (BIG .avi)
Check it out: http://clanservers.multiplay.co.uk/?p=/ftpfiles.p
Police State UK - news and
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.
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 ----
Quake and Quake II updates for Mac OS X --- Fruitz of Dojo.
Circumcision is child abuse.
Anybody else follow the 'aggravation' link. some posts made in '96 bitching about how quake could barely run on a 486... priceless.
The stuttering was fixed for me on the latest patch... but yeah.
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.
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.
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.
Hands in my pocket
Wow I love reading old technical newsgroups...
~Ilyanep
To get message, take amount of carrier pigeons at each stage mod 2. Then decode binary.
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.
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...
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.
Go play FEAR, then tell me that AI hasn't improved at all.
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.
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.
Well worth the 25 cents I spent on a blank DVD.
Daemon Tools, my friend. DO YOU USE IT?
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.
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!
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...
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.
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."
I looked at quake but it wouldn't have been til end of the year.
:) 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.
:) One of my all-time fav games. One of very few blurbs i found about Skynet:o pic=17325
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
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
http://www.sonicstadium.org/board/index.php?showt
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!
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
But beyond this what has really changed? What new game really breaks any new ground, concept or game play wise?
Katamari Damacy.
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
...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.
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).
In a slightly off-topic note but which might interest many here, Sonic turned 15 today (born on June 23, 1991) according to IGN.
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.
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
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?"
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"
Anyone remember the QW/TF Clan Angelic Demise?
Wait, What?
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
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.
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
Episode #8
/ viewPodcast?id=124843362&s=143441s .feedburner.com/TwitchAsylum
http://www.twitchasylum.com/index.php
iTunes: http://phobos.apple.com/WebObjects/MZStore.woa/wa
Odeo: http://odeo.com/listen/subscribe?feed=http://feed
Cheers,
itripn
"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.
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
Editor, A1-AAA AmeriCaptions
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...
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.
?!
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
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.
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.
The ______ Agenda
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...
I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
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.
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.
> 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.
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.
if you didn't read the topic as "Quake is one-zero".
Those Ponies will rock your world! They carry some serious firepower.
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.
... who read that as "Quake 10" ...
and I thought Quake 4 was new
Don't thank God, thank a doctor!
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/
--- Hot Shot City is particularly good.
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).
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."
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
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).
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.
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.
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"!!
"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.
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. :-)
For some reason I thought you were talking about running it on POS systems.. you know, those Point Of Sale touch screen restaurants have.
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.
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?
Comment removed based on user account deletion
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.
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
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
Wide open spaces.
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
Relive your quake glory days with quake papercraft :) Make your own shambler or player model ;)
Moo.
It is, in fact, entirely unsurprising that this hasn't happened.
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.
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
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!
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
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/
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/
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.
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.
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:
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.
"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."
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!
-=[ place
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!
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.
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.)
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.
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
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.
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!!!
Time to celebrate it by playing it on my GP2X!
You just got troll'd!
Not for me... Quake? Not a clue, never played it
A fast Tseng videocard and some L2 cache made it quite playable on my 486 DX2/66.
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.
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
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!
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=exp
http://jooh.no/web/XCom_UFO_what_went_off_here_32
http://jooh.no/web/XCom_UFO_2_destructive_archite
Teasing the nobles, and rightfully so!
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)
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
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.
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.
Now all I get is read-only coasters.
.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.
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
I can't really find a damn useful thing to do with AOL CDs.
"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.
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.
Hey! Doesn't it make it almost as old as Duke Nukem Forever?
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/
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
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.
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.
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.
> 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