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.
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.
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.
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
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/ !!!!!
...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.
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.
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.
Indeed I do. Doom I and II, Final Doom, Quake, Heretic, Hexen and Wolf3d ... and the miracle of qcrack.exe...
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.
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!!!!
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.
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!!!!
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/
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
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
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.
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
Quake and Quake II updates for Mac OS X --- Fruitz of Dojo.
Circumcision is child abuse.
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.
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.
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.
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
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
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.
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.
"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.
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
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.
Wide open spaces.
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
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.