QuakeForge 0.6.0 Released In Time For Christmas
Bill Currie writes "After many years, QuakeForge 0.6.0 has finally been released, just in time for the 12th anniversary of the release of the Quake source code. Happy birthday, GPL Quake. Merry Christmas, Quake fans."
The release page shows a few 0.5.99 beta releases made starting earlier this month, the first since 2004. Sometime in that void of time development moved to git, and there has quite a bit of work going on in the main tree.
I guess it says something about how long it takes to make professional games, that it's taken so long.
This and Duke Nukem Forever in the same year. Punctuated equilibrium at work.
--- Justin Dearing http://www.justaprogrammer.net/ We're just programmers.
But it's not being done by professionals - at least not as part of their day job. So it doesn't necessarily say anything other than that the developers probably have lives or other projects outside of QuakeForge.
which is totally what she said
... you could do worse than checking out nQuake http://nquake.com/ (which provides you with everything you need to play) or ezQuake http://ezquake.sourceforge.net/ (just the client, bring your own Quake CD).
Now if only somebody could make a decent android port with usable controls for a touchscreen device. Maybe like the controls from Shadowgun for example.
The teachers will crack any minute, purple monkey dishwasher.
Looking at the site, it seems like it's quake1 with half of quake3's features added to it. Why would I not just use quake3?
I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
Far better Quake sourceports have popped up that have taken a lot less time than this. Darkplaces and ezQuake seem to still be in development and look fantastic.
The Quake source code was released TWELVE YEARS AGO? ...this realization just gave me arthritis in every joint. I think I need to go lie down...
Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*
Yes. And my point was that the guys working on QuakeForge are probably only putting a couple of hours in a week on average, so that comparison is completely stupid.
Then you have the fact that QuakeForge doesn't look any better than GLquake, which I was playing 10 years ago. The changes they've been making recently look more like small performance improvements and adding support for ALSA, etc. He shouldn't be comparing the tweaks these guys are making to developing a full game.
For mobile or indy games you may only have one or two people creating the whole game as a hobby, and they can get a whole lot done in a few months, never mind 13 years.
which is totally what she said