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QUAKE!!!!!!!!!!!!!!!!!

Posted: Mon Jun 21, 2004 12:45 am
by THE JEW (RaVeN)
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HEAR YE, HEAR YE!!!



Mine quest is near complete. Long after that fateful day by which I had mourned for years, mine love has come backeth to me. Truly this is a blessed day.


Image Image Image

Posted: Mon Jun 21, 2004 11:05 am
by [PX]Kal Bob
I, don't get.

Posted: Mon Jun 21, 2004 12:04 pm
by [PX] Nebuchadnezzar
Hey a Gary Larson, I mean The Jew post...


I don't get it
I don't get it
I don't get it
I.... don't get it.

Posted: Mon Jun 21, 2004 4:54 pm
by Ghost [PX]
I think he found Quake and the two mission packs for sale somewhere..

Just my guess though.

Posted: Mon Jun 21, 2004 5:53 pm
by THE JEW (RaVeN)
Ghost [PX] wrote:I think he found Quake and the two mission packs for sale somewhere..

Just my guess though.



Close enough that you are teh WINNAR!!!



Cookie for Homey V


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Posted: Tue Jun 22, 2004 4:15 pm
by Ghost [PX]
SWEEEEET!!!!

Cookie!!!!

*Chomp*

Re: QUAKE!!!!!!!!!!!!!!!!!

Posted: Tue Aug 05, 2008 7:43 pm
by THE JEW (RaVeN)
Overview of the programming that went into Quake from Michael Abrash:

http://www.bluesnews.com/abrash/

Abrash, for those not familiar with him, is a visionary programmer who has written some of the best programming books on the planet. He's worked with id, Microsoft, and is currently employed with Intel to help them develop their Larrabee video card. As an aside, it seems Intel is quite serious about making a video card if they've hired such a forward-thinker.

Re: QUAKE!!!!!!!!!!!!!!!!!

Posted: Thu Jun 23, 2011 8:08 pm
by THE JEW (RaVeN)
15 years and counting:

http://bethblog.com/index.php/2011/06/2 ... niversary/

Highlights from John Carmack:

“I could write an awful lot about Quake, but since we are in the final crunch for Rage right now, I’ll have to settle for just a few random thoughts.

I have a bit more subdued memory of Quake than many of our other projects, because the development was so tough. It was the first project where I really had to grapple with my personal limitations; I had bitten off a little more than I could chew with all the big steps at once – full 3D world, 3D characters, light maps, PVS calculations, game scripting, client / server networking, etc. No matter how hard I worked, things just weren’t getting done when we wanted them to.

My defining memory of the game was fairly early in development, when I no-clipped up into a ceiling corner and looked down as a Shambler walked through the world with its feet firmly planted on the ground. This looked like nothing I had ever seen before; it really did seem like I had a window into another world. Of course, as soon as he had to turn, the feet started to slide around because we didn’t have pivot points and individual joint modifications back then, but it was still pretty magical.

It seems silly now, but at the time we were very concerned that people wouldn’t be able to deal with free look mouse control, and we had lots of options to restrict pitch changes and auto-center when you started moving.

The internet gaming aspect was almost an accident. I had moved from Doom’s peer-to-peer networking to client/server primarily to allow late game entry, and UDP was supported because I was still doing a lot of the development on NEXTSEP unix workstations. The idea of playing over the internet was always there, but I didn’t think it would be practical for many people due to the long latencies and variable performance of typical connections. When it turned out that people were doing it despite the low quality, it gave me the incentive to develop the alternative QuakeWorld executable with the various latency reduction mechanisms.

The other important alternative executable was glQuake, which played a significant role in the early days of 3D accelerators. 3DFX was the gold standard back then – Nvidia’s RIVA128 had poor subpixel precision and didn’t handle all the blend modes properly. In fact, almost everyone was under the incorrect assumption that blending was only good for alpha transparency, even companies like 3DLabs that should have known better.

Competitive deathmatch had gotten started with Doom, but the Red Annihilation Quake tournament was a high point, where I gave my first turbo Ferrari away to Thresh for his dominating tournament win.

I look back at Quake as the golden age of game modding, before the standards rose so high that it required almost a full time commitment to do something relevant. I am very proud that many of today’s industry greats trace their start back to working with Quake.

The most important thing about quake for me was that I met my wife when she organized the first all-female Quake tournament. She still thinks Quake was the seminal achievement of Id, and she glowers at me whenever I bemoan how random the design was. :)



And Quake won an Emmy:

http://kotaku.com/342028/2008-tech-emmy-winners


Epic did, too, that year. For Pinball Construction.

Re: QUAKE!!!!!!!!!!!!!!!!!

Posted: Thu Nov 03, 2011 6:50 pm
by [Fallen]Thumperup
awesome video if quake was made today


http://youtu.be/W1ZtBCpo0eU

Re: QUAKE!!!!!!!!!!!!!!!!!

Posted: Fri Nov 04, 2011 11:56 am
by Quango
Carmack has lost his credibility as a person who gives even the remotest of shits for PC gamers with his recent release of RAGE. Really wish I was the type to try before buying on that POS.