T.R | Title | User | Personal Name | Date | Lines |
---|
83.1 | quakeTALK | KAOA00::KAOP97::SOWREY | Son of Worf | Tue Aug 16 1994 09:17 | 219 |
| For those of you who have never heard of Quake, this is id's next major
game. Their first major success was Wolfenstein 3-D, which was followed
by Doom...
Here's what I know so far... (I'll post more of these as I come across
them)
Article: 39517
From: [email protected] (joost schuur)
Newsgroups: alt.games.doom
Subject: quakeTALK 1.00 (a newsletter on quake)
Date: 11 Aug 94 22:50:03 GMT
Organization: InterNetNews at ZDV Uni-Tuebingen
Lines: 214
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================================================================= 08/09/94 ==
talk about the next id game 'quake'. pure facts. direct quotes from id
employees _only_. please do not upload this file to a public ftp site or post
it to a newsgroup. the remarks on this list were all publically made, so i
hope id doesn't mind me passing this along, allthough bare in mind, that
quake still is in a very early stage, so everything here could be a
total lie, as american 'yes, that really is my name' mcgee always likes to
put it.
send comments or additional information (with source and date) to
[email protected]. thanks.
okay... here goes:
-----------------------------------------------------------------------------
from [email protected]'s .plan:
The next game is going to blow DOOM all to hell. DOOM totally sucks
in comparison to our next game, QUAKE: The Fight for Justice! QUAKE
is going to be a bigger step over DOOM than DOOM was over Wolf3D
(ya know -- DOOM = pong). We won't start developing QUAKE until Fall'94...
-----------------------------------------------------------------------------
from [email protected]'s .plan:
on July 25th 6:14pm
This will not be out until sometime next summer.
John Carmack is currently designing the engine.
Multi-player should go something like this:
Someone owns a fast server somewhere. You dial in and join the
game in progress. Ten or more people at a time can be in the world.
You will not NEED a Pentium to play QUAKE. Everyone knows you don't
need one for DOOM either... but it doesn't hurt anything.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 11:38:19:
QUAKE will be totally externally programmable. A planar surface (as opposed
to line triggers, switches, etc.) will have an activation tag. Anything with
a matching tag will contain the action that should be performed on itself.
Thus, walking on a certain surface with an activation tag will make the
program search the world for matching tags. A match will make the program
check the object for the type of action to be done. This allows one action
to affect many actions, i.e., walking into a large room can close the door
behind you, turn the lights off, raise 5 staircases and release 10 monster
holding pens.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 17:25:53:
QUAKE will be EXTREMELY modular -- DOOM was just the tip-of-the-iceberg
experiment. We will be more cooperative than you can imagine -- how does
uploading the QUAKE Server code sound? That way, anyone could recompile
QUAKE for any super server system.
QUAKE is in true 3-D. Not faked DOOM 2-D/ 3-D.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 15:56:23 (on sector tagged actions):
Total freedom. Nothing will be hard coded into the executable. More than
likely, the action will be a TEXT descriptor that will match a function name
or somesuch.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 16:02:48 (on scanning for sector tags)
For speed, of course we'll be using index lookups. I'm trying to describe the
overall idea, not the actual implementation. And depending on our long-range
goals with QUAKE, we may not even use indexes if we want the gameworld to be
continuously modifyable -- esp. for real-time multi-player connections where
a "god" person is building a new structure in the world where 100 people are
playing at the same time as the level design in the level they're playing.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 16:02:48:
<Much programming structure and ideas deleted>
Don't worry. QUAKE will be done right.
-----------------------------------------------------------------------------
from [email protected] on Sun Aug 7 21:53 CDT 1994:
(credits to scott bessler ([email protected]))
> ... I have a question about quake, you have been quoted
> as saying it'll support 100 players.
Not me, man. That sounds like something Romero would say. The
truth is that we have no clue how many players it will support
until we're done writing it.
The game will be well-geared to pay-for services where you have a nice
server like a medium-end workstation. It will allow more users and
still offer smooth play.
The required line speed will depend on a lot of factors. We'll
have no idea how fast it will need to be until we've coded it.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Tue, 9 Aug 94 10:09:21
QUAKE has gravity. Down is down.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Mon, 8 Aug 94 10:59:20
In QUAKE, we're aiming for a total D&D fantasy adventure and, yes, there will
be DRAGONS! (We hope. Remember, we could be lying. :)
That's how QUAKE will be programmed! Not ONE SINGLE BIT of information will
be hard-coded -- everything's external! We will supply a language compiler
for the C-type language that we'll use for QUAKE's external code modules.
id Software will NEVER AGAIN get ANY CODE programmed by an outside source (in
DOOM, the only external id code was the sound code.) We will program our own
sound code, but are planning to use the VESA sound spec.
QUAKE will be client/server ONLY -- even a single-player QUAKE session will,
inreality, be a client/server setup with the client process and server process
residing in the same system. We will make the setup as painless as possible.
QUAKE's shareware EXE will only work with the shareware version, unless you
register (the client), in which case you will be able to play the registered
version and all the WADs available.
Probably an oversight. QUAKE will use NONE of DOOM's code. Except for the
memory zone allocation. The WAD utilities will be revised.
QUAKE will run well on a Pentium, but a 486 is required. It's just a notch up
from DOOM's requirements: 386 required, 486 recommended.
Hopefully, the initial shareware release will handle real dynamic maps. id's
QuakeNet will definitely have this ability. We're hoping to start another
small company that is a pure 24-hour QuakeFest! (Hey -- we want a piece of
the action, too!:) It might be a couple dozen players modem-linked into a
lightning-speed server, but we're really targeting QUAKE to be the first home
cable game -- brought to you through your set-top box and played on your huge
TV screen!
QUAKE's level editor is true 3-D. We've just started QuakeEd.
QuakeEd is using a real-time 3-D BSP generator. It will be optimized. BSPs
are awesome tools -- they can be used in many different types of applications.
QUAKE will probably use a few different types of BSP trees. The guy that
invented BSPs visited us and taught Carmack even more shit.
QUAKE will not have 1 sprite in it -- all objects will be hi-res 3-D models.
Texture-mapped polygons, but hi-res so they're not bad-looking. Much better
than Alone in the Dark's.
I didn't mention this before, but sound is a major integral part of the QUAKE
design and, yes, you will be able to wear a headphone/microphone unit (which we
will also sell -- made by Koss) and speak to each other (over a LAN only) --
but not as a headset comm. You will be "speaking into" the game world, so the
closer you are to someone, the louder your voice is. And the monsters have
ears, too!
-----------------------------------------------------------------------------
from [email protected]'s .plan:
Status of QUAKE---Updated: Tue, Aug 9th 11:38am
John now has a simple (slow) engine running. It uses converted
DOOM maps and runs them with flats for textures. It looks REALLY
cool.
-----------------------------------------------------------------------------
from [email protected] on thu 11, aug 94 12:25:59
the quake-by-cable will definatly won't be in the first release -- it's a
couple years away at the least :)
-----------------------------------------------------------------------------
|
83.2 | More quake news | BAHTAT::HILTON | Beer...now there's a temporary solution | Thu Sep 15 1994 09:36 | 385 |
| Now the hype's started........
This makes interesting reading for people who find Doom a bit too 2
dimensiona. The game is Quake from Doom creators ID Software. They are
talking of a hundred people playing by client/server. Nothing will be hard
coded. Read about activation tags. Read it and realise Doom was the Pong
prototype for Quake.
----------
From: ACSIS - NEWSREAD
To: j.dunford
Subject: 18508 Quake Status! [email protected] (Jason Tyler Davidson)
Date: 05 September 1994 01:23
Return-Path: <[email protected]>
From: ACSIS - NEWSREAD <[email protected]>
Date: Mon, 5 Sep 1994 13:23:54 +0100
Message-Id: <[email protected]>
To: [email protected]
Subject: 18508 Quake Status! [email protected] (Jason Tyler Davidson)
----------------------------------------------------------------------------
--
From: [email protected] (Jason Tyler Davidson)
Newsgroups: rec.games.video.atari
Subject: Quake Status!
Date: 2 Sep 1994 05:19:40 -0700
Organization: CRL Dialup Internet Access (415) 705-6060 [login:
guest]
Lines: 332
X-Newsreader: TIN [version 1.2 PL2]
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\__, |\__,_|\__,_|_|\_\___| / // // /////// // //
|_|
================================================================= 08/24/94
==
------
[intro:]
------
talk about the next id game 'quake'. pure facts. direct quotes from id
employees _only_. the remarks on this list were all publically made, so i
hope id doesn't mind me passing this along, allthough bare in mind, that
quake still is in a very early stage, so everything here could be a
total lie, as american 'yes, that really is my name' mcgee always likes to
put it. feel free to post this or upload to the net.
send comments or additional information (with source and date) to
[email protected]. i'm still looking for the original
quake faq someone posted on a.g.d. a while back. i know 90 % of it was
satire, but i'd like to have another look at it, so if you have it, let me
know please. thanks. for that matter, i'd like to get in touch with the
original author of the quake faq, since i'd like to start the (un)official
quake faq (unless he or hank leukart aren't interested).
on a side note, you might want to check out my doom www page, which also
carries the newest copy of quaketalk. it can be reeched via mosaic, lynx or
any other browser at http://hp11.zdv.uni-tuebingen.de:2611/doom/doom.html.
------------------------------
[the doom-editing mailing list:]
------------------------------
you'll see several references to the doom editing mailing list. this is
a mailing list on 'advanced doom editing' that john romero from id is on.
this is _not_ a quake discussion forum. we discuss all aspects of doom
editing (.exe hacks, wads, be it levels, music, sound, editor/utility
writing
e.g.) if you would like to join, send mail to [email protected] with the
following in the body of the mail:
subscribe doom-editing <your_email_adress>
bare in mind that this is not a newbie forum. we like to keep the noise
down a bit, so please don't post unless it's of an advanced nature.
-------------------
[on version numbers:]
-------------------
quaketalk is updated whenever i get new facts on quake. i'll increase
the version number according to how much the new stuff is. future versions
may include other segments on quake, maybe not just direct quotes from id
people. i'm open for suggestions, if there's something you want to see here,
let me know.
updates will carry a '> ' in the first collumn. these will be the updates
since the last copy. check out the version history at the end too.
----------------------
[the magazine articles:]
----------------------
-----------------------------------------------------------------------------
from the july '94 issue of computer gaming world (taken from the original
quake faq):
SHAKIN' AND QUAKIN'
"What is the next huge leap? They wouldn't say much, still in the idea
phase and reluctant to build expectations too early, but they did tell
me thisthe name is Quake, the game engine is completely brand new, and
the 3D world will be so complete and characters will have depth, rather than
being flat sprites. The current setting (notice I didn't say the evil
s-word, "story") is a fantasy world where the player becomes a Thor-like
being weilding a giant hammer, which he can throw at or bludgeon anything
that moves. The world will have some real physics, so that characters will
tumble when when they fall from heights, and be knocked flat on their
backs. As Romero was describing the multiplayer Quake of his imagination,
he was literally hopping out of his seat and pantomiming the violent drama
between two warrior gods, punctuating the action with sound effect (which
he is given to in most conversation). If they can calm Romero down long
enough to get some work done, id hopes to start working on Quake in
September and a release date of Christmas '95."
-----------------------------------------------------------------------------
-----------
[the quotes:]
-----------
-----------------------------------------------------------------------------
from [email protected]'s .plan:
The next game is going to blow DOOM all to hell. DOOM totally sucks
in comparison to our next game, QUAKEThe Fight for Justice! QUAKE
is going to be a bigger step over DOOM than DOOM was over Wolf3D
(ya know -- DOOM = pong). We won't start developing QUAKE until Fall'94...
-----------------------------------------------------------------------------
from [email protected]'s .plan:
on July 25th 6:14pm
This will not be out until sometime next summer.
John Carmack is currently designing the engine.
Multi-player should go something like this:
Someone owns a fast server somewhere. You dial in and join the
game in progress. Ten or more people at a time can be in the world.
You will not NEED a Pentium to play QUAKE. Everyone knows you don't
need one for DOOM either... but it doesn't hurt anything.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 11:38:19:
QUAKE will be totally externally programmable. A planar surface (as opposed
to line triggers, switches, etc.) will have an activation tag. Anything
with
a matching tag will contain the action that should be performed on itself.
Thus, walking on a certain surface with an activation tag will make the
program search the world for matching tags. A match will make the program
check the object for the type of action to be done. This allows one action
to affect many actions, i.e., walking into a large room can close the door
behind you, turn the lights off, raise 5 staircases and release 10 monster
holding pens.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 17:25:53:
QUAKE will be EXTREMELY modular -- DOOM was just the tip-of-the-iceberg
experiment. We will be more cooperative than you can imagine -- how does
uploading the QUAKE Server code sound? That way, anyone could recompile
QUAKE for any super server system.
QUAKE is in true 3-D. Not faked DOOM 2-D/ 3-D.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 15:56:23 (on sector tagged actions):
Total freedom. Nothing will be hard coded into the executable. More than
likely, the action will be a TEXT descriptor that will match a function name
or somesuch.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 16:02:48 (on scanning for sector tags)
For speed, of course we'll be using index lookups. I'm trying to describe
the
overall idea, not the actual implementation. And depending on our
long-range
goals with QUAKE, we may not even use indexes if we want the gameworld to be
continuously modifyable -- esp. for real-time multi-player connections where
a "god" person is building a new structure in the world where 100 people are
playing at the same time as the level design in the level they're playing.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Fri, 5 Aug 94 16:02:48:
<Much programming structure and ideas deleted
Don't worry. QUAKE will be done right.
-----------------------------------------------------------------------------
from [email protected] on Sun Aug 7 21:53 CDT 1994:
(credits to scott bessler ([email protected]))
... I have a question about quake, you have been quoted
as saying it'll support 100 players.
Not me, man. That sounds like something Romero would say. The
truth is that we have no clue how many players it will support
until we're done writing it.
The game will be well-geared to pay-for services where you have a nice
server like a medium-end workstation. It will allow more users and
still offer smooth play.
The required line speed will depend on a lot of factors. We'll
have no idea how fast it will need to be until we've coded it.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Tue, 9 Aug 94 10:09:21
QUAKE has gravity. Down is down.
-----------------------------------------------------------------------------
from the doom-editing mailing list ([email protected])
on Mon, 8 Aug 94 10:59:20
In QUAKE, we're aiming for a total D&D fantasy adventure and, yes, there
will
be DRAGONS! (We hope. Remember, we could be lying. :)
That's how QUAKE will be programmed! Not ONE SINGLE BIT of information will
be hard-coded -- everything's external! We will supply a language compiler
for the C-type language that we'll use for QUAKE's external code modules.
id Software will NEVER AGAIN get ANY CODE programmed by an outside source
(in
DOOM, the only external id code was the sound code.) We will program our
own
sound code, but are planning to use the VESA sound spec.
QUAKE will be client/server ONLY -- even a single-player QUAKE session will,
inreality, be a client/server setup with the client process and server
process
residing in the same system. We will make the setup as painless as
possible.
QUAKE's shareware EXE will only work with the shareware version, unless you
register (the client), in which case you will be able to play the registered
version and all the WADs available.
Probably an oversight. QUAKE will use NONE of DOOM's code. Except for the
memory zone allocation. The WAD utilities will be revised.
QUAKE will run well on a Pentium, but a 486 is required. It's just a notch
up
from DOOM's requirements386 required, 486 recommended.
Hopefully, the initial shareware release will handle real dynamic maps.
id's
QuakeNet will definitely have this ability. We're hoping to start another
small company that is a pure 24-hour QuakeFest! (Hey -- we want a piece of
the action, too!:) It might be a couple dozen players modem-linked into a
lightning-speed server, but we're really targeting QUAKE to be the first
home
cable game -- brought to you through your set-top box and played on your
huge
TV screen!
QUAKE's level editor is true 3-D. We've just started QuakeEd.
QuakeEd is using a real-time 3-D BSP generator. It will be optimized. BSPs
are awesome tools -- they can be used in many different types of
applications.
QUAKE will probably use a few different types of BSP trees. The guy that
invented BSPs visited us and taught Carmack even more shit.
QUAKE will not have 1 sprite in it -- all objects will be hi-res 3-D models.
Texture-mapped polygons, but hi-res so they're not bad-looking. Much better
than Alone in the Dark's.
I didn't mention this before, but sound is a major integral part of the
QUAKE
design and, yes, you will be able to wear a headphone/microphone unit (which
we
will also sell -- made by Koss) and speak to each other (over a LAN only) --
but not as a headset comm. You will be "speaking into" the game world, so
the
closer you are to someone, the louder your voice is. And the monsters have
ears, too!
-----------------------------------------------------------------------------
from [email protected]'s .plan:
Status of QUAKE---Updated: Tue, Aug 9th 11:38am
John now has a simple (slow) engine running. It uses converted
DOOM maps and runs them with flats for textures. It looks REALLY
cool.
-----------------------------------------------------------------------------
from [email protected] on thu 11, aug 94 12:25:59
the quake-by-cable will definatly won't be in the first release -- it's a
couple years away at the least :)
-----------------------------------------------------------------------------
>from jay wilbur on irc Wed Aug 24 21:35:32 MESZ 1994:
>'Quake is working. Carmack is testing the concepts.'
>'a quake faq...already? ... bitchin!' (on quaketalk ;)
-------------------------------------------------------------------
Status of QUAKE---Updated: Thu, Sep 1st 11:41am
This will not be out until sometime next summer.
John now has a simple (slow) engine running. It uses converted
DOOM maps and runs them with flats for textures. It looks REALLY
cool.
Ok, imagine this. You have a health thing and you don't need it.
You meet someone in the game who has a nice weapon but is really
low on health. You guys decide to exchange items. You don't really
trust this guy so you bring along a friend and tell him to hide out
somewhere with a bead on the other guy's head. You meet somewhere
in the middle of a field and face off. You drop your health, he drops
his weapon and you both strafe over the object of your desire. You
start to back away (not turning your back on him) and suddenly decide
you're going to whack this guy before he gets a chance to use that
health. You move towards him and draw back with your hammer. He notices
this and starts to duck, but it's too late. You smash him in the head
and watch him fly down to the ground, landing on his side. You smash
his still body a few more times and cause him to explode! Now you and
your friend pick up all of the items your dead friend left on the
ground. As you are walking off you pick up his severed head and put
it in a bag. That will come in useful later... when you need something
to sacrifice to a demon.
-----------------------------------------------------------------------------
----------------
[version history:]
----------------
-----------------------------------------------------------------------------
1.00 (early august) - first edition. i simply cut and pasted all the quake
quotes from romero and the .plan's in a file and
spiffed it up a bit.
1.01 (08/16/94) - added credits to ddt's email about quake and changed
the intro.
1.10 (08/22/94) - added the magazine article section and the version
history.
1.11 (09/01/94) - jayw's brief quake comment on irc added.
-----------------------------------------------------------------------------
|
83.3 | | SUBPAC::MAGGARD | Integrate! | Thu Sep 15 1994 12:52 | 9 |
| > you pick up his severed head and put it in a bag. That will come in useful
> later... when you need something to sacrifice to a demon.
Awesome!
:-)
- jeff
|
83.4 | Quake may be released for AXP! | WRKSYS::NIEMI | | Wed Apr 05 1995 12:45 | 12 |
|
Good news! I heard from John Carmack, president of Id Software, that
they are looking into buying a dual processor Alphaserver 275 to do
graphics preprocessing for Quake. If they get developers status and can
get this machine at discount, they will release a version of Quake
for AXP.
John's planning on using OSF on the Alphaserver for compatibility
purposes with their NEXTSTEP machines.
Erin
|
83.5 | | FORTY2::HOWELL | Just get to the point... | Wed Apr 05 1995 12:50 | 11 |
| Oh dear.
Oh dear oh dear.
I hope someone high-up isn't reading this because they'll realise DEC's
workload will drop by 50% when Id release this thing :-)
Imagine it, though...... mmmmmmm yummy!
Cheers,
Dan
|
83.6 | Digital Unix..... nah.... | KDX200::ROBR | I've heard the lions hunting in the Serengeti night | Wed Apr 05 1995 15:22 | 4 |
|
id prefer to see an alpha NT version myself....
|
83.7 | | PCBUOA::KRATZ | | Wed Apr 05 1995 17:58 | 1 |
| yeah, OSF, er, Unix practically needs 64Mb to boot.
|
83.8 | ;-) | GIDDAY::GILLINGS | a crucible of informative mistakes | Thu Apr 06 1995 03:37 | 6 |
| re .7:
> Unix practically needs 64Mb to boot
Given time, I'm sure NT will eventually catch up and perhaps even exceed
Unix in this regard.
John Gillings, Sydney CSC
|
83.9 | NT for life... | KDX200::ROBR | I've heard the lions hunting in the Serengeti night | Thu Apr 06 1995 14:27 | 4 |
|
ha!! actually the memory requirements went DOWN with the release of
3.5
|
83.10 | Magazine Artciles which mention Quake. | WRKSYS::NIEMI | | Mon May 01 1995 13:55 | 311 |
| Quaketalk 3.00 - section [1]
Magazine articles and the likes:
From the July '94 issue of computer gaming world (taken from the original
Quake FAQ):
Shakin' and Quakin'
"What is the next huge leap? They wouldn't say much, still in the Idea
phase and reluctant to build expectations too early, but they dId tell
me thisthe name is Quake, the game engine is completely brand new, and
the 3d world will be so complete and characters will have depth, rather than
being flat sprites. The current setting (notice I didn't say the evil
s-word, "story") is a fantasy world where the player becomes a thor-like
being weilding a giant hammer, which he can throw at or bludgeon anything
that moves. The world will have some real physics, so that characters will
tumble when when they fall from heights, and be knocked flat on their
backs. As Romero was describing the multiplayer Quake of his imagination,
he was literally hopping out of his seat and pantomiming the violent drama
between two warrior gods, punctuating the action with sound effect (which
he is given to in most conversation). If they can calm romero down long
enough to get some work done, Id hopes to start working on Quake in
september and a release date of christmas '95."
From the August '94 copy of PC format:
Quake to hit in '95
Id software's Doom 2 is released on on 10 october, but details are already
beginning to emerge about Quake, its successor which is scheduled for
release in the latter half of '95.
Quake features a Thor-like character who, armed with a massive hammer,
likes nothing better than to bludgeon his victims to death.
Id is hoping to include some real physics in the game, so that characters
will twist and tumble through the air when they fall from a great height,
or be knocked flat on their back from a heavy blow. In-game sprites will
also be depicted in 3d, unlike the flat two-dimensional characters that
inhabit the Doom games.
There will almost definitely be a multi-player link-up, as well as a vr
tie-in with a majoe manufacturer. The last point is probably the most
exciting, as many of the vr exhibitors at ces used Doom to show off their
respective helmets' abilities. By producing a game with a specific headset
in mind, Id software could finally kick-start the VR market in a b-i-g
way. prices of vr-headsets are already in freefall - five manufacturers
were showing off cheap sub-$200 helmets at the show - so a game designed
to work with them would be an instant hit and could even be part of a
bundling deal.
From the october '94 issue of PC gamer:
PC Gamer:
"You've been reasonably quiet about the new project, Quake, so
far. there must be something more you can tell us about it.?"
Jay Wilbur:
"We're getting it together at the moment, it's in concept stage.
I'm reluctant to build up expectations, but i will say that it
will be a quantum leap over Doom. Currently the Idea is to have
more realistic gameplay. In Doom, for example, the characters
are all bitmaps and they're set in their ways. when you shoot a
character, he reacts in a programmed manner. Maybe he throws
his arms out and leans his head back. And every time you shoot
him, no matter where you shoot him, he does the same thing.
it's like a dance. In qauke, we have polygon characters like
those seen in virtua fighters. We may texture map them so they
have a more realistic look, maybe not - that's in discussion
right now. but the Idea is that if you shoot one of these
characters in the upper left quadrant, for example, his left
shoulder will be blasted back, he'll react more naturally.
we'll add the ability to look and move up and down. If you're
pushed off a ledge, physics comes into play. in Doom, you
just kind of drop down, but in Quake, if you fall off an edge
and your top heavy, you'll tumble. and your view will tumble
with you. of course it'll be very fast, but the whole world
will react accordingly."
PC Gamer:
"It all sounds very complex. the trick is, I suppose, to add all
this stuff while still keeping the game simple and intuitive"
Jay:
"Absolutely. it has to be an intuitive game to play, so the
player can achieve instant success. With Doom, all you need
are the four arrow keys, the fire button and the open door
key. other than that you don't need anything. You can achieve
instant success. you walk in, find somebody, press fire a
couple of times - and your successful. In Quake, there'll be
more complex controls to deal with; you'll be able to take,
for example, an axe in your hand and slash it around, but the
control will be intuitive, like using the mouse."
From the november '94 issue of Multimedia Magazine:
[...]
Yet even as Doom II is hitting the street, the people at Id
software (developers of the game) are already looking toward the future.
john romero, a lead designer and programmer at Id, says the team is hard
at work on Id's next generation game, Quake. like Doom, Quake will be a
first-person, action-oriented, multiplayer shoot-'em-up -- but it will
take every element, from graphics to sound to game play, to an entirely
new level.
"The technology in Quake will be much better than in Doom,"
Romero says, "the graphics will use 3-D rendered models, unlike the 2-D
images in Doom. So if you walk around a pillar, you'll see it in full
360 degrees, as opposed to only eight different rotations in Doom.
You'll also be able to move in six different directions, and they'll be
much better animation. We're also adding cool cinematic sequences that
take place while you're playing the game. Basically, Doom will feel
stiff compared to Quake."
Beyond enhanced visuals, Quake will use additional techniques to
make the world appear more lifelike to the player. "We want Quake to be
as realistic as possible, so there's no music in the background," says
Romero. What you'll hear are "environmental sounds -- of owls and
crickets and monsters -- that are triggered by where you walk and look.
for instance, you're going along and you hear something. You turn toward
a cave and the sound, now ominous, grows louder. Then, as you walk
toward the cave, the sound gets even louder, and a pair of red eyes
appear -- next thing, a monster's coming right at you, and you better get
the fuck out of there. Just looking around makes it happen.
Another major innovation accompanying the game's release will be
the free distribution of a server utility, which will allow the creation
of "remote, Quake-based entertainment networks," according to Romero.
Dozens of players will be able to enter a game simultaneously, even if
they're playing on different machines. (Quake will likely be released on
every computer and video game platform except those made by nintendo -- a
result of Id's righteous indignation over the censorship of its first
hit, wolfenstein 3-d, when it was ported... they may have good technology,
but they don't understand design. They just don't know what it takes to make
a cool game," he says. "In the meantime, we've already moved on to the next
thing. So we're not worried at all. like our other releases, Quake will
be the first of its kind. nothing else will ever be close."
Prepare to be shaken and stirred.
From the Doom 2 strategy guIde, an interview between Ed Dille
and John Romero:
What is your development process?
JR: Quake will require a totally new editor. That's going
to take a long time to do. With Quake, there isn't even a
premise yet. There's just kind of a feel for the thing.
there isn't any story.... well, there is kind of a vague
story, but there isn't anything solid because halfway
through the development of the game we'll probably have to
throw it out and redo it. Because we'll have learned so
much about the technology and the way the engine works and
what's cool that what we did before will suck. So we'll do
a lot of development for the game, then probably throw it
out about halfway through. That way, when a game comes out,
it's great. That's how we learn and make cool games.
Ed: How is Id improving its game design as time goes on?
JR: With Quake, we're going to move the [3d] design along
further. The 3d engine has gotten to the point where it's
going to be almost as much fun to experience the environment
as it is to actually play the game. You should be walking
around in Quake just in awe, looking around and going, "this
is awesome!"
And there won't be background music. In every game
we've done there has always been background music and sound
effects, right? The soundtrack is always there while you're
playing. There will be no soundtrack. We're going to make
you feel like you're in a real world. There will be bugs
and birds flying around. You'll be looking around, going,
"this is great! Hey, I wonder what's over there?" So you
start walking over toward some forest. There will be a lot
of cinematic things in the game. Of course, we'll never
stop the game just for a cinematic. We never do that. What
we will do [is something] like this: say you're walking into
a forest, which looks just awesome, and all of the sounds
are different, and it's dark, and to the right you see this
dark cave or something. As soon as you look at that cave,
something is going to happen. You'll hear some kind of low,
evil kind of sound, and something will trigger, even just
from your looking at this area. Maybe some red eyes will
start glowing in there and maybe a growl or something. So
you can take off or you can charge in there, whatever you
want to do.
Of course, you'll still be able to pulverize stuff.
that's just something to do and it's a lot of fun. I mean,
when you play deathmatch, it's just great blowing people
away. It is just totally fun. and we think that's still
important. you get lots of feedback from it. It's a fun
thing that you can't do in real life unless you want to go
to jail, and it's a guy thing. So you're still gonna kill
things in Quake, but not like in Doom II. In Doom ii, you
mow things down by the dozen. In Quake you'll fight, say,
three monsters at the max. Probably you'll fight three
guys, but it's going to be like a virtual fighter. There
will be more skill involved in the fighting. You won't be
holding the gun in front of you. In the games you've played
before, you're still kind of distanced from the death.
You're pointing the shotgun at something, you're pulling the
trigger, and it shoots and the thing is dead. All you had
to do was press the button. - you move the mouse and press
the button - and it's as easy as that. In Quake, you'll
really have to kill things. you won't just press the
trigger and hit it, you'll have to really beat the living
shit out of the thing until it's dead. So you'll have this
huge hammer and you'll pound it into blood paste on the
floor, and you're going to have to take awhile, too. You're
going to have to work on it. You won't just have this arrow
point-and-click kind of thing.
...Quake will be the ultimate. you are not going to
believe Quake. Quake is going to be an industry when it
comes out.
Ed: [grunt of disbelief]
JR: It will! We're going to encourage people to start
businesses based on Quake. We'll upload the server software
for Quake onto the net, which means that anyone can take the
Quake game and create a whole new game off it, a totally
different game off the server software. Like a location
based center. We're going to allow people to go location
based Quake as much as they want. No fees. We upload the
server software and if you want to start a location-based
Quake center, do it. The only way we make money is that you
have to buy the client. So let's say someone wants to start
a location-based Quake center and they think this sgi is an
awesome powerhouse server that can supply 10 nodes with no
problem. So they buy this awesome sgi machine, they
recompile Quake on the machine because we've supplied a full
the source code, and then the pcs are hooked into the sgi
for the playing of the game. The client - the code that
runs on the pcs - the guy has to buy from us. So we just
sold 10 copies of the game to this guy; that's it. We sold
10 copies of the game and we're happy. And the guy got
himself a business where people come in and pay him to let
them play Quake. It's gonna be great! We're going to let
people create new games.
The game industry will really have kind of a tough time
with it, because we're going to give away the ultimate game
engine for free and let people create whatever they want.
there won't be any licensing-the-technology thing. It will
just be "buy the client from us." There's gonna be kind of
a mini-shakedown-type thing about who's going to take the
Quake technology and create games and who isn't. I mean,
why waste you own development effort when the coolest 3d
engine is out there? and we'll develop another one and do
the same thing.
So we'll supply you with the industry while everyone
else is using it for cool stuff. And [the users] can
rewrite the rules of the game - no problem - because they
have the server software to create any game they want based
off it. And they have this incredible 3d universe where
they can create any kind of game they want and they don't
have to pay for it, except for the client, which interprets
all the information being sent and does the actual 3d
rendering. So Quake will be huge when it comes out.
Ed: how do you feel about the creeping up of the hardware
standards for games?
JR: We think that when people get the game, most of them
should have a fun time. The people who won't have a fun
time are people who we consider are going into the dark
ages; they should consIder upgrading. You need to look at
the benchmark systems that people have - what does everyone
have? Most of them have 486s. So even Quake, when it comes
out in the fall of next year, is going to be built for a
486; it isn't going to be built for a pentium.
From the january '95 issue of Computer Gaming World:
The programmers at Id have chosen pure ansi c to code their next
project entitled Quake. They work with pcs set up with the nextstep
operating system (from the folks who gave us the now defunct next
computer). "Nextstep is basically the best development environment in
the world," says John Romero, who is in charge of all tools
programming, as well as game design and areas of game programming in
Quake. "Quake won't even run under dos for many months to come. It is
totally nextstep based."
A Quake announcement dating back to 1990 (!) from a Commander Keen .zip:
Coming soon from Id software
As our follow-up to the commander keen trilogy, Id software is working on
"the fight for justice": a completely new approach to fantasy gaming. You
start not as a weakling with no food--you start as Quake, the
strongest, most dangerous person on the continent. You start off with a
hammer of thunderbolts, a ring of regeneration, and a trans-dimensional
artifact. Here the fun begins. You fight for justice, a secret
organization devoted to vanquishing evil from the land! This is
role-playing excitement.
And you don't chunk around the screen. "The fight for justice" contains
fully animated scrolling backgrounds. All the people you meet have their
own lives, personalities, and objectives. A 256-color vga version will be
available (smooth scrolling 256-color screens--fancy that)!
And the depth of play will be intense. no more "whack whack here's some
gold." There will be interesting puzzles and decisions won't be
"yes/no" but complex correlations of people and events.
"The fight for justice" will be the finest PC game yet.
|
83.11 | Looking good, Xmas what year though???? | BAHTAT::HILTON | http://blyth.lzo.dec.com | Sun Sep 03 1995 18:22 | 212 |
| [oddjob.pa-x.dec.com]
[idsoftware.com]
Login name: help In real life: help
Directory: /nardo/help Shell: /bin/csh
Never logged in.
Project: To help you.
Plan:
Your finger feels good.
-------------------------------------------------------------------
Here you will find updated info on DOOM, DOOM II, Heretic, and QUAKE.
If there is something else you would like to see updates on please
send mail to [email protected].
*IF YOU DO NOT SEE AN UPDATE ON SOMETHING, THAT MEANS THAT
*THERE IS NOTHING TO UPDATE YOU ON. WHEN THERE IS NEW INFO
*I WILL ADD IT IN HERE AS FAST AS I CAN.
-------------------------------------------------------------------
Want id stuff?
The id WWW site is: www.idsoftware.com.
The id ftp site is: ftp.idsoftware.com.
The id fsp site is: fsp.idsoftware.com, port 21.
-------------------------------------------------------------------
Status of QUAKE---Updated: Tue, Aug 29 at 11:47pm
Please do not send us mail about Quake. It just slows us down.
Thanks.
Well, we just got sprite 'models' animating with frame changes and rotational
changes totally moved over to the client. The server is runnin' really well
now! There's a really cool Pain Barrier (and Health Field) that just looks
great with animating and rotating sprites. Um, and yes, there are sprites in
the game - for very good reason: there's not an amazing level of detail to
be had in a total polygon environment. Sprites are faster to render and
besides, they make great torch holders! They also look cool for magical
effects!
Programming the entities in the game is one of the most amazing and
rewarding parts of Quake development. You program in Quake-C (.qc) and the
instant you save your file, you tell Quake to reload and compile it. It
takes about 1 second. Then, you get to see your changes implemented right
then - and that's while you're programming in a C-like language! No compiler
in the middle; instant execution. Too cool for words.
There. I just wanted to add something new for QuakeTalk. :)
****
You can find screenshots of some of our Quake stuff
on ftp.idsoftware.com in /idstuff/quake. The file is quakepix.zip.
By the way, Quake is an action game, not an RPG.
****
********
THERE IS NO BETA VERSION OF THIS OUT *ANYWHERE*!
THERE IS NOTHING FOR ANYONE TO TEST EITHER.
WE ARE STILL VERY MUCH IN DEVELOPMENT.
********
This will not be out until sometime around this Christmas.
Things that work:
network play, mouse control
sprite engine, sound, entity programming
polygon engine, map editor
Things we are working on:
speed, speed, monsters, speed, maps
sound effects w/help from Trent:)
and a lot more.
++++++++++++++++++++++++++++++++++
Network Play:
Server/Client code is functioning great. Set up a Quake server on
a DOS, NeXT, Linux, or SGI etc... box. Once the server is running you
get on another machine (DOS, NeXT, Linux, SGI, etc) and log into the
server. A play window opens and you can see the other players, move
around, quit out, get back in, etc... Deathmatch is working a little
now and we can run around and shoot each other with fireballs.
Engine:
This is running very fast. We have completed some really great
looking levels that we are running around in. The lighting is
too good to believe. There are doors/plats/switches/etc... in
the game now.
Object Modeling:
Kevin is working on creating the monsters/players and Michael
is making them draw really fast. These are looking great. Sprites
suck compared to proper models.
Map Editor:
The map editor is completely finished. We have been working with
it for a while now, creating new levels.
Please do not send us mail about Quake. It just slows us down.
Thanks.
Read alt.games.quake for occasional new info.
-------------------------------------------------------------------
Status of DOOM---Updated: Fri, Jul 28th 3:22pm
We have mastered The Ultimate DOOM! *This is out in stores now*.
There is a patch for registered DOOM owners that will turn your
DOOM into Ultimate DOOM for free. You can find it on ftp.idsoftware.com.
DOOM/DOOM II:
GET VERSION 1.9 FROM ftp.idsoftware.com
The latest patch for Registered/Shareware DOOM is: 1.7 to 1.9
The latest version of Registered DOOM is: 1.9
The latest version of Shareware/Beta DOOM is: 1.9
The latest patch for DOOM II is: 1.7a to 1.9
1.9 is it. There will be NO MORE.
If you have a version of DOOM II dated 8-25 it is pirate.
Do NOT write us asking how to patch it.
-------------------------------------------------------------------
Status of games using the DOOM engine---Updated: Fri, Jul 28th 3:24pm
Heretic: Done with the patch.
Strife: Still working. No updates.
-------------------------------------------------------------------
Status of DOOM ports---Updated: Fri, Jul 28th 3:26pm
*There is not really anything new that I can add here.
*I wish that there were. Everything is still pretty much
*the same.
OS/2: Still waiting. There is no new info. I wish there was. Do not
send us mail about this.
MAC: Lion Software is working on this right now. They are VERY close
to having it finished. At the moment they are trying to get the DOS/
MAC network code working. They are also working on optimizing the
code to make it run faster. They should have everything ready to go
in two weeks. DO NOT SEND ME MAIL ABOUT THIS. I *WILL* DELETE IT!
WINDOWS: We just got a beta of this. Looks AWESOME. Still no
release date. The Microsoft guys are working on this. NO CHANGE.
THERE IS NO NEW INFO ABOUT THIS...
SGI Irix v5.2: ftp.uwp.edu:/pub/msdos/games/id/sgixdoom.tar.Z.
It is integrated with the v1.6ish DOOM version. It supports
pixel-doubling, -tripling, -quadrupling as well as 16-bit sound
for clearer mixing. Now compiled with -mips1 flag. Do not send
us mail about this. We will delete it. NO CHANGE.
Sun Solaris 2.4: ftp.idsoftware.com:/new/sundoom.tar.gz. Same as
SGI but uses direct frame buffer access for faster blitting. Do
not send us mail about this port. We will delete it. NO CHANGE.
LINUX: the linux version is at:
ftp.cc.gatech.edu:/pub/Linux/games/doom/linuxsdoom.tar.gz (full-screen)
ftp.cc.gatech.edu:/pub/Linux/games/doom/linuxxdoom.tar.gz (X windows)
ftp.cc.gatech.edu:/pub/Linux/games/doom/sndserver.gz (bug fixed)
ftp.cc.gatech.edu:/pub/Linux/games/doom/doom1v18.wad.gz
and may be moved to whatever appropriate directory later. Do not
send us mail about this. We will delete it. NO CHANGE.
QNX: DOOM for the QNX OS is anonymously ftp'able from quics.qnx.com.
It's compiled with Pentium optimizations and supports sound, music,
the VGA console and X Windows with pixel doubling and tripling.
We don't support this version, QNX Software Systems did the port.
This version will run the shareware, registered, or doom2 wadfile.
The files to ftp are:
/usr/free/doom/qnxdoom.pax.gz - Console and X versions of QNX DOOM
/usr/free/doom/doom1.wad.gz - DOOM v1.666 wad file
/usr/free/doom/qnxdoom.faq - Installation instructions and other
details
NEXTSTEP: URL for the info page at Omni's WWW site:
http://www.omnigroup.com/Software/Doom/
There is a DOOM and a DOOM II beta version.
If you have any other questions about Doom (under NEXTSTEP),
contact [email protected] .
JAG: It's out now. Go buy it. Everyone likes it.
Sega 32X: Released. Buy it.
Ultra 64: We have licensed Williams Entertainment to develop a
unique version of DOOM for Nintendo's U-64. It is to be available
for the consumer release of the platform.
If there is not a release date on one of the above that means it
doesn't have one. Please DO NOT send mail asking for info on the ports.
If I had more I would put it here.
-------------------------------------------------------------------
WHAT IS id?
1id \'id\ n
[NL, fr. L, it]
(1924)
:the one of the three divisions of the psyche in psychoanalytic
theory that is completely unconscious and is the source of psychic
energy derived from instinctual needs and drives P compare EGO,
SUPEREGO
-------------------------------------------------------------------
****
DOOM / DOOM II / HERETIC TECH DOCS CAN BE FOUND BY MAILING
[email protected] WITH THE Subject: INDEX
"help" IS NOW COMPLETELY AUTOMATED AND MAIL SENT THERE IS *NOT*
READ BY HUMAN EYES. IF YOU HAVE A QUESTION THAT YOU MUST HAVE
ANSWERED BY US PLEASE MAIL IT TO [email protected].
****
-------------------------------------------------------------------
Disclaimer:
All of the stuff you read here could be a TOTAL LIE. I am not going
to be held liable for misinforming millions of people. I just work here.
-American
|
83.12 | Unofficial Date?? | ASDG::JOHNSON | wraflc::games | Wed Dec 13 1995 11:09 | 8 |
| Unofficial update on Quake....
My son subscribes to a game magazine (ninetendo, sega etc.) that has
just started carrying pc games....they listed quake as releasing in
"Winter '95"...your mileage may vary..
Jerry
|
83.13 | Saw it in IE (Interactive Entertainment) | YIELD::MMURRAY | Rock climbing, Joel, Rock climbing. | Wed Dec 13 1995 15:12 | 15 |
|
Ah,
That reminds me... In November's IE they had screen shots of
Quake. It looks fantastic in 640x480 mode. They only had
shots of rooms, but they were extremely realistic looking
with sloped ceilings, tiered walkways, bridges... The lighting
looked excellent as well, and from the article Id is using a
new lighting algorithm which will allow all objects to
cast shadows...
Well, I can hardly wait...
Bye,
Mike.
|
83.14 | http://doomgate.cs.buffalo.edu/games/quake/ | PLAYER::LESOIL | | Fri Dec 15 1995 06:46 | 3 |
|
Quake information and some screenshots pointers available at
http://doomgate.cs.buffalo.edu/games/quake/
|
83.15 | wait no more | KDCFS1::GOSSON | | Sun Feb 25 1996 09:40 | 2 |
| the wait is over qtest1.zip is out, it is a deathmatch version
only.
|
83.16 | Where is it? | GIDDAY::GILLINGS | a crucible of informative mistakes | Mon Feb 26 1996 14:53 | 3 |
| Could someone make a copy of QTEST1.ZIP available to me to be added to the
archives?
John Gillings, Sydney CSC
|
83.17 | Could it fit on floppies? ;^) | YIELD::MMURRAY | Rock climbing, Joel, Rock climbing. | Tue Feb 27 1996 07:07 | 6 |
|
Anyone know how big the .zip file is? Or am I missing something
really basic that could tell me through MOSAIC?
Huh, what?
Mike.
|
83.18 | Not to big, not to small | KDCFS1::GOSSON | | Tue Feb 27 1996 15:16 | 4 |
| The file size is about 4.2 meg and will fit on 3 floppies, I'm
also willing to upload this to someone who can archive it if they
care to send me some e-mail.
|
83.19 | archive location | GIDDAY::GILLINGS | a crucible of informative mistakes | Wed Feb 28 1996 16:35 | 13 |
| Hi all,
Gary sent me a copy of the file. It's now in the archive:
Directory BANDI::DOOMDISK:[MISC]
QTEST1.ZIP;1 8431/8432
I won't be able to test that it copied ok for a while. I'm a bit
worried about the record format. The file is "stream", I think it
should be fixed 512. Please let me know how you go...
John Gillings, Sydney CSC
|
83.20 | qtest1.zip ??? quake ??? | ODIXIE::GUGLIELMO | | Wed Mar 13 1996 21:40 | 10 |
| If QTEST1.ZIP, at BANDI::DOOMDISK:[MISC] is supposed to be available,
and is still available, for us common folk to copy. Please
unprotect/unlock the file if you can, and if there are time of day
access restraints, please let me know of a time that it can be
accessed. Node BANDI is out west (PST) somewhere right? I don't want to
cause any system problems, and would like to check it out.
-thank you
|
83.21 | use full filespec | GIDDAY::GILLINGS | a crucible of informative mistakes | Thu Mar 14 1996 21:10 | 35 |
| >Node BANDI is out west (PST) somewhere right?
Just a bit further west than that - it's in Sydney Australia!
>QTEST1.ZIP, at BANDI::DOOMDISK:[MISC] is supposed to be available
It is and has been available with correct protections:
$ dir/sec BANDI::DOOMDISK:[MISC]qtest1.zip
Directory BANDI::DOOMDISK:[MISC]
QTEST1.ZIP;1 [1,4] (RWED,RWED,RE,RE)
Total of 1 file.
Note that you *must* use the full filespec. Wildcards (explicit or implicit)
are not permitted anywhere on DOOMDISK.
$ dir/sec BANDI::DOOMDISK:[MISC]qtest1
Directory BANDI::DOOMDISK:[MISC]
QTEST1.*;* insufficient privilege or object protection violation
Total of 1 file.
the protection violation is actually against MISC.DIR. Take a copy of
BANDI::DOOMDISK:[000000]$$LISTING.LIS to get a directory listing of the
entire tree.
I've also confirmed that the ZIP file does work. A bit slow on my
486-66, but interesting. I really like the grenade launcher :-).
John Gillings, Sydney CSC
|
83.22 | Probably a simple solution, but... | CHEFS::16.42.144.23::marchr | Mega Hero | Fri Apr 19 1996 05:05 | 8 |
| I've downloaded QTEST1.zip twice - thinkinq it was corrupted. I can't get beyond the prompt level.
When I type on quake at the Quake command line - a square bracket - it comes up with
"command unknown".
Any ideas?
Rupert
|
83.23 | | CHEFS::BUSH | Alive and Kicking | Fri Apr 19 1996 05:49 | 7 |
|
Print and read the readme file this will explain how to use this
"console"
To launch Quake from the ] prompt type TEST MAP1 (or 2 or 3) if I
remember rightly.
Tony B.
|
83.24 | | RDGENG::MORRELL | Now, the parties over.... and I'm so tired... | Wed Jul 03 1996 07:54 | 7 |
| Any more news on whether they are going to release a version of the
server for the Alpha.. I'm not too bothered about the client side of
things.
Cheers,
Rick.
|
83.25 | | JHAXP::DECARTERET | Live mice sit on us | Mon Jul 08 1996 16:43 | 4 |
| Is anyone running a Quake server internally during lunch for quick
deathmatches? >8^)
Jason
|
83.26 | QUAKE for ALPHA! | BGSDEV::POEGEL | | Thu May 22 1997 09:05 | 46 |
|
There's now a version of QUAKE available for ALPHA NT!
Garry
-------------------
<<< WRKSYS::SYS_TOOLS:[NOTES$LIBRARY]XL_PERSONAL_WORKSTATION.NOTE;1 >>>
-< XL_PERSONAL_WORKSTATION >-
================================================================================
Note 357.0 OpenGL Quake for Alpha 3 replies
PKOPW1::DOTY "Russ Doty, Graphics and Multimedia" 33 lines 13-MAY-1997 17:53
--------------------------------------------------------------------------------
Quake, the biggest, baddest and bloodiest of the "first person action"
(also known as "shoot 'em up") games now runs on Alpha!
See the Digital Workstation home page at
http://www.imc.das.dec.com/workstation for details.
As part of a development exercise, Id Software (the authors of Quake) did a
test port of Quake to OpenGL and Alpha. Id has provided us with this test
version, and given certain permission to pass this software on.
Why are we doing this? Well, the main reason is that Quake is a showcase
of 3D technology. Quake is a full 3D texture mapped environment -- you can
look up and down, move up and down, and travel around all sides of an
object. These OpenGL versions take full advantage of Digital's graphics
hardware, including hardware accelerated texture mapping. The
result is exceptionally smooth performance when interacting with a full
virtual world.
Quake uses a full 3D polygonal database. It is fully texture mapped, with
the textures using Trilinear interpolation for highest image quality and
MIPmapping to enhance visual quality and performance. Quake uses several
advanced techniques to achieve effects such as lighting and shadows.
Thus, Quake does an excellent job of showcasing the raw graphics capability
and performance of the Digital systems -- of showing the level of
interactivity that can be achieved with Digital workstations. It is also a
full multimedia experience, with tightly integrated sound (including a full
CD soundtrack). And, the network play capability is fully supported,
allowing interaction with players on other systems (including interaction
with people on PCs).
The other reason? After a day with spreadsheets, CAD systems, and word
processors, it is a relief to be able to waste something...
|