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Quake – 30th Anniversary Update

slayersclub.bethesda.net

211–219 of 219 posts

Re: Quake – 30th Anniversary Update

#211
post #90

Memories, many memories. I remember the endless nights playing Quake on dial-up, 190 ms ping, listening to Nirvana. There are still people playing on some servers, and the challenge is higher than ever. Although I still have the reflexes, the tics, and I know the maps and respawn times, I had a very hard time fitting into the games. I imagine that for someone starting today, it must be impossible to face 30 years of…

I have introduced my son to online Quake III servers where people still play regularly. The Quad Damage voiceover is still cool as hell.

M-M-M-M-Monsterkill-kill-kill! Different game, but I still can hear that sound playing in my head.

Re: Quake – 30th Anniversary Update

#212
post #69

I had to stop playing online FPS's because the cheating got so bad. I really miss the days of COD/MW2, that was kind of peak for me. I had been playing since Doom on modems... but never saw the cheating so bad. Instant spawn, headshot, nuke. I don't have a PC anymore so most of the top tier FPS games I can't play anyway since they require kernel level anti-cheat.

The dichotomy of man: you complain about the cheating but you also complain about the solution (like it or not, kernel anti cheat works).

Re: Quake – 30th Anniversary Update

#213
post #172

Earlier quoted context omitted.

Quake was notorious for being the first major game to require a powerful FPU. Michael Abrash manually tuned the rasterization code to fit the Pentium pipeline, any other CPU didn't cut it.

IIRC it came down to something crazy simple, like, using the FPU registers to bit-blit was the fastest way, but only on the genuine Intel Pentium.

Exactly. I remember schoolmates with AMD K6 (which had exceptionally weak FPU) having to purchase atleast the cheapest OpenGL GPU like Rendition Verite V1000 to play with decent FPS, while guys with 166MMX could play it software rendered.

Re: Quake – 30th Anniversary Update

#214

Earlier quoted context omitted.

Quake was notorious for being the first major game to require a powerful FPU. Michael Abrash manually tuned the rasterization code to fit the Pentium pipeline, any other CPU didn't cut it.

I recall we got it running pretty decently on an upper end 486 (DX4 100). That, and Winamp. Good times.

Memory has tencency to bend reality for better.

Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC. Turnig off all objects through console made torches vanished and FPS doubled.

Re: Quake – 30th Anniversary Update

#216
post #146

Earlier quoted context omitted.

Oh yes. I remember first playing Quake on a 486 and not liking it, because it felt like I was moving in a heavy sluggish tank, and later playing it on a Pentium, and loving it for the agile movement. The difference was huge!

So many modern games have such a clunky movement in comparison.

Till this day, there's literally no game with such smooth movement as had Quakeworld or Q3A CPMA/Defrag.

They've literally reinvented "platformer speedrunning" to a whole different level.

Re: Quake – 30th Anniversary Update

#217
post #214

Earlier quoted context omitted.

I recall we got it running pretty decently on an upper end 486 (DX4 100). That, and Winamp. Good times.

Memory has tencency to bend reality for better. Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC. Turnig off all objects through console made torches vanished and FPS doubled.

My OCed DX4 got around 15fps, but I agree my memory of what was deemed “playable” back then probably wouldn’t stand today.

Re: Quake – 30th Anniversary Update

#218

Earlier quoted context omitted.

hell yeah, my first real LAN game experience on Windows was the Quake test/alpha that preceded the release of the game (IIRC?), when I was at a local tech school for a class. We weren't technically allowed to load the game on the uni PC's but like.. yeah... it happened. And we did zero work for that day (or days). (Prior LAN experience was Marathon and Bolo in the Mac lab which was insanely awesome too, and a year ea…

You can go download it again here: https://archive.org/details/q3DemoTEST There were multiple test releases. You can find the older ones out on the web.

I think this was the one we were playing: https://archive.org/details/qtest Good times :D

Re: Quake – 30th Anniversary Update

#219

Earlier quoted context omitted.

> If that's the new player experience, you done fucked up. Have you really though? I'd argue that what made arena shooters great was the steep learning curve and the grind to improve as a player. The feeling of having practiced duels for months and finally being able to beat players that used to 50-0 you every game was better than any achievement in any modern FPS game I've ever experienced. Gamers these days just do…

In the 90s, almost everyone was still bad at these games (because they were relatively new as a genre), so the skill discrepancies were smaller. I was there, I remember. When the skill gaps are smaller it's not as big of a deal to play "stronger" players. But when the skill gaps are huge, it becomes a real problem.

Skill gaps back then were HUGE. At least in the games I used to play and compete in. Mainly Quake, CS and StarCraft. If you were an average/decent player, you'd get absolutely destroyed by a good player every single time and it was never even close.

Modern FPS games with SBMM creates this huge "blob" of low-to-average players that will rarely if ever even have the chance of playing against an actual good player and they have no clue of how huge the difference in skill gap it is.

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