Earlier quoted context omitted.
To be honest, a lot of it is nostalgia. The gameplay was pretty danged good, but feels pretty repetitive and meaningless to modern players - basically no plot or progression to speak of, an endless array of elaborately sculpted mazes with monsters in them for you to explore to find the way to get to the next level. However, Carmack was the most brilliant engine developer of his time and was heavily committed to open…
No plot or progression and just endless shooting? That's almost some kind of meditation for me and other people. Both the resurgence of "boomer shooters" (at least in PC) and by extension the recent remastering of both Q1/Q2 indicates an existing target group for these kind of games. Point taken that younger players may see no fun or meaning in games like this, but modern gamer young gamer.
Source code for Quake 2 rerelease
141–150 of 232 posts
Re: Source code for Quake 2 rerelease
#142Re: Source code for Quake 2 rerelease
#143I hope we'll see some old Quake 2 mods dusted off and reapplied to this new version. There were some greats back in the day - Action Quake 2, Transformers Quake 2, Superheroes Quake 2, etc.
Re: Source code for Quake 2 rerelease
#144Earlier quoted context omitted.
No plot or progression and just endless shooting? That's almost some kind of meditation for me and other people. Both the resurgence of "boomer shooters" (at least in PC) and by extension the recent remastering of both Q1/Q2 indicates an existing target group for these kind of games. Point taken that younger players may see no fun or meaning in games like this, but modern gamer young gamer.
Honestly if it were endless shooting I'd like it more -- for me that's the Serious Sam series. Q1/Q2 is a lot about navigating the map and rationing your ammo. Doom 1/2 had more fun pitched battles but also had some very tedious map design -- games where I have to look for corpses to figure out where I've already been hold no nostalgia for me.
One can drift naturally to one or another extreme, but the more the variety the better imho. I just enjoy simpler games both in graphics and gameplay.
Re: Source code for Quake 2 rerelease
#145Re: Source code for Quake 2 rerelease
#146Incredible and just sent me way back to the nineties. To be fair, I'm talking about the first Quake game here. I had a PC rig on my bedroom floor which as I recall was a Pentium 166MMX, and my friend came over with a similar machine which was a bit faster (a 233) perhaps. No LAN cards insight. Using one of my dad's ancient parallel cables and fooling Windows into thinking it was a LAN connection, which worked well en…
"Girobot", do you mean the "Gyrobot" by "Gyro Gearloose" [1]? Also, I believe KQP had ZeusBots included (for reference). [1] https://github.com/Jason2Brownlee/QuakeBotArchive
First few computers were too slow to run Quake effectively, but then I had a Duron 900 (they ran slow AND hot!), bought a 'PC Powerplay' magazine that came with a CD full of quake mods, and a map with 20-40 of ZeusBots worked just fine!
Re: Source code for Quake 2 rerelease
#147Earlier quoted context omitted.
What does your mod do?
This is all from memory so, I might be missing some things: Adds 10 extra weapons Changes the damage ratio of all weapons Imports the "gravity mines" from one of the Q2 expansion packs Adds togglable "moon boots" (low gravity, on a per-player basis) Adds a grappling hook, with swing physics Has "secret" command to turn invisible. (I can't remember what it is). Because back in 1999 I didn't realize people could unpack…
Re: Source code for Quake 2 rerelease
#148My first thought is - what will the modders do. I watched some videos about MyHouse.wad (a Doom 2 level/mod that became popular with the indie horror crowd), and it's seriously impressive. I wonder what happens in the context of Quake, after seeing the community take Doom to places Carmack could never have imagined. I'm a lot more interested in how people mess with the rules of the game without necessarily breaking t…
If anyone's curious, start here: https://www.youtube.com/watch?v=5wAo54DHDY0 If you don't care about Doom (or even video games, honestly): I haven't even thought about Doom in 20 years. Just click the link and watch. One of my favorite YouTube rides of all time.
Re: Source code for Quake 2 rerelease
#149Re: Source code for Quake 2 rerelease
#150Earlier quoted context omitted.
Doom 3 even had that issue to a smaller degree. They had to rewrite some sort of lighting middleware before open sourcing. That's just one piece of middleware though, and modern stuff is probably much more hairy and complex.
That one wasn't middleware but rather a patent issue, the code in question was written by Carmack but he had unwittingly rediscovered a technique that had already been patented by Creative Labs. Id licensed it from Creative for Doom 3s commercial release but legal wouldn't sign off on including it with the open source version so Carmack swapped it out for a different, slower algorithm. https://www.gamedeveloper.com/d…