Quake – 30th Anniversary Update
121–130 of 217 posts
Re: Quake – 30th Anniversary Update
#122Earlier quoted context omitted.
IIRC, Epic had (still has?) the source for UT4 available as they were trying to push community contributions, mostly on the playable content side but I'm fairly sure they had the core game there, based off what is now a very old branch of UE4. The telling thing to me is if there was a huge demand for it there was no significant effort to pick up the torch, or even do yet another 'spiritual successor'.
The source code repo is still on Epic's Github, not sure if everything else is that easy to get currently. The problem about picking it up by a 3rd party is the fun of getting approval on basically anything.
Re: Quake – 30th Anniversary Update
#123PROTIP: Install the Kex-engine remaster, but then actually play IronWail: https://github.com/andrei-drexler/ironwail It's a real IdTech source port that will load the Remaster's PAKs and pretend to be the Remaster to Steam for achievement unlocks. Dimension of the Machine was fantastic so I'm hyped to play Dawn of the Machine tonight :D
I remember Quake, WinQuake, then QuakeWorld for online play, then GLQuake and GLQuakeWorld. Squake on linux showed up in there at some point (non-X11 linux version). Sometime later IIRC there was dquake... which google tells me was a PSP version but I swear there was a sorta "improved GLQuake" engine called dquake at some point, with various other ‘enhanced’ engines trickling out in the early 00s…
And of course not forgetting novelty versions like 'ttyquake'.
But all these are ancient history now! I'm surprised and amazed at the continued evolution.
Re: Quake – 30th Anniversary Update
#124Re: Quake – 30th Anniversary Update
#125If you read this and you haven’t played arcane dimensions yet, drop everything and go and do that. It makes the quake the best single player FPS ever. The mechanics are even better than vanilla quake, the maps are gorgeous, the enemies diverse and fun. Absolute perfection
I adore Quake custom levels, but any time I want to play one, the half thousand source ports, the accessory tools to manage wads that work only on Windows (I'm on Linux), figuring out how to get a shady copy of the original .wad from shady sites, all send my brain into analysis paralysis and I just lose any interest. I must have tried half a dozen times over the years, and every time there's even more options and rec…
Re: Quake – 30th Anniversary Update
#126I had the Mac version of Quake II. They encoded the game as an audio CD, so you could toss the disc in a boombox and listen to the soundtrack when you weren't playing. Very cool!
That was standard practice in the 90s. Track 1 on the CD is the data track, and subsequent tracks are standard CD audio tracks that happen to be played in the game. If the game didn't require accessing data on the CD after installation, you could even swap the CD with a different album and listen to what you want.
Re: Quake – 30th Anniversary Update
#127Re: Quake – 30th Anniversary Update
#128Earlier quoted context omitted.
Eh, "boomer shooters" died along side with Halo and LAN parties. Minecraft was the final nail in the coffin. The knack and knowledge of hosting a dedicated server required skills. If you could one click button host a Quake 3 Arena server or UT, there would still be sort of a crowd. But not only that, if you were new: servers got toxic with the same grumpy players knowing every single trick in the map to one-shot kill…
I've never understood the appeal of the opposite. Modern gaming where you just play with different randos every round. When I was a kid playing Quake 3 I had different servers bookmarked, knew the players that ran the servers and the general crowd that hung around. Had friendships and rivalries. Modern multiplayer you may as well be playing bots. There's no community.
Re: Quake – 30th Anniversary Update
#129Earlier quoted context omitted.
Single player maybe, but that's nothing compared to the likes of UT or Quake.
I don't know about that. I've pretty continuously been playing games like UT99, UT2k4, Quake (specifically Quake Fortress), TFC, AvP2 since release. Even things like Space Station 13 and King Arthur's Gold. It's not the only thing going anymore, but also people have orders of magnitude more choices. That's the thing that's missing today. Nothing is "dead", there's just too much competition now. Honestly the aforement…
Re: Quake – 30th Anniversary Update
#130Earlier quoted context omitted.
Quake Champions was the Mortal Kombat to Overwatch's Street Fighter. I've only ever seen gameplay vids of it, but it looked a trip.
Was fun, the never ending pursuit of balancing game balance with adding new stuff just watered it all down with the glaring obvious detail: stop all the hero bullshit and just make us all equal. At least a mode for that. Instead, speed, armour, health was all varied and unique "balanced" in their minds against active and passive perks per character. A lot of potential, killed by committee
The thing is, Q3A was originally supposed to be a sort of primitive hero shooter, with the various characters falling into different classes: fast, lightly armored "light" characters, more robustly armored but slow "heavy" characters, and a class in the middle. This was scrapped before release.