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Quake – 30th Anniversary Update

slayersclub.bethesda.net

131–140 of 211 posts

Re: Quake – 30th Anniversary Update

#131
post #123
post #66

PROTIP: 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

Wow I'm out of the loop! 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…

q95.bat! Oh, the memories!

Re: Quake – 30th Anniversary Update

#132
post #68

Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular. Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires ru…

> Those were the for real LAN party days which I'll never get back

I still remember hours-long marathons of Doom2 deathmatch at my cousin's Novell cubicle farm after office hours, ca. 1994. Then Duke Nukem 3D (using Build to make custom maps [anybody here play NukeCity 1 and/or 2? That was me!]), then eventually Quake. Oh nostalgia, you rickety tower of mixed emotions.

Re: Quake – 30th Anniversary Update

#133
post #68

Quake is 30 years old. I can't believe I'm still alive. I love this game so dearly. The mods were just incredible, KQP and Girobot in particular. Those were the for real LAN party days which I'll never get back. As in I had friends bringing over their big ass CRT monitors and PCs for a single occasion and also had ludicrously long network cables. My parents didn't mind, they somehow understood, even with LAN wires ru…

3 weeks ago, John Romero did a play through while discussing the entire design and build process of the game. It was actually pretty cool how they designed the first room to demonstrate almost every new feature of the engine and how the first level is made to walk you though most of the new gameplay features. https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728

Yeah ... "new features", especially the torches, to show me that FPU of 486 OCed to 150MHz is not enough :)

Good old days of 7-15 FPS being better than nothing.

Re: Quake – 30th Anniversary Update

#135
so awesome; as a side note I still host quake net pl (plz do not visit it, it's hosted on my home NAS and currently supports up to 10rpm xD) which was dedicated to Quake 3 and have origins starting 1998; I need to figure out how to keep it alive once I'm dead, lol

insert: how do you do, fellow kinds meme jpg

Re: Quake – 30th Anniversary Update

#136

Earlier quoted context omitted.

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 problem is there exists a version of Quake Champions where everybody plays equally. It's called Quake 3: Arena. 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.

Well, a lot of it found a home in Team Arena, but that wasn't particularly well received.

Re: Quake – 30th Anniversary Update

#137

Earlier quoted context omitted.

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…

I haven't fired up UT99, UT2K4 or any of the Quakes for decades. Are there active servers where you could get a good DM session?

afps is pretty dead. there are a handful of people on qw, q2,q3 but if you don’t wanna dig around start with the microtransaction feature quake champions or the quake re release while people are playing it again.

also shout out to banana shooter or straftat if you want a quick fix in a f2p game. it’s not really afpsy but pretty fast movement and wacky guns in both

Re: Quake – 30th Anniversary Update

#138

Earlier quoted context omitted.

With the failure of Quake champs, unreal tournament 4, and diabotical in the past decade, I don't think we can blame the developers for not trying hard enough. All three were great games (regardless of how nit-picky the players might be), and all three failed at attracting and maintaining new players.

Don't forget Reflex Arena!

while it’s the cpma 3.0 i always wanted its also bolstering 0 players and worth forgetting

Re: Quake – 30th Anniversary Update

#139

Earlier quoted context omitted.

They were great examples of what an arena shooter should be. Smooth movement, balanced weapons, well designed maps. The people who had experience with arena shooters liked them. Most new players did not want to get rekt for months on end while they learned the basics, however.

> Most new players did not want to get rekt for months on end while they learned the basics, however. If that's the new player experience, you done fucked up. Making sure new players actually have fun is a critical part of the game's design. You can't just rely on "...and then new players will have to spend 50-60 hours getting demolished before they start having a good time." Easing that transition could mean differe…

I've given up on PvP. What I never understood was; if I "git gud" then all that really does is shift the "I can't win" problem to someone else. It doesn't resolve it.

Now if you have fun playing the game while losing to others, don't have rewards (whatever they are) based on winning against others, well that's not a problem.

So now I play PvE and it is much more fun in a long term sense. There can still be stats about who the best player is, but everyone gets the rewards and has fun.

Re: Quake – 30th Anniversary Update

#140
post #95

Earlier quoted context omitted.

I hate the trend of selling vinyl but not selling Compact Disc.

In this case the CD exists everywhere. Just buy a copy of Quake on CD.

Sure but…

- normies (not derogatory) wouldn't know that.

- original Quake CDs are of limited supply since new ones aren't being pressed.

- your CD player has to be smart enough to recognize Track 1 as data and skip it or else it will blast your ears with two minutes of loud static before the music starts.

- the audio tracks on the Quake CD were mastered with pre-emphasis and your player has to support applying de-emphasis equalization or else it won't sound right. I did check my copy when writing this comment and the TOC does at least flag `PRE`, so supporting players should do it automatically, but still there are loads of ways this can go wrong because it's a relatively niche CD feature and because most modern software players won't handle it at all:

https://www.studio-nibble.com/cd/index.php?title=Pre-emphasi...

https://wiki.hydrogenaudio.org/index.php?title=Pre-emphasis#...

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