Surprised they didn't port these to Mac yet. Between M series and Game Porting Toolkit (4 now?) it seems like small effort can unlock huge wave of new players nostalgic for childhood game.
Nope. Unless Game Porting Toolkit is free and open like Proton, there is little to no prospect of the macOS gaming landscape to improve.
Quake – 30th Anniversary Update
151–160 of 211 posts
Re: Quake – 30th Anniversary Update
#152Then the multiplayer - lived in the sticks had a 33.6k modem - ping times on a good day of 300ms. Even with all the limitations (and lack of any sort of predictive netcode) that was it, a very expensive (we paid by the minute for phone bills!), game!
Later teamfortress came out from the guys at RMIT in Melbourne who later went on to Valve (Robin Walker/John Cook from memory) and TF set the bar for so much to come.
I know a lot of folks recommend masters of doom for the atmosphere at ID during quake's difficult development, but actually Michael Abrash's graphics black book (free on github - https://github.com/jagregory/abrash-black-book) is an even better companion, still a wonderfully readable book today, but captures the mindset of the development that we can take much from still. Indeed Abrash's anecdote about sliderule jockey's in the day of pocket calculators rings very true today as we grapple with the impact of AI on our work.
How many of us can thank our careers to id for hooking us on computers and things like quakec and even quake2's game dll source and later full engine sources.
Re: Quake – 30th Anniversary Update
#153Absolutely played the arse off Quake 2 multiplayer when I was a young'un too, weirdly made so many IRL friends from local Quake 2 servers, you don't really get that from modern multiplayer games...
Re: Quake – 30th Anniversary Update
#154Earlier quoted context omitted.
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.
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!
Re: Quake – 30th Anniversary Update
#155Re: Quake – 30th Anniversary Update
#156It is nice to see Quake getting some love from the publisher, but I feel like it is not enough. A bit controversial opinion maybe but I really like Quake Champions and I spent a good amount of time playing it. I even bought some battle passes and merch to support the development. I was really sad that they basically put the game to life support just 1.5 years after its release. The game improved so fast during those…
Re: Quake – 30th Anniversary Update
#157Earlier quoted context omitted.
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
#158It is nice to see Quake getting some love from the publisher, but I feel like it is not enough. A bit controversial opinion maybe but I really like Quake Champions and I spent a good amount of time playing it. I even bought some battle passes and merch to support the development. I was really sad that they basically put the game to life support just 1.5 years after its release. The game improved so fast during those…
Re: Quake – 30th Anniversary Update
#159Quake 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…
Re: Quake – 30th Anniversary Update
#160Earlier 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!
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.