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Quake – 30th Anniversary Update

slayersclub.bethesda.net

151–160 of 211 posts

Re: Quake – 30th Anniversary Update

#151

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.

it is free though, no? am i missing something?

Re: Quake – 30th Anniversary Update

#152
Quake was special for me, the first time I felt truly immersed in a world. I'd played doom/wolf, obviously, but being able to look down, and move in a 3d space just felt real in a way nothing had until then.

Then 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

#153
It was always crazy to me the Quake team never jumped on the boomer-shooter bandwagon by releasing a new retro Quake... Excited to play this.

Absolutely 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

#154
post #146
post #133

Earlier 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!

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.

Re: Quake – 30th Anniversary Update

#155

Earlier quoted context omitted.

It raises the question whether they have become better at making Quake games than id Software themselves.

There is no ”id Software” any longer.

At least the post on the Bethesda website is attributed to id Software.

Re: Quake – 30th Anniversary Update

#156

It 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…

I like to think that doom: the dark age is the quake 1 sequel we never got, I mean it has the doom name, probably for marketability reasons, but thematically it fits quake the first better, and it really fits if you include what quake was supposed to be before it was released as just another shooter, the only remnants of this planned quake are the excessive castles and eldritch horrors. Nether of which were present in supposed sequel. I think of it as three separate franchises bearing the name quake Q1, Q3/champions, Q2/4/wars

Re: Quake – 30th Anniversary Update

#157
post #136

Earlier 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.

TA and its huge maps looked like id's take on Tribes without understanding what made Tribes good

Re: Quake – 30th Anniversary Update

#158

It 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…

Twitch and arena shooters are just not popular.

Re: Quake – 30th Anniversary Update

#159
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…

LAN parties were an odd but super fun part of being a teenager at the time!

Re: Quake – 30th Anniversary Update

#160
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!

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.
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