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Quake – 30th Anniversary Update

slayersclub.bethesda.net

171–180 of 211 posts

Re: Quake – 30th Anniversary Update

#171
post #24

Whilst they owe me nothing with the amount I played my CD, feels a bit harsh to trade on the 30th aniversary but only support much newer sales.

They did update Steam and GOG sales to the Enhanced Edition for free when that launched, so "much newer sales" might still be almost 20 years old at this point.

Re: Quake – 30th Anniversary Update

#172
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.

IIRC it came down to something crazy simple, like, using the FPU registers to bit-blit was the fastest way, but only on the genuine Intel Pentium.

Re: Quake – 30th Anniversary Update

#173
post #113

Earlier 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.

Is there any community anywhere in life any more?

Re: Quake – 30th Anniversary Update

#174
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

That is also the approach that Nintendo took with Super Mario Bros, as in the first level you almost cannot avoid to learn that, for example mushrooms=good and goomba=bad [1]

[1] https://mainstream404.wordpress.com/2018/01/03/how-super-mar...

Re: Quake – 30th Anniversary Update

#175
For anyone checking out and liking the anniversary updates, I would like to point out there have been some very high quality mods and map packs released the last couple of years.

It's worth to check them out if you want to enjoy a little quake renascence. For example the Quake Brutalist Jam packs and more. They can be found on your favorite quake distribution site like slipseer or quaddicted.

Re: Quake – 30th Anniversary Update

#176
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…

I got so much networking experience from hosting lan parties with quake and q3. Crimping cables. Installing 10 mbps pci card in people's computers, running dedicated servers with mods and map cycles. Good times...

Re: Quake – 30th Anniversary Update

#179

Earlier quoted context omitted.

YOU CAN JUMP ACROSS And as I typed that I can still hear the noise all these years later.

At shop.nin.com you can buy a quake ammo box keychain. It makes the jump sound effect.

Dang it, sold out :(

Re: Quake – 30th Anniversary Update

#180
post #79

I 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.

Back then most common CPUs were 386 and 486DX - in real life they can't decode 44khz stereo mp3 file in realtime[1].

Only later Pentium 233mmx could handle mp3 decode in background + game (UT or Q3 Arena lets say).

[1]. Yes it is possible to play mp3 at 386SX 33mhz using magic with mplayer or mpg123(?) or (forgot the name) but it needs to be downgraded to 11khz, mono and other tricks.

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