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Quake – 30th Anniversary Update

slayersclub.bethesda.net

191–200 of 211 posts

Re: Quake – 30th Anniversary Update

#191
post #70

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…

Well, this update doesn't mean much overall in the Quake scene, if you actually play it for the PvP. Quake Live has held it down since 2012-ish, and was always a free-to-play game. Champions came out, most of the community from Quake Live stayed on live. Bethesda in all their wisdom made it cost $10, I assume to sway new gamers into downloading Champions (which they also made F2P shortly after release). So effectivel…

> Quake Live has held it down since 2012-ish, and was always a free-to-play game.

They had subscriptions for a while.

Re: Quake – 30th Anniversary Update

#192

Earlier quoted context omitted.

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?

GPTK cannot be freely redistributed, Steam cannot integrate the tech like they do with Proton.

Re: Quake – 30th Anniversary Update

#193

Earlier quoted context omitted.

Tony Hawk's Pro Skater 1 and 2 got more play in my car than they ever did in my Playstation.

HOLY SHIT THOSE SOUNDTRACKS WERE JUST CDS?! THPS and Crazy Taxi had some of the best soundtracks ever compiled.

The ConsoleMods wiki[0] has a list of games that contain standard CD-DA tracks, which doesn't include any Tony Hawk Pro Skater releases (nor Crazy Taxi).

[0]: https://consolemods.org/wiki/PS1:List_of_Multi-Track_PS1_Gam...

Re: Quake – 30th Anniversary Update

#194

Earlier quoted context omitted.

> 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…

> If that's the new player experience, you done fucked up. Have you really though? I'd argue that what made arena shooters great was the steep learning curve and the grind to improve as a player. The feeling of having practiced duels for months and finally being able to beat players that used to 50-0 you every game was better than any achievement in any modern FPS game I've ever experienced. Gamers these days just do…

In the 90s, almost everyone was still bad at these games (because they were relatively new as a genre), so the skill discrepancies were smaller. I was there, I remember.

When the skill gaps are smaller it's not as big of a deal to play "stronger" players. But when the skill gaps are huge, it becomes a real problem.

Re: Quake – 30th Anniversary Update

#195

Earlier quoted context omitted.

> 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 abou…

I mean good PvP systems have skill based matchmaking so almost everyone is winning and losing 50/50. Though, that's harder to do if you have a small playerbase.

Re: Quake – 30th Anniversary Update

#196
post #72

Earlier quoted context omitted.

Marvel Rivals quietly matched your team up with bots if you lost twice in a row. I think that was a good system.

Overwatch too, but it got boring after a while and their matchmaking was atrocious.

Exhaustive list of team-based PvP games where people don't complain about matchmaking:

Re: Quake – 30th Anniversary Update

#198
post #140

Earlier quoted context omitted.

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-emp…

Fine, get Quake on vinyl then :-)

Re: Quake – 30th Anniversary Update

#199
post #180
post #79

Earlier quoted context omitted.

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.

CD audio track != mp3.

Either CD player would play audio itself (passed over analog audio connector), with the game occasionally changing track #. Zero CPU time.

Or a DMA controller would read digital audio from the CD, and CPU pass that on as-is to audio hardware. Lots of audio data streaming, but easy on the CPU.

Re: Quake – 30th Anniversary Update

#200

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…

Wow, didn't know TF was developed in Melbourne RMIT! That's awesome.
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