Did anyone had a situation after entering the portal that it didn't teleport you, but you were in some different space with purple color and you had to move forward to be teleported? I had this once on the DM2 map. I tried to repeat this, but I never succeeded.
That should be a known bug on a specific teleport that exists on the DM2 map. Not sure if it's also present on "regular" Quake but it's been on QuakeWorld for as long as I can remember. On the backroom (where there is Red Armor and Mega Health) there is a teleport that goes to the main (BIG) room of the map. If you jump just before the teleport and "aim" your jump so you go in the top left corner of the teleport, you…
Quake's lightning gun bug explained [video]
61–70 of 218 posts
Re: Quake's lightning gun bug explained [video]
#62Earlier quoted context omitted.
>whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;) That's most indie game devs of the period, but more so at id Software which splintered the team during Quake's development due to internal squabbles, causing John Romero and others to leave id. You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, an…
> You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, and as you approach the end, progress into "whatever, let's just ship it, this is gonna sell" kind of levels that were mostly just filler to pad the play time. This rings really true to me. I only had played the shareware version of quake and only recently played the full game, and the second half re…
Re: Quake's lightning gun bug explained [video]
#63Re: Quake's lightning gun bug explained [video]
#64What does he mean by "enemy blocking"?
Re: Quake's lightning gun bug explained [video]
#65Earlier quoted context omitted.
Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)
>whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;) That's most indie game devs of the period, but more so at id Software which splintered the team during Quake's development due to internal squabbles, causing John Romero and others to leave id. You can even tell that from the quality of Quake's levels which start with beautifully crafted and intricate levels, an…
Also, the distinct style of the last episode is easily explained by the fact that all of its maps were built by Sandy Petersen. E3 was mostly American McGee, while John Romero and Tim Willits worked on E1 and E2.
I'm not a fan of Petersen's maps either, but they are regarded (and liked) as quite unique, compared to the rest of the game.
Re: Quake's lightning gun bug explained [video]
#66They missed the 3rd(!) bug in those few lines of code? The normalization was done before zeroing out the Z component, so the resulting vector isn’t actually normalized.
Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)
Modifying Quake to run on the Occulus Rift was a breeze[2], compared to the mountains of garbage I have to wade through with wipEout.
[1] https://twitter.com/phoboslab/status/1653707447586922498
Re: Quake's lightning gun bug explained [video]
#67Re: Quake's lightning gun bug explained [video]
#68Earlier quoted context omitted.
When it came out I didn't quite like it. I was like, what's the advantage of 3D when it all looks so polygon-y? Duke Nukem "3D" looks better! The atmosphere was brilliant though.
Duke Nukem 3D was built on the 'build' engine, which was built by a super cool 18yo called Ken Silverman http://advsys.net/ken/ . Back in the 90s John Carmack was asked "If you could just hire anybody from the 3D world, who would you hire?", and he named Ken http://advsys.net/ken/carmken.htm
The three legends / rivals of their time (but with mutual respect)
Re: Quake's lightning gun bug explained [video]
#69Earlier quoted context omitted.
Not saying I never conjure the spaghetti but whoever coded that really was deep into the tail end of a caffeine, coding and sleep deprivation binge ;)
Good chance it was John Carmack, probably one the top 10 programmers of all time. He basically built the Quake engine himself. There is a pretty decent analysis of it here: * https://fabiensanglard.net/quakeSource/index.php I recommend checking it out. EDIT: i was thinking of the analysis done on Quake 2, which is more about the engine: * https://fabiensanglard.net/quake2/index.php while the one about is regarding th…
I spend so much time trying to do a good job which I can be proud of and yet I always know there are bugs and I just hope not too many players notice and get annoyed by them.
And here we are, pointing out poorly written code in practically ancient software and attributing it to one particular programmer. Of course, Carmack has more than shown his worth throughout his career. But I dread the thought of a forum post pointing out mistakes I've made at work like this.
It's part of why it took me so long to dare publish articles about fun stuff I've done at work.
Re: Quake's lightning gun bug explained [video]
#70Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!
I'm quite curious to see what Quake would look like given a similar treatment as the new Doom games got. That is, distilled down to a pure essence of what the original was trying to achieve.