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Quake's lightning gun bug explained [video]

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Re: Quake's lightning gun bug explained [video]

#81
post #54

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…

Yes, IIRC it was exactly that teleport. I'll try to repeat this using hint from you :)

I was really confused when I hit that.

Re: Quake's lightning gun bug explained [video]

#82
post #47

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

I recently tried it on Quest 2 headset. Quite playable in VR!

Really? I thought such shooters with quick movement don't work in VR.

Re: Quake's lightning gun bug explained [video]

#83
post #47

Quake was the first PC game I played and still in my top 10 favorite games of all time. The movement STILL feels fresh!

I recently tried it on Quest 2 headset. Quite playable in VR!

Quake 1 was the first stereoscopic game I ever played. Back in the late 90's, some local computer store had a 3D rig with glasses that had LCDs in the lenses that would turn the whole lens opaque. On the CRT, the left eye view would render on one refresh while the right lens was blacked out, and then it would alternate. It was such an amazing effect to see on a 120hz screen.

Re: Quake's lightning gun bug explained [video]

#84
post #76

Earlier quoted context omitted.

Quake Live not taking off as a popular eSports title greatly disappointed me.

worse even, it killed off many vibrant quake 3 communities that had been going from 1999 to 2008 because half the people started playing quake live and the other half stopped playing alltogether

Exactly that!

They just killed a really cool (somewhat toxic) community.

To me Quake World is the best multiplayer game of all time.

But Quake 3 comes next and was really really fun to play.

Quake Champions is a great disappointment.

Re: Quake's lightning gun bug explained [video]

#85

Earlier quoted context omitted.

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…

> Good chance it was John Carmack, probably one the top 10 programmers of all time. Where would you rank Linus Torvalds?

I honestly have no idea how good Linus is as a programmer; he's proven his worth as a project manager, he seems to know a thing or two (to make an understatement) about operating systems, but I don't know if he's a good programmer.

Re: Quake's lightning gun bug explained [video]

#86

Earlier 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.

Have you played the remaster? It has a lot of subtle upgrades (and more polygons of enemies is one of them). It's really good.

I also loved playing Tenebrae Quake on the Mac. Not sure if it's still around though.

Re: Quake's lightning gun bug explained [video]

#87
post #74

Earlier quoted context omitted.

> By what metric? His record speaks for itself. I know it is tough to imagine what it was like programming 3D engines meant to run on graphics non-accelerated PCs running DOS, without the internet knowledge or collaboration available to us now, but the stuff he was doing was absolutely revolutionary. He basically created PC gaming as we know it today by creating a market for 3D accelerators and before that by doing i…

The closest guy to Carmack today seems to be Brian Caris, who developed virtualized geometry[1], a rasterization based rendering technique where the geometric detail of static objects is adjusted to the screen resolution in real time. There is another talk (can't find it right now) where he mentions Carmack as an inspiration. I wonder what Carmack would be working on today if he was still in the game engine business.…

There's some really big innovations happening in e.g. rendering like that; I wouldn't be surprised if the complexity and work involved in just Nanite is 10x that of the whole Quake engine.

Similarly there's the work nvidia is doing, using AI technology to upscale graphics instead of rendering things at 4K.

Re: Quake's lightning gun bug explained [video]

#89
post #72

Earlier quoted context omitted.

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'm not sure if it would've been John Carmack in this particular case. He was more concerned with the engine and rendering side of things, less with the gameplay logic stuff. More likely it would've been either John Romero or John Cash who wrote this code, but it's hard to say for sure. Best thing we can hope for is that John Romero pitches in with his impeccable memory :D

So the only requirement to work at iD back in the day was to be called John?

Re: Quake's lightning gun bug explained [video]

#90

Earlier quoted context omitted.

I've been working with the leaked wipEout source code for a while[1] and I can assure the quality of the Quake source is absolutely stellar in comparison. While Quake's source may not be up to modern best practices, the overall architecture certainly has a lot of structure and thought put into it. Modifying Quake to run on the Occulus Rift was a breeze[2], compared to the mountains of garbage I have to wade through w…

> the leaked wipEout source code That's really cool, will you share your efforts anywhere? Love a bit of anti-gravity racing myself. I recommend you listen to the OST whilst coding it for maximum immersion.

The unlicensed source makes this difficult. My current plan is to trim the game to a demo with one race track, compile it to WASM, put it on my website and get Sony's attention (maybe through Nightdive Studios?) for a proper re-release.

In the likely event that this fails, I'll just YOLO it and put it on Github. After all, Sony didn't care that I published[1] all of wipEout's assets seven years ago.

[1] https://phoboslab.org/wipeout/

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