Thread View: alt.games.quake
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Started by babu... Brian A. Bucher
Fri, 10 Feb 1995 14:48
little tidbits of QUAKE info from Jay
Author: babu... Brian A. Bucher
Date: Fri, 10 Feb 1995 14:48
Date: Fri, 10 Feb 1995 14:48
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Here is some more info on QUAKE 'straight from the horses mouth' as the saying somehow goes. Following is a log of Jay Wilber on IRC. IRC log started Thu Feb 9 18:30 *** Value of LOG set to ON <Serp> jay:You read the lates QuakeTalk? <id_Jay> There is no Quake beta... it's just a rumor <Serp> err..latest <SabreMau> id_Jay: There are a lot of those wandering around. :) <SirAce> id_Jay: can't you stay away? :) <SabreMau> id_Jay: Really? What's going on? <id_Jay> Serp: no I have not kept up <Serp> jay:Sheesh..then you don't know about the new 4d interface... <Boo> Alev, the talk on alt.games.quake have tons of posts saying "iD said QUAKE will only have one weapon, a hammer" <tdevil> ID jay: tell me what is the latest on quake <id_Jay> Sabre: Big Day in ref to your ROTT comment ROTT 1.1 came out with Modem support <Boo> Jay, where did all the rumors about QUAKE only having one weapon come from? <id_Jay> Boo: maybe...maybe not <Boo> i sure hope not ;) <Boo> you _have_ to have the patented DOOM shotgun in there :) <id_Jay> tdevil: The latest is that it is in development and going rather well <Boo> it just wouldn't be right <Serp> id_jay:any plans on a screen pic of that cyberdemon dude? Sec: #doom crm paulino @SirAce auntbetty id_Jay Alev @Boo My_Ass Zonata @GrandpaJo @Serp tdevil @CousinTim Gunslingr iDbot @SabreMau Psychoboy _29A_ <SirAce> Boo: of course :) <tdevil> Well then tell me if they have came out with any other guessing date of when it will be out <Psychoboy> Quake is supposed to start a new industry...if its as good as its said to be, I would hardly doubt it <id_Jay> Boo: One of our early design meetings, a drunk in London, a toll booth guy near New Orleans....who knows <Boo> so you are saying "uhhh, you'll see ;)" right? <id_Jay> Boo: DOOM has the shot\gun... Quake will be a different game NO! PLEASE TELL ME IT ISN'T SO! (I really love that shotgun) <Serp> hmmm..no fair. I want the shotgun too. *** Action: Boo weeps <tdevil> Wait what is this about this toll booth guy here huh I think we lost tdevil somewhere along the way here. *grin* <SirAce> id_Jay: if there is a CD ver, will it be better than the disk ver? <id_Jay> Serp: screen of what cyberdemon dude? <SirAce> id_Jay: or are you just sticking with CD? <id_Jay> Ace: Likely it will be the same <id_Jay> You got it Serp <SabreMau> id_Jay: When is quake scheduled to be out? Pay attention to this next statement. ;) <id_Jay> As soon as it is done has replaced Two Weeks as the official release date for our products <id_Jay> Sabre: As soon as it is done <id_Jay> td: a joke <SabreMau> id_Jay: Can you do a Commander Keen 3D after Quake? <id_Jay> We could, but I doubt we will <SirAce> id_Jay: Do you schedule your visits here or do you just come whenever? <id_Jay> Ace: I come when I have a few moment free <id_Jay> See you guys later *** Signoff: id_Jay (Error 0) IRC Log ended *** Thu Feb 9 18:42 I cut out tons of stuff in the middle otherwise this would be 30 pages long. Have fun. Boo
Re: little tidbits of QUAKE info from Jay
Author: dhol... David Hollman
Date: Fri, 10 Feb 1995 19:10
Date: Fri, 10 Feb 1995 19:10
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Brian, thanks for that transcript. Interesting. Since people seem to be very worried about this hammer thing, I had a thought I figured I would mention. It seems that Quake is being designed to be _more_ extensible than Doom is... in other words, if you want a shotgun, you make a shotgun for it. If you want a chicken launcher, you make that too... I obviously have no idea how that might affect multiplayer games (as with Doom the ganes have to be the same, save certain graphics), but I do not think it would be unreasonable for ID to work that sort of thing in. One thing they apparently plan to do is to release the server software free to all comers; so it seems we (people into this stuff) will be able to set it up however we want to! David
Re: little tidbits of QUAKE info from Jay
Author: SCu... Scott Cutler
Date: Mon, 13 Feb 1995 01:47
Date: Mon, 13 Feb 1995 01:47
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In <3hgdnm$1...@newsstand.cit.cornell.edu> dhol...@sunlab.cit.cornell.edu (David Hollman) writes: > >Brian, thanks for that transcript. Interesting. > >Since people seem to be very worried about this hammer thing, I had a >thought I figured I would mention. > >It seems that Quake is being designed to be _more_ extensible than Doom >is... in other words, if you want a shotgun, you make a shotgun for it. >If you want a chicken launcher, you make that too... I obviously have no >idea how that might affect multiplayer games (as with Doom the ganes have >to be the same, save certain graphics), but I do not think it would be >unreasonable for ID to work that sort of thing in. One thing they >apparently plan to do is to release the server software free to all >comers; so it seems we (people into this stuff) will be able to set it up >however we want to! > >David > > >From what I gather, all the information for gameplay is gathered from the server. If the server sysop wants a chicken launcher, so be it- but an individual can't make one and not let anybody else have it. Scott Cutler SCu...@ix.netcom.com
Re: little tidbits of QUAKE info from Jay
Author: dhol... David Hollman
Date: Mon, 13 Feb 1995 01:54
Date: Mon, 13 Feb 1995 01:54
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: From what I gather, all the information for gameplay is gathered from : the server. If the server sysop wants a chicken launcher, so be it- but : an individual can't make one and not let anybody else have it. : Scott Cutler SCu...@ix.netcom.com Right, that is exactly what I meant. Since it seems anyone with a net.link will be able to serve, there will be no limit to the modifications one can make. David
Quake programmability
Author: rjva... Rob Vanden Heuvel
Date: Mon, 13 Feb 1995 03:16
Date: Mon, 13 Feb 1995 03:16
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I think that a fantastic way to handle Quake's programmability would be to make it an option to have differences between individuals. Allow me to elaborate. In Doom et al, all players must share the same WAD and PWADS. They must also play with the same version of Doom etc. So essentially, all players end up playing with exactly the same weapons. What would be interesting is if this continuity did not have to exist. Quake would be an excellent platform for this since it is to be so modifiable. Each player could (if they so choose) program their own weapons. Naturally there are limits. Id could try to ensure that every bonus that a weapon had (range, damage, speed) had a drawback (speed, range, damage). That would help to keep things somewhat even. Realistically though, this would be too hard to moderate. I'll be happy if we will be able to program AI with enough freedom that we can challenge our programming skills and our minds the ultimate test of which would be to pit our brainchildren (from hell) against a human opponent. This would open up a whole new dimension of competition. Several players could be given the same level design as well as guidelines as to the number of creatures to be contained in that level. It would then be up to the players to program the creatures in terms of their behavior and positioning. The resulting populated levels could then be playtested by each of the other players to see who has succeeded in making the most intelligent players. Rob Vanden Heuvel
Re: Quake programmability
Author: dar... Darrin Rodriguez
Date: Mon, 13 Feb 1995 19:00
Date: Mon, 13 Feb 1995 19:00
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Another thing I would like to see is when you play Deathmatch and you look at a player you can see the weapon they are carring in hand. Also player should be defferent in type and sex. Why should only MEN get wacked. Let let the women get a chance to get wacked too.
Re: little tidbits of QUAKE info from Jay
Author: dhol... David Hollman
Date: Mon, 13 Feb 1995 21:32
Date: Mon, 13 Feb 1995 21:32
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Kevin Bagnall (umba...@cc.umanitoba.ca) wrote: : >: From what I gather, all the information for gameplay is gathered from : >: the server. If the server sysop wants a chicken launcher, so be it- but : >: an individual can't make one and not let anybody else have it. : What about playing modem-link? How are things made equal? I think Quake is : going to be one big complicated mess. Keep in mind that all the ideas floating around here are mere suppositions; we have no idea how Quake will actually turn out. However, under the assumption that we are at least thinking along the right lines (and I am not sure we are, necessarily), probably the setup will have to work something like Doom, where all players agree on a set of WADs and DEHs, for example. I am sure it is doable. David Hollman
Re: little tidbits of QUAKE info from Jay
Author: da... Dave BIGGS - Dave
Date: Mon, 13 Feb 1995 22:09
Date: Mon, 13 Feb 1995 22:09
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In article <3hmdnm$q...@ixnews2.ix.netcom.com> SCu...@ix.netcom.com (Scott Cutler) writes: >From: SCu...@ix.netcom.com (Scott Cutler) >Subject: Re: little tidbits of QUAKE info from Jay >Date: 13 Feb 1995 01:47:34 GMT >In <3hgdnm$1...@newsstand.cit.cornell.edu> >dhol...@sunlab.cit.cornell.edu (David Hollman) writes: >> >>Brian, thanks for that transcript. Interesting. >> >>Since people seem to be very worried about this hammer thing, I had a >>thought I figured I would mention. >> >>It seems that Quake is being designed to be _more_ extensible than Doom >>is... in other words, if you want a shotgun, you make a shotgun for it. >>If you want a chicken launcher, you make that too... I obviously have >no >>idea how that might affect multiplayer games (as with Doom the ganes >have >>to be the same, save certain graphics), but I do not think it would be >>unreasonable for ID to work that sort of thing in. One thing they >>apparently plan to do is to release the server software free to all >>comers; so it seems we (people into this stuff) will be able to set it >up >>however we want to! >> >>David >> >> >>From what I gather, all the information for gameplay is gathered from >the server. If the server sysop wants a chicken launcher, so be it- but >an individual can't make one and not let anybody else have it. >Scott Cutler SCu...@ix.netcom.com Hmmmm...if they want a chicken launcher maybe they should just ask me :) If id Rips my idea of a chicken launcher in Quake as well.....I'll be really pissed off......I'd just like to thank iD for still claiming the chicken thing in Heretic was All there idea and had nothing to do with my original Doom Chicken launcher patch that was out many months before Heretic was even heard of........ Dave Biggs ------------------------------------------------------------ Authour of Chook DOOM and Soom to be HereChook Patches...... ------------------------------------------------------------
Re: little tidbits of QUAKE info from Jay
Author: dhol... David Hollman
Date: Tue, 14 Feb 1995 00:44
Date: Tue, 14 Feb 1995 00:44
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Dave BIGGS - Dave (da...@halls1.cc.monash.edu.au) wrote: : Hmmmm...if they want a chicken launcher maybe they should just ask me :) : If id Rips my idea of a chicken launcher in Quake as well.....I'll be really : pissed off......I'd just like to thank iD for still claiming the chicken Well, I was kind referring to your Chook patch(es). The way I see it, if you just keep coming out with bigger and better stuff, the more you can stick it to them. BTW, have you received any official word from ID declaring the Chicken theme to be their idea, or have they just not commented on it? --Just curious. David Hollman
Re: Quake programmability
Author: SCu... Scott Cutler
Date: Tue, 14 Feb 1995 05:51
Date: Tue, 14 Feb 1995 05:51
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In <D3x53...@undergrad.math.uwaterloo.ca> rjva...@cantor.math.uwaterloo.ca (Rob Vanden Heuvel) writes: > >I think that a fantastic way to handle Quake's programmability would be to make >it an option to have differences between individuals. Allow me to elaborate. > >In Doom et al, all players must share the same WAD and PWADS. They must also >play with the same version of Doom etc. So essentially, all players end up >playing with exactly the same weapons. > >What would be interesting is if this continuity did not have to exist. Quake >would be an excellent platform for this since it is to be so modifiable. Each >player could (if they so choose) program their own weapons. Naturally there >are limits. Id could try to ensure that every bonus that a weapon had (range, >damage, speed) had a drawback (speed, range, damage). That would help to keep >things somewhat even. > Sounds a little like another (totally different) game I have, Comet Busters. You can control aspects like thrust, bullet speed, shield power, rotation ability, and max speed. However, if you move one slider up, the rest go down. It's a neat feature. Scott CUtler SCu...@ix.netcom.com
Re: little tidbits of QUAKE info from Jay
Author: SCu... Scott Cutler
Date: Tue, 14 Feb 1995 05:59
Date: Tue, 14 Feb 1995 05:59
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In <umbagna0.3...@cc.umanitoba.ca> umba...@cc.umanitoba.ca (Kevin Bagnall) writes: > >>: From what I gather, all the information for gameplay is gathered from >>: the server. If the server sysop wants a chicken launcher, so be it- but >>: an individual can't make one and not let anybody else have it. > >What about playing modem-link? How are things made equal? I think Quake is >going to be one big complicated mess. > >Kevin Bagnall > I'm not sure about this, so somebody correct me if I'm wrong, but... I think that each user is really a server in itself, with two levels, the communications and the game engine. Each person could be a server, so in a two person modem game, one of the people would define the rules, just as one person in Doom picks the map, the skill level, etc. Scott Cutler SCu...@ix.netcom.com PS You're right about a big mess, tho... but id will come to the rescue! :)
Re: little tidbits of QUAKE info from Jay
Author: mswi... Michael Swiderek
Date: Tue, 14 Feb 1995 18:01
Date: Tue, 14 Feb 1995 18:01
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Kevin Bagnall (umba...@cc.umanitoba.ca) wrote: : >: From what I gather, all the information for gameplay is gathered from : >: the server. If the server sysop wants a chicken launcher, so be it- but : >: an individual can't make one and not let anybody else have it. : What about playing modem-link? How are things made equal? I think Quake is : going to be one big complicated mess. : Kevin Bagnall Frankly, I'm worried that we are all going to be disappointed -- keep in mind this is taking on a huge task, but only on 486... Seems risky.
Re: little tidbits of QUAKE info from Jay
Author: pst... Patrick Steele
Date: Tue, 14 Feb 1995 18:49
Date: Tue, 14 Feb 1995 18:49
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In <3hqr5o$o...@hawk.anselm.edu> mswi...@hawk.anselm.edu (Michael Swiderek) writes: >Frankly, I'm worried that we are all going to be disappointed -- keep in mind >this is taking on a huge task, but only on 486... Seems risky. Agreed. The things that are being discussed in this newsgroup are hopes and wishes -- but the stuff coming from id is equally dazzaling in scope. I'm behind them all they way, but it seems like they have a monumental task before them. But, if anyone can do it, id can! :) pst...@ix.netcom.com
Re: Quake programmability
Author: mis...
Date: Thu, 16 Feb 1995 14:49
Date: Thu, 16 Feb 1995 14:49
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> Another thing I would like to see is when you play Deathmatch and you > look at a player you can see the weapon they are carring in hand. Also > player should be defferent in type and sex. Why should only MEN get > wacked. Let let the women get a chance to get wacked too. How can you tell under the helmet and all that body armour? :-)
Re: little tidbits of QUAKE info from Jay
Author: edr... Eric Dreas
Date: Thu, 16 Feb 1995 15:20
Date: Thu, 16 Feb 1995 15:20
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In article <3hqr5o$o...@hawk.anselm.edu>, Michael Swiderek <mswi...@hawk.anselm.edu> wrote: >Kevin Bagnall (umba...@cc.umanitoba.ca) wrote: >: >: From what I gather, all the information for gameplay is gathered from >: >: the server. If the server sysop wants a chicken launcher, so be it- but >: >: an individual can't make one and not let anybody else have it. > >: What about playing modem-link? How are things made equal? I think Quake is >: going to be one big complicated mess. > >: Kevin Bagnall > >Frankly, I'm worried that we are all going to be disappointed -- keep in mind >this is taking on a huge task, but only on 486... Seems risky. Only the client will run on a 486 class (or other) machine. The server can run on anything. Even a Sparc. -- Eric Dreas #include <std.disclaimer> Associate Engineer Go Big Red!
VMS port? (was Re: little tidbits of QUAKE info from Jay)
Author: 01jbk... Blue canary in the outl...
Date: Fri, 17 Feb 1995 19:12
Date: Fri, 17 Feb 1995 19:12
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In article <3i0ofp$t...@newsstand.cit.cornell.edu>, dhol...@sunlab.cit.cornell.edu (David Hollman) writes: > > : Only the client will run on a 486 class (or other) machine. : The server > can run on anything. Even a Sparc. > Hopefully they will release the client for otehr systems as well. A > PowerMac could probably run it satisfactorily. It is too bad that all > those Mac users are missing out on Doom and related games. I have tried > marathon, and it is no Doom. The Wolf 3D port was much better. > > David > How about a VAX/VMS or Alpha/VMS port of Quake and/or Doom? -- John Kramer VMS Systems Programmer/Systech, Ball State University Computing Services 01jbk...@bsuvc.bsu.edu, yo...@ceres.bsuvc.bsu.edu
Re: Quake programmability
Author: fd... Felicia Day
Date: Sun, 19 Feb 1995 06:39
Date: Sun, 19 Feb 1995 06:39
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In article <3i4nir$m...@newsy.ifm.liu.se>, matt_m@tistel (Mattias Myrberg) says: >Humans only? I want to be able to create any kind of character. >I would definitely consider being limited to humanoids a BAD thing. Yes. I'd like to be a Kobold :) Also, mabye they should take some ideas from the paladium RPG Rifts, and allow us to play as Dragon hatchlings. felicia
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