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Thread View: alt.games.quake
11 messages
11 total messages Started by ja... Josh Lindenmuth Tue, 14 Feb 1995 16:26
The Fate of Quake...
#360
Author: ja... Josh Lindenmuth
Date: Tue, 14 Feb 1995 16:26
15 lines
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I think everyone is blowing quake out of proportion.  Yes, it will be a good 
game, but it will need power to do so.  Look at Doom... it was not the fastest 
game in the world and it was far from realistic.  Quake is supposed to have 
real time rendering and sound effects, with polygons!  This will need quite a 
system, and the dreams of everything looking unique is way out of proportion.  
Even some of the best games that have polygonal graphics (Magic Carpet for 
one), are extremely limited in realism (e.g. the fog needed to make the field 
of view about 10 yards so that it wouldn't have to do as much rendering).  
With all of IDs talk about customized servers, I think alot of the people 
buying the game (naive high school and college kids), will be intimidated by 
all of the options.  

Indeed ID has quite a task ahead...

Josh
Re: The Fate of Quake...
#361
Author: da... Dan Odonnell
Date: Wed, 15 Feb 1995 13:38
20 lines
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Josh Lindenmuth (ja...@cornell.edu) wrote:
: I think everyone is blowing quake out of proportion.  Yes, it will be a good 
: game, but it will need power to do so.  Look at Doom... it was not the fastest 
: game in the world and it was far from realistic.  Quake is supposed to have 
: real time rendering and sound effects, with polygons!  This will need quite a 

   I really don't think they plan on implememting the sound effects with 
polygons, although that would be unique. ;)

: system, and the dreams of everything looking unique is way out of proportion.  
: Even some of the best games that have polygonal graphics (Magic Carpet for 
: one), are extremely limited in realism (e.g. the fog needed to make the field 
: of view about 10 yards so that it wouldn't have to do as much rendering).  
: With all of IDs talk about customized servers, I think alot of the people 
: buying the game (naive high school and college kids), will be intimidated by 
: all of the options.  

: Indeed ID has quite a task ahead...

: Josh
Re: The Fate of Quake...
#362
Author: mamc... Marc McConnell
Date: Wed, 15 Feb 1995 22:54
17 lines
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In article <jal22.80...@cornell.edu>, ja...@cornell.edu (Josh Lindenmuth) says:

>With all of IDs talk about customized servers, I think alot of the people 
>buying the game (naive high school and college kids), will be intimidated by 
>all of the options.  
>
>Josh
>

Don't forget that it was a group of "naive college kids"
who came up with the idea and eventually created
the almighty Doom.  I know quite a few high school
and college kids who can out program most adults
and who generally understand computer and software
much better than most adults.

Marc
Re: The Fate of Quake...
#363
Author: Jay Wilbur
Date: Thu, 16 Feb 1995 17:24
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1027 bytes
ja...@cornell.edu (Josh Lindenmuth) wrote:
>
> (text deleted) 
> Indeed ID has quite a task ahead...

Reminds me of the msgs being tossed about after we finished Wolf3D and 
got to work on DOOM.

 ---
 -j
 
 The official release date for all id's products: 
 AS SOON AS IT IS FINISHED!

 For quicker service please send technical questions directly to our 
 tech. support staff at: he...@idsoftware.com
Re: The Fate of Quake...
#364
Author: dark... Keenan Clay Wilkie
Date: Thu, 16 Feb 1995 21:06
19 lines
1332 bytes
Jay Wilbur <ja...@idsoftware.com> writes:
[...]
> ---
> -j
> 
> The official release date for all id's products: 
> AS SOON AS IT IS FINISHED!

An afterthought:
The official confirmation that a new version will be released next week:
THIS IS THE LAST VERSION!

:P

-- 
    "A rubber hose is just as effective and it doesn't leave any marks."
                                                               -Donna Reed
             "Your right to be happy is open to interpretation"
                                                               -Unknown
Re: The Fate of Quake...
#365
Author: dhol... David Hollman
Date: Fri, 17 Feb 1995 00:31
10 lines
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Jay Wilbur (ja...@idsoftware.com) wrote:
: > Indeed ID has quite a task ahead...

: Reminds me of the msgs being tossed about after we finished Wolf3D and 
: got to work on DOOM.

Hey, we know you can do it! If Microsoft were planning Quake, then we 
would have a problem. We would get it, but in like 1998.

David Hollman
Re: The Fate of Quake...
#366
Author: SYM... Jim Lowell
Date: Fri, 17 Feb 1995 15:15
19 lines
1183 bytes
In <3i0qp5$t...@newsstand.cit.cornell.edu> 
dhol...@sunlab.cit.cornell.edu (David Hollman) writes: 

>
>Jay Wilbur (ja...@idsoftware.com) wrote:
>: > Indeed ID has quite a task ahead...
>
>: Reminds me of the msgs being tossed about after we finished Wolf3D 
and 
>: got to work on DOOM.
>
>Hey, we know you can do it! If Microsoft were planning Quake, then we 
>would have a problem. We would get it, but in like 1998.
>
>David Hollman
>

Yeah, and it would be about 2 gigabytes, consist of over 3,000 files in 
18 subdirectories and lock up every time you tried to move.
Re: The Fate of Quake...
#367
Author: blh... Hanna Thti
Date: Tue, 21 Feb 1995 19:14
28 lines
1549 bytes
Jim Lowell (SYM...@ix.netcom.com) wrote:
: In <3i0qp5$t...@newsstand.cit.cornell.edu> 
: dhol...@sunlab.cit.cornell.edu (David Hollman) writes: 

: >
: >Jay Wilbur (ja...@idsoftware.com) wrote:
: >: > Indeed ID has quite a task ahead...
: >
: >: Reminds me of the msgs being tossed about after we finished Wolf3D 
: and 
: >: got to work on DOOM.
: >
: >Hey, we know you can do it! If Microsoft were planning Quake, then we 
: >would have a problem. We would get it, but in like 1998.
: >
: >David Hollman
: >

: Yeah, and it would be about 2 gigabytes, consist of over 3,000 files in 
: 18 subdirectories and lock up every time you tried to move.

Uhh, If it would be Origin... I can't even think about it....

But hey, It's id!

Ilari Kajaste
Imp (irc #doom (#coders))
blh...@uta.fi (email)
The Birth of Quake ??? (Was: The Fate of Quake)
#368
Author: ca... Christian Antkow
Date: Tue, 21 Feb 1995 22:14
45 lines
2877 bytes
In <3i01p1$b...@mirc00.ncms.org> Jay Wilbur <ja...@idsoftware.com> writes:
>ja...@cornell.edu (Josh Lindenmuth) wrote:
>>
>> (text deleted) 
>> Indeed ID has quite a task ahead...

>Reminds me of the msgs being tossed about after we finished Wolf3D and 
>got to work on DOOM.

 Well, as I understand it, Quake will be more of an RPG game. I was REALLY
looking forward when Heretic came out for more "Rocket-Launcher-Up-Your-Ass"
type of gameplay, but I think Heretic lends itself more to four player
co-operative play then deathmatch play. Deathmatch play in Heretic doesn't
get my adrenaline pumping as much as DOOM does...

 Don't get me wrong, I REALLY look forward to Quake, but I don't think we 
should be expecting something along the lines of DOOM (in terms of raw
action). I think Quake will be more along the lines of "the best damned
Dungeons and Dragons game available for computers...", but then again, the
product is still under development and it may be a tad premature to 
postulate.

 I really do like the idea of a "Quake-Master" I heard about (Quake equivalent
to a D&D Dungeon Master). One who can have total control of the map during
game-play... Alter any aspect of the map, blah, blah, blah... I don't know
how id is going to pull this off realtime but I suppose we'll wait and see...

 Another thing I've read is that you'll need a server running a flavour of
unix to act as a Quake server... What about us people who are running Netware
v4.01? Does that mean it won't be supported? Or will be have to launch the
Server code on our Unix P90 server and use TCP/IP to connect to it from our
DOS boxes...

 Or how about this, "network play will be faster than single player play" ?
(to paraphrase finger he...@idsoftware.com). I can see technically how this can
be done, but it kind of leaves me scratching head...

 We await Quake eagerly... (But please make it AMAZING for deathmatch play as
well...)

-- 
+----------------------------------------------------------------------------+
Christian Antkow 					  ca...@softchoice.com
Opinions are my own and in no way reflect those of the SoftChoice Corporation
+----------------------------------------------------------------------------+
Re: The Birth of Quake ??? (Was: The Fate of Quake)
#369
Author: pst... Patrick Steele
Date: Wed, 22 Feb 1995 18:34
40 lines
2069 bytes
In <uujSvAC...@softchoice.com> ca...@softchoice.com (Christian 
Antkow) writes: 

>
>In <3i01p1$b...@mirc00.ncms.org> Jay Wilbur <ja...@idsoftware.com> 
writes:
>>ja...@cornell.edu (Josh Lindenmuth) wrote:
>>>
>>> (text deleted) 
>>> Indeed ID has quite a task ahead...
>
>>Reminds me of the msgs being tossed about after we finished Wolf3D and 
>>got to work on DOOM.
>
> Well, as I understand it, Quake will be more of an RPG game. I was 
REALLY
>looking forward when Heretic came out for more 
"Rocket-Launcher-Up-Your-Ass"
>type of gameplay, but I think Heretic lends itself more to four player
>co-operative play then deathmatch play. Deathmatch play in Heretic 
doesn't
>get my adrenaline pumping as much as DOOM does...
>
> Don't get me wrong, I REALLY look forward to Quake, but I don't think 
we 
>should be expecting something along the lines of DOOM (in terms of raw
>action). I think Quake will be more along the lines of "the best damned
>Dungeons and Dragons game available for computers...", but then again, 
the
>product is still under development and it may be a tad premature to 
>postulate.
>

If QUAKE is as modifiable as id says it will be, we could port graphics 
from DOOM into QUAKE, re-program the QUAKE weapons to be like the ones 
in DOOM, and start playing DOOM in real 3-D!

What a concept.....  We really need to wait and see with this....

pst...@ix.netcom.com
Re: The Birth of Quake ??? (Was: The Fate of Quake)
#370
Author: dhol... David Hollman
Date: Wed, 22 Feb 1995 20:17
35 lines
2631 bytes
Christian Antkow (ca...@softchoice.com) wrote:
:  Well, as I understand it, Quake will be more of an RPG game. I was REALLY
Actually mu impression was the opposite. I don't know what the most 
recent QuakeTalk is, but from whatever version I read I inferred that it 
was going to be 'Doom-style' but with better graphics and 'cooler' 
gameplay... As much adrenaline as Doom, anyway.

: product is still under development and it may be a tad premature to 
: postulate.
But then again that is all we do on this newsgroup, sonce Quake is still 
vapors...

:  Another thing I've read is that you'll need a server running a flavour of
: unix to act as a Quake server... What about us people who are running Netware
: v4.01? Does that mean it won't be supported? Or will be have to launch the
: Server code on our Unix P90 server and use TCP/IP to connect to it from our
: DOS boxes...
What ID has said is that they are going to give away the server code. 
Therefore it figures that a version for a C=64 might eventually become 
available (just kidding for those of you who dont have a sense of humor), 
and of course a Netware version.

:  Or how about this, "network play will be faster than single player play" ?
: (to paraphrase finger he...@idsoftware.com). I can see technically how this can
: be done, but it kind of leaves me scratching head...
I think the idea is that if you run the server and client on one machine, 
there will be more of a system load. Hence multiplayer where there are 
several machines involved will be a bit faster.

:  We await Quake eagerly... (But please make it AMAZING for deathmatch play as
: well...)

Yes yes yes.

David Hollman
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