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Thread View: alt.games.quake
2 messages
2 total messages Started by HBl... Henry Bloom Fri, 30 Dec 1994 22:43
Status of Quake (fingered from he...@idsoftware.com)
#48
Author: HBl... Henry Bloom
Date: Fri, 30 Dec 1994 22:43
42 lines
2322 bytes
Status of QUAKE---Updated: Fri, Dec 2nd 2:20pm

This will not be out until sometime next Winter.
Ok, ok... you guys wanted more.
As of today the following things are working/semi-working:
Network play
Basic Engine
Object Modeling
Map Editor
++++++++++++++++++++++++++++++++++
Network Play:
Server/Client code is functioning great. Set up a Quake server on
a NeXT, Linux, or SGI box. Once the server is running you
get on another machine (NeXT, Linux, SGI) and log into the server.
A play window opens and you can see the other players, move around,
quit out, get back in, etc... There is no DeathMatch yet, but this
will be the first part of the game to be working... monsters etc, will
be added in later.

Basic Engine:
This is running pretty fast. In network mode it slows down somewhat,
but this will be reversed soon. (Network will be faster than single
player.) Right now we are using a part of DOOM map 1 1 to test the
engine.

Object Modeling:
Kevin created a model of a person that only consists of about 200
polygons. This model looks surprisingly good... we had thought we
would need more polygons per model to create the amount of detail
we want. So far this is the only "thing" in the game. He does not
animate, but it is still cool to watch him be "born". At the moment
he is textured with the art from the CyberDemon.

Map Editor:
John also has a map editor in the works. At this point it looks
somewhat like 3D studio, with a camera view and a top down view
of the thing you are working on. You can add and subtract blocks
of "material" from the view. These are the building blocks of the
world... No, you will not be limited to blocks in the finished game.

Read alt.games.quake for occasional new info.
-------------------------------------------------------------------
Re: Status of Quake (fingered from he...@idsoftware.com)
#49
Author: umba... Brian Bagnall
Date: Fri, 30 Dec 1994 20:15
14 lines
1506 bytes
In article <3e22fb$c...@ixnews1.ix.netcom.com> HBl...@ix.netcom.com (Henry Bloom) writes:

>Object Modeling:
>Kevin created a model of a person that only consists of about 200
>polygons. This model looks surprisingly good... we had thought we
>would need more polygons per model to create the amount of detail
>we want. So far this is the only "thing" in the game. He does not
>animate, but it is still cool to watch him be "born". At the moment
>he is textured with the art from the CyberDemon.

I hope to hell the frame rate on this thing rocks.  I would much rather have 
100 polygon people with double that framerate.  Maybe there will be a lot of 
adjustments you can make to sort of 'tweak' the game to your system.  I have a 
486 dx2/66 that I just bought so I'm not too keen on upgrading.
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