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Thread View: alt.games.quake
5 messages
5 total messages Started by jsc... joost schuur Wed, 06 Sep 1995 00:00
QUAKE Mini-FAQ
#746
Author: jsc... joost schuur
Date: Wed, 06 Sep 1995 00:00
209 lines
8820 bytes
+----------------------------------------+
| Q U A K E  M I N I  F A Q  -  08/21/95 |
+----------------------------------------+

   by joost schuur (jsc...@ftp.cdrom.com)


    The purpose of this document is to inform people about the game
 QUAKE and to reduce the amount of frequently asked questions to the
 relevant Usenet newsgroups.

    Behold that this FAQ will probably raise more questions than it
 answers. id Software, the makers of QUAKE, have been a bit quiet
 about updates on QUAKE's status. Nevertheless, the interest in QUAKE
 is enormous, as QUAKE is expected to be a quantum leap in computer
 gaming.

    This FAQ may be distributed freely, provided it remains unaltered,
 and the original author is mentioned. It is forbidden to redistribute
 this FAQ commercially in the form of magazines, books, CDs or other
 pay services without prior permission of the author, joost schuur
 (jsc...@ftp.cdrom.com).

    I would appreciate not being flooded with QUAKE questions at
 this point. Should further information on QUAKE be available, they
 will be added to future versions of this mini FAQ, quaketalk (see
 section 7) or possibly full featured QUAKE FAQ (see section 8).

    This mini FAQ will be reposted weekly to relevant gaming usenet news
 groups and it's latest version can be retrieved from

	ftp://ftp.mantis.co.uk/pub/doom/periodic/q_mini_faq


 1 - What is Quake?

     Quake is a 3D 'point of view' action orientated role playing
 game from id Software. It is the successor to DOOM and features
 an engine with many enhancements, such as:

   . full six degrees of freedom. no more 2.5Dness as in DOOM
   . all items are polygon based and texture mapped.
   . environmental sound effects
   . advanced player interactions
   . highly advanced networking capabilities:

      + QUAKE servers that can be linked among eachother
      + dozens of players in one game
      + leave/join games in progress
      + source code availability for the server. make your
        own modifications and recompile on other platforms.

   . QUAKE will come with its own C like programming language,
     allowing you to addons to the game never before possible

     A plot for the game has not been concieved yet. It will
  possibly center around a fantasy/medival theme, but people will
  be able to create their own scenarios.

     QUAKE will be available for DOS first. A port to Linux and
  other Unix platforms should follow thereafter and then a native
  Windows '95 version. Other platforms such as OS/2 will soon follow.


 2 - Is QUAKE 'DOOM 3'?

     No. There will not be a product called 'DOOM 3'. QUAKE is id
  Software's next own project after DOOM 2. A special port of DOOM
  to Nintendo's new U64 console system is being done, which will
  feature some enhancements to the PC version, but this is also not
  'DOOM 3'.

	 For more info on this, check:

	 http://www.cee.hw.ac.uk/~mapleson/sgistuff/ultra64/ultra64.html


 3 - When is QUAKE due out?

     id has been very persistant in insisting QUAKE will come out
  'when it's done'. They do hope however to bring the game out by
  christmas '95. An exact release date cannot be made yet, since
  the game is still in a developmental phase. It is always hard
  to predict when a piece of software will be ready for a release.


 4 - What will the hardware requirements be?

     This is probably the question that's going through everyone's
  minds the most. 'How will QUAKE perform on my system?' and 'Will I
  need a pentium system?'.

     Based on the information I have onhand, it is my educated guess
  that QUAKE will perform slightly worse than DOOM on a comparable
  system. The targeted machine should be a 486 DX2/66 or slightly
  better. Having a pentium will certainly not hurt, but QUAKE will
  not be a pentium only game and is still likely to be very playable
  on a 486 based system.

     As far as RAM is concerned, indications are that 8 megs will
  increase playability significantly. It is unsure wether QUAKE
  will require 8 megs, but 8 or 16 megs will certainly help make
  playing QUAKE much more enjoyable.


 5 - Are the screenshots for the game?

    Yes. As of August 4th, 1995, id released a first series of
 screenshots, revealing some of the level building capabilities of
 QUAKE and one of the monsters, a red dragon. They can be obtained
 from their ftp site at

    ftp://ftp.idsoftware.com/idstuff/quake/quakepix.zip

    or at a mirror such as

    ftp://ftp.cdrom.com/pub/idgames/idstuff/quake/quakepix.zip

    Further mirrors can be found in the 'List of DOOM FTP/WWW sites',
 periodically posted to rec.games.computer.doom.announce.

    The screenshots can also be viewed via World Wide Web at id's web
 site described in section 10 of this minifaq.


 6 - Is there a playable demo/beta out?

     No. There is no alpha/beta/demo/preview of any sort available to
  the public currently. Based on remarks made by id, it is highly
  unlikely that anyone outside of the company will get involved in
  the beta testing of QUAKE.


 7 - Where can I get more info on Quake?

     For the past year now, I've published quaketalk, a newsletter on
  QUAKE. I attempted to gather any QUAKE related bits of information
  from the net and elsewhere. The current version is 363 and is
  available at

     ftp://ftp.cdrom.com/pub/idgames/docs/faqs/qtalk363.txt

     In the future, the filename may change to reflect the new version
  number. A HTML version of quaketalk can be viewed from the quake
  section of Doomgate described in section 10.


 8 - When will there be a real FAQ to the game?

     Hank Leukart and I plan on bringing out a real, full length FAQ
  to QUAKE as soon as we've gathered enough information and have
  ensured id's cooperation on this. For now this mini FAQ should cover
  the most common questions on QUAKE. As soon a full FAQ is available,
  it will be announced in the appropriate Usenet newsgroups mentioned
  in section 9.


 9 - Where can I discuss Quake?

     Currently, the only QUAKE only newsgroup is alt.games.quake. However,
  a lot of news sites don't carry it, so QUAKE can also be discussed on
  comp.sys.ibm.pc.games.action and rec.games.computers.doom.misc.

     There are plans to formally create a rec.games.computer.quake.*
  hierarchy, to prevent a confusing disarray of alt.* newsgroups as was
  the case in the early DOOM newsgroups. Should you wish to participate
  in the creation of a quake newsgroup hierarchy, feel free to sign up
  to the quake-proposal mailing list by sending a mail to

	 quake-propo...@montefiore.ulg.ac.be

	 with 'subscribe' in the Subject. This is not a general QUAKE mailing
  list, but one dedicated to the creation of QUAKE newsgroups.

     On IRC (the Internet Relay Chat), quake enthusiasts already meet on
  the #quake channel.


10 - Quake WWW sites

     There are already a couple of World Wide Web sites dedicated to
  QUAKE. Most of them carry identical contents, but who knows, this might
  change.

     Here they are:

   - id Software's own QUAKE screenshots page:
     http://www.idsoftware.com/qss.html

   - Hank Leukart's Rumor Mill page is dedicated to up and coming
     new games. He also has a page on QUAKE
     http://www.portal.com/~hleukart/rumorsquake.html

   - Jason van Fickell runs the 'Unofficial QUAKE homepage'
     http://www.hal-pc.org/~jasonv/quake/

   - Yours truly also runs the QUAKE section of Doomgate
     http://doomgate.cs.buffalo.edu/games/quake/

   - Colin Caird has yet another QUAKE page
     http://www.islandnet.com/~ccaird/doom/quake.html


      _  ___  ___  
=====| |/ _ \/ __|===========================================================
     | | (_) \__ \   joost....@student.uni-tuebingen.de    lotlhwI on IRC
    _/ |\___/|___/   http://home.pages.de/~jschuur/           go away
===|__/================================================nuqDaq 'oH puchpa''e'=
Re: QUAKE Mini-FAQ
#747
Author: tfw... Walker
Date: Wed, 06 Sep 1995 00:00
46 lines
2790 bytes
In article <quake_8...@news.mantis.co.uk>, jsc...@ftp.cdrom.com (joost schuur) writes:
|> 
|> +----------------------------------------+
|> | Q U A K E  M I N I  F A Q  -  08/21/95 |
|> +----------------------------------------+
|>    by joost schuur (jsc...@ftp.cdrom.com)
|>  1 - What is Quake?
|>      Quake is a 3D 'point of view' action orientated role playing
|>  game from id Software. It is the successor to DOOM and features
|>  an engine with many enhancements, such as:
|> 
|>    . full six degrees of freedom. no more 2.5Dness as in DOOM
|>    . all items are polygon based and texture mapped.
        ^^^^^^^^^^^^^^^^^^^^^
       Ummm No.  All items are NOT polygon based..   Please read 
Quote from Finger he...@idsoftware.com:
Well, we just got sprite 'models' animating with frame changes and rotational
changes totally moved over to the client. The server is runnin' really well 
now!  There's a really cool Pain Barrier (and Health Field) that just looks
great with animating and rotating sprites. Um, and yes, there are sprites in
the game - for very good reason: there's not an amazing level of detail to
be had in a total polygon environment.  Sprites are faster to render and 
besides, they make great torch holders!  They also look cool for magical
effects!

Programming the entities in the game is one of the most amazing and
rewarding parts of Quake development.  You program in Quake-C (.qc) and the
instant you save your file, you tell Quake to reload and compile it. It
takes about 1 second.  Then, you get to see your changes implemented right
then - and that's while you're programming in a C-like language! No compiler
in the middle; instant execution.  Too cool for words.

There. I just wanted to add something new for QuakeTalk. :)

End quote from Finger he...@idsoftware.com

Thanks!

--  Tracy

  CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR
CR          Tracy Walker     USWest COE-FM Development Team        CR
 CR                 tfw...@coefmd3.mnet.uswest.com               CR
CR       PH# 303-XXX-XXXX                  PGR# 303-XXX-XXXX       CR
 CR      "An officially licensed fan of the Colorado Rockies"     CR
  CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR CR
Re: QUAKE Mini-FAQ
#748
Author: Scoot
Date: Wed, 06 Sep 1995 00:00
47 lines
2525 bytes
On Wed, 6 Sep 1995, Tracy Walker wrote:

> In article <quake_8...@news.mantis.co.uk>, jsc...@ftp.cdrom.com (joost schuur) writes:
> |> 
> |> +----------------------------------------+
> |> | Q U A K E  M I N I  F A Q  -  08/21/95 |
> |> +----------------------------------------+
> |>    by joost schuur (jsc...@ftp.cdrom.com)
> |>  1 - What is Quake?
> |>      Quake is a 3D 'point of view' action orientated role playing
> |>  game from id Software. It is the successor to DOOM and features
> |>  an engine with many enhancements, such as:
> |> 
> |>    . full six degrees of freedom. no more 2.5Dness as in DOOM
> |>    . all items are polygon based and texture mapped.
>         ^^^^^^^^^^^^^^^^^^^^^
>        Ummm No.  All items are NOT polygon based..   Please read 
> Quote from Finger he...@idsoftware.com:

[quote from "finger he...@idsoftware.com" deleted]

Let's be a little forgiving to Joost.  There are a few lines before the 
part of the .plan that you cited which would help shed light on this 
disagreement of facts:

-> -------------------------------------------------------------------
-> Status of QUAKE---Updated: Tue, Aug 29 at 11:47pm
-> 
-> Please do not send us mail about Quake. It just slows us down.
-> Thanks.
-> 
-> Well, we just got sprite 'models' animating with frame changes and 
[...]

Joost's mini-faq was last updated 8/21, help's .plan was updated 8/29, 
and that was the first we officially heard of id's decision to include 
sprites.  Thank you, though, for pointing out the difference.  I'm sure 
the next edition of the mini-faq/QuakeTalk will reflect this new 
information.

Scott

 ____        _   _   _   _               | Scott Thomas Haug
/  __)__ ___| |_| |_| |_| |___  _ _ ___  | st...@cec.wustl.edu
\__  \ _| _ \  _.  _|  _  | _ \/ | \ _ \ | http://www.cec.wustl.edu/~sth2/
(____/__|___/\__|\__|_| |_|__,_|___/__ | | "but it's not like i asked her to
(______________________________________/ |  go rope cattle." - MaBaVa 
Re: QUAKE Mini-FAQ
#749
Author: mont... Olivier Montanuy
Date: Thu, 07 Sep 1995 00:00
34 lines
2063 bytes
In article <Pine.SOL.3.91.950906...@ritz.cec.wustl.edu>,
Scoot  <st...@cec.wustl.edu> wrote:
>On Wed, 6 Sep 1995, Tracy Walker wrote:
>
>> In article <quake_8...@news.mantis.co.uk>, jsc...@ftp.cdrom.com (joost schuur) writes:

>> |>    . full six degrees of freedom. no more 2.5Dness as in DOOM
>> |>    . all items are polygon based and texture mapped.
>>         ^^^^^^^^^^^^^^^^^^^^^
>>        Ummm No.  All items are NOT polygon based..   Please read 
>> Quote from Finger he...@idsoftware.com:
 misinterpreted quote.
 Sprites ARE polygon models. they only contain some frame data that
 changes the model used according to the frame.

>-> Well, we just got sprite 'models' animating with frame changes and 
 models. 3D models. sprites = 3D models now.

>Joost's mini-faq was last updated 8/21, help's .plan was updated 8/29, 
>and that was the first we officially heard of id's decision to include 
>sprites.  
 ID uses the term sprite in a confusing way. That's all there is.
 Using 2D flat sprites would not make their job easier. it would make
 it harder, maybe. that's due to the nature of the Quake engine, and 
 it's use of BSP. 

 why convey rumours? If you don't know what Quake is like, just shut up.
 wait for the official ID specs.


-- 
# Olivier Montanuy, author of DeuTex/WinTex, a DOOM2/HERETIC editing tool #
# home: http://www.ens.fr/~montanuy for the last beta versions            # 
# ftp://ftp.cdrom.com/pub/idgames/utils/graphics_edit/deutex/wintx341.zip #
Re: QUAKE Mini-FAQ
#750
Author: ahig... Alan L. Hightower
Date: Sat, 09 Sep 1995 00:00
16 lines
1153 bytes
mont...@absinthe.ens.fr (Olivier Montanuy) writes:

>In article <Pine.SOL.3.91.950906...@ritz.cec.wustl.edu>,
>Scoot  <st...@cec.wustl.edu> wrote:

>>-> Well, we just got sprite 'models' animating with frame changes and 
> models. 3D models. sprites = 3D models now.

> ID uses the term sprite in a confusing way. That's all there is.
> Using 2D flat sprites would not make their job easier. it would make
> it harder, maybe. that's due to the nature of the Quake engine, and 
> it's use of BSP. 

What does a BSP tree have to do with moving models?

Lynx - coder / Incantations
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