Thread View: comp.sys.ibm.pc.games.action
39 messages
39 total messages
Started by arn... Guenther
Mon, 07 Aug 1995 00:00
Quake, WOW!
Author: arn... Guenther
Date: Mon, 07 Aug 1995 00:00
Date: Mon, 07 Aug 1995 00:00
16 lines
811 bytes
811 bytes
I've seen the screen shots. I WANT that game... badly! I wish they would make it an CRPG. The pictures alone set the mood right. Just imagine those pix moving! I can't wait. Origin should license the Quake engine and make an CRPG out of it. Just dreaming... -Arnulf -- Arnulf H.-P. Guenther (reg.: 2396354992D<<6708098<9705283<<<<<<6) Invisible Dragon --=(UDIC)=-
Re: Quake, WOW!
Author: Nick Vargish
Date: Mon, 07 Aug 1995 00:00
Date: Mon, 07 Aug 1995 00:00
23 lines
1426 bytes
1426 bytes
arn...@arnulf.dialup.fu-berlin.de (& Guenther) writes: >Origin should license the Quake engine and make an CRPG out >of it. Just dreaming... Don't give up hope. Given iD's selective and probably quite lucrative (my guess, okay? :^) licensing of the DOOM! engine, they'll probably license out Quake too. I'm not sure just how codeable it will be, but if it's really flexible, you'll probably see some 'net RPG servers about, oh, four days after we get our grubby paws on it... Nick p.s. I saw the Quake code fragment, it looks like those iD guys spend too much time doing C++. Lisp would be the way to go! -- +------------------------------------+ | Nick Vargish, BBN Planet (SURAnet) | Adrian's dead -- it's every man | var...@sura.net 301/489-8134 | for himself. | http://www.sura.net/~vargish | [Liquid Sky]
Re: Quake, WOW!
Author: inks... Ian Panaszewicz
Date: Mon, 07 Aug 1995 00:00
Date: Mon, 07 Aug 1995 00:00
27 lines
1408 bytes
1408 bytes
Uhhh, WHERE THE HELL DID YOU GET THOSE PIC'S (drooooool) !!!!! (sorry for the caps) <G> //// Interested in buying used pc o \ o Ian M. Panaszewicz / /// entertainment software and 0\,____`%/O> inks...@crl.com // // classic video game system |\` /| Solavou Dragon /// / cartriges. You got any ? ___/__|_____/__\___ --=(UDIC)==- //// & Guenther (arn...@arnulf.dialup.fu-berlin.de) wrote: : I've seen the screen shots. I WANT that game... badly! : I wish they would make it an CRPG. The pictures alone set : the mood right. Just imagine those pix moving! : I can't wait. : Origin should license the Quake engine and make an CRPG out : of it. : Just dreaming... : -Arnulf : -- : Arnulf H.-P. Guenther (reg.: 2396354992D<<6708098<9705283<<<<<<6) : Invisible Dragon : --=(UDIC)=-
Re: Quake, WOW!
Author: ry... Robert Yung
Date: Mon, 07 Aug 1995 00:00
Date: Mon, 07 Aug 1995 00:00
9 lines
925 bytes
925 bytes
Nick Vargish (var...@sura.net) wrote: : arn...@arnulf.dialup.fu-berlin.de (& Guenther) writes: : Don't give up hope. Given iD's selective and probably quite lucrative : (my guess, okay? :^) licensing of the DOOM! engine, they'll probably : license out Quake too. Selective?! It's coming out for the SNES soon. And it's on almost every platform. I'm still waiting for the gameboy edition. :)
Re: Quake, WOW!
Author: f... Frans P. de Vries
Date: Tue, 08 Aug 1995 00:00
Date: Tue, 08 Aug 1995 00:00
8 lines
782 bytes
782 bytes
Ian Panaszewicz (inks...@crl.com) wrote:
} Uhhh, WHERE THE HELL DID YOU GET THOSE PIC'S (drooooool) !!!!!
ftp://{INS site/path HERE}/idstuff/quake/quakepix.zip
where {INS site/path HERE} = any DOOM ftp site, eg. ftp.cdrom.com/pub/idgames
--
Frans P. de Vries | f...@xymph.iaf.nl | Rec.Games.Computer.Doom FAQ maintainer
Re: Quake, WOW!
Author: ro... Rob Jellinghaus
Date: Wed, 09 Aug 1995 00:00
Date: Wed, 09 Aug 1995 00:00
14 lines
1075 bytes
1075 bytes
Nick Vargish <var...@sura.net> wrote: > p.s. I saw the Quake code fragment, Could you repost it, or send me a copy, or tell me where I can find it? > it looks like those iD guys spend > too much time doing C++. Lisp would be the way to go! No, actually. As a new game programmer with Lisp experience, I can definitively say Lisp has almost no place in a high-performance 3D network game. You need every bit of speed you can get in that environment, and C++ is a much better language for writing high-speed programs than Lisp is. Rob Jellinghaus ro...@unreal.com http://www.best.com/~robj
Re: Quake, WOW!
Author: Nick Vargish
Date: Wed, 09 Aug 1995 00:00
Date: Wed, 09 Aug 1995 00:00
65 lines
3148 bytes
3148 bytes
I wrote:
>> p.s. I saw the Quake code fragment,
Rob Jellinghaus writes:
>Could you repost it, or send me a copy, or tell me where I can find it?
I had to wade through a very ugly IRC log (redundant, I know), but
here it is... Oh, iddt is Dave Taylor, of iD.
<iddt> here's some code that generates thunder..
<iddt> thunder ()
<iddt> {
<iddt> local rnd;
<iddt> rnd = random() * 40 + 10;
<iddt> sound (self,0,thund);
<iddt> self->nextthink = time + rnd;
<iddt> self->think = thunder;
<iddt> }
Then, I also said:
>> it looks like those iD guys spend
>> too much time doing C++. Lisp would be the way to go!
And Rob had the temerity to disagree with my wise words:
>No, actually. As a new game programmer with Lisp experience, I can
>definitively say Lisp has almost no place in a high-performance 3D network
>game. You need every bit of speed you can get in that environment, and C++
>is a much better language for writing high-speed programs than Lisp
>is.
Hrm, tell that to the folks at Crack dot Com, whose Abuse game is
"basically, one big Lisp engine" according to Dave Taylor. You might
recognize the name, he's one of the iD guys, as well as wearing the
Producer hat for Abuse. They don't seem to have any speed problems
with using Lisp.
Well, I should expand on this. Your experience is probably with Lisp
interpreters... Though you combined the two activities in one
sentence, have you actually tried to apply your Lisp experience to
game coding?
Anything interpreted is going to be slower than something that's
already been compiled. I suspect Abuse's engine is not a true Lisp
interpreter, but compiles the Lisp code into machine code as the
source is read from disk. You mostly have to drop the self-modifying
aspect of Lisp, which is not so important in a game environment
(except for AI, okay :^), but you get to keep the nice encapsulating,
definitional features of Lisp.
So, to modify my original claim: A Lisp-like dialect would be better
than a C-like language, because Lispish languages encourage modularity
and extensibility. I would be just as keen on a FORTH-like dialect,
since it shares the definitional charateristics that I find so
appealing in Lisp.
Nick
--
+------------------------------------+ my favorite computer things: Perl
| Nick Vargish, BBN Planet (SURAnet) | Linux, xpilot, Emacs, DOOM, fvwm
| var...@sura.net 301/489-8134 | the Web, Usenet, nethack, my GUS
| http://www.sura.net/~vargish | zsh, fvwm, FORTH.
Re: Quake, WOW!
Author: c... Lord Soth
Date: Thu, 10 Aug 1995 00:00
Date: Thu, 10 Aug 1995 00:00
18 lines
1431 bytes
1431 bytes
Nick Vargish <var...@sura.net> wrote: >So, to modify my original claim: A Lisp-like dialect would be better >than a C-like language, because Lispish languages encourage modularity >and extensibility. I would be just as keen on a FORTH-like dialect, >since it shares the definitional charateristics that I find so >appealing in Lisp. I'm a pretty experienced C/C++ programmer, so forgive me if I sound a little biased here. C++ does promote modularity (data abstraction), as well as extensibility (polymorphism and operator overloading). The language is extensible in most ways. Besides, Lisp is just a bit too cryptic (and ugly). Feel free to correct me, because I do not have too much experience with Lisp due to the lack of good compilers (try getting one as good as Borland C++ or Watcom C++) and the lack of motivation (learning Lisp seems rather pointless, except for AI purposes).
Re: Quake, WOW!
Author: Nick Vargish
Date: Thu, 10 Aug 1995 00:00
Date: Thu, 10 Aug 1995 00:00
18 lines
1399 bytes
1399 bytes
c...@aimnet.com (Lord Soth) writes: > I'm a pretty experienced C/C++ programmer, so forgive me if I sound >a little biased here. Yeah, I'm biased too. I've done about equal amounts of programming in Lisp and in C/C++. I think it boils down to the fact that I like one paradigm, and you prefer the other... We could let it be... Abuse will have a Lispish engine, and Quake will have a C-like engine. Let's just let the two games fight it out. :^) Nick -- +------------------------------------+ I met a girl who sang the blues, | Nick Vargish, BBN Planet (SURAnet) | So I asked her for some happy news | var...@sura.net 301/489-8134 | She just smiled and turned away... | http://www.sura.net/~vargish | [Don McLean]
Re: Quake, WOW!
Author: Nick Vargish
Date: Sat, 12 Aug 1995 00:00
Date: Sat, 12 Aug 1995 00:00
21 lines
1496 bytes
1496 bytes
ry...@cnct.com (Robert Yung) writes: >Selective?! It's coming out for the SNES soon. And it's on almost every >platform. I'm still waiting for the gameboy edition. :) Sorry, I really should have said, "initially selective, and subsequently profitable" when talking about DOOM! engine licenses. Heretic was Raven, wasn't it (sorry if that's wrong, in any case, a group known for some quality work)? Now, just prior to Quake, is the time to flood the "mass-market" channels, everything from Sega 32X to 'Tendo Gameboy. Time for the iD guys who were renting to think about getting into their own property... :^) Nick -- +------------------------------------+ "This house is dark." | Nick Vargish, BBN Planet (SURAnet) | "Madman, thou errest: I say, there | var...@sura.net 301/489-8134 | is no darkness but ignorance." | http://www.sura.net/~vargish | [Shakespeare, Twelfth Night]
Re: Quake, WOW!
Author: ka... Stepan Kana
Date: Sat, 12 Aug 1995 00:00
Date: Sat, 12 Aug 1995 00:00
12 lines
945 bytes
945 bytes
In article <ARNULF.95...@arnulf.dialup.fu-berlin.de>, arn...@arnulf.dialup.fu-berlin.de (& Guenther) wrote: > I've seen the screen shots. I WANT that game... badly! > I wish they would make it an CRPG. The pictures alone set > the mood right. Just imagine those pix moving! > I can't wait. > > Origin should license the Quake engine and make an CRPG out > of it. Why? They've System Shock engine, which is best i ever seen. Stepan
Re: Quake, WOW!
Author: dav... Dave Glue
Date: Sun, 13 Aug 1995 00:00
Date: Sun, 13 Aug 1995 00:00
8 lines
677 bytes
677 bytes
ka...@law.muni.cz (Stepan Kana) wrote: >> >> Origin should license the Quake engine and make an CRPG out >> of it. >Why? They've System Shock engine, which is best i ever seen. And also one of the slowest and ugliest.
Re: Quake, WOW!
Author: Adam Williamson
Date: Sun, 13 Aug 1995 00:00
Date: Sun, 13 Aug 1995 00:00
26 lines
1484 bytes
1484 bytes
In article <LISLws7V...@law.muni.cz> ka...@law.muni.cz "Stepan Kana" writes: > In article <ARNULF.95...@arnulf.dialup.fu-berlin.de>, > arn...@arnulf.dialup.fu-berlin.de (& Guenther) wrote: > > I've seen the screen shots. I WANT that game... badly! > > I wish they would make it an CRPG. The pictures alone set > > the mood right. Just imagine those pix moving! > > I can't wait. > > > > Origin should license the Quake engine and make an CRPG out > > of it. > Why? They've System Shock engine, which is best i ever seen. > > Stepan > Have you seen the Duke Nukem 3D engine (ok, the build engine)? Have you seen the Quake engine? Have you seen the Abuse engine? Can you get a bit more informed??? -- --- Adam Williamson, D1M - ad...@scss.demon.co.uk Terminal Velocity and Wolfenstein 3D FAQ writer for more details on either FAQ, e-mail me "There's nothing left for you to say, soon you'll be dead anyway" - Green Day
Re: Quake, WOW!
Author: tm... Thomas Kadlec
Date: Sun, 13 Aug 1995 00:00
Date: Sun, 13 Aug 1995 00:00
11 lines
859 bytes
859 bytes
In article <808301...@scss.demon.co.uk>, Ad...@scss.demon.co.uk says... >> >Have you seen the Duke Nukem 3D engine (ok, the build engine)? Have you seen >the Quake engine? Have you seen the Abuse engine? Can you get a bit more >informed??? Abuse is a 2D side scroller, right? Why are people associating it with the Duke 3D, DOOM, and QUAKE engines? -Thomas
Quake, WOW!
Author: ka... Stepan Kana
Date: Thu, 17 Aug 1995 00:00
Date: Thu, 17 Aug 1995 00:00
20 lines
1008 bytes
1008 bytes
dav...@interlog.com (Dave Glue) wrote: >>> >>> Origin should license the Quake engine and make an CRPG out >>> of it. >> Why? They've System Shock engine, which is best i ever seen. DG> And also one of the slowest Slowest? It's not particulary fast, but IMHO it's not that bad - especially the CD version. Hey, it's slower than doom, but it's _true_ 3D! DG> and ugliest. ?? How can an engine be 'ugly'? If you don't like the textures, don't blame engine! And just FYI I liked them, and many others. -- Stepan
Quake, WOW!
Author: ka... Stepan Kana
Date: Thu, 17 Aug 1995 00:00
Date: Thu, 17 Aug 1995 00:00
31 lines
1282 bytes
1282 bytes
Adam Williamson <Ad...@scss.demon.co.uk> wrote: >> > I've seen the screen shots. I WANT that game... badly! >> > I wish they would make it an CRPG. The pictures alone set >> > the mood right. Just imagine those pix moving! >> > I can't wait. >> > >> > Origin should license the Quake engine and make an CRPG out >> > of it. >> Why? They've System Shock engine, which is best i ever seen. >> AW> Have you seen the Duke Nukem 3D engine (ok, the build engine)? It uses ROTT's engine AFAIK. AW> Have you seen the Quake engine? I seen the screenshots. AW> Have you seen the Abuse engine? Neverd heard of this. AW> Can you get a bit more informed??? Why? What's incorrect in my sentence? "They've System Shock engine, which is best _I ever seen_. -- Stepan
Re: Quake, WOW!
Author: pfle... Nightfox
Date: Fri, 18 Aug 1995 00:00
Date: Fri, 18 Aug 1995 00:00
18 lines
1285 bytes
1285 bytes
Dave Glue (dav...@interlog.com) wrote: : ka...@law.muni.cz (Stepan Kana) wrote: : >> : >> Origin should license the Quake engine and make an CRPG out : >> of it. : >Why? They've System Shock engine, which is best i ever seen. : And also one of the slowest and ugliest. Considering the complexity it was damn fast, worked fine on full screen mode on a 486 DX 50 with combat turned up to the hardest level. Didn't look that bad either, except for the bit mapped monsters. -- Internet: pfle...@scu.edu.au | Zendor Dragon "We're heading down the freeway into the 21st century | -=(UDIC)=- But there's nobody driving yeah there's no one | behind the wheel Uh huh how did we get elected?" - ICEHOUSE
Re: Quake, WOW!
Author: dav... Dave Glue
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
27 lines
1440 bytes
1440 bytes
ka...@law.muni.cz (Stepan Kana) wrote: > dav...@interlog.com (Dave Glue) wrote: > >>> > >>> Origin should license the Quake engine and make an CRPG out > >>> of it. > >> Why? They've System Shock engine, which is best i ever seen. > DG> And also one of the slowest >Slowest? It's not particulary fast, but IMHO it's not that bad - especially the >CD version. Hey, it's slower than doom, but it's _true_ 3D! It is _incredibly_ slower than Doom. Far more than can even be measured in percentages. I expect it to be slower, but the speed was so crippling it took a lot of enjoyment out of it on my DX2-66, even though it isn't highly action-oriented. > DG> and ugliest. >?? How can an engine be 'ugly'? If you don't like the textures, don't blame >engine! And just FYI I liked them, and many others. The look of the textures does relate to the engine- their coarse look was likely due to not make the speed even worse than it was. Hey, we're dealing with Origin here.
Re: Quake, WOW!
Author: Kyle Klukas
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
4 lines
627 bytes
627 bytes
True 3D shouldn't have slowed down System Shock much - Dark Forces and Decsent are "true 3D" and both are very fast. Kyle
Re: Quake, WOW!
Author: decu... John D. DeCuir
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
9 lines
790 bytes
790 bytes
Kyle Klukas <klu...@students.uiuc.edu> wrote: >True 3D shouldn't have slowed down System Shock much - Dark Forces and >Decsent are "true 3D" and both are very fast. While Descent is certainly true 3D, the supposition that Dark Forces is also true 3D is debatable at best. Let's compromise and say it's 2.75D. :) -John
Re: Quake, WOW!
Author: dav... Dave Glue
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
25 lines
1106 bytes
1106 bytes
ka...@law.muni.cz (Stepan Kana) wrote: > AW> Have you seen the Duke Nukem 3D engine (ok, the build engine)? >It uses ROTT's engine AFAIK. No, it doesn't. It uses a far more advanced engine called the "build" engine. > AW> Have you seen the Abuse engine? >Neverd heard of this. Not surprising, seeing as Abuse is a side-scrolling shoot-em-up. The original poster is confused. > AW> Can you get a bit more informed??? >Why? What's incorrect in my sentence? "They've System Shock engine, which is >best _I ever seen_. Speed and texture quality also count in the quality of an engine, therefore I do not consider System Shock the best.
Re: Quake, WOW!
Author: Adam Williamson
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
49 lines
1995 bytes
1995 bytes
In article <417pv1$q...@steel.interlog.com>
dav...@interlog.com "Dave Glue" writes:
> ka...@law.muni.cz (Stepan Kana) wrote:
>
>
> > AW> Have you seen the Duke Nukem 3D engine (ok, the build engine)?
>
> >It uses ROTT's engine AFAIK.
>
> No, it doesn't. It uses a far more advanced engine called the "build"
> engine.
>
Yep.
>
> > AW> Have you seen the Abuse engine?
>
> >Neverd heard of this.
>
> Not surprising, seeing as Abuse is a side-scrolling shoot-em-up. The
> original poster is confused.
I am :). From the blurb i'd read, it appeared that Abuse was a 3D engine
(light sourcing etc - how does this help a 2D shooter?)
>
> > AW> Can you get a bit more informed???
>
> >Why? What's incorrect in my sentence? "They've System Shock engine, which is
> >best _I ever seen_.
>
> Speed and texture quality also count in the quality of an engine,
> therefore I do not consider System Shock the best.
>
>
I agree - but texture quality doesn't. Speed does. Texture quality is purely
graphics design - draw some better textures without changing the engine
and it looks better. How well the engine _displays_ the textures, yes, that
does count.
--
---
Adam Williamson, D1M - ad...@scss.demon.co.uk
Terminal Velocity and Wolfenstein 3D FAQ writer
for more details on either FAQ, e-mail me
"There's nothing left for you to say,
soon you'll be dead anyway" - Green Day
Re: Quake, WOW!
Author: Kyle Klukas
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
16 lines
1329 bytes
1329 bytes
I must disagree with your opinion regarding the the Build Engine. It is most definately NOT based on the ROTT engine. ROTT was limited to square walls (like Wolf3D), while the Build Engine is much more flexible, with angled walls and rooms over rooms (a la Dark Forces). Check out the Witchaven demo (if you have a fast modem - 6+ megs zipped). Also, from the screen shots I've seen, Abuse is a side-scroller, not a Doom clone. As for System Shock - not sure how good the engine is from a technical standpoint, but the game just had too many controlls/mouse actions to be very playable (IMHO, of course - I have the same complaint about Descent, very hard to control without a $100 multi-function joystick or hands that move over the keyboard with the speed of a hyperactive eight-year-old :)) Kyle
Re: Quake, WOW!
Author: mpo... Michael Powers
Date: Sun, 20 Aug 1995 00:00
Date: Sun, 20 Aug 1995 00:00
10 lines
991 bytes
991 bytes
In article <416qa0$7...@vixen.cso.uiuc.edu>, Kyle Klukas <klu...@students.uiuc.edu> says: (IMHO, of course - I have the same complaint about Descent, >very hard to control without a $100 multi-function joystick I disagree...once I figured out my controls, I played quite well with only a keyboard and a puny two-button joystick...the fact that the controls were configurable is what saved me, though, and System Shock just had too much to do too fast in some cases to be enjoyable. Mike Powers
Re: Quake, WOW!
Author: sger... Steven Gershenfeld
Date: Mon, 21 Aug 1995 00:00
Date: Mon, 21 Aug 1995 00:00
22 lines
1313 bytes
1313 bytes
In article <41813q$5...@nnrp3.primenet.com>, John D. DeCuir <decu...@primenet.com> wrote: >Kyle Klukas <klu...@students.uiuc.edu> wrote: > >>True 3D shouldn't have slowed down System Shock much - Dark Forces and >>Decsent are "true 3D" and both are very fast. > >While Descent is certainly true 3D, the supposition that Dark Forces >is also true 3D is debatable at best. Let's compromise and say it's >2.75D. :) > -John > Dark Forces: 3D engine and about 4 degrees of freedom for your character. Descent: 3D engine and 6 degrees of freedom for your character. Doom, Doom2: 2.5D engine and 3 degrees of freedom for your character. Heretic: 2.5D engine and 3-4 degrees of freedom for your character. 2.5D engine means simulated z-axis. Enough said. Steven
Re: Quake, WOW!
Author: hor... Hordur Kvaran
Date: Mon, 21 Aug 1995 00:00
Date: Mon, 21 Aug 1995 00:00
22 lines
1431 bytes
1431 bytes
In <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven Gershenfeld) writes: >Dark Forces: 3D engine and about 4 degrees of freedom for your character. >Descent: 3D engine and 6 degrees of freedom for your character. >Doom, Doom2: 2.5D engine and 3 degrees of freedom for your character. >Heretic: 2.5D engine and 3-4 degrees of freedom for your character. >2.5D engine means simulated z-axis. I don't think those degrees of freedom are correct. If you say 2.5D means a simulated z-axis Doom only has 2 DOF. DF has 4 DOF (the fourth being rotation of head on one axis). To take this thread back to Quake the guys at id have stated 6 DOF and they better deliver. Hordur Kvaran hor...@rhi.hi.is ***************************************************** This tag line conTains exactly threee errors. ***************************************************** >Steven
Re: Quake, WOW!
Author: caou... Michael Caouette
Date: Tue, 22 Aug 1995 00:00
Date: Tue, 22 Aug 1995 00:00
34 lines
1736 bytes
1736 bytes
In article <41acnk$d...@eldborg.rhi.hi.is>, hor...@rhi.hi.is (Hordur Kvaran) wrote: >In <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven Gershenfeld) writes: > >>Dark Forces: 3D engine and about 4 degrees of freedom for your character. >>Descent: 3D engine and 6 degrees of freedom for your character. >>Doom, Doom2: 2.5D engine and 3 degrees of freedom for your character. >>Heretic: 2.5D engine and 3-4 degrees of freedom for your character. > >>2.5D engine means simulated z-axis. > >I don't think those degrees of freedom are correct. If you say 2.5D means a >simulated z-axis Doom only has 2 DOF. DF has 4 DOF (the fourth being >rotation of head on one axis). >To take this thread back to Quake the guys at id have stated 6 DOF and they >better deliver. > >Hordur Kvaran >hor...@rhi.hi.is >***************************************************** >This tag line conTains exactly threee errors. >***************************************************** > >>Steven > > > If DF was only 4 DOF, then why do you have to duck in some areas and jump over others? Mike Caouette caou...@hooked.net mi...@mysoftware.com
Re: Quake, WOW!
Author: bl... Richard Smol
Date: Tue, 22 Aug 1995 00:00
Date: Tue, 22 Aug 1995 00:00
46 lines
2595 bytes
2595 bytes
In a previous article, klu...@students.uiuc.edu (Kyle Klukas) says: >I must disagree with your opinion regarding the the Build Engine. It is >most definately NOT based on the ROTT engine. ROTT was limited to square >walls (like Wolf3D), while the Build Engine is much more flexible, with >angled walls and rooms over rooms (a la Dark Forces). Check out the >Witchaven demo (if you have a fast modem - 6+ megs zipped). > Witchaven real 3D? Gosh, I never noticed it. I also don't see rooms over rooms anywhere in the demo. It looked very much like the original DOOM- engine to me (e.g. with a simulated Z-axis). It's nut by far as smooth and flexible though. >Also, from the screen shots I've seen, Abuse is a side-scroller, not a >Doom clone. > Isn't it weird how every first-person game is automatically called a 'Doom-clone' though? >:) It says something about the greatness of iD's game. >As for System Shock - not sure how good the engine is from a technical >standpoint, but the game just had too many controlls/mouse actions to be >very playable (IMHO, of course - I have the same complaint about Descent, >very hard to control without a $100 multi-function joystick or hands that >move over the keyboard with the speed of a hyperactive eight-year-old :)) > Hmm.. I play Descent with a mouse and I never had any probs with it. I actually think Descent sucks with a joystick... I blow away any joystick-player anyway >:) It's all about coordination between the left and the right hand, I guess.... and I play bass, so... *grin* As for System Shock: it's not bad. But since it lacks a network-option I found it quite boring after a while. Heck, what is the use of a 3D-engine if I can't shoot my friends to pieces in it? >:) Dark Forces never became very popular with me for just the same reason. I can't wait till Quake comes out. The network-features must be awesome, even if only half of what ID claims is true. Greetz, RS --- Sigs are waste of bandwith
Re: Quake, WOW!
Author: Kyle Klukas
Date: Tue, 22 Aug 1995 00:00
Date: Tue, 22 Aug 1995 00:00
7 lines
844 bytes
844 bytes
I had the same reaction to no deathmatch in DF. By the way, the room over room in Witchaven is demostarted by the spiral staicase at the begining of level 2 (I think its level 2, been a while). No too noticeable, but the potential is there for the final release. Kyle
Re: Quake, WOW!
Author: sger... Steven Gershenfeld
Date: Thu, 24 Aug 1995 00:00
Date: Thu, 24 Aug 1995 00:00
62 lines
2603 bytes
2603 bytes
In article <41d9ss$7...@its.hooked.net>, Michael Caouette <caou...@hooked.net> wrote: >In article <41acnk$d...@eldborg.rhi.hi.is>, > hor...@rhi.hi.is (Hordur Kvaran) wrote: >>In <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven >Gershenfeld) writes: >> >>>Dark Forces: 3D engine and about 4 degrees of freedom for your character. >>>Descent: 3D engine and 6 degrees of freedom for your character. >>>Doom, Doom2: 2.5D engine and 3 degrees of freedom for your character. >>>Heretic: 2.5D engine and 3-4 degrees of freedom for your character. >> >>>2.5D engine means simulated z-axis. >> >>I don't think those degrees of freedom are correct. If you say 2.5D means a >>simulated z-axis Doom only has 2 DOF. DF has 4 DOF (the fourth being >>rotation of head on one axis). Six degrees of freedom: Movement in three directions (X,Y,Z) are 3 Rotation along any of the three axes are another 3. In Doom and Doom2, you can move forward and backward (1), sideways (1), and turn around along the z-axis (1). Adds up to 3. QED. :-) >>To take this thread back to Quake the guys at id have stated 6 DOF and they >>better deliver. >> I agree (if that is what they promised). Although I don't see the use of rotating along the x axis too much. >>Hordur Kvaran >>hor...@rhi.hi.is >>***************************************************** >>This tag line conTains exactly threee errors. >>***************************************************** >> >>>Steven >> >> >> >If DF was only 4 DOF, then why do you have to duck in some areas and jump over >others? Dark Forces: movement in three directions (limited to jumping and crouching in z-axis): 3. turning around along z-axis: 1. I said "about 4" because you can also claim that looking up and down is another one, but some people have said that it is not so. So at least 4, and POSSIBLY 5, depending on how liberal you are with your definition. Crouching and Jumping are incorporated into one DOF. Steven > >Mike Caouette >caou...@hooked.net >mi...@mysoftware.com
Re: Quake, WOW!
Author: tco... Travis Cobbs
Date: Fri, 25 Aug 1995 00:00
Date: Fri, 25 Aug 1995 00:00
33 lines
2069 bytes
2069 bytes
In article <41gri2$n...@news.acns.nwu.edu>, Steven Gershenfeld <sger...@merle.acns.nwu.edu> wrote: >In article <41d9ss$7...@its.hooked.net>, >Michael Caouette <caou...@hooked.net> wrote: >>In article <41acnk$d...@eldborg.rhi.hi.is>, >> hor...@rhi.hi.is (Hordur Kvaran) wrote: >>>In <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven >>Gershenfeld) writes: >>> >>If DF was only 4 DOF, then why do you have to duck in some areas and jump over >>others? > >Dark Forces: >movement in three directions (limited to jumping and crouching in z-axis): 3. >turning around along z-axis: 1. > >I said "about 4" because you can also claim that looking up and down >is another one, but some people have said that it is not so. > >So at least 4, and POSSIBLY 5, depending on how liberal you are with >your definition. Crouching and Jumping are incorporated into one DOF. It's 4. Looking up and down is not accomplished by rotation. It is accomplished by a clever hack, which gives the impression of looking up and down. All they do when you look up is start drawing at a greater angle, and stop drawing at lesser angle. It's difficult to explain, but you can tell because when you look up as far as it will let you, everything becomes distorted. Also, no matter how high your head is pointed, the walls are always vertical. If it were rotating the head, then the wall at the bottom of the screen would be closer than the wall at the top of the screen when you look up. --Travis Cobbs (tco...@ganymede.csd.sgi.com)
Re: Quake, WOW!
Author: hor... Hordur Kvaran
Date: Wed, 30 Aug 1995 00:00
Date: Wed, 30 Aug 1995 00:00
42 lines
2175 bytes
2175 bytes
In <41d9ss$7...@its.hooked.net> caou...@hooked.net (Michael Caouette) writes: >In article <41acnk$d...@eldborg.rhi.hi.is>, > hor...@rhi.hi.is (Hordur Kvaran) wrote: >> >>>Dark Forces: 3D engine and about 4 degrees of freedom for your character. >>>Descent: 3D engine and 6 degrees of freedom for your character. >>>Doom, Doom2: 2.5D engine and 3 degrees of freedom for your character. >>>Heretic: 2.5D engine and 3-4 degrees of freedom for your character. >> >>>2.5D engine means simulated z-axis. >> >>I don't think those degrees of freedom are correct. If you say 2.5D means a >>simulated z-axis Doom only has 2 DOF. DF has 4 DOF (the fourth being >>rotation of head on one axis). >>To take this thread back to Quake the guys at id have stated 6 DOF and they >>better deliver. >> >> >If DF was only 4 DOF, then why do you have to duck in some areas and jump over >others? I was wrong. DF has 5 DOF but the extra DOF is that the character can rotate around his z-axis. Degrees of freedom are as follows: 1. Forward/backward (y-axis) 2. Left/right (x-axis) 3. Up/down (or jumping/ducking) 4. Turning character around z-axis. 5. Rotating head up/down (rotating around x-axis) If the character had been able too look around corners like in System shock you would have had 6 DOF. Hordur Kvaran hor...@rhi.hi.is ***************************************************** This tag line conTains exactly threee errors. ***************************************************** >Mike Caouette >caou...@hooked.net >mi...@mysoftware.com
Re: Quake, WOW!
Author: e912... e9125261
Date: Mon, 04 Sep 1995 00:00
Date: Mon, 04 Sep 1995 00:00
36 lines
1929 bytes
1929 bytes
In article <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven Gershenfeld) writes: >From: sger...@merle.acns.nwu.edu (Steven Gershenfeld) >Subject: Re: Quake, WOW! >Date: 21 Aug 1995 00:47:51 GMT >In article <41813q$5...@nnrp3.primenet.com>, >John D. DeCuir <decu...@primenet.com> wrote: >>Kyle Klukas <klu...@students.uiuc.edu> wrote: >> >>>True 3D shouldn't have slowed down System Shock much - Dark Forces and >>>Decsent are "true 3D" and both are very fast. >> >>While Descent is certainly true 3D, the supposition that Dark Forces >>is also true 3D is debatable at best. Let's compromise and say it's >>2.75D. :) >> -John >> >Dark Forces: 3D engine and about 4 degrees of freedom for your character. Dark Forces is "NOT" 3D, it just uses a trick for looking up and down All walls are always built out of (textured) VERTICAL lines. Same thing in Heretic, Rott, ... Bridges, which are not possible in Doom are only objects, which have been added later. So the Engine is pretty much the same as the Doom-engine, they just added a few "real 3D-Objects". >Descent: 3D engine and 6 degrees of freedom for your character. >Doom, Doom2: 2.5D engine and 3 degrees of freedom for your character. >Heretic: 2.5D engine and 3-4 degrees of freedom for your character. >2.5D engine means simulated z-axis. >Enough said. >Steven
Re: Quake, WOW!
Author: Adam Williamson
Date: Mon, 04 Sep 1995 00:00
Date: Mon, 04 Sep 1995 00:00
14 lines
1295 bytes
1295 bytes
Can we get some terms clear here? "3D" means a Doom-like engine with a PROPER Z-axis that allows floors on top of floors. DOF is Degrees Of Freedom, which defines in how many directions you can move - Doom has 2, DF has a debatable amount, 2-4, and Descent has 6. 2.5d is Doom engine-like, with different heights, but no floors above floors. 2D would be Wolf3d - that can't even set sector heights. OK? -- --- Adam Williamson, D1M - ad...@scss.demon.co.uk Terminal Velocity and Wolfenstein 3D FAQ writer for more details on either FAQ, e-mail me "There's nothing left for you to say, soon you'll be dead anyway" - Green Day
Re: Quake, WOW!
Author: sger... Steven Gershenfeld
Date: Mon, 04 Sep 1995 00:00
Date: Mon, 04 Sep 1995 00:00
49 lines
2670 bytes
2670 bytes
In article <e9125261....@stud1.tuwien.ac.at>, e9125261 <e912...@stud1.tuwien.ac.at> wrote: >In article <418l3n$1...@news.acns.nwu.edu> sger...@merle.acns.nwu.edu (Steven Gershenfeld) writes: >>From: sger...@merle.acns.nwu.edu (Steven Gershenfeld) >>Subject: Re: Quake, WOW! >>Date: 21 Aug 1995 00:47:51 GMT > >>In article <41813q$5...@nnrp3.primenet.com>, >>John D. DeCuir <decu...@primenet.com> wrote: >>>Kyle Klukas <klu...@students.uiuc.edu> wrote: >>> >>>>True 3D shouldn't have slowed down System Shock much - Dark Forces and >>>>Decsent are "true 3D" and both are very fast. >>> >>>While Descent is certainly true 3D, the supposition that Dark Forces >>>is also true 3D is debatable at best. Let's compromise and say it's >>>2.75D. :) >>> -John >>> >>Dark Forces: 3D engine and about 4 degrees of freedom for your character. > >Dark Forces is "NOT" 3D, it just uses a trick for looking up and down >All walls are always built out of (textured) VERTICAL lines. >Same thing in Heretic, Rott, ... >Bridges, which are not possible in Doom are only objects, which have been >added later. >So the Engine is pretty much the same as the Doom-engine, they just added a >few "real 3D-Objects". So if you walk into a SQUARE room in the "real" world, that room is not 3D? Just because the walls in the room aren't round or sloping, or whatever, doesn't make the game ENGINE any less 3D. Heretic, ROTT are not 3D because you don't have 3 coordinates describing your character, because two objects can't occupy the same X,Y space even though their Z coordinate may be different. You confuse the issue. Since I can walk under the bridge, and have an enemy exist in the same X,Y space but different Z coordinate (he is right above me), that seems to be 3D to me. The DOOM, Heretic, ROTT engines can't have that happen. To allow the Dark Forces engine to run on as many systems as possible, Lucas Arts had to make some sacrifices, one of them being having only vertical walls. Descent also makes some sacrifices as well (these have been discussed) to run on as many machines as possible. Steven
Re: Quake, WOW!
Author: danielk... Daniel Kelmenson
Date: Tue, 05 Sep 1995 00:00
Date: Tue, 05 Sep 1995 00:00
14 lines
1361 bytes
1361 bytes
In article <810242...@scss.demon.co.uk>, Ad...@scss.demon.co.uk wrote: > Can we get some terms clear here? "3D" means a Doom-like engine with a > PROPER Z-axis that allows floors on top of floors. DOF is Degrees Of Freedom, > which defines in how many directions you can move - Doom has 2, DF has > a debatable amount, 2-4, and Descent has 6. 2.5d is Doom engine-like, with > different heights, but no floors above floors. 2D would be Wolf3d - that > can't even set sector heights. OK? > -- Very close... But Doom has 3 DOF. You can move forward/back (1), move left/right (2), and rotate clockwise/counterclockwise around the Z axis (3). Even Wolf 3D has 3 DOF. But everything else you said is correct. Dan
Re: Quake, WOW!
Author: sbr... Steve C. Brown
Date: Wed, 06 Sep 1995 00:00
Date: Wed, 06 Sep 1995 00:00
35 lines
2288 bytes
2288 bytes
In article <daniel_kelmenson...@dkelmenson.broder.com> daniel_k...@broder.com (Daniel Kelmenson) writes: >From: daniel_k...@broder.com (Daniel Kelmenson) >Subject: Re: Quake, WOW! >Date: Tue, 05 Sep 1995 16:25:45 -0700 >In article <810242...@scss.demon.co.uk>, Ad...@scss.demon.co.uk wrote: >> Can we get some terms clear here? "3D" means a Doom-like engine with a >> PROPER Z-axis that allows floors on top of floors. DOF is Degrees Of Freedom, >> which defines in how many directions you can move - Doom has 2, DF has >> a debatable amount, 2-4, and Descent has 6. 2.5d is Doom engine-like, with >> different heights, but no floors above floors. 2D would be Wolf3d - that >> can't even set sector heights. OK? >> -- >Very close... But Doom has 3 DOF. You can move forward/back (1), move >left/right (2), and rotate clockwise/counterclockwise around the Z axis >(3). Even Wolf 3D has 3 DOF. But everything else you said is correct. >Dan I've always been fascinated (in a perverse sort of way) with this discussion. I'd like to drop back into basic mode, if I may...the "d" in 3d stands for dimemsion. So, what is .5 of a dimension? Pretty silly, yes? Would someone please explain to me why it makes the slightest bit of difference? I mean, my wife is a 38d, and I see how THAT makes a difference...definitely more fun there, but 3d/2.756304958d...who gives a rats ass...is the game fun for you or not? And DOF has absolutely NOTHING to do with it. So...why am I not so damn serious about which games REALLY have a 3d engine? Probably because of those 38ds waiting for me upstairs... Later, S.B.
Re: Quake, WOW!
Author: mcar... Michael Carmack
Date: Thu, 07 Sep 1995 00:00
Date: Thu, 07 Sep 1995 00:00
30 lines
2299 bytes
2299 bytes
Steve C. Brown (sbr...@new-orleans.neosoft.com) wrote:
: I've always been fascinated (in a perverse sort of way) with this discussion.
: I'd like to drop back into basic mode, if I may...the "d" in 3d stands for
: dimemsion. So, what is .5 of a dimension? Pretty silly, yes?
The problem is that different people are defining 3D games in different
ways. Being a programmer, I tend to think about internal 3D data modeling
as defining a 3D game. People who don't give a hoot about programming
tend to think that immersion in a simulated 3D environment should be all
that qualifies. I went round and round about this in the nintendo
newsgroup, and it got pretty ugly. So the 2.5-D term was defined to mean
2D internally, but it _looks_ like it's 3D. Saying "2D with a
first-person perspective" is more accurate, but also a lot more cumbersome.
: Would someone please explain to me why it makes the slightest bit of
: difference? I mean, my wife is a 38d, and I see how THAT makes a
: difference...definitely more fun there, but 3d/2.756304958d...who gives a rats
: ass...is the game fun for you or not?
: And DOF has absolutely NOTHING to do with it.
: So...why am I not so damn serious about which games REALLY have a 3d engine?
: Probably because of those 38ds waiting for me upstairs...
Hmmm. Are those 38D's texture-mapped polygons or simply sprites?
--
========================================================================
"In sports, it's not who wins or loses; | Mike Carmack
it's how drunk you get." | mcarmack@freenet.
- Homer Simpson | columbus.oh.us
Re: Quake, WOW!
Author: be... Joseph Betz
Date: Tue, 12 Sep 1995 00:00
Date: Tue, 12 Sep 1995 00:00
10 lines
900 bytes
900 bytes
Someone know where the 'unreleased quake screen shots are' (ftp sight). I got the 16 some normal ones, their really cool. The dragon was imaged in in that picture im pretty sure, though. Because they didn't have the ai things working then. ===---===---===---===---=== Joseph Betz be...@bmi.net ===---===---===---===---===
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads