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1994-10-04
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36KB
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845 lines
_ /////// ///// // // //
__ _ _ _ __ _| | _____ / // // // // //
/ _` | | | |/ _` | |/ / _ \ / // // // ////
| (_| | |_| | (_| | < __/ / /////// // // //
\__, |\__,_|\__,_|_|\_\___| / // // /////// // //
|_|
================================================================= 09/12/94 ==
------
[intro:]
------
talk about the next id game 'quake'. direct quotes from id and some
interesting magazine articles. the remarks on this list were all publically
made, so i hope id doesn't mind me passing this along, allthough bear in
mind, that quake still is in a very early stage, so everything here could
be a total lie, as american 'yes, that really is my name' mcgee always likes
to put it. feel free to post this or upload to the net.
send comments or additional information (with source and date) to
jschuur@studserv.zdv.uni-tuebingen.de.
on a side note, you might want to check out my doom www page, which also
carries the newest copy of quaketalk. it can be reeched via mosaic, lynx or
any other browser at http://hp11.zdv.uni-tuebingen.de:2611/doom/doom.html.
you can also finger zxmsu01@hp11.zdv.uni-tuebingen.de for the latest
quaketalk.
------------------------------
[the doom-editing mailing list:]
------------------------------
you'll see several references to the doom editing mailing list. this is
a mailing list on 'advanced doom editing' that john romero from id is on.
this is _not_ a quake discussion forum. we discuss all aspects of doom
editing (.exe hacks, wads, be it levels, music, sound, editor/utility writing
e.g.) if you would like to join, send mail to majordomo@nvg.unit.no with the
following in the body of the mail:
subscribe doom-editing <your_email_adress>
bare in mind that this is not a newbie forum. we like to keep the noise
down a bit, so please don't post unless it's of an advanced nature.
-------------------
[on version numbers:]
-------------------
quaketalk is updated whenever i get new facts on quake. i'll increase
the version number according to how much the new stuff is. future versions
may include other segments on quake, maybe not just direct quotes from id
people. i'm open for suggestions, if there's something you want to see here,
let me know.
updates will carry a '-> ' in the first collumn. these will be the updates
since the last copy. check out the version history at the end too.
----------------------
[the magazine articles:]
----------------------
-----------------------------------------------------------------------------
from the july '94 issue of computer gaming world (taken from the original
quake faq):
shakin' and quakin'
"what is the next huge leap? they wouldn't say much, still in the idea
phase and reluctant to build expectations too early, but they did tell
me thisthe name is quake, the game engine is completely brand new, and
the 3d world will be so complete and characters will have depth, rather than
being flat sprites. the current setting (notice i didn't say the evil
s-word, "story") is a fantasy world where the player becomes a thor-like
being weilding a giant hammer, which he can throw at or bludgeon anything
that moves. the world will have some real physics, so that characters will
tumble when when they fall from heights, and be knocked flat on their
backs. as romero was describing the multiplayer quake of his imagination,
he was literally hopping out of his seat and pantomiming the violent drama
between two warrior gods, punctuating the action with sound effect (which
he is given to in most conversation). if they can calm romero down long
enough to get some work done, id hopes to start working on quake in
september and a release date of christmas '95."
-----------------------------------------------------------------------------
from the august '94 copy of pc format:
quake to hit in '95
id software's doom 2 is released on on 10 october, but details are already
beginning to emerge about quake, its successor which is scheduled for
release in the latter half of '95.
quake features a thor-like character who, armed with a massive hammer,
likes nothing better than to bludgeon his victims to death.
id is hoping to include some real physics in the game, so that characters
will twist and tumble through the air when they fall from a great height,
or be knocked flat on their back from a heavy blow. in-game sprites will
also be depicted in 3d, unlike the flat two-dimensional characters that
inhabit the doom games.
there will almost definitely be a multi-player link-up, as well as a vr
tie-in with a majoe manufacturer. the last point is probably the most
exciting, as many of the vr exhibitors at ces used doom to show off their
respective helmets' abilities. by producing a game with a specific headset
in mind, id software could finally kick-start the vr market in a b-i-g
way. prices of vr-headsets are already in freefall - five manufacturers
were showing off cheap sub-$200 helmets at the show - so a game designed
to work with them would be an instant hit and could even be part of a
bundling deal.
-----------------------------------------------------------------------------
-----------
[the quotes:]
-----------
-----------------------------------------------------------------------------
from johnr@idsoftware.com's .plan:
the next game is going to blow doom all to hell. doom totally sucks
in comparison to our next game, quakethe fight for justice! quake
is going to be a bigger step over doom than doom was over wolf3d
(ya know -- doom = pong). we won't start developing quake until fall'94...
-----------------------------------------------------------------------------
from help@idsoftware.com's .plan:
on july 25th 6:14pm
this will not be out until sometime next summer.
john carmack is currently designing the engine.
multi-player should go something like this:
someone owns a fast server somewhere. you dial in and join the
game in progress. ten or more people at a time can be in the world.
you will not need a pentium to play quake. everyone knows you don't
need one for doom either... but it doesn't hurt anything.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 11:38:19:
quake will be totally externally programmable. a planar surface (as opposed
to line triggers, switches, etc.) will have an activation tag. anything with
a matching tag will contain the action that should be performed on itself.
thus, walking on a certain surface with an activation tag will make the
program search the world for matching tags. a match will make the program
check the object for the type of action to be done. this allows one action
to affect many actions, i.e., walking into a large room can close the door
behind you, turn the lights off, raise 5 staircases and release 10 monster
holding pens.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 17:25:53:
quake will be extremely modular -- doom was just the tip-of-the-iceberg
experiment. we will be more cooperative than you can imagine -- how does
uploading the quake server code sound? that way, anyone could recompile
quake for any super server system.
quake is in true 3-d. not faked doom 2-d/ 3-d.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 15:56:23 (on sector tagged actions):
total freedom. nothing will be hard coded into the executable. more than
likely, the action will be a text descriptor that will match a function name
or somesuch.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 16:02:48 (on scanning for sector tags)
for speed, of course we'll be using index lookups. i'm trying to describe the
overall idea, not the actual implementation. and depending on our long-range
goals with quake, we may not even use indexes if we want the gameworld to be
continuously modifyable -- esp. for real-time multi-player connections where
a "god" person is building a new structure in the world where 100 people are
playing at the same time as the level design in the level they're playing.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 16:02:48:
<much programming structure and ideas deleted>
don't worry. quake will be done right.
-----------------------------------------------------------------------------
from ddt@idsoftare.com on sun aug 7 21:53 cdt 1994:
(credits to scott bessler (scott@grayfox.svs.com))
> ... i have a question about quake, you have been quoted
> as saying it'll support 100 players.
not me, man. that sounds like something romero would say. the
truth is that we have no clue how many players it will support
until we're done writing it.
the game will be well-geared to pay-for services where you have a nice
server like a medium-end workstation. it will allow more users and
still offer smooth play.
the required line speed will depend on a lot of factors. we'll
have no idea how fast it will need to be until we've coded it.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on tue, 9 aug 94 10:09:21
quake has gravity. down is down.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on mon, 8 aug 94 10:59:20
in quake, we're aiming for a total d&d fantasy adventure and, yes, there will
be dragons! (we hope. remember, we could be lying. :)
that's how quake will be programmed! not one single bit of information will
be hard-coded -- everything's external! we will supply a language compiler
for the c-type language that we'll use for quake's external code modules.
id software will never again get any code programmed by an outside source (in
doom, the only external id code was the sound code.) we will program our own
sound code, but are planning to use the vesa sound spec.
quake will be client/server only -- even a single-player quake session will,
inreality, be a client/server setup with the client process and server process
residing in the same system. we will make the setup as painless as possible.
quake's shareware exe will only work with the shareware version, unless you
register (the client), in which case you will be able to play the registered
version and all the wads available.
probably an oversight. quake will use none of doom's code. except for the
memory zone allocation. the wad utilities will be revised.
quake will run well on a pentium, but a 486 is required. it's just a notch up
from doom's requirements386 required, 486 recommended.
hopefully, the initial shareware release will handle real dynamic maps. id's
quakenet will definitely have this ability. we're hoping to start another
small company that is a pure 24-hour quakefest! (hey -- we want a piece of
the action, too!:) it might be a couple dozen players modem-linked into a
lightning-speed server, but we're really targeting quake to be the first home
cable game -- brought to you through your set-top box and played on your huge
tv screen!
quake's level editor is true 3-d. we've just started quakeed.
quakeed is using a real-time 3-d bsp generator. it will be optimized. bsps
are awesome tools -- they can be used in many different types of applications.
quake will probably use a few different types of bsp trees. the guy that
invented bsps visited us and taught carmack even more shit.
quake will not have 1 sprite in it -- all objects will be hi-res 3-d models.
texture-mapped polygons, but hi-res so they're not bad-looking. much better
than alone in the dark's.
i didn't mention this before, but sound is a major integral part of the quake
design and, yes, you will be able to wear a headphone/microphone unit (which we
will also sell -- made by koss) and speak to each other (over a lan only) --
but not as a headset comm. you will be "speaking into" the game world, so the
closer you are to someone, the louder your voice is. and the monsters have
ears, too!
-----------------------------------------------------------------------------
from help@idsoftware.com's .plan:
status of quake---updated: tue, aug 9th 11:38am
john now has a simple (slow) engine running. it uses converted
doom maps and runs them with flats for textures. it looks really
cool.
-----------------------------------------------------------------------------
from johnr@idsoftware.com on thu 11, aug 94 12:25:59
the quake-by-cable will definatly won't be in the first release -- it's a
couple years away at the least :)
-----------------------------------------------------------------------------
from jay wilbur on irc wed aug 24 21:35:32 mesz 1994:
'quake is working. carmack is testing the concepts.'
'a quake faq...already? ... bitchin!' (on quaketalk ;)
-----------------------------------------------------------------------------
->From help@idsoftware.com's .plan:
on september 2nd:
Ok, imagine this. You have a health thing and you don't need it.
You meet someone in the game who has a nice weapon but is really
low on health. You guys decide to exchange items. You don't really
trust this guy so you bring along a friend and tell him to hide out
somewhere with a bead on the other guy's head. You meet somewhere
in the middle of a field and face off. You drop your health, he drops
his weapon and you both strafe over the object of your desire. You
start to back away (not turning your back on him) and suddenly decide
you're going to whack this guy before he gets a chance to use that
health. You move towards him and draw back with your hammer. He notices
this and starts to duck, but it's too late. You smash him in the head
and watch him fly down to the ground, landing on his side. You smash
his still body a few more times and cause him to explode! Now you and
your friend pick up all of the items your dead friend left on the
ground. As you are walking off you pick up his severed head and put
it in a bag. That will come in useful later... when you need something
to sacrifice to a demon.
-----------------------------------------------------------------------------
->from american mcgee on irc september 3rd, 1994:
->'yes. This is something that will go into it first thing' (on slippery floor)
->'For everyone else it will be very hard. For us it should not be to hard.
-> We will be running it on VERY fast HP Geckos.' (on making a quake level)
->'It should not be much larger than DOOM.' (the size of quake on your hd)
->'It will be more of an action game' (as opposed to an rgp/mud)
->'We are still working on that idea. I think the only thing you will gain
-> is a killed/kills thing.' (on players gaining experience)
->'Ideal would be Pentium' (on the ideal system for quake)
->'THe interactive-ness of the people who will be playing.' (on the most major
-> golly-gee-wizz-bang feature of quake)
->'The resolution will be much better.'
->'yes, headsets will be a big thing in QUAKE. LAN = headset.'
->'Hammers for sure. I don't know what else.' (on weapons)
->'This is one of the main features of quake.' (on 3rd party quake addons)
->'There will be some sort of DEMO out soon enough.'
->'There will be some sort of QUAKE start-up package for those of you who want
-> to buy a QUAKE server.'
->'There will be gravity.'
-----------------------------------------------------------------------------
----------------
[version history:]
----------------
-----------------------------------------------------------------------------
1.00 (early august) - first edition. i simply cut and pasted all the quake
quotes from romero and the .plan's in a file and
spiffed it up a bit.
1.01 (08/16/94) - added credits to ddt's email about quake and changed
the intro.
1.10 (08/22/94) - added the magazine article section and the version
history.
1.11 (08/24/94) - jayw's brief quake comment on irc added.
1.20 (08/31/94) - pc format article added. credits section.
1.50 (09/02/94) - quake stuff from help@id's .plan added.
1.55 (09/03/94) - mcgee's comments on quake on irc.
1.55a (09/12/94) - i'm no longer looking for the original quake faq, thanks
to those who sent me a copy. finger me for the latest
quaketalk
-----------------------------------------------------------------------------
------
[outro:]
------
no outro yet. maybe next time ;)
--------
[credits:]
--------
me, for doing most of the work ;)
william lachance <ad904@freenet.carleton.ca> for the pc format article
rick hammerstone <rickh@gcctech.com> for getting me a copy of the
original quake faq
scott bessler <scott@grayfox.svs.com> (jackyl@irc) for an excerpt from
his mail with ddt
-j
Login name: zxmsu01 In real life: Schuur
Directory: /home/hp_pool/zx/zxmsu01 Shell: /usr/local/bin/tcsh
On since Sep 15 15:05:47 on ttyp3 from :0.0
Plan:
================================================================== # 1.55a ==
_ /////// ///// // // //
__ _ _ _ __ _| | _____ / // // // // //
/ _` | | | |/ _` | |/ / _ \ / // // // ////
| (_| | |_| | (_| | < __/ / /////// // // //
\__, |\__,_|\__,_|_|\_\___| / // // /////// // //
|_|
================================================================= 09/12/94 ==
------
[intro:]
------
talk about the next id game 'quake'. direct quotes from id and some
interesting magazine articles. the remarks on this list were all publically
made, so i hope id doesn't mind me passing this along, allthough bear in
mind, that quake still is in a very early stage, so everything here could
be a total lie, as american 'yes, that really is my name' mcgee always likes
to put it. feel free to post this or upload to the net.
send comments or additional information (with source and date) to
jschuur@studserv.zdv.uni-tuebingen.de.
on a side note, you might want to check out my doom www page, which also
carries the newest copy of quaketalk. it can be reeched via mosaic, lynx or
any other browser at http://hp11.zdv.uni-tuebingen.de:2611/doom/doom.html.
you can also finger zxmsu01@hp11.zdv.uni-tuebingen.de for the latest
quaketalk.
------------------------------
[the doom-editing mailing list:]
------------------------------
you'll see several references to the doom editing mailing list. this is
a mailing list on 'advanced doom editing' that john romero from id is on.
this is _not_ a quake discussion forum. we discuss all aspects of doom
editing (.exe hacks, wads, be it levels, music, sound, editor/utility writing
e.g.) if you would like to join, send mail to majordomo@nvg.unit.no with the
following in the body of the mail:
subscribe doom-editing <your_email_adress>
bare in mind that this is not a newbie forum. we like to keep the noise
down a bit, so please don't post unless it's of an advanced nature.
-------------------
[on version numbers:]
-------------------
quaketalk is updated whenever i get new facts on quake. i'll increase
the version number according to how much the new stuff is. future versions
may include other segments on quake, maybe not just direct quotes from id
people. i'm open for suggestions, if there's something you want to see here,
let me know.
updates will carry a '-> ' in the first collumn. these will be the updates
since the last copy. check out the version history at the end too.
----------------------
[the magazine articles:]
----------------------
-----------------------------------------------------------------------------
from the july '94 issue of computer gaming world (taken from the original
quake faq):
shakin' and quakin'
"what is the next huge leap? they wouldn't say much, still in the idea
phase and reluctant to build expectations too early, but they did tell
me thisthe name is quake, the game engine is completely brand new, and
the 3d world will be so complete and characters will have depth, rather than
being flat sprites. the current setting (notice i didn't say the evil
s-word, "story") is a fantasy world where the player becomes a thor-like
being weilding a giant hammer, which he can throw at or bludgeon anything
that moves. the world will have some real physics, so that characters will
tumble when when they fall from heights, and be knocked flat on their
backs. as romero was describing the multiplayer quake of his imagination,
he was literally hopping out of his seat and pantomiming the violent drama
between two warrior gods, punctuating the action with sound effect (which
he is given to in most conversation). if they can calm romero down long
enough to get some work done, id hopes to start working on quake in
september and a release date of christmas '95."
-----------------------------------------------------------------------------
from the august '94 copy of pc format:
quake to hit in '95
id software's doom 2 is released on on 10 october, but details are already
beginning to emerge about quake, its successor which is scheduled for
release in the latter half of '95.
quake features a thor-like character who, armed with a massive hammer,
likes nothing better than to bludgeon his victims to death.
id is hoping to include some real physics in the game, so that characters
will twist and tumble through the air when they fall from a great height,
or be knocked flat on their back from a heavy blow. in-game sprites will
also be depicted in 3d, unlike the flat two-dimensional characters that
inhabit the doom games.
there will almost definitely be a multi-player link-up, as well as a vr
tie-in with a majoe manufacturer. the last point is probably the most
exciting, as many of the vr exhibitors at ces used doom to show off their
respective helmets' abilities. by producing a game with a specific headset
in mind, id software could finally kick-start the vr market in a b-i-g
way. prices of vr-headsets are already in freefall - five manufacturers
were showing off cheap sub-$200 helmets at the show - so a game designed
to work with them would be an instant hit and could even be part of a
bundling deal.
-----------------------------------------------------------------------------
-----------
[the quotes:]
-----------
-----------------------------------------------------------------------------
from johnr@idsoftware.com's .plan:
the next game is going to blow doom all to hell. doom totally sucks
in comparison to our next game, quakethe fight for justice! quake
is going to be a bigger step over doom than doom was over wolf3d
(ya know -- doom = pong). we won't start developing quake until fall'94...
-----------------------------------------------------------------------------
from help@idsoftware.com's .plan:
on july 25th 6:14pm
this will not be out until sometime next summer.
john carmack is currently designing the engine.
multi-player should go something like this:
someone owns a fast server somewhere. you dial in and join the
game in progress. ten or more people at a time can be in the world.
you will not need a pentium to play quake. everyone knows you don't
need one for doom either... but it doesn't hurt anything.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 11:38:19:
quake will be totally externally programmable. a planar surface (as opposed
to line triggers, switches, etc.) will have an activation tag. anything with
a matching tag will contain the action that should be performed on itself.
thus, walking on a certain surface with an activation tag will make the
program search the world for matching tags. a match will make the program
check the object for the type of action to be done. this allows one action
to affect many actions, i.e., walking into a large room can close the door
behind you, turn the lights off, raise 5 staircases and release 10 monster
holding pens.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 17:25:53:
quake will be extremely modular -- doom was just the tip-of-the-iceberg
experiment. we will be more cooperative than you can imagine -- how does
uploading the quake server code sound? that way, anyone could recompile
quake for any super server system.
quake is in true 3-d. not faked doom 2-d/ 3-d.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 15:56:23 (on sector tagged actions):
total freedom. nothing will be hard coded into the executable. more than
likely, the action will be a text descriptor that will match a function name
or somesuch.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 16:02:48 (on scanning for sector tags)
for speed, of course we'll be using index lookups. i'm trying to describe the
overall idea, not the actual implementation. and depending on our long-range
goals with quake, we may not even use indexes if we want the gameworld to be
continuously modifyable -- esp. for real-time multi-player connections where
a "god" person is building a new structure in the world where 100 people are
playing at the same time as the level design in the level they're playing.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 16:02:48:
<much programming structure and ideas deleted>
don't worry. quake will be done right.
-----------------------------------------------------------------------------
from ddt@idsoftare.com on sun aug 7 21:53 cdt 1994:
(credits to scott bessler (scott@grayfox.svs.com))
> ... i have a question about quake, you have been quoted
> as saying it'll support 100 players.
not me, man. that sounds like something romero would say. the
truth is that we have no clue how many players it will support
until we're done writing it.
the game will be well-geared to pay-for services where you have a nice
server like a medium-end workstation. it will allow more users and
still offer smooth play.
the required line speed will depend on a lot of factors. we'll
have no idea how fast it will need to be until we've coded it.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on tue, 9 aug 94 10:09:21
quake has gravity. down is down.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on mon, 8 aug 94 10:59:20
in quake, we're aiming for a total d&d fantasy adventure and, yes, there will
be dragons! (we hope. remember, we could be lying. :)
that's how quake will be programmed! not one single bit of information will
be hard-coded -- everything's external! we will supply a language compiler
for the c-type language that we'll use for quake's external code modules.
id software will never again get any code programmed by an outside source (in
doom, the only external id code was the sound code.) we will program our own
sound code, but are planning to use the vesa sound spec.
quake will be client/server only -- even a single-player quake session will,
inreality, be a client/server setup with the client process and server process
residing in the same system. we will make the setup as painless as possible.
quake's shareware exe will only work with the shareware version, unless you
register (the client), in which case you will be able to play the registered
version and all the wads available.
probably an oversight. quake will use none of doom's code. except for the
memory zone allocation. the wad utilities will be revised.
quake will run well on a pentium, but a 486 is required. it's just a notch up
from doom's requirements386 required, 486 recommended.
hopefully, the initial shareware release will handle real dynamic maps. id's
quakenet will definitely have this ability. we're hoping to start another
small company that is a pure 24-hour quakefest! (hey -- we want a piece of
the action, too!:) it might be a couple dozen players modem-linked into a
lightning-speed server, but we're really targeting quake to be the first home
cable game -- brought to you through your set-top box and played on your huge
tv screen!
quake's level editor is true 3-d. we've just started quakeed.
quakeed is using a real-time 3-d bsp generator. it will be optimized. bsps
are awesome tools -- they can be used in many different types of applications.
quake will probably use a few different types of bsp trees. the guy that
invented bsps visited us and taught carmack even more shit.
quake will not have 1 sprite in it -- all objects will be hi-res 3-d models.
texture-mapped polygons, but hi-res so they're not bad-looking. much better
than alone in the dark's.
i didn't mention this before, but sound is a major integral part of the quake
design and, yes, you will be able to wear a headphone/microphone unit (which we
will also sell -- made by koss) and speak to each other (over a lan only) --
but not as a headset comm. you will be "speaking into" the game world, so the
closer you are to someone, the louder your voice is. and the monsters have
ears, too!
-----------------------------------------------------------------------------
from help@idsoftware.com's .plan:
status of quake---updated: tue, aug 9th 11:38am
john now has a simple (slow) engine running. it uses converted
doom maps and runs them with flats for textures. it looks really
cool.
-----------------------------------------------------------------------------
from johnr@idsoftware.com on thu 11, aug 94 12:25:59
the quake-by-cable will definatly won't be in the first release -- it's a
couple years away at the least :)
-----------------------------------------------------------------------------
from jay wilbur on irc wed aug 24 21:35:32 mesz 1994:
'quake is working. carmack is testing the concepts.'
'a quake faq...already? ... bitchin!' (on quaketalk ;)
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->From help@idsoftware.com's .plan:
on september 2nd:
Ok, imagine this. You have a health thing and you don't need it.
You meet someone in the game who has a nice weapon but is really
low on health. You guys decide to exchange items. You don't really
trust this guy so you bring along a friend and tell him to hide out
somewhere with a bead on the other guy's head. You meet somewhere
in the middle of a field and face off. You drop your health, he drops
his weapon and you both strafe over the object of your desire. You
start to back away (not turning your back on him) and suddenly decide
you're going to whack this guy before he gets a chance to use that
health. You move towards him and draw back with your hammer. He notices
this and starts to duck, but it's too late. You smash him in the head
and watch him fly down to the ground, landing on his side. You smash
his still body a few more times and cause him to explode! Now you and
your friend pick up all of the items your dead friend left on the
ground. As you are walking off you pick up his severed head and put
it in a bag. That will come in useful later... when you need something
to sacrifice to a demon.
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->from american mcgee on irc september 3rd, 1994:
->'yes. This is something that will go into it first thing' (on slippery floor)
->'For everyone else it will be very hard. For us it should not be to hard.
-> We will be running it on VERY fast HP Geckos.' (on making a quake level)
->'It should not be much larger than DOOM.' (the size of quake on your hd)
->'It will be more of an action game' (as opposed to an rgp/mud)
->'We are still working on that idea. I think the only thing you will gain
-> is a killed/kills thing.' (on players gaining experience)
->'Ideal would be Pentium' (on the ideal system for quake)
->'THe interactive-ness of the people who will be playing.' (on the most major
-> golly-gee-wizz-bang feature of quake)
->'The resolution will be much better.'
->'yes, headsets will be a big thing in QUAKE. LAN = headset.'
->'Hammers for sure. I don't know what else.' (on weapons)
->'This is one of the main features of quake.' (on 3rd party quake addons)
->'There will be some sort of DEMO out soon enough.'
->'There will be some sort of QUAKE start-up package for those of you who want
-> to buy a QUAKE server.'
->'There will be gravity.'
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----------------
[version history:]
----------------
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1.00 (early august) - first edition. i simply cut and pasted all the quake
quotes from romero and the .plan's in a file and
spiffed it up a bit.
1.01 (08/16/94) - added credits to ddt's email about quake and changed
the intro.
1.10 (08/22/94) - added the magazine article section and the version
history.
1.11 (08/24/94) - jayw's brief quake comment on irc added.
1.20 (08/31/94) - pc format article added. credits section.
1.50 (09/02/94) - quake stuff from help@id's .plan added.
1.55 (09/03/94) - mcgee's comments on quake on irc.
1.55a (09/12/94) - i'm no longer looking for the original quake faq, thanks
to those who sent me a copy. finger me for the latest
quaketalk
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------
[outro:]
------
no outro yet. maybe next time ;)
--------
[credits:]
--------
me, for doing most of the work ;)
william lachance <ad904@freenet.carleton.ca> for the pc format article
rick hammerstone <rickh@gcctech.com> for getting me a copy of the
original quake faq
scott bessler <scott@grayfox.svs.com> (jackyl@irc) for an excerpt from
his mail with ddt
-j
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|joost schuur, reutlinger str. | "anger is a gift" |"the state must |
|92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo |
\=======f(+) t+(++) r y+=====jschuur@studserv.zdv.uni-tuebingen.de========/
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