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- From: decerman@ouray.cudenver.edu (Dopefish)
- Newsgroups: comp.sys.ibm.pc.games.action
- Subject: QUAKEtalk 2.90
- Date: 1 Feb 1995 03:56:14 GMT
- Organization: University of Colorado at Denver
- Lines: 905
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- ================================================================== # 2.90h ==
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- |_|
- ================================================================= 02/01/95 ==
- "it should be renamed to liesdamnitlies" - dave taylor (id software)
- =============================================================================
-
-
- ------------------
- [table of contents:]
- ------------------
-
- [0] intro
- [0.1] the doom-editing mailing list
- [0.2] on version numbers
- [0.3] quaketalk by mail and finger
- [0.4] a real quake faq
-
- [1] magazine articles and the likes
- [2] irc, mail and usenet posting quotes
- [3] peoples' .plan
-
- [4] screenshots, previews, demos, betas
-
- [5] unconfirmed rumors
-
- [6] outro
- [6.1] credits
- [6.2] version history
-
-
-
- ----------
- [0 - intro:]
- ----------
-
- quaketalk is an unofficial newsletter dedicated to 'quake - the fight
- for justice', the new frp action game by id software, the company that
- brought you the megaselling hits 'doom' and 'doom 2 - hell on earth'.
- while very little is known about the game yet and id representatives
- themselves repeatedly say they're only in a conceptual stage (tentative
- release date, end of '95), i have made an effort to collect and publish
- whatever quotes and facts (if they can be called that) i found. thus, bare
- in mind, that everything here could be a total lie, as american 'yes, that
- really is my name' mcgee (idsoftware) always likes to put it.
-
- feel free to spread this in any form you like. post it to netnews, send
- it to friends, upload it to a bbs or to other networks such as compuserve
- and aol. do not, however, alter quaketalk in any way and, in particular,
- do not remove my email adress or the credits towards the end of this
- newsletter. if you spread quaketalk to other nets, please drop me a note
- saying where you uploaded it to.
-
- i'll gladly include info about quake that i may have missed, as long as
- they have some factual basis. a magazine article, or a posting made by id
- maybe. if you have a private email, please check with the sender, before
- you have it published here. please remember to add the source and date of
- the material you're sending too.
-
- my email adress is joost.schuur@student.uni-tuebingen.de (this has
- changed against since qt 2.10, so please use this one instead)
-
-
- ------------------------------------
- [0.1 - 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.
-
- as of november, i am no longer in charge of doom-editing, nor do i
- subscribe to it. if you have a question directly related to doom-editing
- (no quake questions please) get in touch with the new admin, tom holmes
- <tom.holmes%224@satlink.oau.org>.
-
-
- -------------------------
- [0.2 - 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.
-
-
- ----------------------------------------
- [0.3 - quaketalk by mail, finger and www:]
- ----------------------------------------
-
- due to numerous requests, the latest quaketalk is now available by email
- too. if you would like to automatically receive the newest copy, please
- send me a note at my above adress with the words '[quaketalk by mail]' in
- the header. this is not an automated service, i'm just massmailing everyone
- who's on my list, and please remember to drop me a note if your email adress
- is no longer valid.
-
- -> you should be able to finger quaketalk@doomgate.cs.buffalo.edu soon, to
- -> receive the latest quaketalk. also, the .html version is available at
- -> http://doomgate.cs.buffalo.edu/quake/quaketalk.html
-
-
- -----------------------
- [0.4 - a real quake faq:]
- -----------------------
-
- i had already started working on a true quake faq together with hank
- leukart, the original doom faq author, when it occured to me, that id might
- not be so happy with that. the stuff in quaketalk is after all, pure
- quotes. a faq would be a mere speculatory matter at this point. we will
- reconsider a quake faq when more info on quake comes out, probably not until
- the beginning of next year. if you wish to contribute or help in a real
- quake faq. get in touch with us too, please.
-
-
-
- ------------------------------------
- [1 - magazine articles and the likes:]
- ------------------------------------
-
-
- 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.
-
- -----------------------------------------------------------------------------
-
- from the october issue of pc gamer:
-
- pc gamer: "you've been reasonably quiet about the new project, quake, so
- far. there must be something more you can tell us about it.?"
-
- jay wilbur: "we're getting it together at the moment, it's in concept stage.
- i'm reluctant to build up expectations, but i will say that it
- will be a quantum leap over doom. currently the idea is to have
- more realistic gameplay. in doom, for example, the characters
- are all bitmaps and they're set in their ways. when you shoot a
- character, he reacts in a programmed manner. maybe he throws
- his arms out and leans his head back. and every time you shoot
- him, no matter where you shoot him, he does the same thing.
- it's like a dance. in qauke, we have polygon characters like
- those seen in virtua fighters. we may texture map them so they
- have a more realistic look, maybe not - that's in discussion
- right now. but the idea is that if you shoot one of these
- characters in the upper left quadrant, for example, his left
- shoulder will be blasted back, he'll react more naturally.
- we'll add the ability to look and move up and down. if you're
- pushed off a ledge, physics comes into play. in doom, you
- just kind of drop down, but in quake, if you fall of an edge
- and your top heavy, you'll tumble. and your view will tumble
- with you. of course it'll be very fast, but the whole world
- will react accordingly."
-
- pc gamer: "it all sounds very complex. the trick is, i suppose, to add all
- this stuff while still keeping the game simple and intuitive"
-
- jay: "absolutely. it has to be an intuitive game to play, so the
- player can achieve instant success. with doom, all you need
- are the four arrow keys, the fire button and the open door
- key. other than that you don't need anything. you can achieve
- instant success. you walk in, find somebody, press fire a
- couple of times - and your successful. in quake, there'll be
- more complex controls to deal with; you'll be able to take,
- for example, an axe in your hand and slash it around, but the
- control will be intuitive, like using the mouse."
-
- -----------------------------------------------------------------------------
-
- from the november issue of multimedia magazine:
-
- [...]
-
- yet even as doom ii is hitting the street, the people at id
- software (developers of the game) are already looking toward the future.
- john romero, a lead designer and programmer at id, says the team is hard
- at work on id's next generation game, quake. like doom, quake will be a
- first-person, action-oriented, multiplayer shoot-'em-up -- but it will
- take every element, from graphics to sound to game play, to an entirely
- new level.
- "the technology in quake will be much better than in doom,"
- romero says, "the graphics will use 3-d rendered models, unlike the 2-d
- images in doom. so if you walk around a pillar, you'll see it in full
- 360 degrees, as opposed to only eight different rotations in doom.
- you'll also be able to move in six different directions, and they'll be
- much better animation. we're also adding cool cinematic sequences that
- take place while you're playing the game. basically, doom will feel
- stiff compared to quake."
- beyond enhanced visuals, quake will use additional techniques to
- make the world appear more lifelike to the player. "we want quake to be
- as realistic as possible, so there's no music in the background." says
- romero. what you'll hear are "environmental sounds -- of owls and
- crickets and monsters -- that are triggered by where you walk and look.
- for instance, you're going along and you hear something. you turn toward
- a cave and the sound, now ominous, grows louder. then, as you walk
- toward the cave, the sound gets even louder, and a pair of red eyes
- appear -- next thing, a monster's coming right at you, and you better get
- the fuck out of there. just looking around makes it happen.
- another major innovation accompanying the game's release will be
- the free distribution of a server utility, which will allow the creation
- of "remote, quake-based entertainment networks," according to romero.
- dozens of players will be able to enter a game simultaneously, even if
- they're playing on different machines. (quake will likely be released on
- every computer and video game platform except those made by nintendo -- a
- result of id's righteous indignation over the censorship of its first
- hit, wolfenstein 3-d, when it was portthen everyone gets
- into the market. and they may have good technology, but they don't
- understand design. they just don't know what it takes to make a a cool
- game," he says. "in the meantime, we've already moved on to the next
- thing. so we're not worried at all. like our other releases, quake will
- be the first of its kind. nothing else will ever be close."
- prepare to be shaken and stirred.
-
- -----------------------------------------------------------------------------
-
- from the doom 2 strategy guide, an interview between ed dille
- and john romero:
-
- ed: what is your development process?
-
- jr: quake will require a totally new editor. that's going
- to take a long time to do. with quake, there isn't even a
- premise yet. there's just kind of a feel for the thing.
- there isn't any story.... well, there is kind of a vague
- story, but there isn't anything solid because halfway
- through the development of the game we'll probably have to
- throw it out and redo it. because we'll have learned so
- much about the technology and the way the engine works and
- what's cool that what we did before will suck. so we'll do
- a lot of development for the game, then probably throw it
- out about halfway through. that way, when a game comes out,
- it's great. that's how we learn and make cool games.
-
- ed: how is id improving its game design as time goes on?
-
- jr: with quake, we're going to move the [3d] design along
- further. the 3d engine has gotten to the point where it's
- going to be almost as much fun to experience the environment
- as it is to actually play the game. you should be walking
- around in quake just in awe, looking around and going, "this
- is awesome!"
- and there won't be background music. in every game
- we've done there has always been background music and sound
- effects, right? the soundtrack is always there while you're
- playing. there will be no soundtrack. we're going to make
- you feel like you're in a real world. there will be bugs
- and birds flying around. you'll be looking around, going,
- "this is great! hey, i wonder what's over there?" so you
- start walking over toward some forest. there will be a lot
- of cinematic things in the game. of course, we'll never
- stop the game just for a cinematic. we never do that. what
- we will do [is something] like this: say you're walking into
- a forest, which looks just awesome, and all of the sounds
- are different, and it's dark, and to the right you see this
- dark cave or something. as soon as you look at that cave,
- something is going to happen. you'll hear some kind of low,
- evil kind of sound, and something will trigger, even just
- from your looking at this area. maybe some red eyes will
- start glowing in there and maybe a growl or something. so
- you can take off or you can charge in there, whatever you
- want to do.
- of course, you'll still be able to pulverize stuff.
- that's just something to do and it's a lot of fun. i mean,
- when you play deathmatch, it's just great blowing people
- away. it is just totally fun. and we think that's still
- important. you get lots of feedback from it. it's a fun
- thing that you can't do in real life unless you want to go
- to jail, and it's a guy thing. so you're still gonna kill
- things in quake, but not like in doom ii. in doom ii, you
- mow things down by the dozen. in quake you'll fight, say,
- three monsters at the max. probably you'll fight three
- guys, but it's going to be like a virtual fighter. there
- will be more skill involved in the fighting. you won't be
- holding the gun in front of you. in the games you've played
- before, you're still kind of distanced from the death.
- you're pointing the shotgun at something, you're pulling the
- trigger, and it shoots and the thing is dead. all you had
- to do was press the button. - you move the mouse and press
- the button - and it's as easy as that. in quake, you'll
- really have to kill things. you won't just press the
- trigger and hit it, you'll have to really beat the living
- shit out of the thing until it's dead. so you'll have this
- huge hammer and you'll pound it into blood paste on the
- floor, and you're going to have to take awhile, too. you're
- going to have to work on it. you won't just have this arrow
- point-and-click kind of thing.
- ...quake will be the ultimate. you are not going to
- believe quake. quake is going to be an industry when it
- comes out.
-
- ed: [grunt of disbelief]
-
- jr: it will! we're going to encourage people to start
- businesses based on quake. we'll upload the server software
- for quake onto the net, which means that anyone can take the
- quake game and create a whole new game off it, a totally
- different game off the server software. like a location
- based center. we're going to allow people to go location
- based quake as much as they want. no fees. we upload the
- server software and if you want to start a location-based
- quake center, do it. the only way we make money is that you
- have to buy the client. so let's say someone wants to start
- a location-based quake center and they think this sgi is an
- awesome powerhouse server that can supply 10 nodes with no
- problem. so they buy this awesome sgi machine, they
- recompile quake on the machine because we've supplied a full
- the source code, and then the pcs are hooked into the sgi
- for the playing of the game. the client - the code that
- runs on the pcs - the guy has to buy from us. so we just
- sold 10 copies of the game to this guy; that's it. we sold
- 10 copies of the game and we're happy. and the guy got
- himself a business where people come in and pay him to let
- them play quake. it's gonna be great! we're going to let
- people create new games.
- the game industry will really have kind of a tough time
- with it, because we're going to give away the ultimate game
- engine for free and let people create whatever they want.
- there won't be any licensing-the-technology thing. it will
- just be "buy the client from us." there's gonna be kind of
- a mini-shakedown-type thing about who's going to take the
- quake technology and create games and who isn't. i mean,
- why waste you own development effort when the coolest 3d
- engine is out there? and we'll develop another one and do
- the same thing.
- so we'll supply you with the industry while everyone
- else is using it for cool stuff. and [the users] can
- rewrite the rules of the game - no problem - because they
- have the server software to create any game they want based
- off it. and they have this incredible 3d universe where
- they can create any kind of game they want and they don't
- have to pay for it, except for the client, which interprets
- all the information being sent and does the actual 3d
- rendering. so quake will be huge when it comes out.
-
- ed: how do you feel about the creeping up of the hardware
- standards for games?
-
- jr: we think that when people get the game, most of them
- should have a fun time. the people who won't have a fun
- time are people who we consider are going into the dark
- ages; they should consider upgrading. you need to look at
- the benchmark systems that people have - what does everyone
- have? most of them have 486s. so even quake, when it comes
- out in the fall of next year, is going to be built for a
- 486; it isn't going to be built for a pentium.
-
-
-
- -----------------------------------------
- [2 - irc, mail and usernet posting quotes:]
- -----------------------------------------
-
-
- 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 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 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.'
-
- -----------------------------------------------------------------------------
-
- from john romero's posting to aol, 1 dec 1994 01:46:36:
-
- okay, people. it seems that everyone is speculating on whether quake is
- going to be a slow, rpg-style light-action game.
-
- wrong!
-
- what does id do best and dominate at? can you say "action"? i knew you
- could. quake will be constant, hectic action throughout -- possibly
- moreso than doom. i will be concentrating on making quake the most
- disquieting and upsetting game on the planet. very, very evil. doom's
- "evil" was really non-existent. quake must be evil -- but correctly done
- evil that doesn't become tiring and sophomore-ish. it must be honestly
- and truly disturbing.
-
- what's cooking with quake at this minute?
-
- well, we have our sgi (indigo2) running alias, which is the modeller we
- are using to create everything with, except the maps. quakeed is in its
- we have multi-player working right now with lots of connections. players
- are able to hop in and connect to the quakeserver at any time while a game
- is going. you can also hop out at will and rejoin later. yes, it is
- working right now.
-
- oh yeah, our alias to idmodel converter is finished and we have actual
- alias models in quake's 3d engine. oh yeah, the 3d engine is up and
- running right now, although it's unoptimized and the texture mapping
- isn't being done properly yet.
-
-
- -------------------
- [3 - people's .plan:]
- -------------------
-
-
- 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 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 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 help@idsoftware's .plan, on sat, oct 29th 4:21pm:
-
- john has a faster engine working now. groundwork for network play
- has been finished. looking _very_ cool. for those of you who still
- have a wife, kids, a job, and a life after doom, this game is for _you_.
- you doom junkies will have a new fix...
-
- -----------------------------------------------------------------------------
-
- from john romero's aol profile:
-
- quote: quake will rule the cosmos. doom will then crumble.
-
- -----------------------------------------------------------------------------
-
- from help@idsoftware's .plan, on sat, 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.
-
- all of this will come together very soon to create one of the most
- awesome network/3d games in the world... if not the most awesome
- (ok, who are we kidding? it will be the most awesome hehe.)
-
- -----------------------------------------------------------------------------
-
- -> from help@idsoftware's .plan, on tue, jan 24th 8:48pm:
-
- -> we will not be adding anything new to this for a while.
- -> there are many cool new things going into the game right now, but
- -> we do not want to give it all away just yet. we have been creating
- -> small test levels for the past few weeks, and these are looking
- -> awesome. the general game idea has started to solidify, but please
- -> do not write asking what it is.
- -> i will add some new stuff here when there is *alot* more to add.
-
-
- -----------------------------------------------------------------------------
-
- from john romero's alt.games.quake posting, 30 Dec 1994 00:07:05
-
- latest quake info:
-
- * quakeed is working and it totally rocks! this is the easiest 3-d editor
- i've ever experienced. We're just getting a taste of the incredible
- architecture we'll be able to create.
-
- * sound code is great -- no interrupts necessary. this is a good thing.
-
- * sound effects : thomas dolby is very interested in doing them.
-
- * id staff addition: we're about to hire a major, major programmer. look
- for an announcement after he comes on board. you coders out there will be
- very surprised!
-
- * some people were hoping we'd sink big bucks into the character graphics.
- we've dumped $20K+ into alias, we have an indigo2 system with another on
- the way. we just bought a $40k hp system and a $20k hp system for
- development. the models look very cool. there will be no sprites in
- quake (except for status bar stuff -- maybe); everything is a 3-d model.
-
- the project is proceeding faster than we were expecting it would. network
- code will be up within a month!
-
- deathmatch is highest on our priority list.
-
-
-
- ----------------------------------------
- [4 - screenshots, previews, demos, betas:]
- ----------------------------------------
-
-
- now that your mouth is watering after all that you've read about quake,
- you'll probably want to see more, right? hehe. i thought so. well, watch
- this space in the future for any info on screenshots, previews, demos,
- betas or the likes.
-
- as i've said before, quake is still far from being finished and you
- can take my word on this, there are no betas available, no matter what
- your /<-rad friends said they found on their 31337 ftp/fsp sites. let me
- relay a quote of ddt on irc late november '94:
-
- "<dtaylor> lot, wish we had a quake beta."
-
- 'nuff said, come back in half a year ;)
-
-
- -----------------------
- [5 - unconfirmed rumors:]
- -----------------------
-
- -> right now, there are no unconfirmed rumors i am aware of. if there are,
- -> they'll go here ;)
-
-
-
- ----------
- [6 - outro:]
- ----------
-
- no outro yet. maybe next time ;) i know, i know. i keep saying that.
- heck, what do you want to see in an outro?
-
-
- --------------
- [6.1 - credits:]
- --------------
-
- me <joost.schuur@student.uni-tuebingen.de> (lotlhwi@irc)
- 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
- toby nichols <toby_nichols/t/gb/3com%3com@3mail.3com.com>
- for the october pc gamer article
- alex lee <alee@access.digex.net> (sirace@irc)
- for the november multimedia magazine article
- art s. <arts8@aol.com>
- for john romero's profile from aol
- jordan feinman <jordanf@globalone.net>
- for john romero's first posting to alt.games.quake
- dan cerman <decerman@ouray.cudenver.edu>
- for telling me when i released qt 1.00 ;)
- david laprad <psc10003@mtsu.edu>
- for the dille/romero interview from the d2 strategy guide
- scott starks <starks@cs.ucdavis.edu>
- for the second romero posting from alt.games.quake
- -> ed belisle <ed_belisle@mcimail.com>
- -> for the cgw '95 sniplet.
-
-
- ----------------------
- [6.2 - version history:]
- ----------------------
-
- 1.00 (08/09/94) - 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 all those who sent me a copy. finger me at
- zxmsu01@hp10.zdv.uni-tuebingen.de for the latest issue
- of quaketalk.
-
- 1.70 (10/14/94) - october pc gamer article added. comments on a true quake
- faq. slight restructurisations.
-
- 2.00 (10/23/94) - multimedia article added. table of contents.
-
- 2.05 (11/04/94) - new help@id's .plan info, different email adr. of mine,
- typos added.
-
- 2.10 (11/09/94) - newest quaketalk now available by mail. new intro.
-
- 2.30 (12/03/94) - id's more detailed quake status info from their .plan,
- screenshots, previews, demos, beta section.
- yet another (minute) change in my email adress)
-
- 2.40 (12/04/94) - john romero's first posting to alt.games.quake
-
- 2.60 (12/12/94) - romero/dille interview from the d2 strategy guide
-
- 2.80 (01/05/95) - a further romero posting to alt.games.quake,
- a section on 'unconfirmed rumors'
-
- 2.90h (02/01/95) - first official html version. cgw '95 sniplet, new finger
- service, minor quake update from id.
-
- -j
-
-
-