Stories
Slash Boxes
Comments

News for nerds, stuff that matters

Slashdot Log In

Log In

Create Account  |  Retrieve Password

Quake is 10

Posted by timothy on Fri Jun 23, 2006 03:41 PM
from the shaky-decade dept.
cyclomedia writes "Late on 22nd June 1996 Quake was uploaded to cdrom.com's archives in the form of 7 1.44MB floppy disk images. Though it wasn't until the 23rd that everyone realised (or at least, that's my excuse for being a day late with the news submission). Cue much aggravation on the newsgroups as eager downloaders experienced glorious 2 FPS gameplay."
+ -
story
This discussion has been archived. No new comments can be posted.
The Fine Print: The following comments are owned by whoever posted them. We are not responsible for them in any way.
 Full
 Abbreviated
 Hidden
More
Loading... please wait.
  • Old schoolin' (Score:5, Interesting)

    by Pope (17780) on Friday June 23 2006, @03:43PM (#15591946) Homepage
    Hell, I remember going to a vending machine at a local mall to buy Doom! Had to supply my own 3.25" floppies and everything. What a crazy way of getting software, and IIRC it was $18 in 1 dollar coins.
  • by neonprimetime (528653) on Friday June 23 2006, @03:47PM (#15591970)
    quake091.zip is nearly 9MB in size

    Oh how times have changed.
  • 10 years! (Score:5, Funny)

    by uberjoe (726765) on Friday June 23 2006, @03:49PM (#15591992)
    Insert Ob "My God, now I feel old" comment.
    • Re:10 years! (Score:5, Insightful)

      by doti (966971) on Friday June 23 2006, @03:54PM (#15592042) Homepage
      Specially if you realize that today's multi-giga games don't offer much more, neither in fun, gameplay, and even content.
      • by Sycraft-fu (314770) on Friday June 23 2006, @04:19PM (#15592236)
        Seriously, what is it with the grouch crowd on Slashdot that lvoes to hate on any game newer than 1980s? Look man, I'm big on old games, really big. I play onld NES and SNES games all the time, I've worked hard to get my DOS emulator working well on XP-64 so I can play X-com, Castles, Darklands, Epic Pinball and such. I really enjoy classic gaming. However, I play new games too, and let me tell you, there's been major improvements.

        There are plenty of great new games, if you haven't found them it is because you are being willfully blind. Some are nothing more than updates of old games, but wonderful ones at that. Civilization 4 is a good example. As the name implies it's the 4th in the series. Each game is just the old one made anew. The fundimental premise of the game doesn't change. However each one is a worthy successor. The gameplay and mechanics take a huge step up, as well as graphics and sound. Some are more orignal, such as Knights of the Old Republic. Jedi Knight meets NWN.

        Also, I think you'll discover that if you take off the rose coloured glassess of memory you'll find that many of those great old games, well, aren't. I've found that games that I just loved as a kid are not nearly as good now. I remember how tought Final Fantasy used to see, how a group of us would get together on the weekends and play it as a team. Now it's trivial, formulaic even. If enemy if type X, do strategy Y, etc. Still cool, but no comparison to, say Baldur's Gate 2. Of course I doubt I'd have liked BG2 as a kid, too high level, too much reading.

        So please, let's stop with this "new games don't bring anything to the table". Yes they do. They aren't all great, of course, but you would be positively amazed at the utter crap released for old systems. Ever play Captian Novilon? I thought not, it was an SNES game about diabeties. Yes really. A huge pile of shit and it's just one of a massive list.

        There are plenty of new, good games. There are plenty of resources to help you find them, or you can ask on Slashdot. However if you can't find any good modern games, the problem is not the state of games, the problem is you.
        • Name one thing that is in an FPS game that isn't in current quakeworld engines. Note that quakeworld has been opensourced for a long time now and has had time to evolve purel based on peoples desire for a better engine, no desire to try to be able to sell polished crap. Whether you're a visual junkie(Specular lighting, 24bit textures, Luma textures, Bloom lighting, Weather effects, Per pixel shadows, particle explosions/trails, etc), a Tech junkie(MD1/2/3 model support (thats quake1 through quake3 and everything between), BSP1/2/3 (Again, q1-3 and every game based on it), PK3 support(the compressed archive q3 uses to store its files), even so far as to support Quake3 QVMs, which is pretty much a .dll that is the entirety of a mods game-code, Direct encoding from ingame to an avi (xvid+mp3), etc)

          And then theres the stuff for gameplay. Fully customizable hud. Arbitrarily re-coloring text(makes for good teamplay scripts), Regular expression triggers for console text(so you can match "someone stole your flag!" and play a sound for example), TCL scripting(I don't like it, but to each their own), Advanced scripting (if/then blocks, variables, math), etc.

          It's not that games havn't improved since 1996, its that while companies are busy trying to add a few new features to their engines so they can hype it up, we've all been sitting here playing with the best christmas present anyone ever got us--Quake's source.

          Of course I only focused on the engine (whats important-- as a good mod has its balls cut off by being on a bad engine), but for gameplay just look at stuff like CustomTF, RocketArena, MidAir, ClanArena. For that matter, I've yet to have a better co-op experience than quake right out of the box.

          • The slashdot crowd is absolutely bloody right to expect that 10 years later something with the visuals of Quake and the level of game AI complexity of Nethack should have been written released and shipped.
            Nope. Top-notch visuals, in practice, do not come about without a paid development team of professional artists and designers; the complexity of Nethack was evolved over two decades by geeks in their spare time. Companies will not take two decades to create a game (DNF notwithstanding), and geeks in their spare time do not have the resources to create top-notch game artwork.

            It is, in fact, entirely unsurprising that this hasn't happened.

            There is no random or even pseudorandom level generation.
            There's a very good reason why you rarely see random level generation: It's extremely limited. (As a game designer, I've had a good deal of experience with the problem of randomly generating game content.) "Preposterous!" you say. "Random level generation means exponentially increased variety for only slightly more effort!"

            While this is technically true, the problem with randomly generated content is that it's very easy for humans to recognize the patterns and elements of the random set. Anyone who's played Diablo or Diablo II enough is familiar with this. At first, the random levels are pretty neat, each time you go into the cathedral it's a different layout... but after a few times, you begin to recognize certain elements (a room shaped a certain way, a certain set of prison cells arranged just so), and after a while, you see enough permutations that even if the level isn't one you've exactly seen before, it's similar enough to all the others you've seen that it's basically the same.

            Even if you create 100 distinct rooms for your dungeon that can be arranged in 100 billion unique ways, there's still only 100 basic elements, and you'll begin to recognize them pretty quickly. Randomly generated content also violates the precept that games are a form of storytelling; and randomly generated stories are not interesting. Notice that even in a game like Diablo II, with randomly generated levels, the quests are always exactly the same and the dialogue is always exactly the same -- because you really can't randomly generate a good, original story.

            but in 10 years I would have expected the industry to come up with something moderately more engaging.
            I've played plenty of engaging games since Quake came out; if you haven't been "engaged" at all since then, that's your problem.
    • by Professeur Shadoko (230027) on Friday June 23 2006, @04:04PM (#15592127)
      As long as he does not claim that Doom has turned 10. When THAT happens, I'll feel really old.
  • by Anonymous Coward on Friday June 23 2006, @03:51PM (#15592014)
    I have a 486 Dx2/80 with a Diamond Stealth 64 2120
    > video card and I get 6.2 fps in the start. While in Duke 3D, I get well
    > over 30+ fps. Why is Quake so slow compared to Duke 3D?



    Ahh... the last time anything besides Windows Vista got compared to Duke Nukem.
  • by phaetonic (621542) on Friday June 23 2006, @03:53PM (#15592037)
    1) Quake 1 was released for $9.99 as shareware with the full soundtrack. It was able to be unlocked with a code, and so of course, keygens came out and enabled you to play the full version for $9.99 with the awesome Trent Reznor soundtrack in all it's glory. 2) When QuakeWorld came out, you could play with others anywhere at 600 ping and still be o.k with it. There was a few seconds delay, but you would essentially predict what you wanted to do. I remember I would turn, grapple against a wall, let go, and shoot hoping I was able to hit something. I don't remember broadband back in the day. I wonder what the next innovation will be that redefines video game playing.
  • Your excuse (Score:5, Funny)

    by aborchers (471342) on Friday June 23 2006, @03:55PM (#15592048) Homepage Journal
    (or at least, that's my excuse for being a day late with the news submission)

    I thought it was because you were using that Procrastnatr calendar thingy...
  • by Average_Joe_Sixpack (534373) on Friday June 23 2006, @03:56PM (#15592060)
    I like to think of the original Quake as my own personal Vietnam
  • ...it's playable with 32 players on a single server when all the players (though not the server of course) are on modems. Quakeworld rocked my world then, and it still does. Let's also not forget how easy it was to mod; sure there were doom mods, but quake was the game that catapulted us into the wide world of modding.
  • by shoolz (752000) on Friday June 23 2006, @04:09PM (#15592173) Homepage
    I still play the original Quake. Nothing has every really come close to the "arcade-y" feel of Quake. The controls were tight, and the game was pure fun. I encourage you to honor Quake's 10 year aniversary by re-installing it and playing for an evening.

    Put it on nightmare, type +mlook into the console and let er rip. Not many games can be enjoyed 10 years after their initial release, but Quake stands above the crowd.
  • 88mph (Score:5, Funny)

    by linvir (970218) * on Friday June 23 2006, @04:09PM (#15592174)
    I was about to post a reply in that thread, you know, to send a message back and boast about how good our computers are here in the future or something, but apparently [google.co.uk]...
    Sorry...
    You cannot reply to this topic because it is more than 30 days old or has been closed by a moderator.
    Please return to the main page.
    And I was gonna get so much cred with my 'amazing' Pentium III laptop... anyone know when Google will be implementing this feature?
  • Descent. (Score:5, Funny)

    by KDR_11k (778916) on Friday June 23 2006, @04:22PM (#15592253)
    I grew up on Descent instead of Quake. Now I'm immune to motion sickness.
  • Quake Done Quick (Score:5, Interesting)

    by Denny (2963) <.em.ynned. .ta. .todhsals.> on Friday June 23 2006, @04:57PM (#15592504) Homepage Journal
    This seems like a good time to mention something I ran across again a few days ago - Quake Done Quick. These guys finish the whole of the original Quake, on Nightmare difficulty, in 12 minutes and some seconds. Incredible.

    Check it out: http://clanservers.multiplay.co.uk/?p=/ftpfiles.ph p%3Fpid%3D%26fid%3D953 [multiplay.co.uk] (BIG .avi)
    • Re:Classic quotes (Score:5, Informative)

      by stratjakt (596332) on Friday June 23 2006, @04:12PM (#15592190) Journal
      There were no GPUs in the mid 90s, the Voodoo/Voodoo 2 didn't have GPUs, they were mere rasterizers. The first GPU was nvidia with the GeForce 256, Aug 31 1999 [nvidia.com]. It took a long while for it to really catch on, since it's just as easy to do the 3d to 2d conversion in memory (CPU).

      The 3D engine used by Quake and Quake 2 was pure software, the CPU did all the heavy lifting geometry wise (and still does, for the most part). AFAIK, the 3d geometry part of it is still mainly CPU based, you can't just send every polygon in the world up to the GPU and expect it to sort the shit out in a timely fashion. BSP trees and face culling and all kindsa nifty hacks abound for such things.

      We had no fancy hardware T&L business or programmable pixel shaders, and that's how we liked it.

      I remember walking uphill 40 miles in the snow just to frag newbies with my nailgun.