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Quake First Person Shooters (Games) Entertainment Games

IF Quake Takes Fragging To Whole New Level 257

Posted by simoniker
from the typing-of-the-gib dept.
Thanks to ShackNews for pointing to the impressive technical feats showcased at the unofficial IF Quake page, which bills itself as "...a port of id Software's Quake 1 engine to the Inform programming language." The site includes riveting in-game screenshots, and the FAQ page has important info on bugs with this genuinely playable, downloadable Alpha release, noting: "IF Quake interfaces directly with the Quake engine, which was obviously not designed for [this advanced] output. The errors you see related to audio and OpenGL are due to the fact that the engine is being tricked into thinking it's running normally." Rumors that John Carmack will be switching Doom 3 to this impressive new engine are yet to be substantiated, however.
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IF Quake Takes Fragging To Whole New Level

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  • by Yorrike (322502) on Thursday April 01, 2004 @03:08AM (#8734461) Homepage Journal
    And there's only 5 hours left of April 1st here in New Zealand. It's quite irritating, as you're never quite sure what timezone a website is using, so you effectively end up with 2 solid days of bullshit news stories.
  • by Nutt (106868) on Thursday April 01, 2004 @03:09AM (#8734468)
    Some of them (ok the media ones usually aren't that good) are pretty good. Google's [google.com] made me laugh a bit (click the link below the search field, "want a job..") and Thinkgeeks [thinkgeek.com] nifty products always make me laugh too.
  • by Scarblac (122480) <slashdot@gerlich.nl> on Thursday April 01, 2004 @03:11AM (#8734476) Homepage

    Genocide MUD (link [genocide.org]) was exactly that (well, it still is, but I haven't played it in 10 years). A multi player player killing game, insanely fast, using only text.

    There'd be wars, like two teams, play until one team is dead, restart... or all vs all wars, etc. The game is a really nice MUD (text adventure style), with beautiful descriptions, monsters, treasure etc.

    You run past the descriptions. The monsters explode on your entering the room, dropping their stuff, which you take immediately, to sell for weapons and healing, in the first half minute of the war.

    The team play is quite complex, because of difference classes. I'm not sure if there are things like Mages in online FPS games yet? The mage could 'port' to other players, to help them defeat their opponent - or walk into a death trap. Mages were the most important position in the team, when I played.

    Anyway, some of those nerds did 200+ commands per minute, without any sort of client (mostly w e n s of course, and you can make aliases). It was fast, it rocked, and it was exactly what you describe.

  • by PovRayMan (31900) on Thursday April 01, 2004 @03:13AM (#8734491) Homepage
    Yeah, I'm suprised it's not some april fools joke.

    Too bad I suck so bad at all these reading stuff, but for fun I tried to type "carmack" and "romero" and I got some feedback :-)

    I wonder what other little easter eggs are in this game.
  • by thrash242 (697169) on Thursday April 01, 2004 @06:14AM (#8735073)
    Inform is a language that makes writing interactive fiction (a subset of which are text adventures, like Zork and Adventure) easy. It's pretty flexible, as well. Tetris has been ported to it, for instance. It compiles to a z-machine file, interpreters for which exist on just about every platform known to man, including handhelds.

    There are many other IF languages, TADS being the most popular besides Inform.

    There is still a thriving interactive fiction "scene" and some very interesting things are being done with the medium (Photopia, Galatea).
  • by jonadab (583620) on Thursday April 01, 2004 @09:27AM (#8735620) Homepage Journal
    Here's an actual snippet, taken from a game I was working on years ago.
    Sorry about the thin-to-nonexistant indentation, but the postercomment
    compression filter makes it really hard to post source code segments:

    Object fridge "refrigerator" kitchen2
    with
    name 'fridge' 'refrigerator' 'kenmore' 'freezer',
    description "It's a Kenmore combination refrigerator and freezer.
    The front is covered with irrelevant notes from days gone by.",
    before [;
    Take: "Oh, you ", (pbold) "want", " a hernia?";
    Open: if (cupboard hasnt general) {
    give cupboard general;
    "You open the refrigerator, but there's no light inside.
    Suddenly, you realise that nothing in the house is running.
    In your worry, you had neglected to notice that your music
    had stopped playing. The refrigerator isn't even humming.
    The power must be out. You reclose the refrigerator to
    keep it from loosing its cool. The only sounds are coming
    from the storm outside -- storm? There wasn't any storm
    earlier.";
    }
    "You don't want to open the refrigerator with the power out; if
    it gets too warm in there everything will spoil.";
    ],
    has openable container scenery;

    This is a simple object, a refrigerator. Other objects and code may refer to
    it as fridge. "refrigerator" is the hardwired short name, which is what it
    will be called when the game is talking to the player, in the absense of a
    short_name property. (Giving an object a short_name property allows you to
    do more complex things, like change the name in mid-game, determine the name
    each time on the fly with a routine, or cetera.) kitchen2 is the parent
    object, in this case the "room" where the refrigerator is located at the
    start of the game. (This particular object will _stay_ there, because the
    scenery attribute prevents the user from carting it around. Normally the
    static attribute is used for that, but scenery also prevents it from being
    mentioned automatically, which is useful for objects that you want to mention
    manually in room descriptions.) The name property contains dictionary words
    that the player may use to refer to the object; more complex objects can have
    a parse_name routine, but for the refrigerator the name property is good
    enough. The description property in this case is a string, though it could
    just as well be a routine; anyway, it's used when the user looks at the
    object. The before property holds a routine that gets a crack at doing
    whatever it wants just before an action happens, whenever the user attempts
    something with the object. In this case, if the user attempts to take the
    refrigerator the routine prints a snide remark (and, since it uses the
    implicit print_ret feature, it returns true, which prevents the action from
    taking place). If the user tries to open the refrigerator, an attribute on
    another object is tested, and an appropriate message is printed (again, using
    the implicit print_ret to return true and prevent the action). (What the
    cupboard object has to do with the player knowing the power is an interesting
    question; I don't remember, to tell the truth; this code is several years old,
    and I have barely looked at it ad interim.)

    This is a very typical segment of code. With just a little practice, Inform
    code is very easy to read. The really great thing about Inform, though, is
    not the language itself, but the Designer's Manual. The DM *rocks*. It's
    one of the three or four best computer books I've ever read. Especially the
    section on the world model, with the Ruins example code. You can download
    it for free, or I suspect you can still get a print copy, though I've
    forgotten where. (Go to Google groups and ask on rec.arts.int-fiction
    and someone will know for sure.)

"Pok pok pok, P'kok!" -- Superchicken

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