QuakeForge 0.6.0 Released In Time For Christmas 30
Bill Currie writes "After many years, QuakeForge 0.6.0 has finally been released, just in time for the 12th anniversary of the release of the Quake source code. Happy birthday, GPL Quake. Merry Christmas, Quake fans."
The release page shows a few 0.5.99 beta releases made starting earlier this month, the first since 2004. Sometime in that void of time development moved to git, and there has quite a bit of work going on in the main tree.
About time (Score:2)
Re: (Score:3)
I guess it says something about how long it takes to make professional games, that it's taken so long.
This and Duke Nukem Forever in the same year. Punctuated equilibrium [wikipedia.org] at work.
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But it's not being done by professionals - at least not as part of their day job. So it doesn't necessarily say anything other than that the developers probably have lives or other projects outside of QuakeForge.
Re:About time (Score:4, Insightful)
Yes. And my point was that the guys working on QuakeForge are probably only putting a couple of hours in a week on average, so that comparison is completely stupid.
Then you have the fact that QuakeForge doesn't look any better than GLquake, which I was playing 10 years ago. The changes they've been making recently look more like small performance improvements and adding support for ALSA, etc. He shouldn't be comparing the tweaks these guys are making to developing a full game.
For mobile or indy games you may only have one or two people creating the whole game as a hobby, and they can get a whole lot done in a few months, never mind 13 years.
Re:About time (Score:4, Interesting)
Far better Quake sourceports have popped up that have taken a lot less time than this. Darkplaces and ezQuake seem to still be in development and look fantastic.
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Considering the vast scope of different kinds of 'professional games', there is no set amount of time any game will take to construct. This isn't a 9-5 crew of professional game developers, it's a trickle of interested parties in their free time.
If a dedicated team of professional game developers puts their heads together and spends a decent amount of time, good quality 'professional' games could be churned out as quickly as every few months.
With the last game I worked on with a small team full-time we were
If you're interested in trying out some Quake... (Score:5, Informative)
... you could do worse than checking out nQuake http://nquake.com/ (which provides you with everything you need to play) or ezQuake http://ezquake.sourceforge.net/ (just the client, bring your own Quake CD).
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+1, Mr. Coward. ezquake on linux has been my favorite native client game for many years.
Not to single any one server out, but Ratbert has been doing some really neat stuff with
Custom Coop that is good testing grounds for clients @ ratbert.servegame.org:27500
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do they have their own combat teamplay/deathmatch bots? I have been playing team DM with frogbot on classic quake(!) for years-- the only reason my classic P3 box boots to Win2K.
12 Years (Score:3)
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Get a phone with a keyboard, like any of the Droid series.
I don't use it all the time, but it makes texting and emailing coherently a hell of a lot easier, and gives me tons of controls for emulators and games.
What does it do? (Score:4, Informative)
Re: (Score:1)
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Or why not just use Quake1?
The answer is that the older maps just play faster. Having new features folded back in
makes it more fun. Try it! It costs nothing but your time and effort.
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>>Why would I not just use quake3? /cough
Custom Team Fortress.
Quakeforge + Quakelive (Score:1)
I am amazed how long the Quake series has been around and how much fun it is to still fraging, though I am a bit slower than I was 15 years ago.
I suddenly feel so old... (Score:3)
The Quake source code was released TWELVE YEARS AGO? ...this realization just gave me arthritis in every joint. I think I need to go lie down...
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The could do with... (Score:1)