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  • ID software contact info?

    yeah nvm.

    i recently tried gl quake in the loader of steam an it works fine so...

    weird.

    I recalled it crashed on me before.

    LoL.

    Oops. =p

    Tho, it does still crash when i try to change the width / res in glquake in steam.

    Blah. -bpp -width 1680, crash.
    Last edited by Lerster; 11-14-2011, 05:59 AM.

  • #2
    Carmack? Big C?
    I know him personally, we used to bang slugs and pimp hoes back in 73 right before he said he had some funny wackass idea about making some brokeazz RPG game.
    QuakeOne.com
    Quake One Resurrection

    QuakeOne.com/qrack
    Great Quake engine

    Qrack 1.60.1 Ubuntu Guide
    Get Qrack 1.60.1 running in Ubuntu!

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    • #3
      GLQuake is unsupported by ID software.
      www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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      • #4
        Thats funny cause its supplied with the Quake1 Purchase on Steam, and EVERY .exe supplied with that purchase IS fucking outdated and a peice of complete SHIT. I agree with lerster, actually to the point that sending bitch-mail sounds like a great idea. If someone can write up a generic bitching letter that doesn't come off as bitching, I'll send it to Steam.

        I'm sure a lot of people picked up Q1 through a collection purchase of sorts or a bundle, and if they DID bother trying to install / play Quake1 , the first hurdle (worthless exe's) probably convinced them that Q1 is ...

        1]too old to concern themselves with,compared to Q2 and up,they are RIGHT.
        2]a waste of gaming time trying to work out problems/troubleshoot.

        Not everyone determines when a old game doesnt run it just needs more effort involved in getting it to work.

        Quake1 needs to have its access to newbs increased, it is because of Q1's age and out-of-box=FUCKED UP status, it surely doesn't help us attract any new players. It would seem only oldschool returning players would much bother even WANTING to fix Quake1 to enjoy it again....
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #5
          steam will do nothing....

          Comment


          • #6
            Spend more time on the STEAM forums and advertise this site to assist new players.

            http://forums.steampowered.com/forum...11&postcount=1
            Last edited by R00k; 11-14-2011, 10:40 AM.
            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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            • #7
              GLQuake was never supported by id Software, not even back in the old days. That's why it's always been downloadable from the "unsupported" section of their FTP. Not sure why Steam provide it, they really shouldn't as it was never anything more than an experiment on the route to Quake 2 that Carmack thought it would be cool to release.
              IT LIVES! http://directq.blogspot.com/

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              • #8
                Originally posted by R00k View Post
                Spend more time on the STEAM forums and advertise this site to assist new players.

                Steam Users' Forums - View Single Post - The Unofficial Steam Forums Quake and Quakeworld FAQ
                That post is aimed at getting players setup and going in QuakeWorld. Isn't that a kick in the teeth for NQ.
                Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                • #9
                  Originally posted by Mindf!3ldzX View Post
                  That post is aimed at getting players setup and going in QuakeWorld. Isn't that a kick in the teeth for NQ.
                  I don't agree with that, everyone has their point of view and experiences. I bet 85% of the general populace thinks of Quake as the single player game levels E1M1 through fighting the Shub on END.

                  Quake is a diverse place, and the beauty of the Quake community is that there are a lot of different perspectives. Viva diversity.

                  If you travel back in time 5 years to beginning of this site, there were a lot of different opinions as to what Quake was (back at the very beginning, I bet no small number thought of Quake as just RuneQuake or as just CTF or as just single player or just CA+ or just Quakeworld).

                  I thought the developer component was particularly important, for instance, because without enhancements and new things I felt the game would be destined to stagnate. At the time, few people felt development was important, even among ... for instance ... NQ faithfuls.

                  Then things started coming out of the woodwork like RQuake coop, more and more Qrack enhancements, video mode switching, DirectQ, Quake Injector, Quakespasm, DarkPlaces modders and on and on.
                  Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                  So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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                  • #10
                    I do not understand Quakeworlds place in a broadband universe,as quakeworld was created/designed to cater to narrowband connections.

                    QuakeWorld (abbreviated QW) is an update to id Software's seminal multiplayer deathmatch game, Quake, that enhances the game's multiplayer features (namely UDP support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers.
                    SRC - QuakeWorld - Wikipedia, the free encyclopedia

                    If NQ dropped off the face of the internet gaming,I would seek greener pastures and write Quake off as "fond memories".
                    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                    • #11
                      Originally posted by Mindf!3ldzX View Post
                      If NQ dropped off the face of the internet gaming,I would seek greener pastures and write Quake off as "fond memories".
                      "Quake" is not in competition with "Quakeworld".

                      "Quake" is in competition with itself, to evolve into the level from the big playset of resources that id Software has provided us ... the source code, the map sources, the tool sources, the sources for Q2/Q3 and more.

                      Nothing that exists currently is "refined". The opposite of the state of NQ in many ways is represented by the example of Open Arena (Q3 "clone" data, full open source). You can download Open Arena and it just works. Half of NQ runs on bandages and half measures; those can only take us so far.
                      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                      Comment


                      • #12
                        Originally posted by Mindf!3ldzX View Post
                        I do not understand Quakeworlds place in a broadband universe,as quakeworld was created/designed to cater to narrowband connections.
                        It's not about bandwidth, it's about latency. Even a very high speed connection can have poor latency (tried satellite lately?), and QW was designed not for narrow band but for poor latency connections.
                        Originally posted by Carmack
                        The big difference is in the net code. While I can remember and justify all of my decisions about networking from DOOM through Quake, the bottom line is that I was working with the wrong basic assumptions for doing a good internet game. My original design was targeted at <200ms connection latencies. People that have a digital connection to the internet through a good provider get a pretty good game experience. Unfortunately, 99% of the world gets on with a slip or ppp connection over a modem, often through a crappy overcrowded ISP. This gives 300+ ms latencies, minimum. Client. User's modem. ISP's modem. Server. ISP's modem. User's modem. Client. God, that sucks.

                        Ok, I made a bad call. I have a T1 to my house, so I just wasn't familliar with PPP life. I'm adressing it now.

                        The first move was to scrap the current net code. It was based on a reliable stream as its original primitive (way back in qtest), then was retrofited to have an unreliable sideband to make internet play feasable. It was a big mess, so I took it out and shot it. The new code has the unreliable packet as its basic primitive, and all the complexities that entails is now visible to the main code instead of hidden under the net api. This is A Good Thing. Goodbye phantom unconnected players, messages not getting through, etc.

                        The next move was a straightforward attack on latency. The communications channel is not the only thing that contributes to a latent response, and there was some good ground to improve on.

                        In a perfect environment, the instant you provided any input (pressed a key, moved a mouse, etc) you would have feedback on the screen (or speaker) from the action.

                        In the real world, even single player games have latency.
                        IT LIVES! http://directq.blogspot.com/

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                        • #13
                          When Carmack changed the netcode in QUAKE to QUAKEWORLD he also introduced changes to the physics of the game. In ezQuake playing locally without any internet connection, on dm3, I can strafe bunny around the map at noticeable gains in speed with each hop. In netQuake singleplayer, dm3 I cannot. This split the multiplayer/lan camps in two. Trick jumps in QW were not viable in netQuake.

                          And on another note, wtf is up with the aim in QW??! I can nail people mid-air with more rockets than in netQuake and my average ping in netQuake is sub 50.
                          It feels more like a delayed railgun than a rocket launcher It's almost like the traceline for your aim is persistent during the duration of your latency. And before the next message comes back to you anything that ran into that traceline gets hit. wtf?!
                          www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                          • #14
                            QW not only predicts the local player, but also other players too. Rockets might lag behind, but the rockets are generally unimportant.

                            Remember that there are also tricks in NQ that are not possible in QW too - both branches have their bugs.

                            QW has all sorts of nicer stuff.
                            Some Game Thing

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                            • #15
                              True,
                              QTV
                              mouse menu options
                              realtime server browser
                              mvd demos

                              all nice features.
                              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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