It's just a shame that the integrated NQ/QW executable Carmack was talking about doing never actually happened; that would have been awesome.
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Ya DarkPlaces and others are close, but none allow a netQuake client to connect simultaneously with QW clients. I mean IMHO i'd rather play on a QW server with a netQuake client than any qw client. Maybe its just my settings (pushlatency?) but any qw engine I have tried, entities in the world that move do not move as fluid as any netquake engine no matter what my ping! And after 14 years of playing at least 4 hours a week you cannot just ignore something like that. It's like playing all this time with interpolation on, then connect to a QW server and there's no interpolation and people are jittering around the map as rocket explosions seem to appear before u see the rocketQ2/Q3 i have no problems with.
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> I mean IMHO i'd rather play on a QW server with a netQuake client than any qw client.
that's already possible.
Download FTE QuakeWorld from SourceForge.net
while its originally intended to relay QTV streams, it can also connect directly to QW games. Not only can it connect directly to QW games, it can also accept both unmodified QW and NQ clients... or could last time I tested that feature.
so run a proxy on your local machine, connect to it using your nq client as you would if it were an nq server (although the port is not 26000 by default) and then type "say .join YOURQWSERVER:HERE" in at the console (or just use the mm prompt if you prefer).
Enjoy.
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Interesting, i'll give it a try to see how well it works for me thanks!
Well i couldnt get it to work but i fired up FTEQW v1.0 and messed around on an empty server and must say that its
alot smoother than ezQuake! Feels perfect and the entities/movements are smooth. Some gfx glitches like water
and when I enable realtime lighting i get these floating light orbs (sources)But if I get the urge to play QW ill use FTE instead.
Last edited by R00k; 11-15-2011, 11:02 PM.
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Originally posted by MH View PostIt's just a shame that the integrated NQ/QW executable Carmack was talking about doing never actually happened; that would have been awesome.
If "completeness" were a model for community strength, shouldn't -- say -- the Q2 community be the strongest of them all in all categories? I mean they have multiplayer, downloading, single player, coop and everything all rolled into one. Yet they aren't. And even as strong as the Q3 community is in the mapping department, it has taken about 6 years for them to experiment with single player modding (possibly in part due to some unnamed guy's trolling to generate said sentiment. I cannot remember of this guy at the moment, yet his username seems to be something I typed a few minutes ago right before I typed in a password, if I recall correctly --- which is no sure thing).
If "perfect" inspires complacency, then perhaps "3 stone throws from perfect" inspires madness.
We might just live in such a universe that madness > complacency. Maybe complacency is the antithesis to creativity. Maybe the challenge to overcome is what drives humanity.
The Quake 1 universe has been a home to many a berserk idea, my perception --- right or wrong -- has been that some sort of latent insanity fuels the imagination, desires, frustrations and passions of the Q1 legions whatever their flavor and that is perhaps what makes Quake in all its shapes and forms unique. And intriguing.
Not because it is perfect, but because it seems so much like it should be so. And yet, it still isn't. And that desire drives people batshit crazy.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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What do you expect id software or Steam to do about Quake? The game is ancient and is only considered a small bonus in profit if someone decides to buy it, if it's even considered by the big wigs at all. It's up to the end user to get thinking about Quake in one way or another, and then think, "Hey, I wonder if anyone's doing anything with this game today?" and search for themselves. id or Steam won't do anything about it, it's not worth the time, effort, or money invested in the ordeal to make Quake more appealing to the very small pool of people who will/would buy it. This is why even the average Xbox gamer is getting fed up with CoD: because nobody cares about making a good product, only about selling it and making money. Quake won't make enough money for anything to do anything about it, so they won't try. Hell, they don't even try with games in development right now... they're just working on squeezing out another turd that looks and smells just like the last one, as long as people will buy it.e|------------------------0---------------
B|---------------0^1----------------1----
G|---------------2------2------0^2-------
D|---------------2-------2--2-------------
A|---------------0------------------------
E|----------------------------------------
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Your mistaking the effort involved thats being requested. Would it be so fn hard for either ID software or Steam to adopt a new installer ,than utilizes 1 or more updated engines/clients that work.
Q95.bat, Quake.exe,Winquake.exe, AND glquake.exe are all broken in some fashion.
What work would be involved, getting the engine authors to sign off on allowing their works be distributed w/ the Q1 purchase? It's a problem, some might call it a LEMON.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Originally posted by Mindf!3ldzX View PostYour mistaking the effort involved thats being requested. Would it be so fn hard for either ID software or Steam to adopt a new installer ,than utilizes 1 or more updated engines/clients that work.
Q95.bat, Quake.exe,Winquake.exe, AND glquake.exe are all broken in some fashion.
What work would be involved, getting the engine authors to sign off on allowing their works be distributed w/ the Q1 purchase? It's a problem, some might call it a LEMON.
Questions would range from "Well, what engine?" I'd argue for DirectQ, except it probably doesn't run on older hardware. Some would argue for FitzQuake. Some would argue for ProQuake (I wouldn't, because I don't view Quake solely as multiplayer and although I love ProQuake for multiplayer, it is not a "good" single player engine. It does not even have multitexture support, does not have animation smoothing or fullbright palette support on by default, etc.). Quakeworld people would argue for eZQuake. DarkPlaces peoples would argue for DarkPlaces. Etc. Etc.
Also most engines, maybe even all the newer ones, are not really single "author" engines. ProQuake and Qrack have plenty of JoeQuake code, JoeQuake has plenty of FuhQuake code, FuhQuake has a lot of ZQuake code, etc.
Modern ProQuake has code from FitzQuake, FTEQW, some stuff from Enhanced GLQuake, some stuff MH wrote no doubt, probably a bit of DarkPlaces code. I think the Quakesrc.org tutorials are GPL and a many engines have at least some of that stuff, probably those guys couldn't be contacted.
[And this sidesteps the question of whether or not there is a "good" NetQuake engine. I could make a strong argument that there currently is not. For example, FTEQW and ZQuake support connectionless NetQuake connections (probably DarkPlaces too). All the "authentic" NetQuake clients use an obsolete method that can fail to connect (and it is rather inefficient).
And then you get to how modern players expect prediction, a server browser and at first some "multiplayer-only thinking" would lead to "well, it should Quakeworld" except that ... well, there are no "good" Quakeworld clients and Quakeworld physics was like the first draft solution to a problem and Quake is probably to most people primarily a single player game and no QW client does single player well, not even ZQuake *sniff* ... although ZQuake is "not bad"].
And at the end of the day, Quake/WinQuake/GLQuake are "Quake". Not the added features in any newer modification.
With some effort, you usually can get GLQuake to run and relive 1996 and Steam does have a help forum.
For people with a sincere interest in getting more out of Quake than that, I think it is rather easy finding sites like this one or Quaddicted or Quakeworld.nu in Google or in the Steam forums, etc.
Some people looking for a new Quake, something like DarkPlaces will be their thing. For others, they might want something like DirectQ or FitzQuake or Quakespasm. I'd personally go for GL ProQuake, but some are looking for fancy, some for single player authenticity and others for old-fashion DM and not everyone has the same interests.
Can you imagine the can of worms if John Carmack had to select a single community-based engine modification (he has already stated this will never happen, but I'm just saying)?
What if John Carmack had to pick a single new "Doom" or Quake 2 engine? Imagine the posturing and furor. Quake 3 really has only one modified engine of substance (IOQuake3) as far as I know, so in that case it probably wouldn't be a "big deal".
/End verbosity!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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Originally posted by Baker View PostWith some effort, you usually can get GLQuake to run and relive 1996 and Steam does have a help forum.
Quake IS a lemon. More precisely, Quake is like the time machine from BTTF ,
Runs off Plutonium , and with some effort, you might find some and avoid the usual channels of obtaining it.Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!
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Thing is though, despite the plethora of things that are broken in GLQuake, there are only a relatively small number of things needed to get it working right on modern hardware. These would include:- Add CS_OWNDC | CS_HREDRAW | CS_VREDRAW to the window class style.
- Remove the 3DFX paletted texture extensions.
- Remove the Con_Printf of gl_extensions.
- (Optionally) Remove multitexture.
- Remove anything that depends on glDrawBuffer (GL_FRONT) - timerefresh, envmap and the loading disk.
- Default gl_ztrick to 0.
- Fix the timer.
- Get rid of sb_updates.
IT LIVES! http://directq.blogspot.com/
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