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qtalk400.txt
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qtalk400.txt
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ATTENTION: THIS DOCUMENT IS VERY OUTDATED AND KEPT HERE ONLY FOR HISTORICAL
PURPOSES.
================================================================ build 400 ==
_ /////// ///// // // // ___ ____
__ _ _ _ __ _| | _____ / // // // // // / _ \| ___|
/ _` | | | |/ _` | |/ / _ \ / // // // //// | (_) |___ \
| (_| | |_| | (_| | < __/ / /////// // // // \__, |___) |
\__, |\__,_|\__,_|_|\_\___| / // // /////// // // /_/|____/
|_|
================================================================= 10/22/95 ==
"it should be renamed to liesdamnitlies" - dave taylor (id software)
"nothing in here is anywhere near true" - american mcgee (id software)
"oh god. a log. again." - john romero (id software)
=============================================================================
------------------
[table of contents:]
------------------
[0] intro
[0.1] the doom-editing mailing list
[0.2] on version numbers
[0.3] quaketalk by mail, finger, www and ftp
[0.4] a real quake faq
[0.5] disclaimer
[0.6] and what else is new?
[1] magazine articles and the like
[2] irc, mail and usenet posting quotes
[3] peoples' .plan
[4] quake on the net
[4.1] screenshots
[4.2] demos, previews and betas
[4.3] quake www sites
[5] unconfirmed rumors
[6] outro
[6.1] credits
[6.2] version history
----------
[0 - intro:]
----------
quaketalk is an unofficial newsletter dedicated to _quake_, a new fantasy
role playing/action game being made by id software, the company that
brought you the megaselling hits 'doom' and 'doom 2 - hell on earth' and
not to forget wolfenstein 3d. while very little is known about the game
yet and id representatives themselves repeatedly say they're only in a
conceptual stage (tentative release date, end of '95), i have made an
effort to publish whatever quotes and facts (if they can be called that),
i found. thus, bear in mind that everything here could be a
total lie, like american mcgee likes to put it.
feel free to spread this file in any form you like. post it to netnews.
send it to friends, upload it to a bbs or to other networks such as
compuserve and aol. do not, however, alter quaketalk in any way and,
in particular, do not remove my email adress or the credits towards
the end of this newsletter. if you spread quaketalk to other nets, please
drop me a note saying where you uploaded it to.
i'll gladly include info about quake that i may have missed, as long as
it has some factual basis, e.g. a magazine article, or a posting made by id
maybe. if you have a private email, please check with the sender before
you have it published here. please remember to add the source and date of
the material you're sending too.
my prefered email address is jschuur@ftp.cdrom.com. please use this
one, as it is more stable than my previous one at my university in
germany.
------------------------------------
[0.1 - the doom-editing mailing list:]
------------------------------------
you'll see several references to the doom editing mailing list. this is
a mailing list on 'advanced doom editing' that john romero from id is on.
this is _not_ a quake discussion forum. we discuss all aspects of doom
editing (.exe hacks, wads, be it levels, music, sound, editor/utility writing
e.g.) if you would like to join, send mail to majordomo@nvg.unit.no with the
following in the body of the mail:
subscribe doom-editing <your_email_adress>
remeber, this is not a newbie forum. we like to keep the noise down a
bit, so please don't post unless it's of an advanced nature.
-------------------------
[0.2 - on version numbers:]
-------------------------
quaketalk is updated whenever i get new facts on quake. i'll increase
the version number according to how much the new stuff is. future versions
may include other segments on quake, maybe not just direct quotes from id
people. i'm open for suggestions, if there's something you want to see here,
let me know.
updates since the last copy will carry a '->' in the first column. check
out the version history at the end too. readers of the html version of qt
will find it very helpful in tracking down recent changes.
as of version 3.63, i'll be using a new naming convention. the name
new title will be 'quaketalk '95, build xxx' where xxx is the version
number. pretty funny, huh?
------------------------------------------
[0.3 - quaketalk by mail, finger, ftp, www:]
------------------------------------------
in the past there was a fingerable address to receive the latest copy
of quaketalk. 'finger quaketalk@doomgate.cs.buffalo.edu' should work again
soon. the latest copy is also available via www from the following url:
http://doomgate.cs.buffalo.edu/games/quake/
josh michaels has done a fine job htmlizing the new qt for me and
i'm looking forward on cooperating on the quake section at doomgate with
him.
-> his html copy of quaketalk is available at:
-> http://www.prairienet.org/joshm/qtalk/
the mailing list i started earlier this year has been terminated since
it grew too big and was never used anyway. i don't want to run an
alt.games.quake type of mailing list just yet since most of it will be
speculation. i know not everyone gets alt.games.quake, but trust me, you're
not missing anything. i will consider emailing the latest copies of quaketalk
out to interested persons later, but for now, check the quake and doom
newsgroups or try the following ftp site:
ftp://ftp.cdrom.com/pub/idgames/docs/faqs/qtalk???.txt
where ??? stands for the version number.
-----------------------
[0.4 - a real quake faq:]
-----------------------
originally, i expected that hank leukart and i would have completed
an actual faq by now. i do not consider quaketalk a real faq even though
many refer to it as such. i didn't want to bring the faq out without id's
cooperation, and we have agreed with id to wait a few more months until
they are ready to revael many more cool details about quake.
a few people have already shown interest in helping me with the
faq. i appreciate the help offers, but right now we cannot say what type
of additional help we need (well, aside from lots of info from id ;)
and if you haven't already gotten in touch with us to work on the faq,
please don't do so now. it's hard to maintain a real faq with too many
authors. this doesn't go for people submitting information on quake
they found on the net of course. please continue to send that in.
-> i've started posting a mini quake faq that should answer the most
-> common questions about the game on a weekly basis to the relevant
-> rec.games.computer.doom.* newgroups and alt.games.quake. the file is
-> also available via ftp at:
-> ftp://ftp.mantis.co.uk/pub/doom/periodic/quakefaq
-----------------
[0.5 - disclaimer:]
-----------------
i should clarify that although i maintain id's ftp site, i am _not_
an official member of id and do _not_ claim to run an 'official' newsletter
on quake. i merely gathere all the interesting tidbits on the net on
quake and put them in .txt form. everything i know about quake is in here,
so don't mail me for more details ;)
---------------------------
[0.6 - and what else is new?]
---------------------------
i've been a bit quiet for a while. i finally have access to
alt.games.quake, so i'll be posting this there on a semi-regular basis
too.
some of you seemed to think id promosed to announce lots of cool new
quake info in april. well, april came and went by and guess what? no
official new info. face it everyone, id is busy working on the game
and doesn't want to speculate until things have gotten more stabler.
------------------------------------
[1 - magazine articles and the like:]
------------------------------------
from the july '94 issue of computer gaming world (taken from the original
quake faq):
shakin' and quakin'
"what is the next huge leap? they wouldn't say much, still in the idea
phase and reluctant to build expectations too early, but they did tell
me thisthe name is quake, the game engine is completely brand new, and
the 3d world will be so complete and characters will have depth, rather than
being flat sprites. the current setting (notice i didn't say the evil
s-word, "story") is a fantasy world where the player becomes a thor-like
being weilding a giant hammer, which he can throw at or bludgeon anything
that moves. the world will have some real physics, so that characters will
tumble when when they fall from heights, and be knocked flat on their
backs. as romero was describing the multiplayer quake of his imagination,
he was literally hopping out of his seat and pantomiming the violent drama
between two warrior gods, punctuating the action with sound effect (which
he is given to in most conversation). if they can calm romero down long
enough to get some work done, id hopes to start working on quake in
september and a release date of christmas '95."
-----------------------------------------------------------------------------
from the august '94 copy of pc format:
quake to hit in '95
id software's doom 2 is released on on 10 october, but details are already
beginning to emerge about quake, its successor which is scheduled for
release in the latter half of '95.
quake features a thor-like character who, armed with a massive hammer,
likes nothing better than to bludgeon his victims to death.
id is hoping to include some real physics in the game, so that characters
will twist and tumble through the air when they fall from a great height,
or be knocked flat on their back from a heavy blow. in-game sprites will
also be depicted in 3d, unlike the flat two-dimensional characters that
inhabit the doom games.
there will almost definitely be a multi-player link-up, as well as a vr
tie-in with a major manufacturer. the last point is probably the most
exciting, as many of the vr exhibitors at ces used doom to show off their
respective helmets' abilities. by producing a game with a specific headset
in mind, id software could finally kick-start the vr market in a b-i-g
way. prices of vr-headsets are already in freefall - five manufacturers
were showing off cheap sub-$200 helmets at the show - so a game designed
to work with them would be an instant hit and could even be part of a
bundling deal.
-----------------------------------------------------------------------------
from the october issue of pc gamer:
pc gamer: "you've been reasonably quiet about the new project, quake, so
far. there must be something more you can tell us about it.?"
jay wilbur: "we're getting it together at the moment, it's in concept stage.
i'm reluctant to build up expectations, but i will say that it
will be a quantum leap over doom. currently the idea is to have
more realistic gameplay. in doom, for example, the characters
are all bitmaps and they're set in their ways. when you shoot a
character, he reacts in a programmed manner. maybe he throws
his arms out and leans his head back. and every time you shoot
him, no matter where you shoot him, he does the same thing.
it's like a dance. in qauke, we have polygon characters like
those seen in virtua fighters. we may texture map them so they
have a more realistic look, maybe not - that's in discussion
right now. but the idea is that if you shoot one of these
characters in the upper left quadrant, for example, his left
shoulder will be blasted back, he'll react more naturally.
we'll add the ability to look and move up and down. if you're
pushed off a ledge, physics comes into play. in doom, you
just kind of drop down, but in quake, if you fall of an edge
and your top heavy, you'll tumble. and your view will tumble
with you. of course it'll be very fast, but the whole world
will react accordingly."
pc gamer: "it all sounds very complex. the trick is, i suppose, to add all
this stuff while still keeping the game simple and intuitive"
jay: "absolutely. it has to be an intuitive game to play, so the
player can achieve instant success. with doom, all you need
are the four arrow keys, the fire button and the open door
key. other than that you don't need anything. you can achieve
instant success. you walk in, find somebody, press fire a
couple of times - and your successful. in quake, there'll be
more complex controls to deal with; you'll be able to take,
for example, an axe in your hand and slash it around, but the
control will be intuitive, like using the mouse."
-----------------------------------------------------------------------------
from the november issue of multimedia magazine:
[...]
yet even as doom ii is hitting the street, the people at id
software (developers of the game) are already looking toward the future.
john romero, a lead designer and programmer at id, says the team is hard
at work on id's next generation game, quake. like doom, quake will be a
first-person, action-oriented, multiplayer shoot-'em-up -- but it will
take every element, from graphics to sound to game play, to an entirely
new level.
"the technology in quake will be much better than in doom,"
romero says, "the graphics will use 3-d rendered models, unlike the 2-d
images in doom. so if you walk around a pillar, you'll see it in full
360 degrees, as opposed to only eight different rotations in doom.
you'll also be able to move in six different directions, and they'll be
much better animation. we're also adding cool cinematic sequences that
take place while you're playing the game. basically, doom will feel
stiff compared to quake."
beyond enhanced visuals, quake will use additional techniques to
make the world appear more lifelike to the player. "we want quake to be
as realistic as possible, so there's no music in the background." says
romero. what you'll hear are "environmental sounds -- of owls and
crickets and monsters -- that are triggered by where you walk and look.
for instance, you're going along and you hear something. you turn toward
a cave and the sound, now ominous, grows louder. then, as you walk
toward the cave, the sound gets even louder, and a pair of red eyes
appear -- next thing, a monster's coming right at you, and you better get
the fuck out of there. just looking around makes it happen.
another major innovation accompanying the game's release will be
the free distribution of a server utility, which will allow the creation
of "remote, quake-based entertainment networks," according to romero.
dozens of players will be able to enter a game simultaneously, even if
they're playing on different machines. (quake will likely be released on
every computer and video game platform except those made by nintendo -- a
result of id's righteous indignation over the censorship of its first
hit, wolfenstein 3-d, when it was portthen everyone gets
into the market. and they may have good technology, but they don't
understand design. they just don't know what it takes to make a a cool
game," he says. "in the meantime, we've already moved on to the next
thing. so we're not worried at all. like our other releases, quake will
be the first of its kind. nothing else will ever be close."
prepare to be shaken and stirred.
-----------------------------------------------------------------------------
from the doom 2 strategy guide, an interview between ed dille and
john romero:
ed: "what is your development process?"
jr: "quake will require a totally new editor. that's going
to take a long time to do. with quake, there isn't even a
premise yet. there's just kind of a feel for the thing.
there isn't any story.... well, there is kind of a vague
story, but there isn't anything solid because halfway
through the development of the game we'll probably have to
throw it out and redo it. because we'll have learned so
much about the technology and the way the engine works and
what's cool that what we did before will suck. so we'll do
a lot of development for the game, then probably throw it
out about halfway through. that way, when a game comes out,
it's great. that's how we learn and make cool games."
ed: "how is id improving its game design as time goes on?"
jr: "with quake, we're going to move the [3d] design along
further. the 3d engine has gotten to the point where it's
going to be almost as much fun to experience the environment
as it is to actually play the game. you should be walking
around in quake just in awe, looking around and going, "this
is awesome!"
and there won't be background music. in every game
we've done there has always been background music and sound
effects, right? the soundtrack is always there while you're
playing. there will be no soundtrack. we're going to make
you feel like you're in a real world. there will be bugs
and birds flying around. you'll be looking around, going,
"this is great! hey, i wonder what's over there?" so you
start walking over toward some forest. there will be a lot
of cinematic things in the game. of course, we'll never
stop the game just for a cinematic. we never do that. what
we will do [is something] like this: say you're walking into
a forest, which looks just awesome, and all of the sounds
are different, and it's dark, and to the right you see this
dark cave or something. as soon as you look at that cave,
something is going to happen. you'll hear some kind of low,
evil kind of sound, and something will trigger, even just
from your looking at this area. maybe some red eyes will
start glowing in there and maybe a growl or something. so
you can take off or you can charge in there, whatever you
want to do.
of course, you'll still be able to pulverize stuff.
that's just something to do and it's a lot of fun. i mean,
when you play deathmatch, it's just great blowing people
away. it is just totally fun. and we think that's still
important. you get lots of feedback from it. it's a fun
thing that you can't do in real life unless you want to go
to jail, and it's a guy thing. so you're still gonna kill
things in quake, but not like in doom ii. in doom ii, you
mow things down by the dozen. in quake you'll fight, say,
three monsters at the max. probably you'll fight three
guys, but it's going to be like a virtual fighter. there
will be more skill involved in the fighting. you won't be
holding the gun in front of you. in the games you've played
before, you're still kind of distanced from the death.
you're pointing the shotgun at something, you're pulling the
trigger, and it shoots and the thing is dead. all you had
to do was press the button. - you move the mouse and press
the button - and it's as easy as that. in quake, you'll
really have to kill things. you won't just press the
trigger and hit it, you'll have to really beat the living
shit out of the thing until it's dead. so you'll have this
huge hammer and you'll pound it into blood paste on the
floor, and you're going to have to take awhile, too. you're
going to have to work on it. you won't just have this arrow
point-and-click kind of thing.
...quake will be the ultimate. you are not going to
believe quake. quake is going to be an industry when it
comes out."
ed: "[grunt of disbelief]"
jr: "it will! we're going to encourage people to start
businesses based on quake. we'll upload the server software
for quake onto the net, which means that anyone can take the
quake game and create a whole new game off it, a totally
different game off the server software. like a location
based center. we're going to allow people to go location
based quake as much as they want. no fees. we upload the
server software and if you want to start a location-based
quake center, do it. the only way we make money is that you
have to buy the client. so let's say someone wants to start
a location-based quake center and they think this sgi is an
awesome powerhouse server that can supply 10 nodes with no
problem. so they buy this awesome sgi machine, they
recompile quake on the machine because we've supplied a full
the source code, and then the pcs are hooked into the sgi
for the playing of the game. the client - the code that
runs on the pcs - the guy has to buy from us. so we just
sold 10 copies of the game to this guy; that's it. we sold
10 copies of the game and we're happy. and the guy got
himself a business where people come in and pay him to let
them play quake. it's gonna be great! we're going to let
people create new games.
the game industry will really have kind of a tough time
with it, because we're going to give away the ultimate game
engine for free and let people create whatever they want.
there won't be any licensing-the-technology thing. it will
just be "buy the client from us." there's gonna be kind of
a mini-shakedown-type thing about who's going to take the
quake technology and create games and who isn't. i mean,
why waste you own development effort when the coolest 3d
engine is out there? and we'll develop another one and do
the same thing.
so we'll supply you with the industry while everyone
else is using it for cool stuff. and [the users] can
rewrite the rules of the game - no problem - because they
have the server software to create any game they want based
off it. and they have this incredible 3d universe where
they can create any kind of game they want and they don't
have to pay for it, except for the client, which interprets
all the information being sent and does the actual 3d
rendering. so quake will be huge when it comes out."
ed: "how do you feel about the creeping up of the hardware
standards for games?"
jr: "we think that when people get the game, most of them
should have a fun time. the people who won't have a fun
time are people who we consider are going into the dark
ages; they should consider upgrading. you need to look at
the benchmark systems that people have - what does everyone
have? most of them have 486s. so even quake, when it comes
out in the fall of next year, is going to be built for a
486; it isn't going to be built for a pentium."
-----------------------------------------------------------------------------
from the january '95 issue of computer gaming world:
the programmers at id have chosen pure ansi c to code their next project
entitled quake. they work with pcs set up with the nextstep operating system
(from the folks who gave us the now defunct next computer). "nextstep is
basically the best development environment in the world," says john romero,
who is in charge of all tools programming, as well as game design and areas
of game programming in quake. "quake won't even run under dos for many months
to come. it is totally nextstep based."
-----------------------------------------------------------------------------
a quake announcement dating back to 1990 (!) from a commander keen .zip:
coming soon from id software
as our follow-up to the commander keen trilogy, id software is working on
"the fight for justice": a completely new approach to fantasy gaming. you
start not as a weakling with no food--you start as quake, the
strongest, most dangerous person on the continent. you start off with a
hammer of thunderbolts, a ring of regeneration, and a trans-dimensional
artifact. here the fun begins. you fight for justice, a secret
organization devoted to vanquishing evil from the land! this is
role-playing excitement.
and you don't chunk around the screen. "the fight for justice" contains
fully animated scrolling backgrounds. all the people you meet have their
own lives, personalities, and objectives. a 256-color vga version will be
available (smooth scrolling 256-color screens--fancy that)!
and the depth of play will be intense. no more "whack whack here's some
gold." there will be interesting puzzles and decisions won't be
"yes/no" but complex correlations of people and events.
"the fight for justice" will be the finest pc game yet.
-----------------------------------------------------------------------------
a press release from the hardware manucaturer crystal river engineering
on their new line of 3d sound cards also mentions quake:
"crystal river is working closely with many innovators in the developer and
hardware manufacturing communities. dave taylor, co-author of doom at id
software, helped define the audioreality game api with crystal river to
the specific needs of game and audio developers. dave warns, "prepare to
be flattened by the unearthly power of true 3d audio in our next game --
'quake!'". "
-----------------------------------------------------------------------------
from the may '95 issue of electronic entertainment:
doom maker id software has reportedly created a multiplayer internet
protocol that will form the basis for multiplayre action in quake, the much
anticipated successor to doom 2. the company has reportedly proposed that
the protocol be used by other game makers as a standard way to create
multiplayer games on the internet.
-----------------------------------------------------------------------------
an interview between jay wilbur and flux magazine:
flux: what if anything can you tell us about quake?
wilbur: well, anything i tell you today could be a complete lie tomorrow,
because things are changing so rapidly. in all of our games, we
take what we learn from the past and we amplify the bitchin' stuff.
let's take wolfenstien to doom. in wolf, we had that smooth
scrolling 3-d world and saw that it worked. so we enhanced the 3-d
world and cut our teeth on the multiplayer option. now, what we'll
do with quake is to continue to make it realistic and enhance that
3-d world, making it true 3d in doom, the environement is actually
2-d. you neve have a room on top of a room in a level. but quake
will be true 3d, and with the tools we have in-house, you can
architect anything-and i do mean anything.
probably one of the most exciting part is that it will have a
client/server-based technology. doom allowed four players,
peer to peer on a participants in the game will only be limited
by the number of clients your server can handle. if your network
computer can handle 20 people at a time then 20 people can play at
one time.
flux: a number of games only run on high-end machines. how does this
trend affect quake? will most people be able to run it?
wilbur: the target machine is 486/66 and by the time the game is out that
should be the median market. we will likely have the game set up
so it takes advantage of extra hardware that you might have under
the hood-if you have a pentium, if you have some kind of graphics
accelerator. just like having a sound card, it will make the game
more exciting and give more features. but we take a machine and
make it our target, and before we release a game, we make damn sure
that it runs correctly on the target.
flux: what can you tell us about the general plotline of quake?
wilbur: nothing. it's yet to be developed. let's say fantasy/medival maybe,
and leave it at that. during the developement the last thing we
apply is the story. it's the least important part of the game.
we have to develope the great technology first. imagine doom with
a different set of graphics terrorists, for example- you can still
make the game work. but in order to give you that nightmarish
feeling, we decided to go with demons or aliens. when it was
finished, the story of demons from hell coming through to our plane
of existence had been fully flushed. so who knows where quake will
go?
flux: will quake be shareware?
wilbur: yes it will still be shareware first, retail second.
flux: any kind of projected release date?
wilbur: no, the official release date is "when it's finished." and we
never miss that date, by the way. [laughs] our job is to make
sure you, the user, have fun.
flux: but still, quake will be geared toward people who love doom-those
who love a bloody, violent firefight, right?
wilbur: oh, yes. according to some of he developers, quake will make doom
look like a walk in the park.
-----------------------------------------------------------------------------
from the online version of computer gaming world magazine:
(http://www.zdnet.com/~gaming/features/9508/topten.html)
"everyone is anxious to see whether quake will offer the same seismic bang
for the buck as its predecessor, doom. if graphics are any indication, the
gothic setting may well envelope (sic) gamers in a gaming environment that
is even richer than doom's. we're definitely impressed with the art and
lighting effects we've seen, but unfortunately id hasn't released screen
shots yet."
-----------------------------------------------------------------------------
from the august '95 issue of the german magazine 'pc games' (translation
provided by olivery meyer):
[note the german magazine isn't allowed to mention the game 'doom' directly]
is it possible, to excel the most successful computer game of the last
decade? dave taylor from id software thinks, that their newest
product, quake, is much much better than both its predecessors. why
this is true, our us-correspondent markus krichel tries to find out in
an interview with dave taylor.
pc games: how does it feel to be the absolute shooting star under the
software companies?
dave taylor: actually, we thought very high of us, before. the success
was just the logical consequence of our work in the 3d
sector, there is no point in cinematic scenes, only the fun
playing a game counts for us. the gamers spoke and said we
are right.
pc games: how does the development on quake look like, today?
dave taylor: two years ago, when i saw xxxx in development for the
first time, i was overwhelmed. since then, id software
expanded a lot and quake has the same effect on the new
employees. for the old stuff of the company quake means a
resurrection of that old excitement and moral.
pc games: please compare play ability, graphics, speed and so on of
xxxx and quake for us.
dave taylor: xxxx really was a '2.5d-program', i. e. it was a 2d
environment with a 3d view. quake on the other hand uses
complete 3d. also its texture mapping engine is designed to
make use of the new acceleration cards and is even in normal
mode quite fast. network-power is the major gain compared to
xxxx. since we are still working on it, i don't want to say
anything about it, except that there is nothing comparable at
the moment.
pc games: until now id gave their worldwide fans the possibility to
become creative themselves, to design their own levels,
create monsters, etc. do you have the same plans with quake?
dave taylor: and even more, we expanded that aspect in a wide way. this
time a free c-compiler. we call djgpp, comes with the
program. it works like this: on the cd we publish along with
a game a whole bunch of source code. this way the user is able
to reprogram the game by using the compiler. we give the player
the chance to work as a game programmer.
pc games: will quake be a dos- or a windows game?
dave taylor: we program under linux. so we can easily switch to any
platform. there will be a dos-version for sure, a windows 95
version is very likely to come. windows 95 seems to become more
and more a real games-platform. good for us!
pc games: and what kind of creatures will you send after the poor player
this time?
dave taylor: how they will look like exactly should remain a surprise.
that they will look better is guaranteed. in stead of using
scaled sprites we use real 3d models in quake.
pc games: in germany your games came on the index of the bps, because of
the violence, at once... [oliver: this means, that such
software is a danger to younger people. you may not advertise
such a program in public, nor may you sell it to a person under
18.]
dave taylor: ... and we thank them for it. we couldn't wish us any
better pr.
pc games: is your games design influenced by such indexing? do you
say: "in the next game we have to cut down on violence a bit?"
dave taylor: you must be joking. where will it end, if we let us influence
by censorship? for gods sake, who do those people think they
are, to give the players orders.
pc games: so you expect quake on the index?
dave taylor: absolutely! our selling figures in germany couldn't be better.
in no way, we'll think about such things when designing
quake. quake will probably be a few steps harder.
pc games: which release date is planned?
dave taylor: thats hard to say. this year for sure.
pc games: thank you!
-----------------------------------------------------------------------------
from spin magazine, sept. '95:
meanwhile, back in the kingdom of doom, the id team is hard at work on
quake, the kick-ass sequel they're hoping to ship for x-mas 95.
while still pretty tight-lipped about details, id confirms the game
is another first-person action game ("quake is the name of the main
character, not a seismic event). the programmers are jazzed that if a
bad guy is lurking around a corner and there's a light source behind
him, youll see his shadow falling in front of you and be ready to blast
him when he leaps out. the real key to quake, though, is major multi-player
network action. doom and its siblings are limited to four players at a
time. when connected to a powerful network server, conceivably thousands
of quake players will be able to inhabit the same world simultaneously
and blow each other's cyber-brain's out!!
-----------------------------------------------------------------------------
-> john carmack speaks on 3d accelerators from rendition inc at
-> http://www.rendition.com/isvid.html
-> we at id have been fans of the vérité architecture since we first
-> saw the spec, several months back. now that we have some
-> experience with the chip, we're even more pleased with it; in
-> fact, it's our clear favorite among 3d accelerators. our quick,
-> unsophisticated port of quake to vérité is already running at
-> respectable framerates, and looks very good indeed. the hardware
-> and microcode has proven to be solid, and performance will get
-> dramatically better when we start pushing the architecture.
-> even better, from our perspective, is the fully programmable,
-> overlappable nature of vérité, due to dma support and the
-> availability of a powerful risc processor. together, these allow
-> for excellent load-balance capabilities, and further allow us to
-> tailor the accelerator's operations to our needs. we expect that
-> once quake is fully ported to vérité, quake will often run twice
-> as fast on vérité as on a more traditional accelerator, and that
-> vérité will be the premier platform for Quake.
-> _john carmack_
-> chief technical officer
-> id software
-----------------------------------------------------------------------------
-> an unnamed source (hullo, mr. unnamed source) had the chance to see
-> _quake_ with a few other journalists at the european computer trade
-> show in london in september '95:
-> 1) jay had quake running on a dell P75 with 8mbs ram and a 1mb local bus
-> video card. it was running in low-res at about 15fps. he didn't engage
-> the already-implemented hi-res mode because "he didn't want to push the
-> video card too much".
-> 2) the version we saw had been knocked up by id a couple of days before
-> the visit. It was a single, small level with a central arena surrounded
-> by balconies, accessable by two spiral staircases. It had 'monsters'
-> (about twelve sort of zombie knights) and although there were no player
-> graphics, there was a weapon implemented (a kind of steel bowling ball
-> which exploded on impact).
-> 3) the purple sky was implemented and looked very cool. It looked all
-> mushy and was constantly churning.
-> 4) jay explained that the BSP they were using to render the levels was
-> very advanced and processor-intensive. he said it took their dec alpha
-> half-an-hour to process a small, simple level. before the trip one of the
-> programmers had knocked up a scaled down version of the bsp which took 10
-> minutes on p133 with loads of ram. but it took shortcuts, and these
-> shortcuts were present on the map as 'grey areas' where no textures had
-> been aligned. other than that, the level was fully textured and
-> light-sourced (roof, floor, walls etc), and had some very cool looking
-> stained glass windows and candelbras.
-> 5) bizarrely, this version of quake seemed to support every vesa mode
-> imaginable. jay stepped through from 320x200 to 320x240, to 265x180, and
-> other weird values i can't remember. maybe this will be a replacement for
-> doom's low detail mode?
-> 6) the zombie knights looked very strange. they didn't seemed to be
-> polygon based at all. Although they did react with the scenery. You could
-> shoot them off the balaconies and they died when they hit the ground.
-> this was an early version, I guess.
-> 7) perhaps most tellingly, jay said the control system revolved around a
-> three button mouse, with looking up and down on the third button. using
-> just the mouse, he zipped around the level, looked up, and strafed very
-> naturally. he also said you could program each mouse button as you
-> wished, so if you wanted one button to flick you 180, it wouldn't be a
-> problem.
-----------------------------------------------------------------------------
-> a finnish computer magazine (pellit) interviewed sandy petersen in
-> september:
-> if you try to ask sandy about the story in quake or the main idea, he
-> just grins and shakes his head, like if you had asked about the meaning
-> of life.
-> "at first, we design a game. after that we add some kind of a story
-> behind that game. quake's designing started, when we realized we wanted
-> to make a game that, when compared to doom, would be something like doom
-> was compared to wolfenstein. a game that would be an improvement over
-> doom as big as doom was an improvement over wolfenstein.
-> "quake is more visual, and is meant for close combat. the main weapon
-> is a hammer, and there will be lots of close combat, something that's
-> new in our games. nobody really used berserk or chainsaw in doom that
-> much.
-> "yes, quake will have long range combat also. there are spells and
-> you _can_ throw the hammer. or you can smash the hammer to the ground,
-> so that a crack will start snaking towards the enemy, and upon hitting
-> them will cause a big disaster. and you can throw lightning bolts with
-> the hammer too. or set the enemy on fire. and if you have enough energy,
-> you can hit the floor with the hammer, so that the whole level will
-> tremble in an earthquake and everyone will stumble.
-> "and, uh... you can do all kinds of cool things with the hammer. in
-> doom, you shot a guy from a distance, they screamed "aargh" and froze
-> to their places. in quake, you go and hit the enemy with the hammer, so
-> that he stumbles to the ground. then when he tries to rise up, you hit
-> him again and he stumbles again, rolls a little distance, jumps up and
-> starts to run away. he limps, bleeds, and you can follow him by the
-> trail of blood drops on the floor. now that's violence!
-> "quake's violence isn't only blood and guts flying around everywhere.
-> the player even acts very brutally, and what could be better? :) of
-> course, all of this can be just a big lie. it may be that none of these
-> abilities i mentioned here will be in quake. you see, it still won't be
-> ready and shipping for at least a few months."
-> according to that, monsters could even have brains.
-> "actually, that blood trail thing is meant only for deathmatch. of
-> course, monsters will act differently than in doom. they will act
-> more smartly and can flee to healing pools of something. but they
-> won't make ambushes together or do anything that intelligent."
-> many of you might have been waiting for quake to be something more
-> of a role-playing game. but apparently this is a very frequently asked
-> question, because sandy looks up to the ceiling and sighs desperately.
-> "you have to remember, that id has done good violent action games.
-> we do like roleplaying games and computer rpgs. they are quite okay.
-> but they really aren't in id's style. we think that we serve players
-> much better when we make action games, because that's where we are
-> at our best. so we leave the other games to others, who may be better
-> than us in making those.
->
-> "role entertainment is making a roleplaying game with doom's engine.
-> we think that quake will be an engine for many crpgs, but id isn't
-> going to make them. and that's it. quake is not meant to be a rpg, we
-> don't want it to be a rpg. we want action!"
-> oh great. no roleplaying game and all those fun shooting weapons
-> are away too. what can quake have that makes it better than doom and
-> all of its clones then? hasn't the one year of design time done anything
-> good?
-> "quake is really 3d, and all of the game's objects are real objects.
-> for example, a door sliding into a wall can't slide into a wall if
-> there isn't empty space allowing that. all of the objects can move into
-> every direction. not just up and down as in doom. doors can break (and
-> can be broken) free from their hinges, as in real life.
-> "all the monsters in quake are 3d models, using usually about 100-200
-> polygons. we have succeeded in developing a special texture system, with
-> which we can make a cube look like a sphere. monsters are fully texture-
-> mapped and look very real. only movements will look slightly sprite-like
-> because they use frames, but they won't be nearly as jerky as in doom.
-> "if you kick a monster down from a cliff, it won't just fall down. it
-> will spin round and round and flail with its arms. and you can cut an
-> enemy's neck and take its head to sacrifice it to the gods of darkness,
-> or wherever you might need the head. at this time, the head is a separate
-> model so the enemies can look up and down and to different directions.
-> and if you hit a monster to the head or upper part of the body, it may
-> stumble backwards. and if you hit it to the legs, it may stumble forward.
-> or if you see a guy standing on the edge of a tall cliff, you can run
-> and kick him. he will fall down from the cliff, and get a big headache.
-> "quake also has a realistic lighting system. now we have light sources
-> that cast real shadows. you can get a little idea of this by looking at
-> our screenshots, but it looks much better in action!
-> "quake will look much better than doom. we had a little group of
-> magazine writers looking at quake in action, and the usual comment
-> was "holy shit! this is much better than doom!". and it is!
-> "you can also use svga resolution in quake. it is meant for pentiums,
-> but we think that a normal quake player will have a pentium. after a
-> year we will have sold a reasonable amount of quake, and then everyone
-> will have a pentium.
-> "this doesn't mean that quake would need a pentium, though. if we take
-> a level from doom and convert it to quake, it will run with exactly the
-> same speed as in doom, or even faster. but quake will be more complex.
-> when playing in vga, 486/66 is enough, but of course, having some extra
-> memory will help.
-> "many companies are already writing agreements to run quake servers, and
-> there will be many servers only for quake. the idea behind all of this
-> is that you can phone from anywhere to any of these megaservers and start
-> to play. those servers could run 60 guys on different levels at the same
-> time. you can run from one level to another while some guys are chasing
-> you, and you go and try to get a magical hammer from a secret compartment
-> you discovered earlier, but there are already four guys guarding the
-> place so you run away to another levelandtherearesomeotherguysandyousayto
-> themthatpleasehelpmetokillthoseidiotswhoarecomingafterme......."
-> (sandy's speech accelerates into an unbelievable stream of words
-> right after one another...)
-> "now you can play deathmatch and cooperative at the same time. you can
-> be in a gang with other dm:ers who try to defeat an enemy gang of
-> players who are after one of your friend gangs. and that will be fun!
-> "we aren't yet sure how you can identify players from each other, but
-> you can assign different colors to your head and your body.
-> "in quake, you can easily change the rules. for example, it will be
-> much easier to make a crpg version of quake than of doom. just make a
-> level, add some objects and monsters who talk and stuff. it will be more
-> difficult to make levels to quake than to doom, but players will make
-> their own levels, and we will sell them the information about how to
-> make them.
-> "we have no idea what will come after quake. we haven't had the time to
-> think that far. but it will probably be a 3d action game."
-----------------------------------------
[2 - irc, mail and usernet posting quotes:]
-----------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 11:38:19:
quake will be totally externally programmable. a planar surface (as opposed
to line triggers, switches, etc.) will have an activation tag. anything with
a matching tag will contain the action that should be performed on itself.
thus, walking on a certain surface with an activation tag will make the
program search the world for matching tags. a match will make the program
check the object for the type of action to be done. this allows one action
to affect many actions, i.e., walking into a large room can close the door
behind you, turn the lights off, raise 5 staircases and release 10 monster
holding pens.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 17:25:53:
quake will be extremely modular -- doom was just the tip-of-the-iceberg
experiment. we will be more cooperative than you can imagine -- how does
uploading the quake server code sound? that way, anyone could recompile
quake for any super server system.
quake is in true 3-d. not faked doom 2-d/ 3-d.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 15:56:23 (on sector tagged actions):
total freedom. nothing will be hard coded into the executable. more than
likely, the action will be a text descriptor that will match a function name
or somesuch.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 16:02:48 (on scanning for sector tags)
for speed, of course we'll be using index lookups. i'm trying to describe
the overall idea, not the actual implementation. and depending on our
long-range goals with quake, we may not even use indexes if we want the
gameworld to be continuously modifyable -- esp. for real-time multi-player
connections where a "god" person is building a new structure in the world
where 100 people are playing at the same time as the level design in the
level they're playing.
-----------------------------------------------------------------------------
from the doom-editing mailing list (doom-editing@nvg.unit.no)
on fri, 5 aug 94 16:02:48: