Happy 20th Birthday, Quake
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Finally I had enough money for a PC to play Doom, my brother and I played Doom for a couple of years on our home lan. I played dialup doom with friends. I played Doom with the mouse and keyboard because it was the only easy way to strafe kill someone "easily". and then Quake came out.... I went to a friends place and they were playing DM. I hadn't even heard of Quake. I was like "What is this game" "Oh its Quake, by those guys who made Doom". I had to get it. I had a 486. Wasn't ever going to fly. It ran like shit. You couldn't run out and buy a AMD cpu to play it on either because of the FPU. You had to have an Intel. So I bought a second hand Pentium 60, and off I went! I still remember the day I got the Pentium 60 and 8mb of ram and now I could also run Windows 95 too.
Quake was a genre changing game, probably one of the most influential games ever. id loved to make modifiable games, and Doom had quite a solid mod community, but Quake was really the Internet's child. The Quake servers that came online initially were dark foreboding places for anyone not on a fixed line connection. You'd be dead before you knew what happened, so then Carmack created QuakeWorld, with the predictive movement, and suddenly online gaming FPS on a modem was a whole new experience.
So many game sites spawned from the advent of Quake that are still around today. Entire media companies popped up around it.
People have mentioned in other threads why didn't more people use SVGA mode. The answer is because no computer could run it at an acceptable speed. What came of that? GLQuake. Then people were buying shitty (not at the time!) Voodoo 3dfx cards to play GLQuake, with the broken GL implementation Glide, and thus the video card arms race was born.
I got my first real job because of my affiliations with the Quake community. My first true love (who I met through Quake), "Internet friends" that I made playing QuakeWorld that I am still friends with today.
I don't believe any other game has had anywhere near as much influence on my life, or gaming in general.
I remember as well when QW came out and my friends would refuse to play it, considering it cheating. So they only ever played LANs, or university connections – since some were studying at the time – which were usually super fast. (At the time, if nothing else.)
So many great memories.
https://eev.ee/blog/2016/06/22/graphical-fidelity-is-ruining...
Probably to coincide with the anniversary.
The most intriguing part was perhaps that you could transfer ammo between magazines, and empty ones was thrown into the game world.
The developer would go on to make a variant of this that was compatible with Action Quake, with a bit of Matrix influence thrown in (you could climb buildings by "wall jumping").
All of its graphical simplicity both helps make the game world more modifiable, and encourages users to use their imagination to interpret the world, just like simple LEGO blocks do.
And here's the paper for it: http://developer.amd.com/wordpress/media/2013/02/NPAR07_Illu...
Clearly you've never played TF2.
I personally prefer the art style approach over trying to make it realistic/technical approach by making realistic representation as if it was real life. TF 2 > Crisis
This is a BIG why the Indie Game movemnet
Of course, IMAO.
Me and some friends who played a lot together back in the day, some of us belonging to the same clans, are doing a re-union LAN later this summer as a kind of celebration. Can't wait! :o)
That's not true at all. Wolfenstein 3D was a raycasting engine based on cubes. Doom used BSP trees and allowed for much more varied level geometry without right angles everywhere (although there still were no sloped floors).
Doom added semi-dynamic lighting, arbitrary line angles (wolf3d was only grid-based), and moving segments.
Maybe not as large a leap as from Doom to Quake, but at the time it was significant.
Doom-to-Quake was a bigger technological leap, going from a hacky 2.5D raycasting engine to a fully polygonal 3D environment and renderer.
But Wolf3D-to-Doom was a bigger gameplay leap. Doom could do enormously more with level design and the visual experience than Wolf3D could. Quake being fully 3D didn't really do all that much for the player experience over and above Doom.
But the engine was highly mod friendly. I think i have at least a couple of CDRs somewhere (if they are still readable) Stuffed with zips downloaded from Fileplanet.
Everything from grand projects like Team Fortress, to small one man mods that was not much more than a collage of weapons.
This in large part because the game logic was implemented using quake-c, and the compiler was freely distributed.
Quake had a similar impact because that's when we migrated from keyboard to mouse for looking around - given it was truly 3D and all. But I have to say that the Cyberdemon > Shambler, despite how cuddly the Shambler looked.
Happy Birthday Quake!
I did one year earlier in Descent ;-)
Ahh, multiplayer was so much fun.
Did they release screenshots in 320x200 because that was the lowest common denominator resolution? Windows 95 was out at the time so I know people would have been able to view 640x480x256 screenshots.
I think, they initially wanted to release it for high powered 486s (66 Mhz or higher), where VGA was really the only option.
The perspective correct texture mapping used a divide per 8 pixels, and this required a high-powered 486.
In the end they more or less dropped 486 support, because they did perspective mapping using the FPU, which allowed for parallel processing of pixel output and the perspective divide on the Pentium (averaging just a few clock cycles per pixel), but caused slower processing on the 486DX which had a much slower FPU.
I still preferred VGA over SVGA on my Pentium 133Mhz, because it was significantly more smooth.
About 3 months later I upgraded to a Pentium 200 and realizing that I'd been playing at 1/3rd speed because the 486 just couldn't handle it. Red Alert become much more fun after that.
Wasn't it Mode X, i.e. 320x240?
vid_describemodes
Lists all available video modes, built-in and VESA.
vid_mode #
Switches the video mode to mode #. Quake has 11 built-in modes:
0: 320x200
1: 320x200
2: 360x200
3: 320x240
4: 360x240
5: 320x350
6: 360x350
7: 320x400
8: 360x400
9: 320x480
10: 360x480
0 is the default mode. Modes above 10 are not built in, but are VESA
modes which may be supported by Quake and your hardware. Use
vid_describemodes to see the available VESA modes.As a result, even though you could set Mode-X explicitly, it wasn't optimized so it went slower than plain 13h and wasn't even page-flipped. So there wasn't a compelling reason to use it, except for the square pixels.
I agree it is wrong to call it "VGA", as the VGA (Video Graphics Adapter) was able to display graphics in a variety of resolutions.
The standard resolution used for games was the 256 color 320x200. VGA allowed a couple of other non-documented and harder to achieve resolutions in 256 color, but this was the standard one, and also Quake's default mode.
640x480 was 16 color.
Standard text-mode VGA was 80x25 characters of 9×16 pixels for a total of 720x400 pixels.
SVGA was even more diffusely defined, as different vendors supported different resolutions.
I've always mixed up "Array" and "Adapter" for VGA, as EGA stood for Enhanced Graphics Adapter, and CGA was Color Graphics Adapter.
Fun thing about QTest1: even though you could only explore a static level and there were no creatures in it, the (then) Doom editing community had a ball delving into the details of the WAD format containing all its data. Finally they were rewarded: id had just dumped their graphics assets into the wad, and there were models inside, including the dragon, seen in the screenshots but, alas, not in the final game.
Quake had such a dark, dreary, earthtone color palette. Unreal was like a rainbow by comparison.
https://en.m.wikipedia.org/wiki/Mode_13h
/E it's also one of the default resolutions of Quake. I mis-remembered Quake as requiring SVGA.
https://github.com/id-Software/Quake/blob/master/WinQuake/da...
EDIT: I should have mentioned the BUILD engine too, written single-handedly by one developer for Duke Nukem 3D.
Ken Silverman was a prodigy of sorts. I always wondered what he would have done if he had ended up staying in the industry.
> 08/24/1993: Ken signs employment agreement with Apogee Software Productions. A special provision on the contract says that Apogee cannot interfere with Ken's education.
Inferring from the first entry in the timeline, he must have been 17 or 18 then.
06/09/1992: Ken's brother, Alan, hogs the computer by
playing a new game titled "Wolfenstein 3D"
06/16/1992: I decide I can win over his time by making my
own version, originally titled "Walken" (Walk + Ken)
http://advsys.net/ken/mrein.htm: stonewall: In 1993 you made a proposal for the Build engine on
behalf of Epic Games. At the time Epic was releasing pinball
games and a year later research began on Unreal. What were your
plans for Build and how did not getting that engine affect Epic?
Mark: I'd say we came out way ahead the way things worked out.
With Ken Silverman (creator of the Build engine) on board we
might not have been as motivated to make our own technology.
Build was good tech and of course Duke Nukem got made with it,
but it wasn't a long-term technology play like the Unreal Engine.
So both Epic and 3DRealms ended up better off for the way things
worked out. 3DRealms produced the monster hit Duke Nukem 3D and,
by complete coincedence, we went on to produce the engine that
they will use for the sequel to it.Maybe because these days you can't get away with a CLI compiler and some freeware to make "total conversions".
To this day, I haven't encountered a better FPS than Quake3. Quake3 isn't the fastest (Painkiller was IIRC), but it hit the sweet spot and today's contenders (including the new Quake) fail to deliver. The new Unreal Tournament looks promising and likely to be a replacement for Unreal Tournament 1.
I've tried and failed to play an FPS with a controller on a console and PC. The games are adapted to the imprecise input devices but it's still nothing like the Quake 3 and Unreal Tournament 1 keyboard+mouse experience. I couldn't get a positive experience out of it, and I hope kids getting started will have a chance to play those games as intended in order to have the full picture.
Graphics make you buy the game, mechanics make you keep playing, and story gives you happy memories afterward. That explains why AAA games have good graphics, average mechanics, and bad stories :-)
Quake 1 had quake-c and a simple compiler (and later decompiler) and some third party freeware to make models and maps.
Come Quake 2 you needed visual-C++ and 3D studio to make mods.
I suppose something came along later on in the lifespan leading up to Quake2?
There's this incredibly high cost curve for assets. Back about 6 years ago the dev:art ratio was about 1:10 and I'm going to guess it's even higher these days.
That's partially also why you see pixel art style thrive in the indie game space. It's the right combination of low production overhead that can still convey a large amount of information/style.
I eventually got GLQuake and did the same for Quake 1, it was so exciting!
The first games I got working on my 3dfx was Quake and Tomb Raider, both game changing for the time.
Quake multiplayer was where I had to abandoned playing "closed style" on a keyboard and instead adopt the WASD mouse and Keyboard style.
Also remember when GameSpy was QSpy, and PlanetQuake was just a fan site?
And the fun of playing Threewave CTF with the grappling hook.
Today I can appreciate how much more advanced quake is.
Does anybody know why it was called quake instead of doom 3?
Trent Reznor makes great soundtracks. Natural Born Killers is incredible.
I seem to recall running into the odd album that was done up in a similar way to bundle images and such for fans.
Found the Wikipedia article on it btw, Mixed Mode CD: https://en.wikipedia.org/wiki/Mixed_Mode_CD
- The multi-player was tremendous for its time.
- The upgrades Carmack made for OpenGL that ushered in the modern GPU era was very big.
- QuakeWorld was a cutting edge experiment that showed other developers what could be done online.
- The modding was excellent. The Quake community of modders helped lay the foundation for the entire 3D gaming industry that was to sprout in the following decade. So many developers that went on to great things cut their teeth modding Quake.
Basic thing was that the engine had few hardcoded limits.
You could implement a crazy number of weapons and/or weapon modes for example. Quake 3 on the other hand was hard capped to the number of weapons the game launched with, iirc.
And all you needed to write a mod, as long as you didn't need new models or maps, was a freely downloadable compiler for quake-c. And compiled mods were easily decompiled. So others could have a look and learn.
There are HD texture packs like Quake HD[3] and Epsilon[4] on moddb that work with either. All HD modpacks for both games are just like any mappack.
For Quake 2 I use Yamagi[5], but there is also KMQuake2[6] which is like Darkplaces from Quake 1. For HRT packs the only one I know of / have used is Berserker[7].
I think all those moddb packages are prebundled with Windows executables. You can just take the data directories and use them with your engine of choice.
[1]https://icculus.org/twilight/darkplaces/
[2]http://quakespasm.sourceforge.net/
[3]http://www.moddb.com/mods/quake-hd-pack-guide
[4]http://www.moddb.com/mods/quake-epsilon-build
[5]http://www.yamagi.org/quake2/
Didn't Joost have a Quake site? I feel like he did.
Time to reminisce: Ran my own Quake levels site back in the day. Meccaworld.com/quake with a lot of the files hosted at quakemecca.simplenet.com because simplenet offered "unlimited" bandwidth. (http://web.archive.org/web/19970217185506/http://meccaworld.... )
If you're looking for some quality Single and Multiplayer Quake levels, most of the links work still (thanks to the magical way way back machine).
edit: to answer my question, yes - http://home.pages.de/~jschuur/
Sometime after that, Joost, ran a directory (remember those?) of Quake-related sites called Slipgate Central for a while.
Here's an old interview with him at the time:
https://www.quaddicted.com/webarchive/hosted.planetquake.gam...
(Man, sure brings back a lot of memories, and not just of Quake; the 'net sure was a different place back then...)
PS Really happy Romero set his URL like that.
It was absolute insanity and great fun.
Such an exciting time.
Also, I recall the main news site covering it had a brick background but cannot remember the name.
I remember playing it on some 486 PCs, now unimaginable, but then it was really great!
There was even a ~700KB (!) version, stripped down to the most necesary: TCP/IP multiplayer with only 1 level, but man, you could bring it to the classroom on a 1,44MB floppy!
Given what I've read about the guys at id though, it's equally plausible that they just liked dark, moody environments and figured their fans would be fine with it. Consider the debate that happened after the initial demos of Diablo 3 came out and some fans were outraged at how "cheerful" the colors were and Blizzard responded with critiques of fan recolorings of demo environments. In the end, they released the Reaper of Souls expansion which had a really dull palette compared to the rest of the world along with responses to other game direction criticisms. Being "tasteful" is not necessary for commercial success in the market today and I suspect it was even less necessary back in the mid-90s.
In some ways Quake started the "real is brown" trend.
That's not to say its visual design isn't really good, though!
Just look at the Quake palette: https://quakewiki.org/wiki/Quake_palette
Note how much of it is wasted on gradients, this is to get the more realistic 3d shading out of relatively few colors. Of course they made some choices in designing Quake to better position itself for a successful result working within these limitations, but it's the limitations forcing their hand.
The engines are very different in this regard, doom had no lighting. In quake you had lighting, and potential for dark shadows. The lighted colors needed to have range to blackness throughout, since they may occur in textures which get cast into full shadow. By limiting the full intensity of the colors chosen, smaller steps are achieved from black to full intensity across the 16 slots each color gradient was given. Those smaller steps improve the rendering quality, but the lower peak intensities contribute to the generally muted color-space of the game.
Doom and Quake do not use the same techniques as you mentioned above, that's incorrect. Quake was a major improvement over doom, doom more closely resembles the faux-3d "raycasting" of wolf3d. Quake is more like a traditional texture-mapped 3d engine, hence its 3dfx-accelerated readiness.
In the past I experimented with RGB direct-color modes in Mode-X (320x240x256) using a 332 format, to have the full color cube available and not have to preselect a fixed palette. This allowed a diverse color-space in a real-time 3d simulation, but the quality of the output was terrible due to the very few shades given to each color from full darkness to full brightness. This is why a game like Quake which would obviously benefit from a direct-color mode still ends up opting for a palette of dramatically constrained colors; it's just to improve the quality of the output.
In the world of 256 colors, the more advanced the 3d engines became the worse the colors got.
The very thing that made Quake so impressive at the time was the 3d with lighting and shadows on our 256-color displays. Nobody was doing that, probably because everyone assumed direct-color was a requirement, and with the VGA the only direct-color you could do was 8-bit "332". So while everyone was waiting for PC graphics hardware to mature a bit, id came along and gave a us a game full of browns, greens, and grays, and we loved it.