How Quake (the videogame) changed my life forever.
derelict-compendium.blogspot.com
derelict-compendium.blogspot.com
It lead me towards building websites and writing about games, and out of the Quake community I met people who ran Unreal websites - they gave me a copy of their CMS, and I ended up learning PHP/MySQL from it and building and designing bigger and better websites.
I dropped out of my Mechatronics/CS degree to pursue programming for a living - which lead to my first exposure to the then-revolting idea that programming and design were different disciplines. I spent years bouncing back and forth between the two, never quite fitting in, but learning a ridiculous amount along the way.
Now I'm at Google, technically employed as a software engineer but leading the design of a large product. I probably would have ended up somewhere in the software industry anyway, but I believe that I'm in this exact position, the best job I could possibly imagine, because of a chain of coincidences that were kicked off by Quake and its modding tools.
The broken physics and quirks of Team Fortress in QuakeWorld is what really caught my eye. I was hooked like a fiend. I was recruited by many guilds and known for my 9600BP lagging , teleporting and fragging! Not to mention my 1MB cirrus logic integrated video card, it chugged along at ~12FPS in 320x200(?).
I got interested in manipulating Quake. Living in MS, there were no mentors for learning to program or script. I went in blind and came out with a few mods.
Years later, I ported team fortress with quakeworld physics into Enemy Territory, (Feb/Mar 2004?), but never found anyone interested in doing the sound or graphics.
Obviously, my original endeavor into quakeC led to a whole new world of coding and languages!
At this point, I had a few life changes. I made a handful of lifetime friends from IRC and my old clans.
Now, looking back, it was Quake and my natural ability to tinker that led to my pursuit of a degree in computer science/bioinformatics. I am currently in my junior year.
I emailed John Carmack a few times asking for legal advice regarding using shareware Quake 1 models in a development version of my port of QuakeWorld to ET. He gave me good advice and has been a great influence.
Oh, and trying to figure out how to make VIS run faster on a BSP map was the end of me. VIS took forever, and I mean forever, to run on my 100mhz computer.
<< At the end of all this, it wasn't just Quake that really changed my life, my wife did. Quake gave me a direction to point in, and my wife picked me up and pushed me forward when I thought the road was closed to me. >>
Later on I added support for DeHackEd so you could modify the exe to change things like weapon speed power. Pretty sure I had support for setting up multiplayer games as well.
It was all written in Turbo Pascal and had a really nice GUI where I programmed all the primitives (radio boxes/check boxes/scroll boxes/buttons/etc) myself from scratch.
I really really wish I still had source code to the thing, but I lost it years ago. I was really proud of it.
It's a bit like the Apollo project :)
"The kind of stuff that most people think is really cool now, but would immediately relegate you to punching bag status, and honestly not very cool with the chicks back then."
I think you probably just started spending a larger proportion of your time with people who share your interests. Fantasy novels are still not cool in high school. :)
But of course, games and game modding has had a profound impact on a lot of technical folk. Many late nights bending BSP trees to my will in Valve Worldcraft ;)
Great story.
But my story isn't as awesome as the author of the article's.
Amazing that a simple 256 color animation from 1989 can change your life ;)
Thanks id.
Ah, Qoole was the first level editor I ever tried. What I vividly remember about Quake 1 though was all the mods! I spent hours tying up the phone on a 14.4K modem hunting for new stuff to try.
Grappling hooks, bots, friendly attack dogs, Quake Rally which converted it into a racing game, Air Quake which added pilotable helicopters and tanks... I didn't get into coding until UnrealScript, but Quake 1 definitely got me into the internet.
I had been exposed to Linux before but Quake was what caused me to run it on the desktop at first. The networking stack was significantly better than on Windows. It also caused me to learn scripting in a unix environment to parse logs on the server we placed at my brother's office.
I've been creating new weapons and battle modes on Amiga (in a tiny, tiny window) and playing those on PCs at school.
I've learned a lot about game physics, geometry and program design.
Kudos for making Quake programming approachable, portable and so much fun.
LEAK LEAK LEAK
Oh how I hated you.