=================================================================== # 1.11 == _ /////// ///// // // // __ _ _ _ __ _| | _____ / // // // // // / _` | | | |/ _` | |/ / _ \ / // // // //// | (_| | |_| | (_| | < __/ / /////// // // // \__, |\__,_|\__,_|_|\_\___| / // // /////// // // |_| ================================================================= 08/24/94 == ------ [intro:] ------ talk about the next id game 'quake'. pure facts. direct quotes from id employees _only_. the remarks on this list were all publically made, so i hope id doesn't mind me passing this along, allthough bare in mind, that quake still is in a very early stage, so everything here could be a total lie, as american 'yes, that really is my name' mcgee always likes to put it. feel free to post this or upload to the net. send comments or additional information (with source and date) to jschuur@studserv.zdv.uni-tuebingen.de. i'm still looking for the original quake faq someone posted on a.g.d. a while back. i know 90 % of it was satire, but i'd like to have another look at it, so if you have it, let me know please. thanks. for that matter, i'd like to get in touch with the original author of the quake faq, since i'd like to start the (un)official quake faq (unless he or hank leukart aren't interested). on a side note, you might want to check out my doom www page, which also carries the newest copy of quaketalk. it can be reeched via mosaic, lynx or any other browser at http://hp11.zdv.uni-tuebingen.de:2611/doom/doom.html. ------------------------------ [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 bare in mind that 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. ------------------- [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 will carry a '> ' in the first collumn. these will be the updates since the last copy. check out the version history at the end too. ---------------------- [the magazine articles:] ---------------------- ----------------------------------------------------------------------------- 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." ----------------------------------------------------------------------------- ----------- [the quotes:] ----------- ----------------------------------------------------------------------------- from johnr@idsoftware.com's .plan: The next game is going to blow DOOM all to hell. DOOM totally sucks in comparison to our next game, QUAKEThe Fight for Justice! QUAKE is going to be a bigger step over DOOM than DOOM was over Wolf3D (ya know -- DOOM = pong). We won't start developing QUAKE until Fall'94... ----------------------------------------------------------------------------- from help@idsoftware.com's .plan: on July 25th 6:14pm This will not be out until sometime next summer. John Carmack is currently designing the engine. Multi-player should go something like this: Someone owns a fast server somewhere. You dial in and join the game in progress. Ten or more people at a time can be in the world. You will not NEED a Pentium to play QUAKE. Everyone knows you don't need one for DOOM either... but it doesn't hurt anything. ----------------------------------------------------------------------------- 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: from jay wilbur on irc Wed Aug 24 21:35:32 MESZ 1994: >'Quake is working. Carmack is testing the concepts.' >'a quake faq...already? ... bitchin!' (on quaketalk ;) ----------------------------------------------------------------------------- ---------------- [version history:] ---------------- ----------------------------------------------------------------------------- 1.00 (early august) - first edition. i simply cut and pasted all the quake quotes from romero and the .plan's in a file and spiffed it up a bit. 1.01 (08/16/94) - added credits to ddt's email about quake and changed the intro. 1.10 (08/22/94) - added the magazine article section and the version history. 1.11 (08/24/94) - jayw's brief quake comment on irc added. ----------------------------------------------------------------------------- ------ [intro:] ------ no outro yet. maybe next time ;) -j -- /=======GB d--(-) p--- c++ l+(++) u++(+) e+ m---@ s+/- n-(--) h--()========\ |joost schuur, reutlinger str. | "anger is a gift" |"the state must | |92d / 23, d-72072 tuebingen | zack de la rocha, ratm | die." diablo | \=======f(+) t+(++) r y+=====jschuur@studserv.zdv.uni-tuebingen.de========/ /ex