Now that Quake 2 is finished I thought I would update my .plan again. I first want to thank John Romero for the great compliments he has given us on Quake 2. It really means a lot to me. John has always been my design hero in a way. When I first got to id I shared an office with John and tried my hardest to design like him. The style and design techniques that you see in Quake 2 were heavily influenced by the things I learned from him. There are two things I want to clarify from his .plan update. The first one is that Paul Jaquays was the designer on the base secret level "train", not Brandon. That was Paul's first real level he built for Quake 2 and as a first time level it's simply amazing with its vertical scale and complexity. Second, I would also like to add that Brandon did a ton of clean-up and monster placement work for the Waste unit and the Mine unit. At id no one person does all the work on any given map. Because the design of Quake 2 was so large and complex a team effort was needed to get everything finished. When you look at a list of names and maps you can't really understand everything that went into creating them. For example, the "security" map was originally started by me, it was later passed on to Christian to finish. After I realized that I needed to add a connection to "mintro" from it, I took it back to add an end. When I was done with that it returned to Christian to add a basement area. Then the last day before we shipped I changed the top area again. As you can see I built its foundation, but Christian also added a ton of stuff to it. "Security" isn't the only map with such a long history - power1, mintro, hangar1 (especially), and hangar2 all have similar stories. The list of maps and names in Romero's .plan reflects the person who built the level's foundation but does not reflect all the clean-up and tweaking done by the others. If anyone has a question about a map feel free to ask any designer, chances are they did some work on it and can answer your question.Editors/Quake 2
I want to publicly thank and congratulate all the designers here that worked so hard to make such an awesome game. No one person could have done what the team did. We have become so strong as a team and I believe we work so wonderfully together that I can not wait until we get started on the mission pack.
Had an outstanding trip to California (I always enjoy going out there). Left Wednesday to C/NET in San Francisco to film a piece about Quake II, which should be aired on Dec. 20th (still haven't quite figured out where it can be seen, but when I do I'll let everyone know).You let us know soon now, you hear? :P
Hiya,I'll let you come to your own conclusion...
I know you must have gotten a lot of mails trying to explain thisbut I'd still like to share my too cents.
* The institution is called BPS (not USK) (Bundespruefstelle fuer jugendgefaerdende Schriften) I can't really translate that, just for those who care...
* ANYONE can submit what's called a 'complaint' to the BPS if this person thinks that a certain publication has a bad influence on the young=under 18
* the BPS then checks into this (=plays the game, reads the bood, watches the movie etc.) and decides if it puts the games on the booboo list
* If that happens the publications
- cannot be advertised
- cannot be desplayed publically (=on shelves etc. that are open to the public)
- cannot be sold or shown to anyone under eighteen
The idea might was obviously ok, but what peaple have made of itreally sucks:
* Magazines are afraid to review those games because they fear that a positive review can be judged as an ad (duh)
* A lot of stores won't sell the game because they don't want the trouble of selling something they can't display and having to check the customers age. (Some just don't get it and think it's forbidden or sumthin or they fear bad publicity)
* Internet sites actually have pulled(!) the whole directory that contained levels etc.
* Asswhipes like certain laywers have decided its their sole duty to file complaints to the BPS (as in most cases of id's games)
If Activision decides not to publish Quake 2 in Germany its their choice.They could (under the restrictions mentioned above).
I personnally think it's time to get people going against this. We needa rating system as it is common everywhere else. You can see whatrestrictive policies lead to.
BTW: Wolf3D actually was banned (not indexed by the BPS) because of Nazi symbols, Nazi pictures and other things. Selling is forbidden. People had it anyway.
amnet.cfgNow, I don't see a zoid.cfg... Conspiracy! :)
impulse 1 has been redesigned, reorganised, and reopened. go check it out atCreative Labs 3D Blaster drivers & BIOS
over the coming months we're planning lots of cool stuff, including
reviews/previews of hardware and software, as well as interviews with people
in the community and at softco's (check out our interview with Christian
Antkow of id software at:
Some updated issues that I've come accross;BloodShot
- "Connection Refused" does not necessarily mean that the server is fullas I previously stated. Looks like there is an issue with servers not properlyclearing out clients who have disconnected. I'll get the lowdown on thislater on today (ie: you get a "connection refused" when there are 4/12 people on a server)
- MouseWheel issues. MWHEELUP/DOWN don't seem to work very well. Will bouncethis off Brian
- Servers sending you data even though you've disconnected from the server
- NT Users getting lagged sound. Try setting "s_mixahead" to 0.5 or something.(I use 0.2 on my NT system) This is a known issue with the way NT handles WAVs
- "NET_SendPacket ERROR: WSAEWOULDBLOCK" trying to connect to a server? Fails to connect
- Tweaking TCP/IP packet size in the Windows registry + Quake II == BAD. Will bouncethis off John
December 10, 1997 (early AM)BloodShot
I ran the first set of benchmark tests tonight. The test system is an Intel Pentium 2 AGP system w/ 64MB of RAM. The operating systems are Win95 OSR 2.1 and WinNT 4.0 SP3. The boards that I'm testing are:
- 3Dfx Voodoo2 SLI PCI (3Dfx Voodoo2, dual TMU, SLI)
- Quantum3D Obsidian XS-100 4440 (3Dfx Voodoo, dual TMU, SLI)
- 3Dfx Voodoo2 PCI (3Dfx Voodoo2, dual TMU)
- 3Dfx Voodoo PCI (3Dfx Voodoo, dual TMU)
- Diamond Monster3D (3Dfx Voodoo)
- STB Velocity 128 PCI (NVidia RIVA128)
- Diamond Viper 330 AGP (NVidia RIVA128)
- ATI Rage Pro 3D AGP (ATI Rage Pro)
- 3DLabs Permedia 2 AGP (3DLabs Permedia2)
- PowerVR PCX2 PCI (PCX2)
- Rendition V2200 PCI (Rendition V2200)
- Diamond Stealth 3D PCI (Rendition V2100)
- Intergraph Realizm PCI
- Voodoo Rush PCI (Voodoo Rush w/ 6MB)
Boards notably absent, and likely not to be tested because of prior poor performance:
- Pyramid3D-based boards
- Number Nine Imagine128
I'm also going to pass on testing the Canopus, since it likely won't have significantly better measurable performance
Yes, I'm well aware that the test system we have is a little on the high-end side, but I simply don't have time to run all these benchmarks in all these iterations on multiple systems. I'm going to be testing performance at 16bpp resolution, 24bpp when available, in gl_modes 2, 3, and 4 (512, 640, and 800, respectively). When possible I will disable/enable VSYNC, and I run all the tests in fullscreen. The tests are also going to be run using DEMO1 distributed with Quake2.
Right now we're waiting on new drivers from several vendors. Today I managed to test the NVidia PCI & AGP w/ their MCD, a regular 4MB Voodoo, the Quantum3D Obsidian board, the Voodoo Rush, the Permedia2 using their ICD, the PCX2, and the Realizm (in a Pentium Pro 200 w/ 128MB of RAM). Tomorrow I hope to test the NVidia PCI & AGP w/ their ICD, the Voodoo2 SLI, the Voodoo2 non-SLI, and the Rendition stuff. By the end of the week I hope to test the dual-TMU Voodoo.
This should be interesting stuff...I can't give out any REAL big info, but I will say that the slowest so far has been 10.8fps and the fastest is over 30fps -- quite a spread! I'm fairly certain that the slowest board has been tested already, and that the fastest board has not.
Will keep you folks posted.
December 9, 1997Hope this some of you guys out there in Quake-Land.
Go into Video Options, and change your resolution from 320x240 (or whatever you have it at) to 640x480or above.
Then try to connect to a server (in the console typeconnect xxx.xxx.xxx.xxx) and once your in the game youmay reset the resolution back to normal.
Hope this helps, and happy fragging!
December 9, 1997How about a server with NO time-limit for those of us who have problems changing maps? :) Hook updated also with the following:
There is another Quake2 server running at the offices at:
16 player limit.
15 minute time limit.
No frag limit.
December 9, 1997He also had a second update today, but we won't print that, due to it being an anecdotal mumbling and all. <G>
To answer some questions:
- you can't compare GLQuake TIMEDEMO scores with Quake2 TIMEDEMO scores --
they're different demos, different technologies. Yes, in general Quake2 is
going to be slower than Quake1, which makes sense given that Quake2 has more
complex levels, more complex monsters, and performance intensive effects such
- if you see messages like "EXT_multitexture not found" or something like that,
IT'S NOT A BUG. These are information messages, not errors, letting you know
what OpenGL extensions have been found on the current driver.
For you IHVs testing stuff, go to a simple location and do a "cl_testlights 1",
"cl_testparticles 1", or "cl_testentities 1" and use "r_speeds 1" to see
performance analysis. This will allow you to tweak your drivers in a very
focused fashion when trying to increase texture management, pointparameters,
and Alias model rendering (respectively).
SOMEONE (I won't name names) sent me mail complaining that lately my plans
have been less technical and more anecdotal mumblings. Yes, they have. That's
because WE SHIPPED! WOO-HOO! When you're done you don't have nearly as much
to talk about as when you're actually running around fixing bugs and
implementing new stuff.
So just assume that for the next three months or so that there will be a ratio
of at least 5:1 of "irrelevant crap" to "something vaguely technical".
I'm currently tentatively looking at speaking at the University of Florida on
January 21st. I think they're anticipating a turn out of about 35 people, if
there are going to be more people going, PLEASE let me know -- i.e. if you're
going to drive down from a neighboring town or something. The topic is going
to be non-technical stuff having to do with getting into the computer industry,
how to succeed, what makes a good programmer, etc.
Okay, I'm off to fix a multitexture bug and to run some benchmarks.
We're trying to debug an issue with dedicated servers in Quake II. I'mWell?! What are you waiting for!
running a server under the debugger here on my PC at;
If a bunch of you could hop on and play there as well, we'd all
appreciate it. Please note: This is *NOT* a permanant server.
Hi! Here in germany Activision will not distribute Quake2, cause it was indexed, before it was released. Its a law to protect the youth. (Hey, here in Germany you canbuy beer aged 16 yrs. confusing, eh !) If a game (or book....) is indexed, it can be sold, but thedealer is not allowed to display or to offer it. Evenif Q2 is in the stores, it's not in the shelves, okay !There. I hope that puts an end to this...
No adds will appear anywhere. Even magazines will not beallowed to test and comment Quake2. So almost nobodygets to know Q2 is out and Activision germany would only sell to the ppl, who read www.quake2.com or other sites.Not that much. Maybe 10% of all QuakeUsers here.So they refused.
My dealer said me to import Q2 himself and so the USversion might be available before the German one inhis shop. But what's the difference? Who cares !
Wolf3d, Doom(][), Quake, ROTT... they are all indexedhere, but they got indexed some weeks or at least daysafter the german release, so ppl knew the games.
Strange story. When Quake was releases here, the Shareware was already indexed, but not the full release, that included the SW. They suck over here sometimes!
Well using the timedemo things I read off your page my friend and I ran some fps checks on our systems... I know the standard now is PII 266 with 64 megs EDO RAM and w/o sound but maybe your readers would like a more realistic reading of Q2's speed on normal/average computers with sound.Thanks again guys. Score one for the low end users =-) . (note: we may have more benchmarks coming...)
System 1 is a K9 200 MMX with 64 megs of SD Ram running a Millenium 2MB video card (crap yes I know) and a Sound Blaster 32 pnp
- It recieved 9.1 fps at 640x480 with low quality sound
- It recieved 16.5 fps at 320x480 with low quality sound
- It recieved 9.0 fps at 640x480 with high quality sound
I must point out that although 9 fps may seem low and bad Quake2 is so much smoother than the original that I can play with these frame rates with little or no problems. In fact Q2 looks better and runs much more smoothly than Q1 at the same resolutions. One possible reason for this is that K6 processors love win95 applications and quake2 has no DOS components that would slow the processor down like quake1had.
System 2 is (weird) a Pentium 120 overclocked to 137 mhz with 42 megs of non parity ram running a Millenium 2MB video card (crap again) and a Sound Blaster 64 value
- It recieved 9.7 fps at 320x480 with high quality sound
System 3 is a K6 233 with 64 megs of SD Ram running a MilleniumII 4MB video card (okay card) and a Sound Blaster 64 value
- It recieved 10.1 fps at 640x480 with low quality sound
- It recieved 20.2 fps at 320x480 with low quality sound
- It recieved 9.8 fps at 640x480 with high quality sound
- It recieved 12.5 fps at 512x324 with high quality sound
- It recieved 19.6 fps at 320x240 with high quality sound
We attribute the difference in fps for System 1 and System 3 to be because of the video card and possibly audio card. The K6 200 and K6 233 have the same bus speed (66mhz) so the 233 cannot transfer data to the video card and sound card any faster than the 200 can. (Again this is all unproven but just our ideas)
Again this is using: "timedemo 1" "map demo1.dm2" at the console...