Dyno on vacation
11:20 PM EDT
Dyno of Dyno's Quake 2 news is on vacation for 7-12 days..... so no updatess will be made to that site for a while.
Quake 2 meet reminder
10:48 PM EDT
The Quake 2 meet is tomorrow, Tuesday June 24, 1997, at 8 pm EDT, in Undernet #quake2. The rules are: Don't act lame, and do NOT /msg the id guys... all questions and talk will be in the channel and not outside. I will be there logging it for release on the page afterwards. Please prepare suggestions, questions, etc. for any/all id guys that show up tomorrow (there will be at the least 1) and take turns talking. Thank you.
alt.games.quake2 lives again
10:47 PM EDT
The newsgroup alt.games.quake2 was something that was around a while ago but filled with spam and no Quake 2 related messages. I recently checked page and was delighted to see that it really is a discussion forum for Quake 2 now and there is not that much spam. Go there if you can! (It may not be on your newshost but probably is since its a few months old now). Don't forget IRC Undernet #quake2 either!
Paul J interview
8:04 PM EDT
Fragmaster of PlanetQuake did an interview of Paul Jaquays, a relatively new level designer to id. Click here to read the interview. There's some Quake 2 info in there plus other stuff.
8:02 PM EDT
Removed some (in my opinion) dead pages from my links. First off, The Vortex really is dead. Second, Means of Destruction's Quake 2 Area is horribly out of date. Third, the Nebula is down till it gets new housing anyways.
Brief Tokay visit
7:35 PM EDT
American McGee visited us very briefly, here is the
log of his approximately 1 minute stay. The dominant piece of news here is that Quake 2's 3 level test will be released to see how the engine runs on people's machines before final is released.
6:13 PM EDT
I've been spending the last hour on and off doing the makeover you guys should be noticing. I added the logs section, said "hasta la vista" to the archives section (just use old news and new news links please) and the About section (there was nothing important in there besides "This is a Quake 2 site"), put the fingers up there... among some other slightly cosmetic changes.
6:07 PM EDT
Remember my partner Nite? He's kind of out of it right now, busy with something else and also his computer has to go to the shop, etc. etc. So for now, I Slipgate am your only Fault Line guy..... just mail me news for now. Nite will come back when he can later...... this is in no means firing Nite or anything, he's just going to be away for quite awhile. Due to this, I've adjusted the e-mail link on the left and I'll stop signing my updates for now since I'm really the only one updating. For those who ask, Nite and I are getting along fine and this is a temporary predicament right now. We'll see what happens later.
Old news at long last
5:09 PM EDT
I took out everything from June 3 to June 17 into an old news installment. I need to find a new way to do old news because the current archive method sucks. I may just keep the "newer news" and "older news" links and eliminate the "Archive" button altogether. Slipgate
Clear up a misconception
5:08 PM EDT
I caused somewhat of a misconception for some people earlier. Entermedia told me via mail that according to who they had spoken to, Quake 2 etc. was being showcased on computers with 64 mb 3dfx cards. Wrong. The RAM of the computers was 64 mb, the 3dfx cards were 4 mb (the same as the ones on the market). So yes, video-wise Quake 2 will run as smoothly for you as it did in E3 (putting aside processor differences that is). Slipgate
Quake 2 Tidbits moves
5:07 PM EDT
The page Quake
2 Tidbits has moved. The webmaster took up Petra_PMS's offer I mentioned earlier for hosting on QUAKE FACTOR. Congratulations to him and his new home, I've updated the link. By the way, keep in mind that if you want to be hosted on Quake Factor, you can still mail Petra. Slipgate
John Cash plan update
5:06 PM EDT
John Cash had this to say in his .plan:
Back from E3. I was only there
for saturday, but it was a blast. Thresh is a freak of nature... a freak
with a Ferrari now. We've gotten some rest and can get back at it now. Sorry
nothing exciting here, but I haven't gotten out much
That's all. Slipgate
Calling all good pages wanting hosting
12:10 PM EDT
Calling all good pages wanting hosting, go to QuakeFactor and
drop a line with Petra_PMS. It's good hosting on a fast server from what I can see, so I advise you guys/gals with good pages to get off Geocities now at long last! Slipgate
sCary on Quake 2
12:07 PM EDT
sCary put up an E3 thing
on ritual.com. It includes a lot of stuff about Quake 2 including weapon descriptions. It's a LOT to quote so I'll just advise you to go read it there. Slipgate
My Anniversary and Quake's!
9:55 AM EDT
Yesterday (June 22) was the one year anniversary of shareware Quake. June 22, 1996, shareware Quake version 0.91 was released in IRC EFNet #quake :). Quite an event.
I'm happy too because today is MY page's anniversary! Yup, 3 months ago today I started the Fault Line (March 23) on a Geocities account I held for a while. Since then a LOT has happened, I've come into some reputation at last, and the page has moved twice. First to Mindspring, and then here to Quakemania. It's truly incredible that it was three months ago today that I wrote a paragraph of html on a whim and here I am. Wow. Slipgate
Redwood's E3 Review
9:54 AM EDT
Redwood has an E3 review section up on his page, and he has this to say about Quake 2 there:
Quake II was amazing. The main
things I saw that were different from my Quake 2 Preview #1 from last week
was the all new weapons textures. These were amazing and really added to the
game. The weapons shown (railgun, submachine gun, futuristic shotgun, and laser)
were wonderful looking. The weapons were offset to the right and moved around
depending on what was happening. One some weapons, you'd even see the guy's
hands readjusting their grip if you let is sit idle. Unfortunately, the few
monsters that were shown had broken AI so you couldn't see all the cool stuff I
saw last week. One other cool thing I saw was American McGee's subway train
(see Quake 2 preview for screenshot) that launched and subsequently blew up.
This was very cool.
To get to his Quake 2 preview, go to his page (the link was up above). Cool. Slipgate
John Carmack updates plan
9:38 AM EDT
John Carmack updated his plan file. Here it is quoted:
Ok, I'm finally updating my .plans at the top like everyone else...
E3 was interesting, and the tournement went extremely well.
You would think that the top deathmatchers would be an evenly matched group, seperated by mere milliseconds of response time, and the matches would be close.
Its not like that at all. There are master players. And there is Thresh.
We were watching him play with our jaws hanging open. I don't think he was
killed a single time in the finals. He did things we had never seen before. It
was amazing to watch.
I feel a lot better about the contest now, because even if the sixteen
finalists weren't necessarily the sixteen best players due to internet
issues, I do think that the grand prize winner IS the best single player.
The level of sportsmanship was gratifying, especially given the stakes. No
sore losers, no tantrums. Everyone was cool.
After the finals, a japanese champion (highroller) asked for a match with
Thresh. I expected him to pass, considering the pressure of the tournement,
but he happily accepted, and delivered an eighty-something to negative-three beating (which was accepted with good grace).
I don't see much point to any more big tournements until a few more of these
mutant superpowered deathmatchers show up...
As far as everything else at E3 goes, I saw a bunch of good looking games, but
I am fairly confidant of two things:
Nobody is going to eclipse Quake 2 this christmas. Different tradeoffs are
being made that will appeal to different people, and there are going to be
other products that are at least playing in the same league, but Q2 should be
at the top of the pile, at least by the standards we judge games. Several licensees will be picking up all the Q2 features for their early '98 products,
so games should get even better then. (ok, I guess that is just my cautious,
long-winded way of saying Q2 will rule...)
Some notable companies are going to ship longer after us than they are expecting
to, or make severe compromises. I wouldn't advise holding your breath waiting
for the quoted release dates. Relax, and let the developers get things out in
Ugh. I haven't coded in three days. Withdrawal.
Withdrawal :). Anyways, there's the cake. Slipgate
9:31 AM EDT
Remember, tomorrow night at 8 pm EDT, Undernet #quake2, DO NOT FORGET! :) Slipgate
Phoebus at E3
9:21 AM EDT
Phoebus is now back from E3 and spouting info about a lot of games. He didn't talk more about Quake 2 ( :( ), but he did witness a deathmatch between John Romero, John Carmack, Christian Antkow, and John Cash. John Carmack is a lot better player than anyone assumed. Go to the Cult of Phoebus. Slipgate
Hook and Disruptor IRC visit
1:11 AM EDT
Brian Hook and Disruptor stopped by IRC late. Here is the log
of the visit...... Hook eventually left, but Disruptor stuck around although
he was away so the log is good to post now. I don't know how useful this
log is for Quake 2 info though (you'll see what I mean). Thanks to WU-GFK
for sending me the log :). See you in the morning. Slipgate
Quake 2 meet UPDATE
12:55 AM EDT
Two tidbits on the Quake 2 chat. First, Christian Antkow (Disruptor) and Brian Hook said they could come (Christian told me directly and he told me later in the IRC visit that Brian was going to also). I haven't heard from other id guys yet but that is good so far. Secondly, I was trying to find a JAVA chat applet to get to Undernet #quake2 that I could put here for people having trouble accessing IRC to make it to the meet, but so far I haven't found a chat applet I can USE. Anyone who can give me any help in this respect is appreciated. By the way, as far as the meet goes, when you join an Undernet server, wait till it says "End of /motd command" then type /join #quake2, or if you get a window asking you to pick a channel to join type #quake2 there. I think that should so far cover most everyone's questions, now is the time to e-mail me if you still can't get it. Slipgate
Brian Hook plan update
12:48 AM EDT
Brian Hook updated his plan late yesterday but I got busy with personal
things. Here you go:
June 22, 1997 (part 2)
If I seem a little temperamental, it's because people keep asking me the
same questions in e-mail and on IRC. So I'm putting answers in my .plan so
that folks can come here for a single central source of information.
Anyway, once again, if you're buying a board today for Quake, get a 3Dfx Voodoo
board -- Obsidian, Monster3D, Flash3D, or Righteous3D, whatever, they're all
basically the same for GLQuake (and Quake2).
Okay, now that THAT'S out of the way, let me make it clear that I can't
comment on upcoming boards. If I have access to prerelease boards, in all
likelihood I can't comment on them because of NDA issues. If I don't have
access to a prerelease board, then I can't comment because of lack of
knowledge. So PLEASE, quit e-mailing me asking me what board you should
get or if you should hold off on getting board for several months! The
answer will remain the same -- until I say differently, the 3Dfx board is the
one to get.
One more time, if you want to get the best board today for GLQuake, you should
get a 3Dfx Voodoo-based board. In Christmas things will be different, but I'm
not psychic, so I can't tell you what board to buy for Christmas.
I CAN say that I'm pretty interested to see how well the NVidia RIVA 128,
ATI Rage Pro, PowerVR PCX2, and Rendition Verite V2200 will
Many thanks to Rotwang for informing me
although I got to this late. Slipgate
Disruptor visit to IRC
9:10 PM EDT
Disruptor (Christian Antkow) stopped by Undernet #quake2 to talk to us
rabid dogs. Here's an edited version of the log, provided by DWork and edited by me. I have to thank
Prophet, Q_Wolf, and Rotwang and some others for all taking the effort to log
this, but in the end I had to use 1 copy :). Slipgate
Quake 2 Impressions 2
6:08 PM EDT
Lithium (the guy who runs http://www.planetquake.com/sin/ and PreyStation was at E3 and saw Quake 2. Here's what he told me in a DCC chat over IRC.
Slipgate: What did you see? Can you describe anything?
Lithium: I saw everything baby :>. Man, Quake 2 really will make people spooge, it was one of the most impressive things I saw at E3.
Slipgate: So go on.... describe cool things you noticed and stuff.
Lithium: I can't remember the weapons I saw, but I know there was a chaingun and a laser pistol type weapon.
Slipgate: Yup..... enemies?
Lithium: The game of course had enemies, the ones you
saw in the screenshots... Very impressive modeling... I was impressed...
Slipgate: No new enemies were shown off? As in, all the enemies had been seen before in screenshots?
Lithium: One thing that really caught my attention was the sky...
Slipgate: The sky... tell me about the sky, I've been hearing about it.
Lithium: OK. There was 1 that was a stationary background consisting of a palace type creation...very cool, the other was a night sky with dark grey clouds, an animated sky. It was very cool. The crowd loved the game, and think it will be a huge hit.
Lithium: The demo allowed people to actually play the game and get a feel for the engine.
Slipgate: Did you see the female at all? ... A feel for the engine? how much different could it be?
Lithium: No, i have heard that the female might not be included.
Slipgate: Well, they intend on the female/male option,
but the "current" female model might not be in, and the whole female idea is an experiment anyways.
Lithium: The engine isnt much different, I wasn't completely swept off my feet by the current weapons (I mean the chaingun (rotating chain gun which q2 had) has been around for a while).
Slipgate: What about the railgun (the weapon in the Adrenaline Vault pic)?
Lithium: Oh yeah...the railgun was cool...it of course had a light blue spiral that emiited a magnetic field apparently that forced a metal piece at extremely high speeds towards an enemy. The booth was extremely crowded at all times, so mostly I was on my tiptoes grabbing glances... Will be truly a spectacular game...
Slipgate: Any breakable things in Quake 2 or Hexen 2?
Lithium: Didn't get that far in Hexen 2, and not sure about Quake 2... people were just having fun watching the monsters. Well I have to tell you that it will be worth the wait. It is one of the few games actually waiting to use the Quake 2 engine. Man I can't remember much more about Quake 2, might have to ask Redwood or something. I saw way to much to remember everything :>.
Let me extend my thanks to him for talking to me about what he remembered for a while. By the way, yes, the transcript above is edited :). Slipgate
Quake 2 Impressions
5:19 PM EDT
Earlier I mentioned that Vlad_Drak saw Quake 2 at E3
and was talking about it. More recently he gave me further impressions on
Quake 2 here:
The gameplay already resembles,
say, dark forces (*puzzle wize*) as I had to do some crouching (already bound to the "c" key) in order to blow out a couple of computer screens (animated very well) in order to disable some force barriers (transparent FBs).
I could hear the sounds much better, and American is doing a very good gob IMHO. I kept making the sound from the rail gun all damn day long when expaining the weapon to others... yes, I am a nut.
The AV pics are, of course, of the Rail Gun. This is the same weapon that has the *incredible* trails of blue spiraling-corkscrew particles, that fade ever so smoothly...
I shot the head off one of the enemys then watched him wiggle on the ground for a sec before I Gibbed him to all hell. The gib animation is very very smooth, with gibs of different sizes that kind of linger (not for long) in the air, while the blood move a little quicker to the ground. Great dynamic there.
There was a map called jail4_e3, so you'd think there is a jail theme for one of the missions (obviously) but its still early in development, so who knows if it remains.
Got to play the map with the monorail that was in the sshots... It looked great.
The above was quoted exactly from him..... everything sounds great. Slipgate
NAWC Gold messageboards
5:10 PM EDT
NAWC Gold has messageboards up now to discuss many games, including Hexen 2, Unreal, Golgotha, etc. etc. etc., and of course Quake 2 is included. I suggest going and posting a message to the Quake 2 messageboard. Thanks Prophet. Slipgate
SandMoose's E3 report
5:09 PM EDT
Sandmoose made an E3 report that mentions Quake 2 briefly. Thanks Rotwang. Slipgate
Brian Hook plan update
5:04 PM EDT
Brian Hook updated his plan. Here is what he had to say:
June 22, 1997
Slight clarification about yesterday's .plan. Yes, Direct3D is available on
WinNT as of SP3, however as far as I know it's only DirectX 3, NOT DirectX
5 which is available on Win95. Not only that, I don't think that hardware
acceleration works under WinNT with Direct3D yet. Yeah, like I have the time to
deal with Microsoft's incompetence.
While I'm here, just wanted to mention THAT THERE WILL BE NO GLIDE VERSION
OF QUAKE! Doing a native Glide port offers us _nothing_. Nothing at all. No
performance increase, no new features that we want to support, no more access
to customers. Nothing. The OpenGL drivers that 3Dfx is working on give us all
the performance, features, and customer support that we could ever want.
Wow, he seems upset..... Musta been getting lots of mail. Slipgate
Slightly new screenshot?
2:08 PM EDT
Is this picture new? Sorta.
Hope you liked that despite the fact that its not much. Slipgate
1:58 PM EDT
Someone asked how to get to the IRC channel for the meet, so I'll explain
it here for everyone. First, go here to download a version of mIRC suited for your system.
Next, run mIRC while connected to the Internet. Pick a server labeled
"Undernet" listed as an area being near you (for example, North Carolina is
nearer to Virginia than California is). Type in a nickname you want in the
nickname area of the same connect window, and then hit connect. When you get
joined to IRC, type /join #quake2 at the prompt line in the status window. Then
you'll enter the channel and be in the channel window. Things you type on the
input line in the channel window are things your saying, so type something in
and hit enter. Observe the conversation and talk yourself. Any further
questions can be e-mailed to me. Slipgate
1:57 PM EDT
I had to mention this KillCreek interview. Slipgate
Great new Quake 2 page
1:24 PM EDT
A new Quake 2 site has been created named "Quake2 Tidbits". Click
here to get to this
very good page. I'm adding him to my links. Slipgate
12:45 PM EDT
eXscape has Quake 2, Unreal, Hexen 2, and Daikatana stuff here. Thanks
to the man, Prophet. Slipgate
New 3d card
12:42 PM EDT
Cain told me to post this URL... where
there is a story about a new 3d card coming out better than a VooDoo 3dfx
and only for $199. Well, here's the link to follow (you'll probably need
to scroll down at this point): www.gamecenter.com/News/. Note to some: that URL is case
sensitive, the N in News must be capital.
Kickin it at E3
12:40 PM EDT
There's tons of bits about different games including Quake 2 at OGR's
Kickin it at E3. Thanks to Prophet for that news bit. Slipgate
We know what that weapon was
12:31 PM EDT
The weapon in the Adrenaline Vault screenshot (scroll down for the blown up
version mentioned yesterday) is the railgun. How do I know? Martin Kozicki,
the executive content manager at Entermedia, mailed me and told me that. Many
thanks to him for clearing it up for me. Slipgate
Quaker Joltmeal returns
12:28 PM EDT
Quaker Joltmeal has
decided to make a comeback because its old webmaster erraticAvoid decided
to. Let's hope it stays this time. I loved this site before and I love it
again. I added it to my links once again :). Slipgate
12:24 PM EDT
Quake II: Say
No More is an article by GamePower. It says some stuff we know but is
an interesting read nonetheless. Thanks to Rotwang for informing me. Slipgate
Entermedia Day 2 at E3
12:21 PM EDT
I thought E3 was over now, but here is their day 2 report from E3. Thanks to Prophet for
that bit. Slipgate
3d card benchmarks
12:19 PM EDT
For benchmarks on lots of good Direct3D and OpenGL compliant 3d accelerators,
click here. Thanks
for that news bit. Also thanks to him for sending me info about this
ElecPlay thing titled GLQUAKE NOW RUNS ON MORE THAN THE
12:03 PM EDT
Adam Christensen was the hit #25,000
to the Fault Line. Wow..... I still remember the day I had 6 hits. (I'm
not joking there :) ). Anyways, he was nice enough to send me
this screenshot. I like his Windows color scheme.....
anyways thanks man.
12:47 AM EDT
Go here to follow the letter about OpenGL support to Microsoft
and what response it's been getting. Slipgate
12:43 AM EDT
Rotwang sent me a blown up version
of the Adrenaline Vault picture we got before with the Hexen 2 picture..... he got the Quake 2 picture on its own and enlarged it. Here you go:
Thanks man..... we can now see the weapon (but I wonder what it is!) Slipgate
Disruptor plan update
11:59 PM EDT
Disruptor updated his plan...... he's gotten back from E3.
For those of you who attended E3,
I have just one thing to say...
There are those who can talk shit, and there are those who can deliver the
Quake II is going to be id Software's best game ever.
Uhh..... that's all I have to say, I'm too zonked. Slipgate
Is this new?
8:42 PM EDT
Not sure if this is new but check this
GameCenter thing. Slipgate
Another Hook visit
8:36 PM EDT
Hook came on IRC again! Here is the log. Thanks
again to Rotwang. Slipgate
Another finger update
7:04 PM EDT
Here is the finger update from Brian Hook for the day:
June 21, 1997
I've looked at the SGI multitexture specification and it looks like we can
use it pretty much as-is and only require IHVs to implement a subset of it
for Quake2, so this may be the route we go.
We're now beginning to look at mass particle extensions. Particle systems
are currently being rendered with lots of independent triangles, which is
horribly wasteful, since we're transforming 3x the data we need. All we
really need is a scaled point API (the regular GL_POINTS primitive is for
unscaled points which aren't what we want), preferably one that allows us
to batch up a bunch of particles in a single particle system and pass it into
the driver. I'm talking to IHVs about this right now.
On another note, we are NOT interested in doing a Direct3D version of Quake2
at this time, nor for the forseeable future. While DirectX 5 has the much
improved DrawPrimitive API, it's a dollar late and a day short. We committed
to OpenGL quite a long time ago, and it satisfies our needs in every way. Sure,
if something drastic happens and OpenGL "just goes away", and IHVs quit working
with us, we may have to reevaluate our position at that time. But that time
isn't now, and we're very happy with the way things are going.
Supporting Direct3D right now offers very few benefits, would likely require
a significant amount of engineering time on our part, and would probably
turn into an absolute support nightmare. Not only that, the main thing that
Direct3D offers us is broader driver support on low-end hardware, and to be
honest, support for slow, feature-poor hardware is not high on our list of
Another problem with Direct3D is that it is tied directly to Win32. With
OpenGL we get hardware acceleration with very little trouble across a wide
range of platforms, including SGI, WinNT, Win95, and other platforms. Direct3D
isn't even available on WinNT today, and WinNT is our primary development
platform. Asking us to switch to Win95 as our development platform is NOT
likely to go over well.
So, I hope that clears THAT up.
Cool..... I want to thank DEAD_M from Undernet #quake2 for telling me about
this plan update. Slipgate
The sixth Hook visit
6:30 PM EDT
Brian Hook recently got off of a long IRC chat with us... his sixth visit
to the channel. Click here to read the log.
Many thanks to Rotwang for logging
1:59 PM EDT
Next Generation has a little
story on Quake 2. Slipgate
12:07 PM EDT
Remember that screenshot yesterday from Avault? (Click here
if you don't) Well, I got this mail concerning it (this is a partial and
not complete quote of the e-mail (I removed the hotmail sig):
First of all, I worship your page. Love it. Q2 is gonna "Rule the
Cosmos." Anyway, I was wondering if you'd wanna do a blow up (or get a
blow up from someone at id) of the pic from the Avault. It looks *very*
Tanus, thank you very much for the compliment :). I will look for a blowup
or try to acquire one from id. Slipgate
Quake 2 meeting REMINDER
11:57 AM EDT
The Quake 2 meeting, remember, is next Tuesday at 8 pm EDT. Be there or
be square (god I hate that phrase). Also remember where it is, Undernet
#quake2. Hopefully some guys from id can make it. By the way, no llamas
are invited :). Slipgate
11:54 AM EDT
If you've stopped by the Quake
2 Nebula recently, you'd see that he's moving to his own domain... give
him a few days to get set up there though :). Slipgate
11:49 AM EDT
Here's two stories on Next-Generation of your interest:
impressions of Quake 2 (they are spooging)
Software sets the record straight on who's using Quake engine and who's using
"Quake 2" engine
Thanks to Prophet
for both those stories (those of you interested in Prophet should click on that
link :). Slipgate
Katarn hits 900
11:48 AM EDT
Wow I stayed up late last night. Anyways, last night I was cruising the
different Quake 2 pages I have links to, and when I stopped by Katarn's
Quake2 Area I found I was hit #900. For some reason or another
I decided to mail him a screenshot. He's got the screenshot cropped to
just the counter right now, but if you want the WHOLE screenshot, click
here. Here's an interesting bit: Look at the bottom
of the screen and see which tasks I have running if your curious :). Slipgate
Entermedia sends me some info
12:35 AM EDT
Here is a mail I got from Martin Kozicki of Entermedia (he said he'd send
me E3 info). Thanks to him for sending it! Here you go:
I'm sitting in our hotel in Atlanta right now looking over the press
materials picked up at E3. So far it's been a great show, although quite
taxing on the mind and body. It's hot here... very hot.
QUAKE II is being displayed at the Activision booth in a huge display
next to Hexen II. Three terminals are available using very large
monitors. I was informed that they are running the demo on 64MB video
cards based on 3Dfx technology. The GL version, which is absolutely
astounding, runs perfectly smoothly. I was also told that GLQuake II
runs at a decent frame rate on a P166 with a 4MB 3Dfx card. As you can
tell, 3Dfx has made quite a showing as well.
Lighting effects are very cool as are the monsters. The death sequences
are cool, and you can see enemies physical features change when attacked
(i.e. blood splatters and holes aappear, and arms and heads can be
knocked off). One of the coolest weapons was the railgun, which fires a
blue energy attack that could easily take out most enemies. The one
omittance was AI control. Enemies stand still. They'll attack and
pursue, but only when aggressed. Impressive stuff.
I'll have more tomorrow, and there's some good information in our News
recaps going up every day.
Btw, I met Tom Hall today (face to face, finally, after 18 months of
e-mail!), and we got to play Daikatana. It was decent, although it could
be better as development continues. The main weapon in the Greecian era
is a discus; go figure!
Many thanks to him again for giving me this news! Slipgate
Previous Quake 2 screenshots
10:58 PM EDT
I got the previous six screenshots from GameSpot in the Screenshots page. To
save the hell on your cache I won't put them here, go there. Slipgate
Avault Quake 2 screenshot
10:52 PM EDT
Go to here on
Adrenaline Vault and scroll down to 16:16 EST. The top half of the picture
is a Quake 2 screenshot, the bottom half is a Hexen 2 screenshot. Thanks
to Rotwang. Slipgate
Hook IRC visit
8:54 PM EDT
Click here to read the fifth visit to Undernet #quake2 by Brian Hook. Thanks to PensPhreak
for sending it to me. Slipgate
GameSpot Quake 2 pics
8:05 PM EDT
GameSpot released six Quake 2 pics. Some of them are bigger versions of
pictures we've already seen, some are recent screenshots with the big
IGN logo removed, and some are sort of new. Go here
to get them. By the way, look at that URL, aint it funky? Thanks to Rotwang
for that news. I'm at work here getting the six screenshtos on the
screenshots page now. Slipgate
Entermedia on E3!
7:30 PM EDT
Entermedia is at E3 of course..... and boy do they have stuff to say about
it. Follow this
link to hear about what they saw on their first day at E3 (includes 3d
games and other games, and yes they saw Quake 2). I'm rather excited that
they are getting lots of coverage done because Entermedia is well, uhh, look
on the left frame, OK? :) Slipgate
OGR NewsNet bit
6:55 PM EDT
Check out this link
to see which games are "kickin' it" at E3 (Quake 2 is one of them). This
by OGR. Thanks Prophet. Slipgate
Brian Hook plan update
6:47 PM EDT
Brian Hook updated his plan about some disappointments in hardware. The
quoted update is below:
June 20, 1997
We're figuring out how to deal with multitexture extensions. SGI wants us
to go the "official" route, which is to do whatever the ARB decides, but
we're operating on a bit of a tighter timeframe than this really allows. For
expediency we've already started developing a _really_ small API for
multitexture support under OpenGL, one that is only really appropriate for
Quake2 and that will hopefully go away after the official multitexture API
comes through. This API is currently a whopping two functions and one
extension string, and is all we need to get support with PowerVR and 3Dfx,
but until John gets back from E3 I can't move on it.
Just found out that the PowerVR doesn't support all the blending modes we
want, which SUCKS. I'll say this one more time -- support ALL OpenGL blending
modes if you don't want your hardware to suck! If the PowerVR ships enough
units then we may have to do some hack for them (and maybe folks like 3DLabs
in a similar boat that don't have proper alpha blending) and use white
The net effect of this is that if we support the PowerVR or 3DLabs Permedia
chips that in all likelihood their owners won't have colored dynamic lighting.
I know, that sucks, but it's not our fault if hardware sucks.
Thanks to Rotwang for informing me
about the plan update. Slipgate
6:44 PM EDT
I wanna do some stuff to streamline and add support to this page. One thing
I want to do is (possibly) remove the fingers section and put the fingerlinks
up above the news like some pages have it. A QuakeFinger type thing isn't
really that feasible right now, but I'll look into it. I also want to add
a logs archive. Also, updates have been a little more scarce because I've
been working on a secret project. What is it? It's secret, wait. Slipgate
Reports from the Front
12:09 PM EDT
Apologizing now for the late update, I slept in today :). Anyways, PoLish
of Quakemania as well
as Phoebus of Cult
of Phoebus (both at E3) have given us a little report on what they've
seen so far with Quake 2. Here is quoted what PoLish had to say about Quake
2: Quake 2 is absolutely amazing. The
kinematics, colored lighting, weapons, animation, monster, textures,
everything were an exceptional improvement over Quake. Here is what
Phoebus had to say (a little longer):
The most impressive aspect of
Quake 2 to me is the weapons animation. The guy's fingers twitch as he
clutches his weapon. Colored lighting. The kinematics of the enemies. The
animations in Quake 2 are overall far better than any others I've seen. Quake
2 reminds me a LOT of what I've seen of Turok's animation, actually. When you
fire this chaingun type weapon, the longer you hold down the mouse button,
the faster it shoots, and the light it emits changes from red to green to
reflect this. The use key is in Quake 2, as it will be in Sin, too.
Sounds great! I wish I was there. Slipgate
12:08 PM EDT
Brent McLeod sent me this mail about
models, which I sent along to Paul Steed of id and asked him about. The
letter Brent sent me is quoted below, and following it is Paul's response
I could be completely off, but
I think what American means when he says the monsters will have as many frames
of animation as your computer can handle is this: Bascially, the artists will
generate the "key" frames for the models to be animated with. But, if for
example, it takes 1 second to get from frame A to frame B, and your computer
is running at 30 FPS, the engine will automatically generate the 28 in-between
frames. Thus, 1 frame per frame drawn.
Paul Steed basically confirmed this. Here's his response:
That's pretty much correct. When
we animate, all of our animations are done at 10 frames per second. If the
machine can run the game at 30 frames a second then instead of making the
character look like he's going in fast forward, the code does treat those
frames as key frames inserting 2 frames in between each frame of the original
animation. There is a slight problem with this type of linear interpolation,
however. It tends to "over-smooth" the animation and make the model seem
excessively pliant or "wobbly". John's currently working on correcting any
problems of this nature, though. Overall, I have to admit that the animations
do look very sweet with the extra frames via the interpolation.
Many thanks to Paul for responding to this, which is a very interesting piece
of info for model makers and video-card knowitalls :). Slipgate
Response to my rant
12:07 PM EDT
Glenn Phillips sent me this response
to my rant and let me print it when I asked.
Just wanted to drop in my $0.02 about your rant on Gameplay. This
started out as an afirmation on your opinions on gameplay but has ended
up as "Why Quake single-player sucks."
I thought the fun of Doom was that there were always monsters coming
from everywhere, but that if you were quick enough you'd live.
The monsters should not be as tough as they are in Quake. I mean, you
could run through Doom fraggin away like Rambo, feeling great. You could
run into a room you'd never seen before and be confident that you had a
better-than-average chance of living, even on the Ultra Violence
difficulty, not pausing to save the game.
Come to think of it, I don't think the monsters in Quake are very well
balanced at all. The perfect example is the Death Knight who takes THREE
rockets to knock down usually, versus the Enforcer, who can be gibbed
with one! The death knight is definitely too tough...
Lets think about this more.
I for one thought the "base" levels of Quake were the most fun. Why?
Because the monsters in didn't ALL need to be pummelled away at for ages
before they'd die. The enforcer, dog and grunt are fun opponents, you
know they're easy shotgun fodder. Then you always get to the medieval
levels and the two main opponents become the ogre and the death knight,
who aren't all that fun. The ogre is okay I guess, I can believe that
he'd need 3-4 double barrels up his wazoo before he'd die. What about
the Scrag? Well he's okay, but he disrupts the game-play since the
double-barrel is useless for him, and he has this really annoying way of
getting in your face, so that auto-aiming doesn't work. IMO, if you're
going to have two 'medium death level' opponents like the Ogre and the
Death Knight then you need to balance this with plenty of easier bad
guys. The Zombies don't count, because although they're great fun
(Ithink I could gib Zombies all day) they are fairly few and far
between. Perhaps this is one reason that the first mission pack is so
much fun - they made the gremlin who is fairly easy to kill and voila
you've got a monster that you can send against the player in packs for
him to blast away at.
What do you remember of Doom? I reinstalled Doom II on my PC recently
and had more fun playing Doom single player than I did Quake. I found
that very depressing. I don't think there was a single moment in Quake
that compared to the first time I played Doom, was in E1M8(?) and rode
that elevator up. Then there was this loud roar as the Hell Demons woke
and I thought, "Whoa! I'm in trouble here!"
Waking up Cthon compared, but wasn't the same. And as for Shubby, the
less said the better. I don't ever want to beat a boss in such a wussy
way again. It just seemed like a cheats way to "win."
Anyway... just my opinion. The great thing is that it seems id realises
this and I think I remember from one of the American IRC logs that the
monsters were gonna be balanced more like Doom's.
By the way, Glenn, I remember ALL of DOOM because I still play it :). I agree
about the Chton thing and stuff....... you've said what I was thinking but
I did it in fewer words :). Slipgate
9:36 PM EDT
One of the guys on Undernet #quake2 (Vlad_Drak) was at E3 today and played Quake 2 and some other stuff. Here is a stripped
down log of what he had to say tonight. He talks mostly about Quake 2 but a
little bit about other stuff he saw. Good read, thanks to him for letting me
use this. Slipgate
9:07 PM EDT
Breifly had the wrong link for the FAQ, fixed now. Slipgate
The UltraGP thing
8:37 PM EDT
Of all the screenshots on the aforementioned UltraGP feature, all were
old except these two:
Hope you like that. Slipgate
eXscape E3 special
8:35 PM EDT
for an eXscape E3 special including a Quake 2 mention. Slipgate
UltraGP Quake 2 feature
8:26 PM EDT
UltaGP has a Quake
2 feature talking about new features and including new screenshots. Slipgate
7:59 PM EDT
I fixed the link to Prestige's page (Quake
2 Channel), accounting for the move and the rename. Slipgate
Quake 2 at E3
7:39 PM EDT
is a Quake 2 at E3 story on Next-Generation. Slipgate
E3 Quake 2 preview
7:33 PM EDT
to get Gamespot's Quake 2 at E3 preview. BTW, check out that URL, funky crap. Thanks
go to Prophet. Slipgate
7:31 PM EDT
to get to a GameCenter story about Activision's ActiveNet, a gaming
service by Activision like Kali etc. to play Quake 2 Hexen 2 et al. Thanks
go to Rotwang for telling me. Slipgate
Good Hook IRC visit
7:16 PM EDT
Brian Hook came on Undernet #quake2 again and answered lots of questions. Fortunately,
I actually got there before he left and got in some questions myself. Check
out the log. Very good, read through it! My
thanks to WU-Saif for logging the whole thing. Slipgate
7:14 PM EDT
Check it out using the FAQ link on the left. Slipgat
The #Quake2 yearbook
5:10 PM EDT
Spam, runner of Quake2.com's
news section, has started up the Undernet
#quake2 yearbook. It's just begun now, he is adding op's profiles as
he gets them and quotes also. I'm submitted him "my profile", go check it
out as well as the other stuff it offers. Slipgate
Gameplay is most important
4:59 PM EDT
I've decided to rant on gameplay a little bit. Alright, my favorite gameplay
situation is when the action is nonstop and I keep on playing and before I
realize it I've gone through four-five levels. Not easy, but intense yet
doable. More than making it hard I want games to make it fun. Doom Episode
1 is a perfect example to me. I mean, it's somewhat of an effort but
otherwise really easy, right? I play fast and soon I'm a few levels ahead,
and maybe its not completely difficult and stuff but its fun and I'm really
in the moment and excited and such. Games these days? I need to save my
game, try a few times before I get it, eventually stop playing, and when
I come back to the savegame the excited feeling there was is gone. For
example, Quake Episode 2 (no offense to John Romero intended) is such a bore
for me that I have to push myself to actually finish it before I bore myself
to death. It's kind of depressing that games are going that way. I'm all
for making games harder, and also them getting harder as you go along,
but it needs to be fun and exciting and thrilling more than it needs to be
a crucible that will take five weeks to survive. Uhh, there's my rant. What
do you think? Slipgate
4:58 PM EDT
I'm going to add a "Logs" section to this site, as well as possibly
a "Plot" section with the recently released plot on the Activision site. Slipgate
Brian Hook plan update #2
4:57 PM EDT
Brian Hook did his afternoon plan update recently. Here you go.
June 19, 1997 (afternoon)
Got GLQuake running on a PowerVR PCX1. Not particularly impressive,
but the fact that it works at all is kind of neat. When we get a PCX2
here I'll do some more testing. Unfortunately we have to use yet another
OpenGL mini-driver -- if this continues to be the case, we're going to have
to come up with a clean system of switching between OpenGL DLLs. We already
run into this problem on Realizm + 3Dfx systems.
We may do some small tweaks to Quake2 to get the PCX2 running faster and
more effectively. We don't mind doing _minor_ things to make the OpenGL
version of Quake2 run faster on different hardware, just don't ask us for
massive rearchitecting of the rendering engine.
Those of you with a head on your shoulders about 3d acceleration should
mail him. Slipgate
Brian Hook plan update
3:04 PM EDT
Brian Hook had also updated his plan today. Here you go:
June 19, 1997 (early AM)
All the pieces are finally coming together and I'm getting a
real good idea what Quake2 is going to be like. I played
through a level (sort of), and with the new lighting, the
frame interpolation, new weapons, crouching capability, and
the new weapon effects John just put tonight, all I gotta
QUAKE TWO IS GOING TO KICK SOME SERIOUS ASS.
Paul Steed is the UberStud. The new levels look great, the
art is cool, and the sounds are awesome. I've been a here
less than two weeks, and I'm truly reaching my first "holy
fuck, this is gonna rock!" endorphin rush.
I love this job.
Carmack and textures
2:45 PM EDT
Here is a tidbit Quake2.com got about textures in Quake 2 from John
> plug: 16 and 24 bits textures for quake2! plug: .PNG and .JPG
Probably .tga format.
Interesting indeed :). Slipgate
Carmack updates .plan
2:19 PM EDT
John Carmack cleaned out his entire .plan file and replaced it with today's
plan update, FULLY quoted below.
I'm pretty damn pleased with things right now.
We are just buttoning up the E3 demo stuff, and it looks really good. It is
clearly way alpha meterial, but people should be able to project where it is
The timing is a bit inconvenient for us, because we still aren't quite through
with converting all the .qc work that Cash did over to straight C code in the
new engine. The monsters are just barely functional enough to show, with none
of the new behavior in. If E3 was a week or two later, the demos would almost
be real playtesting.
Q2 is going to be far and away the highest quality product id has ever done.
There are new engine features, but the strength of the product is going to be
how everything is fitted together with great care. (don't worry, next year
will be radical new technology all over again)
Sound is being improved in a number of ways.
All source samples are 22 khz / 16 bit, and you can restart the sound system
for different quality levels without exiting the game. high quality sound
will require more memory than the base 16 meg system. The system can
automatically convert to 11 khz / 8 bit sounds, but we are probably going to
include a seperate directory with offline converted versions, which should be
slightly higher quality. Homebrew paatches don't need to bother.
Sounds can now travel with a moving object. No dopler effects, but it
positions properly. (well, spatialization is a bit fucked this very instant,
but not for long)
I finally got around to tracking down the little bug with looping sounds
I have intentions to do three more things with the sound engine, but the
realistic odds are that they won't all make it in:
Voice over network. I definately don't have time to do a super-compressed
version, but I can probably hack something in that the T1 players would have
Radiosity sound solution. Its obvious in retrospect, but it was a "eureka!"
thought for me when I realized that the same functions that govern the
transport of light for radiosity also apply to sound. I have research plans
for next-generation technology that include surface reflection spectrums and
modeling the speed of sound waves, but I think I can get a simplified
solution into Q2 to provide an ambient soundscape with the same level of
detail as the lightmaps. I'm a little concerned about the memory footprint of
it, but I'm going to give it a shot.
Syncronized, streaming sound from disk. Special events and movie demos won't
need to precache gigantic sounds, and they can rely on the timing.
Q2 has a generalized inventory structure and status display that should be
adaptable to just about anything anyone wants to do in a TC.
On saturday, I give my 328 away at E3. I know that there were lots of issues
with the contest, and to be honest, I probably wouldn't have done the
nationwide contest if I could have forseen all the hassle (I could have just
given it away at #quakecon...), but the finals should still be really cool.
It just wasn't possible to make the contest "completely fair". Not possible
at all. In any case, I don't think anyone will deny that the finalists are
some of the best quake players around.
I doubt I can convey just how well things are going here. Things probably
look a little odd from the outside, but our work should speak for itself.
I have been breaking into spontanious smiles lately just thinking about how
cool things are (of course, that could just be a sleep deprivation effect...).
We have a totally kick-ass team here.
We are on schedule. (no shit!)
We are doing a great product.
Everyone watch out!
If you skipped past that, go back and read it all. By the way, one of the logs
before mentioned that Methods of Destruction is doing the Quake 2 music, they
2:17 PM EDT
Brian Hook paid us another IRC visit. Click here
for the log. Not only that, but Disruptor and John Cash stopped by later on
to talk also. The log of that is here. The major details of these IRC
discussions is that 16 bit color is default, dead bodies would be gibbable, better physics and a lot more. Slipgate
Quake2 Activision page
7:01 PM EDT
Please follow this link to get to the Activision Quake 2 page. They
have the two screenshots and the logo I mentioned earlier. They also
have one screenshot on there I was unaware of which is now below but
is nothing new, and the current plotline in short form, quoted below.
The plot follows:
After years of waging war against
the alien aggressors, the Earth is on the verge of being completely
obliterated. A last effort to bring the mass destruction to an end is
underway. Launched from a giant space carrier, you are part of a secret
assault force sent through an interplanetary gateway in single-manned pods.
Shortly after landing on the alien surface you learn that hundreds of your
men have been slashed to just a few. Now, you must do what entire armies
could not: fight your way through heavily fortified military installations,
lower the city's defenses, and shut down their war machine. Only then, can
Earth even hope to launch an air assault. Only then, will the fate of all
humanity be known.
Sounds really cool. Slipgate
Quake2 meeting UPDATE
6:19 PM EDT
Since some people asked, I'll tell you: the chat occurs on IRC Undernet
Quake2 new link
6:18 PM EDT
I forgot to link http://www.meccaworld.com/quake2/.
Problem fixed. Slipgate
Quake2 meeting rescheduled
4:25 PM EDT
This is possible to change, but the Quake 2 meeting that was going to be
this Saturday is being rescheduled. New time? Next Teusday, at 8 pm
EDT. That time is subject to change of course if need be. The main reason
for the rescheduling is to put it after E3 so we can talk about what we
hear there, and also so that id isn't over in Atlanta busy with E3 and they
can come on too. Slipgate
4:16 PM EDT
Three id folks updated their plans. Todd Hollenshead (CEO), Brian Hook,
and American McGee are those three :). Thanks to Rotwang
for telling me.Anyways, the plan updates (in no particular order) follow.
The American McGee plan update regards the TIME magazine article about
John Romero (check the TIME magazine issue that you recently got in the
mailbox, or get it at the newsstand or wherever). It quotes aforementioned
article and has a little response. Things aren't looking peachy keen
between id and ION, I hope we aren't dragged into a continuing back
and forth here:
> "Three-D is like Technicolor,"
says Wilson, pooh-poohing
> the value of Carmack's perpetual tinkering with his game
> engines (the latest, code-named Trinity, is due next year).
> "Once you're there, you're there. It's time to focus on content."
If our technology is just like Technicolor then I think it would be fair to
say that Trinity will be something similar to a "Holodeck" in comparison with
present day media.
I think that Technicolor is nice and all... but it's technology that is 50
years old. Just because no one has really moved basic movie technology
forward in the past half a century doesn't mean that 3D game technology is
just going to stand still at this point.
If you want to keep playing with your little crayons, be my guest...
but id is about to launch this industry into something that Mr. Wilson
obviously has little comprehension of. Stand still in front of this
powerhouse and you will be crushed. We've done it before and we will
do it again. Just watch.
Wow, I am becoming disturbed at this. No offense to American, but I think
it was summed up really nicely by this quote from Mike Wilson in the end
of the TIME article: "It's an interesting soap opera we're creating here
in Dallas," he says. (TIME magazine June 23, 1997 P. 57) Anyways, moving
on with the other plan updates :).
Here is Brian Hook's plan updates I've been missing out on :):
June 18, 1997 (early AM)
Short note for a request someone e-mailed to me. The gist of
it was "Should we wait for the new breed of cards, or should
we just get a 3Dfx Voodoo board now?"
Personally, I think you should get a 3Dfx Voodoo board now. I
have two main reasons for this -- I don't know when the next
round of good boards (NVidia RIVA 128, Rendition Verite V2200,
3Dfx Banshee, etc.) is going to show up, and I'm not sure how
good they are going to be. In all likelihood the RIVA 128 and
the V2200 are going to be pretty good parts, but whether they'll
be a generational leap over the Voodoo is pretty doubtful in
So go get yourself a Voodoo graphics board and enjoy GLQuake
today instead of waiting for an indeterminate point in the
future to take the plunge.
Hope that helps!
June 17, 1997, part 2
I finished changing QE4 to use multiple GL contexts instead of
a single global context with multiple DCs, and it works MUCH
better now on the Permedia. The Permedia actually makes a
really good level editing accelerator now.
I wanted to see if going to multiple contexts fixed the Oxygen's
problems, unfortunately my testing machine finally gave up the
ghost, so until it's repaired/replaced I won't be able to do
much more testing.
June 17, 1997
I am rapidly learning that most people's OpenGL ICD drivers are
pretty flaky things. The only OpenGL ICD we have that is vaguely
reliable is the Intergraph Realizm's, and even it has its share
of problems (including a Blue Screen of Death on NT 4.0 SP3
Once again, I'm not down on OpenGL -- it's tough to make a robust
driver when there isn't much software driving it. Hopefully
drivers are going to get better, and I think that Microsoft's
MCD driver model is definitely the right way to go. I highly
encourage _everyone_ who is building 3D accelerators to support
the MCD driver model -- you may think it's studlier to go with the
ICD, but it's not studly to be trashing people's systems because
of poorly tested drivers with never-executed code paths.
John fixed a bug in Quake2 where it was looking for a texture
bind extension when it isn't necessary, so we gave the Oxygen 102
another chance, and it died again.
Which reminds me: Quake2 is only supporting OpenGL 1.1, support
for OpenGL 1.0+extensions is being removed. For those IHVs who
aren't 1.1 compliant yet -- get with the program.
Windows OpenGL Lesson O' the Day #1: Don't rebind DCs to contexts
on the fly. It's supposed to work, but this just seems to break
too many OpenGL implementations -- once again kids, SUPPORT THE
MCD DRIVER MODEL.
Windows OpenGL Lesson O' the Day #2: Don't reuse a display list
between contexts unless you've called wglShareLists. I forgot to
do this and exploded my Realizm. Not good.
I'm still waiting for Rendition to release the OpenGL MCD driver
for their Verite, since I think that would make a great low cost
Quake level editor board that's also capable of playing GLQuake
and Quake2, albeit slowly.
Finally, I'd like to say that most of the hardware folks we've been
working with have been very responsive with regards to bug fixes
and what not. I'm confident that when Quake2 ships that several
decent OpenGL boards, both consumer and professional, will work with
it just fine.
Todd Hollenshead's first ever plan update:
I decided to wait until I had
something important to write about in my .plan file before updating. My copy
of PC Magazine came today which included their list of the "100 Most
Influential Companies in Personal Computing". You can check out the list at
www.pcmag.com. id Software was ranked 30th, ahead of GT Interactive (41),
CUC International (46)(parent of Davidson, Blizzard, Sierra On-Line, et.
al.), and Activsion (74) in the interactive entertainment industry. No other
game development company was even mentioned. Other companies of note left in
our dust: Texas Instruments, Advanced Micro Devices, Sony, Cyrix, AT&T,
Xerox, Sharp, NEC, CompuServe and many others. It just goes to show that a
small number of highly motivated and talented individuals can overcome
competition from some of the world's largest and most recognizable companies.
BTW, after going through some of the stuff from Quake 2 with Tim Willits
that we'll be showing at E3, it wouldn't surprise me if we're in the Top 20
this time next year.
And that is all :). Slipgate
Two IRC visits
4:15 PM EDT
Tokay and Brian Hook (seperately) visited #quake2 on Undernet (Tokay's
visit being yesterday). Click here for the
Tokay log. Here's the Hook log, which would be Brian's second visit to the
channel, and Tokay's fifth (logged that is :) ). Slipgate
Official logo and 2 new screenshots
4:14 PM EDT
The official logo for Quake 2 as well as two new screenshots have been
released. These are copies I got off Redwood's page :).
Quake 2 is looking nice but that logo looks a bit obvious as a relative
to Quake 1 :). Slipgate
Quake, Quake 2, and the stylized are registered trademarks of id Software, Inc.