Well, the game is jammin' along and looking as expected: AWESOME. I have to have the cinematics done by tomorrow so Sound Deluxe can put the sound and music to it. As far as whether or not I'm happy with the stuff? Is it cool? I'll let you make that call.Quake 2 maps site - Slipgate
Next week I go balls out and tweak EVERY single frame of character animation until they're all dead-on perfect. BTW, anyone out there not using Alias Wavefront with Power Animator on an SGI gets my vote for manliness. You HAVE to use a skeletal system with vertex deformation. Moving objects or groups of vertices around to animate is both barbaric and akin to stop-motion photography. All you Ray Harryhausen wannabes out there go grab Character Studio or BonesPro something and get serious. Any other approach will be both frustrating and sub par in quality.
The CW contest hasn't progressed very much (as in '0'). Either I'm underestimating the number of girlfriends/wives/friends/whatever willing to put on the outfit or the real entries are waiting for Holloween. Hope it's the latter instead of the former.
Finally I watched Disruptor play Jedi Knight for a while and thought the cinematics and sound were great. I could go into a more in depth analysis of what I thought about JK (I AM a SW fan BTW) but I'll go ahead and agree with Kevin: We've been working way too hard.
No particular order | chaosquake2-8.jpg | legion01.gif | helluvalogo2.jpg | 2.jpg | 2b.jpg |
>Hej! (hi, in swedish)Last update till tonight at best - Slipgate
>
>I remember some unreal programer saying they had removed a graphical
>feature which allowed shadows to 'slide' across objects as they moved,
>due to too much slow-down..
>
>Q: Will Quake2 have shadows 'sliding' over objects as they move, or will
>the entire model be shadowed 'on-off' .. ?
Quake 2 will not have any advanced shadow features. Trinity will...
John Carmack
Today someone wrote wanting to know what you get if you play the Demo, and you don't actually 'flip over it', as I promised yesterday.Quake II DLLs - Slipgate
So, all non-flippers will be honorary inductees into the Llama Hall of Fame. This is an extraordinary honor! Something that some people work really hard over an entire lifetime to achieve, and yet others seem to effortlessly obtain, almost as if they have a god given talent or something. You can do this one thing, not 'flip over' the demo, you will leap frog all your buddies and reach the crown jewel!
You're gonna flip over the Demo! (and the full game will be even better!)
I do not comprehend Microsoft's inability to write software that just works.
Here is the latest in my epic saga of "How to Write Software When Your Tools are Written By Complete Idiots". The sad part is that I know a lot of really competent and smart people at Microsoft, yet I guess their code never makes it into production software. Or something like that.
So why am I griping? Dig upon this scenario:
Given two identical machines (Intergraph Realizm workstations, identical driver sets, both dual PPro/200s and 128MB of RAM, both running WinNT 4 with SP3), and given two IDENTICAL installations of MSVC 5 (w/ SP2), and given that both grab an ENTIRE directory of source code (including all relevant project and workspace files) from a central directory, and both do complete rebuilds without touching any compiler options, given ALL this, WHY IN THE WORLD WOULD THEY GENERATE DIFFERENT EXECUTABLES? Different sizes, and in many cases different behaviour.
If I build Quake2 on my machine using the "release build", the DLLs and EXEs generated work just fine. If either Cash or Carmack do the same thing, they get fucked up, bizarre shit like weird spinning worlds and other randomly bizarre stuff.
Did I mention this is with the same basic hardware on everyone's machine? And the same OS? And the same compiler? And the same project file? And the same workspace files? Cash went so far as to format his hard drive and reinstall everything from scratch, and he's getting the same problems. Where are these magic compiler options being stored -- in the Flash BIOS?!
Or maybe I have magic compiler options being stored in my registry...and in that case, well, civilization is doomed and we may as well start building fires with rocks again.
It's like the programmers at Microsoft have neither pride nor common sense.
All right, I'll shut up now, since if I say how I REALLY feel I'll probably piss off even more people.
October 8, 1997For complete clarity, I always used the term Q2Test to mean the game beta. I never meant it as what Qtest was. Also, I'm not the individual who mailed him.
Someone wrote me today and said that there were rumors flying about that QTest2 was coming out soon.
I wrote back and said that there won't be a QTest2. Now there's more concerns from that statement, so let me clarify:
We all along have said there will be a Demo released for Quake. This is a bit different from a 'QTest2', in that QTest2 would lead you to believe it would be the same type of thing as QTest was. QTest was a non-monster-populated, internet playability test. The Demo will not be like this.
The Demo will be released when we are finished with it, and at that time you will get to see exactly what's in it :) And, I promise you will flip over it!
PC Games has just released Quake2 coverage in their latest issue. This includes an in-game shot of that controversial female monster. I'm aware this has previously been on-line, but just to let everyone know :).Work called - Slipgate
(BTW, in other news, Intel just bought out Alpha, the company making that 500mhz chip that id was porting to. So they'll be writing for an obsolete platform :). hm)
[Zerstorer] Tex-Murph
Planetdnf.com's QuakeWorld tournament, Quake-A-Thon '97, is on its final stages. The registration deadline is today and everything is running smoothly. A chat will be hosted tonight on Quake2.com's IRC server, irc.quake2.com so everyone who still has questions or problems regarding the tournament can get their answers there.
Once the tournament has started, the channel will be re-opened for the players, so they can be informed of their status and upcoming matches. Make sure you register and don't miss the chat.
For more information go to:
http://www.planetdnf.com/qthon
If you have any questions send some mail to primodel@planetdnf.com.
Thanks to Quake2.com for letting us use the server for this.
Quake related! Woo-hoo! Okay, nothing special, other than to say that we talked to NVidia today and they showed us an early early early version of their ICD for Win95. Very impressive, given the short amount of time they've been working on it.And Barrett Alexander updated his .plan to say:
Hahaha. Someone pointed out my lack of typing ability, obviously I meant '1998' in yesterday's .plan update.Editor's note: He means me, from yesterday. Click here to see what he's referring to.
Wanted to make sure that everyone who reads the latest issue of Next Generation disregards their lack of fact finding. They say in their 'Alpha' section that Quake II is due out in Spring 1998 (which technically could be as late as April or May), which is incorrect. As we've been saying all along, Quake II will be out this year :)Editor's note: He had mistyped 1988 in his .plan but I corrected it for him :).
"Because it's a free product, it's pretty darn compelling."I noticed he got rid of his disclaimer :).
-- Bill Gates on IE 4.0
Yeah Bill... Compelling me to run Netscape.
I just love it how screen redraws are four times slower with Active Desktop, my taskbar mysteriously reloads, removing the contents of my systray, and how IE randomly hangs while trying to load webpages, forcing me to terminate the process.
Try again Microsoft. Maybe you'll get it right with 4.1.
Small Print: Yes. Four times slower on screen redraws is an exageration, but you get the point. It's more like twice as slow. Ok, well, maybe 1.728 times slower...
A limitation of the original Quake engine was that enemies could not chase the player past certain boundaries within the game architecture; now that is no longer the case as they absolutely will not stop until you are dead (or crush them in a metal press). Players need to use the lay of the land to his (or her, there will be two player types) advantage, hiding in shadows so that the enemy doesn't know you're there, until you're ready to let him know.Gah, as Scary would say - Slipgate
Quake II is gonna bring the whole roof down on 3D action gaming, leaving the others shaking in its wake.
Players can also crawl into narrow shafts or behind crates (to pop up in surprise when the time is right). Another new feature for Quake is a more interactive environment; some walls can explode, giving access to other areas or power-ups and gun turrets can be manned for those times when the chaingun just isn't enough (can you imagine the CTF games where players can defend with these puppies?).
Heres some specs:According to the website they invite any questions people may have.
Quake2 soundtrack is done!!!
Quake2 soundtrack will rock your world!
There will be 15 tracks all in redbook audio format
All together we composed 23 tracks
We used up over 3 gigabytes of HardDisk space for audio
We had 100 liter of coffee and 25 times we ordered pizza ;)
The Screenshot Archive's Quake II screensaver has been updated to accomidate extra image sets. Six extra image sets have been posted as well. Check 'em out:Logo contest progress - Slipgate
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2saver.zip
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2imag3.zip
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2imag4.zip
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2imag5.zip
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2imag6.zip
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2imag7.zip
http://archive.gamesmania.com/ftp/pub/savers/quake2/q2imag8.zip
The subject pretty much says it all! John Carmack's 1000HP Ferrari Testarossa is to be featured in the October issue of "Street Power" The article is appropriately named "EDGE OF DOOM". http://www.mcmullenargus.com/pub/FrgnPerf/strtpwr/default.htm Anyhow, I thought the QUAKE community would find this to be of some interest.
9/30/97Brian Hook .plan update - Slipgate
I've been getting a lot of inquiries about the weapons so since I animated them I thought I could add a little illumination to this subject. Forgive the redundancy if someone has already clarified any of the following issues on one of the news sites. I stay away from the browser since Danni's Hard Drive is just above Redwood's (sorry red) so in order to save myself from being lost in mindless surfing, I miss out on all the late breaking, pulse-pounding, orgasm-inducing tidbits about the world according to Quake. These are the following weapons I've animated for the little game we've been working on for the past oh, 354 days or so...
- blaster
- shotgun
- super shotgun
- chain gun
- hyper blaster
- flare gun
- hand grenade
- rail gun
- rocket launcher
- grenade launcher
- BFG
- Disintigrator (ALTHOUGH Kevin says this may be questionable making it into the final cut)
Some other weapons that have been discussed but I have not seen or animated are:
- mines
- sticky bombs
- a low-yield, hand-carried, tactical thermonuclear bomb
Some other weapon factoids you may be unwilling to wade through a FAQ to obtain are:
- weapons can be customized to be on the left or right
- view model weapons are between 250 and 400 faces
- weapons seen in the world are no more than 200 faces
- the shotgun drum doesn't actually do a full rotation. I just move it a little and then move it back
- the rocket launcher will still carry 3 missiles on the rack even when empty (call me a tease)
- the rocket shells and grenades being fed into the chambers of those respective weapons are not really different shells and are tricks ala the pseudo-rotating shotgun drum
- the chain gun and hyper blaster have overspin and one rotates clockwise and the other counter-clockwise
- when creating the weapons I built them as usual and then viewed them through a 90 degree field of view camera viewport in order to account for any view warp. This occasionally required me to deform the weapons in order to compensate for our wacky FOV (i.e. squash them in a bit)
- the decision to make our weapons look more conventional as opposed to looking like some quisinart(sp) or toaster oven was because we wanted you to be able to realize it was in fact a weapon you were holding in your hands
- no melee weapon was made because we wanted to piss people off, although the mission pack may have such a weapon if we get enough bitching about the lack of that feature
- yes the weapons animation ARE a bitch to do and to make look 'right', that's probably one of the reasons why I'm actually PAID to do what I do
- no people or defenseless animals were harmed in the creation and/or animations of the Quake2 weapon
- finally YEP you guessed it I am tired of questions about the weapons
Back to the grind good friends and fellow philogynists...
Another honor has been bestowed upon id Software. The Red Herring has named us to its 1997 list of the "Top 100 Technology Companies". The magazine has this to say about the list:.plans fixed - Slipgate
"The Herring 100 lists the one hundred brightest stars in the digital firmament. These are, we believe, the companies that define the digital universe."
WOW! That is hefty praise.
The Red Herring isn't much of a "gamer's magazine", but it is a very respected publication in the high technology field, which prides itself on coverage of upwardly mobile companies. I say this to frame what it means to be included on their Top 100 list.
You can see the full list and story here:
http://www.herring.com/mag/digital/id.html
...I think I'll put the article next to the Quake II ad once we get *both* of them framed...
Ok, the Quake II logo contest is over. I have over 50 entries to sort through and decide on. A large number of these entries are fakes. The fake entries will get mention, but so far there is only one fake that will be awarded a special "Cool Fake Entry" prize :) As far as the "real" entries go first place is going to be awarded to the guy with the largest Q2 logo. Those were the rules, and we can't be breaking the rules you know. There will also be 2nd and 3rd place prizes, and I will award some prizes for people who put extra effort into their entries.For more information, check out the contest page.
I want to thank everyone who participated, and also Stomped and Process for hosting and helping out with this contest.
Since I have no spare time right now it could be a few days before I get a chance to go through all the entries. Please be patient :)
(Note that all the entries are not yet on the contest page)
In the latest PC Gamer, there is a offcial and complete list of wepons in Quake 2.Pure 3D starts shipping tomorrow - Slipgate
Here they are:
Laser Pistol
Uzi
Shotgun
Chain Gun
Rail Gun
Disintegrator
Hand Grenade
Missile Launcher
You may have noticed there's no Melee weapon (which I think sucks).
Also, the disintegrator is basically a one hit kill weapon and the Rail Gun is as powerful as the Missile Launcher.
Well it's looking like the Pure3D is selling by the bucket load eh? The big question is; when will all your orders that have been placed materialise in to Pure 3D ecstasy? Well, I got from Steven Erickson (cheers) who got a reply from Michael Humphress of Canopus stating this:I can't wait to finally play GLQuake on my own PC (only time I've ever personally played it or seen it rather than screenshots was another guy's PC at QuakeCon). I'm also looking forward to colored light in Quake 2 and in the general goodness of GLHexen2. Did I mention I can't wait?
PURE 3D will start shipping on Monday, September 29.Short and sweet but to the point and EXACTLY what we wanted to hear.
Michael
Due to various reasons, quake2.3dx.org is now without an updater. If you know anyone who would like to take over on that page, or would like to move the page into quake2.3dx.org, please email nite@3dx.org (me) and let me know.
OK, here's *my* contest. Careful, it's very tricky. This contest is open only to journalists. Web p1pms would seem to eligible too. All ya hafta do is answer one simple question. The prize will be the second box of Q2 I set my hands on (sorry, but my kids get the first). Ready? The question is: Name all three of id's programmers. Spelling counts (hey, you're supposed to be pros so you should know how to spell). Extra credit? Sure, why not? The extra credit prize will be as many id signatures on the CD as I can get. The question: Who is the lead programmer for Quake II? email your entries to me. I hate long waits, so this contest only runs until midnight CST tonight (Sept 26th). In the event I don't receive any correct entries (given recent events, it could happen), I will pick people at random at The Frag and the first one who knows who I am will win.That's it - Slipgate
Thanks to all who've sent me info on that Siemens unit. Man, OBD-II is a pain in the... rear.
How about some Q2 info. I know I've not said much about Q2 in quite a while, but that's only because we've been working so hard on it to get it ready on time. "For this Christmas" is a lot tougher than "When it's done". Here's a few tidbits for you who like to mess with the QC/progs. It's not exactly news, but, yes, we changed to using a DLL for the progs. There are just so many good things for progs programmers it's hard to know where to start. The physics has been moved into the game DLL. So now you can even change the laws of physcis! All aspects of the player's view can be controlled by the progs, note I said "can be" not "will be at all times". CTF and Quake Rally will be soooo much eaiser for Q2. The progs actually make up about half of the Q2 source, so when we release the progs source, you'll be getting a serious chunk of code. We also have entity teams. For things like doors, plats, etc a team is a group of entities that move (or don't move) as a unit. That way you can make a set of doors so that if one gets blocked they both stop. A million and one fun uses for that. You can also makes teams of items; very useful for DM. Teamed items work like this: when the map loads one (and only one) of the items will be spawned. When somebody picks up that item there is the usual respawn delay time and then one of the items on the team is randomly selected to respawn. For example, you could put a quad and a invulnerability on a team so that they are both on the level but never at the same time. Or you could put 5 RL on a level as a team so that you can't camp on it because you don't know which one will come back next. I'll try to give ya more info later... maybe a little less stream of conciousness next time.
9/26/97Paul Jaquays Plan Update - Dyno
Wow. We've been doing level reviews lately trying to tie up gameplay, identify areas to put unique textures and watching the monster animations. The level designs are very, very cool. Tim has a level where these laser beams kick out and spray death everywhere. American, Xian and especially the rookie Brandon are really kicking ass as well making our design team one solid block of talent. As ridiculous as it sounds, I don't even know our game beyond the responsibilities I have and the interaction I have with the others (head to the GRIND). I get surprised and excited every time I see the levels being played or demo-ed. Again, Twillits, Tokay, Xian and Killme, you guys fucking rock.
ps
Our programming team is simply awesome. The changes made last night didn't actually speed the game up ... they just stopped it from slowing down (I test on a P120 which is actually below the target baseline and this game MOVES in hardware). Of course, there were some texture compromises that had to be made ... but man, I know you're gonna love all THREE textures that we can put in the game now ( the light one, the contrasting dark one and the user-selectable decorator accent).Interview - Slipgate
Oooops. Giving away company secrets. Gotta run now. No time for controversy (still haven't answered the last round of controversy).
Paul
I got 8-bit paletted textures working last night with the 3Dfx Voodoo. There is a new extension to allow for shared texture palettes, and 3Dfx, as far as I know, is the first hardware company to implement it. The difference in performance is quit astounding -- far less thrashing occurs, so the frame rate maintains consistency extremely well.Logo Stuff - Dyno
I'm now back to cleaning up the menuing code and doing optimization of various bottlenecks.
I'm getting a lot of requests from people to release the "Quake II Theme" early. This is not going to happen. Also, the Quake II music has been done by Sonic Mayhem. Rob Zombie has done the Quake II Theme song and that's it. And to clarify what I mean by theme song... Kinda like the Imperial Theme song in Star Wars which say to you: "Join the Dark Side or we'll poke your eyes out with a Death Star." Except our says something more like: "This is Quake II, we'll just poke your eyes out." :)Paul Steed also updated twice with an addendum to the Crackwhore contest and the note that ICQ proved too much for him and he's removing it (I just shake my head in understanding and sympathy, that's all I'll say).