[HN Gopher] Quake - 30th Anniversary Update
___________________________________________________________________
Quake - 30th Anniversary Update
Author : dsubburam
Score : 301 points
Date : 2026-08-06 20:21 UTC (12 hours ago)
(HTM) web link (slayersclub.bethesda.net)
(TXT) w3m dump (slayersclub.bethesda.net)
| jiffygist wrote:
| Does the new episode work well in opensource ports? (don't feel
| like installing steam rn and don't care about nightdive port)
| eseymour wrote:
| The modding changes mentioned at the bottom of TFA seem to
| imply that text strings won't render properly until the source
| ports are updated. You're going to have to install the
| NightDive port anyway to download the new episode. I don't
| think they have a separate download for it. I'd imagine
| everything else might work okay already or will be fixed
| alongside the string issues.
| AgentME wrote:
| They need changes to support it, but I don't expect it to take
| long. Both vkQuake and IronWail work well with the previous new
| official episode (Dimension of the Machine) and the remastered
| models after they were updated for that.
| parasti wrote:
| Every emoji in this post seems bigger than the last.
| silversmith wrote:
| Where did that trend start? Who writes like that, with emoji
| bullet points? I'm seeing it around, but surely nobody looks at
| that and says "yeah that's good"?
| pvtmert wrote:
| Around 2020, I think tools like Notion (notion.so) made it
| popular. Even the Huggingface itself is an emoji...
| walrus01 wrote:
| I remember when someone registered (poopemoji).la
|
| https://xn--ls8h.la/
|
| It does show up as the poop emoji followed by .la in google
| search results, but not in a firefox address bar.
| koutakun wrote:
| >but not in a firefox address bar.
|
| That is by design (on Firefox's part) to avoid someone
| registering e.g. steampowered.com (notice a as U+0430
| instead of a as U+61) and running a scam that looks valid
| on the address bar.
| walrus01 wrote:
| Yes absolutely to avoid phishing sites with idn
| homograph, homoglyph attacks. Personally I'd like to see
| the punycode first then the emoji
| mgfist wrote:
| ChatGPT was the first place to really do it to this extent
| 2OEH8eoCRo0 wrote:
| Look inward at our infantile and excessively positive
| industry. We are just trying to have fun! Do you hate fun?
| _verandaguy wrote:
| LLM-driven writing's been a big part of this trend,
| unfortunately.
| efskap wrote:
| But that means it had to be a trend already to be
| overrepresented in the training corpus, right? Or was it
| just something the RLHF evaluators got a kick out of...
| dawnerd wrote:
| It was common before but the LLMs took it to the extreme.
| They seemed to have mostly fine tuned it though. Page
| copy definitely smells like ai
| markedathome wrote:
| I've really seen it a lot in Discord channels that have
| [emoji]channelname Occasionally in some channels lists may be
| bullets with emojis particularly the welcome/rules, usually
| to match reaction emojis, or to automate channel(s) selection
| (click on the youtube icon to get notified when a youtube vid
| is posted, etc.)
| grenoire wrote:
| Did an LLM draft this garbage copy?
| Narishma wrote:
| Yes.
| sph wrote:
| Likely em units and missing closing tags.
| joshmarinacci wrote:
| Is this an update for the original quake or do you need one of
| the newer ones?
| testfrequency wrote:
| New. Modern platform versions from their respective stores.
| AgentME wrote:
| It's for people who own the original game on Steam or one of
| the other supported digital storefronts.
| thecrumb wrote:
| I have no idea what any of these are LOL
|
| Dawn of the Machine is available as a free update for Quake
| owners on XBOX Series X/S, XBOX One, Microsoft PC Store, Game
| Pass, PC Game Pass, Steam, PlayStation 5, PlayStation 4, Nintendo
| Switch 2 (via backwards compatibility), and Nintendo Switch
| versions of Quake.
|
| I do still have my Quake CDs...
| gambiting wrote:
| Quake launched 2 full years after Playstation 1, so I find it
| somewhat unlikely you've never heard of a Playstation. And if
| you have it on CDs you must have played it on PC with Microsoft
| Windows, so I'd assume a Microsoft PC Store should at least let
| you guess what it is.
| nizmow wrote:
| Quake was a DOS game.
| gambiting wrote:
| It was actually both in one executable. Pretty neat. But I
| will agree that OP might have played it in Microsoft Dos on
| a PC, so the original point still applies.
| bsimpson wrote:
| Same.
|
| Weird to see a DLC for a game that's older than Steam. Would
| have been more interesting if they released the WADs or
| whatever that you could play on the open source version of the
| game. (All of this is interesting in light of MS's recent
| hallowing of their game studios.)
|
| When Quake was popular, CDs were far and away the most popular
| install method. They're locking a lot of OG owners out (unless
| they're hoping to drive a trickle of $4 Steam sales).
| efficax wrote:
| They're called "pak"s for quake :)
| bsimpson wrote:
| It's been so long since I've put the CD in, I forgot.
| officeplant wrote:
| These are out for the enhanced release all owners of Quake on
| Steam/GoG got for free when Nightdive remastered Quake I/II.
|
| Unfortunately they break the limits of the original game
| engine and usually require something like Darkplaces[0] to
| run. Although I highly recommend darkplaces for even players
| of the original Quake because the QoL improvements are nice.
|
| [0]https://github.com/darkplacesengine/darkplaces
| ColdStream wrote:
| I figured as much. Some of the addons for the 'modern'
| Quake seem to really stretch it way beyond anything we saw
| out of the original engine.
|
| Also love that there is a 50% chance that you can crash a
| Ps4/Switch just loading a level with the Slave Zero mod
| that they provide. They are pushing it fairly hard with
| that one.
| RobRivera wrote:
| I have zero real excuse for never having built the game from
| source.
|
| I have played with the modding surface available in the quakeC
| files tho!
|
| I was experimenting with a game design element where firing a
| weapon didnt decrement the ammo, but auto fired.
|
| In other words, you always fired whatever you had out, removing
| the ammo hoarder behavior, but also makes you very cognizant
| about explosive barrels and where you point that rocket.
| ZuLuuuuuu wrote:
| It is nice to see Quake getting some love from the publisher, but
| I feel like it is not enough.
|
| A bit controversial opinion maybe but I really like Quake
| Champions and I spent a good amount of time playing it. I even
| bought some battle passes and merch to support the development. I
| was really sad that they basically put the game to life support
| just 1.5 years after its release. The game improved so fast
| during those 1.5 years, we were getting significant improvements
| with every patch. I always wondered how much more it would
| improve if they put just 1 more year into its development.
| madewithdrama wrote:
| With the failure of Quake champs, unreal tournament 4, and
| diabotical in the past decade, I don't think we can blame the
| developers for not trying hard enough. All three were great
| games (regardless of how nit-picky the players might be), and
| all three failed at attracting and maintaining new players.
| baal80spam wrote:
| > all three failed at attracting and maintaining new players
|
| This means that they not necessarily were all that great.
| moomin wrote:
| Only in the rather reductive sense of "the vast majority of
| gamers are into other genres now".
| acron0 wrote:
| It can also mean the market has shifted which is more the
| case imo.
| madewithdrama wrote:
| They were great examples of what an arena shooter should
| be. Smooth movement, balanced weapons, well designed maps.
| The people who had experience with arena shooters liked
| them. Most new players did not want to get rekt for months
| on end while they learned the basics, however.
| TulliusCicero wrote:
| > Most new players did not want to get rekt for months on
| end while they learned the basics, however.
|
| If that's the new player experience, you done fucked up.
| Making sure new players actually have fun is a critical
| part of the game's design. You can't just rely on "...and
| then new players will have to spend 50-60 hours getting
| demolished before they start having a good time."
|
| Easing that transition could mean different things -- a
| campaign, skirmish mode vs bots, full-on PvE co-op mode,
| automatching that actually works, whatever -- but you do
| need something effective.
| crummy wrote:
| Splitgate matched new players with bots for the first few
| hours. It meant I had fun (then eventually I levelled up
| enough, matched with players, got stomped, and never
| picked it up again...)
| wmil wrote:
| Marvel Rivals quietly matched your team up with bots if
| you lost twice in a row. I think that was a good system.
| doublerabbit wrote:
| Overwatch too, but it got boring after a while and their
| matchmaking was atrocious.
| MindSpunk wrote:
| That's largely what matchmaking aims to solve, assuming
| you have enough players you can get a reasonably balanced
| match to drop people into.
|
| Bots can teach basics, but many of these games rely on
| abusing game mechanics in ways the developers didn't
| think of in development so it's impossible to teach. Or
| things are physically difficult to pull off.
|
| Movement shooters especially have this problem because a
| core part of the game is abusing the movement system and
| abilities to out maneuver other players. You can explain
| the how, but executing it all automatically is a real
| skill that requires practice. I adore Titanfall 2. I sunk
| hundreds of hours into it. It's really something else
| when you get the movement down, it all happens so fast
| you can't think about it you just have to do it. There's
| no way to teach that with a tutorial, it's muscle memory
| and perseverance.
|
| Titanfall 2 has all of these things, campaign, skirmish
| with bots and PvE, but the skill floor and ceiling is
| still brutal. Whether it failed or not is a question of
| how long you expected the game to last, but it still
| succumbed to the same fate. The more experienced players
| pulled the ladder up behind them and the matchmaker
| didn't have enough players to give everyone a fair match.
| _carbyau_ wrote:
| I've given up on PvP. What I never understood was; if I
| "git gud" then all that really does is shift the "I can't
| win" problem to someone else. It doesn't resolve it.
|
| Now if you have fun playing the game while losing to
| others, don't have rewards (whatever they are) based on
| winning against others, well that's not a problem.
|
| So now I play PvE and it is much more fun in a long term
| sense. There can still be stats about who the best player
| is, but everyone gets the rewards and has fun.
| bashwizard wrote:
| > If that's the new player experience, you done fucked
| up.
|
| Have you really though?
|
| I'd argue that what made arena shooters great was the
| steep learning curve and the grind to improve as a
| player.
|
| The feeling of having practiced duels for months and
| finally being able to beat players that used to 50-0 you
| every game was better than any achievement in any modern
| FPS game I've ever experienced.
|
| Gamers these days just doesn't really care about becoming
| better themselves. They want the instant gratification
| and that's why you have FPS games with super low TTK,
| perks, abilities, heroes etc. All to narrow down the
| skill gap between actual good players and completely new
| players.
|
| Maybe it's just me but I find those games boring.
| ColdStream wrote:
| Popularity and quality are two very different things. There
| are many brilliant games that simply didn't get much
| attention simply because of luck or attention got dragged
| somewhere else.
| mikepurvis wrote:
| I think games that are heavily reliant on online pvp are just
| always going to struggle with being more niche appeal.
| Matchmaking is hard to do well and consistently, and managing
| the skill/progression curve is hard-- there's gotta be things
| in there to master, but also new players will never join if
| they're just getting stomped every game because they can
| never catch up.
|
| This tension has arguably been a contributing factor in the
| collapse of the ARC Raiders playerbase, with a huge
| population who joined primarily to shoot and loot the robots
| eventually confronting the realities of a pvpve game, and
| peacing out for good after getting shot in the back or
| ambushed too many times.
| ColdStream wrote:
| Not just that but I believe that even those folk that have
| these huge hits don't really understand how they managed to
| do it. There just seems to be so much luck involved on top
| of a great product. You can have a brilliant game and still
| fail because it doesn't get picked up in just the right
| way.
|
| Sort of like how Nintendo had the Wii, a huge hit but then
| almost immediately started to flounder for growth ideas as
| they didn't understand why it worked so well.
| ThrowawayR2 wrote:
| Unreal Tournament 4 didn't get a chance to fail because it
| was never a real release. UT4 was a free tech demo for Unreal
| Engine 4 that never got completed because Fortnite started
| taking off at that time and developers were deallocated from
| it.
|
| And UT3 was definitely not a great game by anyone's measure.
| madewithdrama wrote:
| It was never officially released, but it was on the front
| page of epic launcher for years, even after fortnite took
| off. The online experience was fairly complete and
| enjoyable (for people with experience) for ctf, duel, tdm,
| and team arena master. But yeah, epic didn't support it as
| much as they could have.
| doublerabbit wrote:
| Eh, "boomer shooters" died along side with Halo and LAN
| parties. Minecraft was the final nail in the coffin.
|
| The knack and knowledge of hosting a dedicated server
| required skills. If you could one click button host a
| Quake 3 Arena server or UT, there would still be sort of
| a crowd.
|
| But not only that, if you were new: servers got toxic
| with the same grumpy players knowing every single trick
| in the map to one-shot kill you with a rail gun. It got
| frustrating playing the same bloody map each map change.
| "Oh yay, it's cs_office again" /s
|
| The whole genre got stale and never has been successfully
| reignited. As Discord to TeamSpeak; same misfortune.
|
| Fortnite killed Team Fortress, Overwatch killed Halo and
| Minecraft was the new digital lego. None of them required
| such a skill to play or host the game. It was refreshing
| for it's time.
|
| Not forgetting it was the upcoming of a new crowd of folk
| and as generations go, the old cards topple.
|
| Who hosted an BBS when the internet came to be?
|
| IRC today is pretty much stuck in dinosaur country and
| XMPP/Jabber never got a product which then was further
| nailed shut by Google & Co.
|
| It was epic fun for the era but it had a death bed
| waiting.
| busterarm wrote:
| Wut? We're in a Renaissance of boomer shooters right now.
| There's like hundreds of new ones and it's a popular
| category. Just check out civvie11's channel if you
| disbelieve.
|
| They're just all single player focused.
| doublerabbit wrote:
| Single player maybe, but that's nothing compared to the
| likes of UT or Quake.
| busterarm wrote:
| I don't know about that. I've pretty continuously been
| playing games like UT99, UT2k4, Quake (specifically Quake
| Fortress), TFC, AvP2 since release. Even things like
| Space Station 13 and King Arthur's Gold.
|
| It's not the only thing going anymore, but also people
| have orders of magnitude more choices. That's the thing
| that's missing today. Nothing is "dead", there's just too
| much competition now.
|
| Honestly the aforementioned games have had much more
| staying power than more recent multiplayer games. And
| they're mostly played by old men like me.
| raffraffraff wrote:
| I haven't fired up UT99, UT2K4 or any of the Quakes for
| decades. Are there active servers where you could get a
| good DM session?
| sitzkrieg wrote:
| afps is pretty dead. there are a handful of people on qw,
| q2,q3 but if you don't wanna dig around start with the
| microtransaction feature quake champions or the quake re
| release while people are playing it again.
|
| also shout out to banana shooter or straftat if you want
| a quick fix in a f2p game. it's not really afpsy but
| pretty fast movement and wacky guns in both
| donatj wrote:
| I've never understood the appeal of the opposite. Modern
| gaming where you just play with different randos every
| round.
|
| When I was a kid playing Quake 3 I had different servers
| bookmarked, knew the players that ran the servers and the
| general crowd that hung around. Had friendships and
| rivalries.
|
| Modern multiplayer you may as well be playing bots.
| There's no community.
| raffraffraff wrote:
| Xonotic has that old school feeling. It's an
| unfortunately tiny player base, and only a handful of
| servers with regular players. But if you are within ping
| of a busy server (like Jeff & Julius resurrection) you do
| run into the same people all the time, including the ones
| that run the servers.
| bityard wrote:
| All of the things you mentioned still exist, they are
| just not mainstream. And maybe that's for the best. Small
| friendly communities keep them alive, not companies that
| need to keep messing with a working thing in order to
| justify a monthly subscription or ad revenue.
| keyringlight wrote:
| IIRC, Epic had (still has?) the source for UT4 available
| as they were trying to push community contributions,
| mostly on the playable content side but I'm fairly sure
| they had the core game there, based off what is now a
| very old branch of UE4. The telling thing to me is if
| there was a huge demand for it there was no significant
| effort to pick up the torch, or even do yet another
| 'spiritual successor'.
| chupasaurus wrote:
| The source code repo is still on Epic's Github, not sure
| if everything else is that easy to get currently. The
| problem about picking it up by a 3rd party is the fun of
| getting approval on basically anything.
| samplatt wrote:
| I compiled the project on a whim during COVID. It played
| okay. There was even a very small pool of players who had
| presumably just done exactly the same thing.
| chupasaurus wrote:
| The people behind UT were reallocated to make Battle Royale
| mode for Fortnite which is the reason of the take off, not
| vice versa.
| 0x1ch wrote:
| Twitch shooters are niche in the first place, and it has an
| even more niche player base that isn't majority American. I
| think it's a hard sell when 90% of the diehard community
| built their skill on Quake Live, which comparatively takes
| far less resources than Champions or UE4. Bethesda then
| switched the F2P status of Champs and Live, which was not a
| popular move.
| ZuLuuuuuu wrote:
| Don't forget Reflex Arena!
| sitzkrieg wrote:
| while it's the cpma 3.0 i always wanted its also bolstering
| 0 players and worth forgetting
| Krutonium wrote:
| I was gung ho to play Quake Champions, then the monetized the
| shit out of it and I fucked off.
|
| UT4 was a tech demo.
| 0x1ch wrote:
| Well, this update doesn't mean much overall in the Quake scene,
| if you actually play it for the PvP. Quake Live has held it
| down since 2012-ish, and was always a free-to-play game.
|
| Champions came out, most of the community from Quake Live
| stayed on live. Bethesda in all their wisdom made it cost $10,
| I assume to sway new gamers into downloading Champions (which
| they also made F2P shortly after release). So effectively, they
| swapped the F2P of both games, and the free one is the less
| preferred option in the scene.
| bitwize wrote:
| Quake Champions was the Mortal Kombat to Overwatch's Street
| Fighter. I've only ever seen gameplay vids of it, but it looked
| a trip.
| k12sosse wrote:
| Was fun, the never ending pursuit of balancing game balance
| with adding new stuff just watered it all down with the
| glaring obvious detail: stop all the hero bullshit and just
| make us all equal. At least a mode for that. Instead, speed,
| armour, health was all varied and unique "balanced" in their
| minds against active and passive perks per character.
|
| A lot of potential, killed by committee
| bitwize wrote:
| The problem is there exists a version of Quake Champions
| where everybody plays equally. It's called Quake 3: Arena.
|
| The thing is, Q3A was originally supposed to be a sort of
| primitive hero shooter, with the various characters falling
| into different classes: fast, lightly armored "light"
| characters, more robustly armored but slow "heavy"
| characters, and a class in the middle. This was scrapped
| before release.
| randac wrote:
| Well, a lot of it found a home in Team Arena, but that
| wasn't particularly well received.
| orbital-decay wrote:
| That's a problem of every commercial competitive game.
| Endless tweaking kills most games, they never reach their
| potential skill ceiling. Sometimes it comes out good,
| though.
|
| Quake 3 was kind of like Latin of the PvP world (together
| with SC:BW, CS 1.6 and maybe Tribes 2), its great quality
| was that it was abandoned and _frozen_ while also being
| extensible. This let the community decide what they like
| best (for example CPMA didn 't take off despite being great
| on paper, because it was breaking a lot of VQ3 depth by
| being too fast for the maps it was played on), and let the
| players truly master the game over more than two decades. I
| recently played some VQ3 with agent and had zero hope of
| keeping up despite being in the top few dozen of players a
| bit over a decade ago. He's still playing and still keeps
| his chess-grandmaster sense of the game (and trash talk).
| somat wrote:
| I like to think that doom: the dark age is the quake 1 sequel
| we never got, I mean it has the doom name, probably for
| marketability reasons, but thematically it fits quake the first
| better, and it really fits if you include what quake was
| supposed to be before it was released as just another shooter,
| the only remnants of this planned quake are the excessive
| castles and eldritch horrors. Nether of which were present in
| supposed sequel. I think of it as three separate franchises
| bearing the name quake Q1, Q3/champions, Q2/4/wars
| bsimpson wrote:
| I had the Mac version of Quake II.
|
| They encoded the game as an audio CD, so you could toss the disc
| in a boombox and listen to the soundtrack when you weren't
| playing. Very cool!
| ZiiS wrote:
| Strictly speeking the was a seperate track with the game, the
| music was just in the native Audio CD format.
| nizmow wrote:
| This was actually just how CDDA music tracks worked in almost
| all CD games in the late 90s. :)
| hamdingers wrote:
| Tony Hawk's Pro Skater 1 and 2 got more play in my car than
| they ever did in my Playstation.
| bsimpson wrote:
| HOLY SHIT THOSE SOUNDTRACKS WERE JUST CDS?!
|
| THPS and Crazy Taxi had some of the best soundtracks ever
| compiled.
| cosmotic wrote:
| This was very common at the time. I suspect there was a
| technical reason, maybe freeing up the CPU and memory from
| dealing with music and offloading that to the CDROM drive.
| formerly_proven wrote:
| There's a reason you used to have a separate four-pin cable
| going from the CD drive to the sound card ;)
| ColdStream wrote:
| Due to the way computers cost a fortune back then, you
| could skip huge parts of hardware changes in the space of a
| few years. I must have skipped over that part and jumped
| from no CD audio (or CD-ROM at all) to, everything over
| IDE.
|
| Never knew about the 4 pin link.
| vor_ wrote:
| It was just a standard way to play CD-quality audio tracks
| (by actually playing CD audio tracks!).
| rzzzt wrote:
| How many hours did you play when you found out you can dismiss
| the "computer updated" notification?
| vor_ wrote:
| That was standard practice in the 90s. Track 1 on the CD is the
| data track, and subsequent tracks are standard CD audio tracks
| that happen to be played in the game.
|
| If the game didn't require accessing data on the CD after
| installation, you could even swap the CD with a different album
| and listen to what you want.
| r721 wrote:
| The term for that is "Mixed Mode CD":
| https://en.wikipedia.org/wiki/Mixed_Mode_CD
| xnx wrote:
| AKA redbook audio
| ZiiS wrote:
| Whilst they owe me nothing with the amount I played my CD, feels
| a bit harsh to trade on the 30th aniversary but only support much
| newer sales.
| ColdStream wrote:
| They have modified the engine heavily since and thus it doesnt
| really roll back to the older releases. Also, I think it is on
| discount currently and only costs a few dollars.
|
| The quality of life improvements are done very well and I would
| recommend. Heck even if just for the new lighting engine.
| nsxwolf wrote:
| Does it work with the MS-DOS version?
| ColdStream wrote:
| Not likely. The modern version of the quake engine is heavily
| modified to handle much larger work loads and flexibility.
|
| Haven't looked at it yet but I suspect these maps probably blow
| over many memory limits that most DOS machines would have had.
| scoofy wrote:
| Reminder that the NIN Quake soundtrack rules:
| https://www.youtube.com/watch?v=Mv5Jvr2Fp48&list=PLs7s7YCW40...
| BLKNSLVR wrote:
| Seconded!
| namdnay wrote:
| If you read this and you haven't played arcane dimensions yet,
| drop everything and go and do that. It makes the quake the best
| single player FPS ever. The mechanics are even better than
| vanilla quake, the maps are gorgeous, the enemies diverse and
| fun. Absolute perfection
| sph wrote:
| I adore Quake custom levels, but any time I want to play one,
| the half thousand source ports, the accessory tools to manage
| wads that work only on Windows (I'm on Linux), figuring out how
| to get a shady copy of the original .wad from shady sites, all
| send my brain into analysis paralysis and I just lose any
| interest. I must have tried half a dozen times over the years,
| and every time there's even _more_ options and recommendations
| than last time.
| ngcazz wrote:
| Arcane Dimensions is worth the effort.
| system2 wrote:
| I have Quake on Steam. Just updated, but I do not see Dawn of the
| Machine.
| markus_zhang wrote:
| I see it at the bottom once you select "NEW GAME".
| fiatpandas wrote:
| Is there a technical reason why this update won't land on GOG?
| Uvix wrote:
| The FAQ reads as "not yet", not "won't". This is second-hand
| but my impression is that publishing patches through GOG is not
| as easy as through other platforms (possibly because of their
| need to build new installers?).
| html5cat wrote:
| Surprised they didn't port these to Mac yet. Between M series and
| Game Porting Toolkit (4 now?) it seems like small effort can
| unlock huge wave of new players nostalgic for childhood game.
| VCFundedGenYer wrote:
| Nope. Unless Game Porting Toolkit is free and open like Proton,
| there is little to no prospect of the macOS gaming landscape to
| improve.
| html5cat wrote:
| it is free though, no? am i missing something?
| MindSpunk wrote:
| You can't actually ship a game on the porting toolkit without
| breaching the license. It's intended by Apple to aid porting to
| use Mac's native APIs one component at a time, but the license
| forbids redistribution or commercial use. The community can
| hack away with it however they want because Apple isn't going
| to chase every individual person, but a business can't ship it
| unless they want a nice call with Apple's legal team.
| html5cat wrote:
| If i understand correctly Bethesda has the original IP and
| would just need a regular apple dev account if they wanted to
| publish, no?
| speak_plainly wrote:
| I bet this is an attempt by Microsoft at trying to win back fans.
|
| I also noticed IShowSpeed and Kai Cenat promoting a Minecraft
| playthrough, which I would assume is paid for by Microsoft given
| what they've been saying lately: https://youtu.be/IgJru9870_A
|
| We will be inundated with low-effort fan service until morale
| improves.
| ColdStream wrote:
| While that does seem intuitive, they have been doing this kind
| of stuff with Quake/Quake 2 for many years now. The nightdive
| refresh was offered for free to anyone who purchased the
| originals on steam for instance.
| sufficientsoup wrote:
| Doesn't seem like it would be very effective. I assume the
| overlap of Quake fans and people who have sworn off Microsoft
| forever is large.
| jervant wrote:
| Nine Inch Nails also has some new merch and soundtrack album for
| the 30th anniversary:
|
| https://shop.nin.com/
| Lammy wrote:
| I hate the trend of selling vinyl but not selling Compact Disc.
| ReactiveJelly wrote:
| It's a subscription service! When the vinyl wears out, buy
| another!
| strictnein wrote:
| In this case the CD exists everywhere. Just buy a copy of
| Quake on CD.
| Lammy wrote:
| Sure but...
|
| - normies (not derogatory) wouldn't know that.
|
| - original Quake CDs are of limited supply since new ones
| aren't being pressed.
|
| - your CD player has to be smart enough to recognize Track
| 1 as data and skip it or else it will blast your ears with
| two minutes of loud static before the music starts.
|
| - the audio tracks on the Quake CD were mastered with pre-
| emphasis and your player has to support applying de-
| emphasis equalization or else it won't sound right. I did
| check my copy when writing this comment and the TOC does at
| least flag `PRE`, so supporting players should do it
| automatically, but still there are loads of ways this can
| go wrong because it's a relatively niche CD feature and
| because most modern software players won't handle it at
| all:
|
| https://www.studio-nibble.com/cd/index.php?title=Pre-
| emphasi...
|
| https://wiki.hydrogenaudio.org/index.php?title=Pre-
| emphasis#...
| Lammy wrote:
| PROTIP: Install the Kex-engine remaster, but then actually play
| IronWail: https://github.com/andrei-drexler/ironwail
|
| It's a real IdTech source port that will load the Remaster's PAKs
| _and_ pretend to be the Remaster to Steam for achievement
| unlocks.
|
| Dimension of the Machine was _fantastic_ so I 'm hyped to play
| Dawn of the Machine tonight :D
| AgentME wrote:
| >PROTIP: Install the Kex-engine remaster, but then
|
| You should rephrase this as just "Install Quake on Steam, but
| then" for newcomers who need this advice to be able to
| understand it.
| Lammy wrote:
| Yeah I guess I should have added "(the Steam version)", but
| that was an intentional context clue because I bet most
| people here who haven't been paying lots of attention to
| Quake would assume that the currently-sold version was based
| on the actual Quake engine, because why wouldn't it be when
| it's like the game engine that's most-famous for being
| portable?
|
| Ironwail issue for Dawn of the Machine support:
| https://github.com/andrei-drexler/ironwail/issues/550
|
| And the new update to the KEX Remaster would't even launch
| for me; just crashes immediately with a "see CRASHLOG.TXT"
| message. I had to add `+r_rhirenderfamily "d3d11"
| +d3d11_compileShaders 1` to my Steam launch options, and it
| plays but with lots of texture glitching. This is on Intel
| 11th-gen integrated (Framework Laptop 12).
| Nursie wrote:
| Wow I'm out of the loop!
|
| I remember Quake, WinQuake, then QuakeWorld for online play,
| then GLQuake and GLQuakeWorld. Squake on linux showed up in
| there at some point (non-X11 linux version). Sometime later
| IIRC there was dquake... which google tells me was a PSP
| version but I swear there was a sorta "improved GLQuake" engine
| called dquake at some point, with various other 'enhanced'
| engines trickling out in the early 00s...
|
| And of course not forgetting novelty versions like 'ttyquake'.
|
| But all these are ancient history now! I'm surprised and amazed
| at the continued evolution.
| zquzra wrote:
| q95.bat! Oh, the memories!
| upmostly wrote:
| Emoji are clear indicators an LLM wrote this post. Ugh.
| karim79 wrote:
| Quake is 30 years old. I can't believe I'm still alive. I love
| this game so dearly. The mods were just incredible, KQP and
| Girobot in particular.
|
| Those were the for real LAN party days which I'll never get back.
| As in I had friends bringing over their big ass CRT monitors and
| PCs for a single occasion and also had ludicrously long network
| cables. My parents didn't mind, they somehow understood, even
| with LAN wires running across the kitchen floor. Priceless.
|
| Edit: typo: lab -> LAN
| amatecha wrote:
| hell yeah, my first real LAN game experience on Windows was the
| Quake test/alpha that preceded the release of the game (IIRC?),
| when I was at a local tech school for a class. We weren't
| technically allowed to load the game on the uni PC's but like..
| yeah... it happened. And we did zero work for that day (or
| days). (Prior LAN experience was Marathon and Bolo in the Mac
| lab which was insanely awesome too, and a year earlier lol)
| karim79 wrote:
| Honestly the best of times. I wouldn't be able to pay rent
| were it not for videogames which inspired me to work in the
| software industry.
|
| I wish we could get those days back. Cars loaded with CRT
| monitors and big machines and bags of all sorts of stuff.
| ColdStream wrote:
| There was a way that you could trim the files just right that
| you could fit the Quake executable and a single multiplayer
| map onto a floppy disk. Those things were treasured as you
| could easily just hide them wherever.
|
| Definitely made high school much more fun.
| cheschire wrote:
| You can go download it again here:
|
| https://archive.org/details/q3DemoTEST
|
| There were multiple test releases. You can find the older
| ones out on the web.
| noisy_boy wrote:
| I remember the days where our data center PC had CDROM drive
| so someone installed Quake (can't remember II or III) and we
| would play while the overnight multi-hour batch jobs were
| running.
| ColdStream wrote:
| 3 weeks ago, John Romero did a play through while discussing
| the entire design and build process of the game.
|
| It was actually pretty cool how they designed the first room to
| demonstrate almost every new feature of the engine and how the
| first level is made to walk you though most of the new gameplay
| features.
|
| https://youtu.be/PU7HkttPfAo?si=LnD4vJeCiUojhojt&t=728
| doubled112 wrote:
| YOU CAN JUMP ACROSS
|
| And as I typed that I can still hear the noise all these
| years later.
| shuwix wrote:
| Yeah ... "new features", especially the torches, to show me
| that FPU of 486 OCed to 150MHz is not enough :)
|
| Good old days of 7-15 FPS being better than nothing.
| pferde wrote:
| Oh yes. I remember first playing Quake on a 486 and not
| liking it, because it felt like I was moving in a heavy
| sluggish tank, and later playing it on a Pentium, and
| loving it for the agile movement. The difference was huge!
| pezezin wrote:
| Quake was notorious for being the first major game to
| require a powerful FPU. Michael Abrash manually tuned the
| rasterization code to fit the Pentium pipeline, any other
| CPU didn't cut it.
| Beretta_Vexee wrote:
| with a resolution of 640x480 or below !
| doublerabbit wrote:
| > lab -> LAN
|
| Ah yes, those lab parties.
|
| I to recall the days of all synthesising LSD and playing Quake
| too.
| DamnInteresting wrote:
| > _Those were the for real LAN party days which I 'll never get
| back_
|
| I still remember hours-long marathons of Doom2 deathmatch at my
| cousin's Novell cubicle farm after office hours, ca. 1994. Then
| Duke Nukem 3D (using Build to make custom maps [anybody here
| play NukeCity 1 and/or 2? That was me!]), then eventually
| Quake. Oh nostalgia, you rickety tower of mixed emotions.
| vunderba wrote:
| Story time! I was a kid when the original Quake came out in
| '96. I don't remember if I saw it in someone's .diz file, a
| FAQ, or somewhere else, but I learned you could change the
| actual game physics through the console and most importantly
| you could do it mid-game.
|
| I used to host LAN parties where all my friends from school
| would lug their PCs over, and we'd hook everything up over
| 10Base-T. One match, somebody was chasing me down and I'd
| completely run out of ammo. I fled down a corridor and jumped
| over a pit of lava - immediately spun around dropped the
| console and typed as fast as I could:
| sv_gravity 1600
| johng wrote:
| I had to stop playing online FPS's because the cheating got so
| bad. I really miss the days of COD/MW2, that was kind of peak for
| me. I had been playing since Doom on modems... but never saw the
| cheating so bad. Instant spawn, headshot, nuke.
|
| I don't have a PC anymore so most of the top tier FPS games I
| can't play anyway since they require kernel level anti-cheat.
| AbraKdabra wrote:
| The Quake type of graphics but in HQ makes it look a WHOLE lot
| like Dusk the game.
| zquzra wrote:
| Memories, many memories. I remember the endless nights playing
| Quake on dial-up, 190 ms ping, listening to Nirvana.
|
| There are still people playing on some servers, and the challenge
| is higher than ever. Although I still have the reflexes, the
| tics, and I know the maps and respawn times, I had a very hard
| time fitting into the games. I imagine that for someone starting
| today, it must be impossible to face 30 years of muscle memory.
| ctippett wrote:
| 190ms? You lucky bastard!
|
| (hopefully you're familiar with Monty Python...)
| noisy_boy wrote:
| I have introduced my son to online Quake III servers where
| people still play regularly. The Quad Damage voiceover is still
| cool as hell.
| razorbeamz wrote:
| No Switch 2 mouse mode support?
| sqemo wrote:
| Quake is still around. It's a nostalgic game from decades ago,
| but I'm surprised it still exists
| j_aime wrote:
| Who wants to start a clan?
| cubefox wrote:
| It's interesting that the new Quake episode was developed by an
| external studio (MachineGames) rather than inhouse by id
| Software.
| sitzkrieg wrote:
| machine games made all three of new episodes
| cubefox wrote:
| It raises the question whether they have become better at
| making Quake games than id Software themselves.
| cluckindan wrote:
| There is no "id Software" any longer.
| cubefox wrote:
| At least the post on the Bethesda website is attributed
| to id Software.
| _rwo wrote:
| so awesome; as a side note I still host quake net pl (plz do not
| visit it, it's hosted on my home NAS and currently supports up to
| 10rpm xD) which was dedicated to Quake 3 and have origins
| starting 1998; I need to figure out how to keep it alive once I'm
| dead, lol
|
| insert: how do you do, fellow kinds meme jpg
| kar1181 wrote:
| Quake was special for me, the first time I felt truly immersed in
| a world. I'd played doom/wolf, obviously, but being able to look
| down, and move in a 3d space just felt real in a way nothing had
| until then.
|
| Then the multiplayer - lived in the sticks had a 33.6k modem -
| ping times on a good day of 300ms. Even with all the limitations
| (and lack of any sort of predictive netcode) that was it, a very
| expensive (we paid by the minute for phone bills!), game!
|
| Later teamfortress came out from the guys at RMIT in Melbourne
| who later went on to Valve (Robin Walker/John Cook from memory)
| and TF set the bar for so much to come.
|
| I know a lot of folks recommend masters of doom for the
| atmosphere at ID during quake's difficult development, but
| actually Michael Abrash's graphics black book (free on github -
| https://github.com/jagregory/abrash-black-book) is an even better
| companion, still a wonderfully readable book today, but captures
| the mindset of the development that we can take much from still.
| Indeed Abrash's anecdote about sliderule jockey's in the day of
| pocket calculators rings very true today as we grapple with the
| impact of AI on our work.
|
| How many of us can thank our careers to id for hooking us on
| computers and things like quakec and even quake2's game dll
| source and later full engine sources.
| AngryGoblin wrote:
| It was always crazy to me the Quake team never jumped on the
| boomer-shooter bandwagon by releasing a new retro Quake...
| Excited to play this.
|
| Absolutely played the arse off Quake 2 multiplayer when I was a
| young'un too, weirdly made so many IRL friends from local Quake 2
| servers, you don't really get that from modern multiplayer
| games...
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