[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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