No more today! :)
3:12 PM EDT
Today is my high school graduation and then an all-night grad party, so I
will be unable to do any more updates today. Also tomorrow I'll be sleeping
after being up all night so I don't know if I can update tomorrow. Cya. Slipgate
As many frames as you can handle?
3:06 PM EDT
Tokay said Quake 2 will use as many animation frames for models as you can
handle. Paul Steed of id Software wasn't sure what he meant. Here's what
Brent McLeod suggested, I've asked Paul
and American if this is what is meant but have no reply yet.
I could be completely off, but
I think what American means when he says the monsters will have as many
frames of animation as your computer can handle is this: Bascially, the
artists will generate the "key" frames for the models to be animated with.
But, if for example, it takes 1 second to get from frame A to frame B, and
your computer is running at 30 FPS, the engine will automatically generate
the 28 in-between frames. Thus, 1 frame per frame drawn.
I hope to get a reply from id to see if this is what is meant. Slipgate
Another Quake 2 page link request :)
3:04 PM EDT
Maximum Dosage Quake
2 now linked. :) Slipgate
A shield in Quake 2
2:55 PM EDT
Cool beans. Here's a letter Christopher
Murdock sent me, which I sent along to Paul Steed.
>I was wondering if you knew of any plans to add a shield to Quake 2?
>I'm not talking like your midevil metal shield,. I mean a power shield
>like in Dune. An item you could pick up that when switched on envelopes
>the player in this blocky transparent sheet. Imagine what that would
>look like in GL Quake. It could be used against engery weapons, the
>would just reflect off, maybe even back at the shooter. Things like the
>rail gun and such would pass through though. I guess this is more of a
>suggestion than a question, but maybe you know who to suggest it to.
>Thanks for your time.
>-Christopher aka Generic
I sent that query along to Paul Steed and here is the brief yet exciting
reply I got:
Yes, there will be an energy shield in Q2. Chicks, too.
Pretty cool on both counts :). Slipgate
Paul Steed plan update
2:46 PM EDT
Paul Steed updated his .plan about the Quake 2 woman and other stuff.
Before I talk about work stuff,
I just wanted to say that I'll be the keynote speaker at the next Art Institute of Dallas graduating ceremony. It's
the first type of function like this for me so I'll let you know how it goes.
Been working on the weapons for the game. They look pretty damn cool if I say so myself. Over the last couple days we've been able to get
5 weapons ready for the E3 show in Atlanta: hand-held blaster, machine gun, rail gun, chain gun and assault shotgun. I built and animated
them while Adrian and Kevin did some really cool textures (I sneaked in a texture on the blaster!).
John did a kick-ass effect for when bolt or bullets hit a wall: particles fly in the opposite direction of the surface it hits. The technical term
BTW for the direction a triangle or surface faces is "normal". For example when you "reverse" the "normals" on an object, whatever was
facing OUT now faces IN. So what John did was to cause a stream of particles and smoke/explosion objects to emit in a direction
OPPOSITE the normals of the surface being shot. Pretty fucking cool to see.
I've put hands back into the game as well and added little touches to the anims like the fingers tapping restlessly on the pistol grip when the
player is isn't shooting.
All in all E3 will be the first taste of Quake2 gameplay for the general public. But after seeing the screen shots from other games over the past
week, I have to say that any taste of Q2 will quickly lead to a feast!
I received a lot of comments on the Crackwhore I gave to Xian to put up. I agree that just because she's my ideal cyber-babe, she may not
be yours. Most of the comments I received were flattering, but most also had some hints of reservation about putting such a voluptuous
"socially irresponsible" version of womanhood in Quake2. Please. I hope that the rest of you guys (and gals) who have a brain realize that
that model was done as a break from dark monsters and as an indulgence of my "sex-starved, degenerate tendencies". It was also done as
homage to the Crackwhore Clan. Rest assured the female character in Quake2 will be intelligent, witty, great at conversation, cleaning
weapons and firing from a prone position. Just kidding. She'll like it on top and all the time.
I think that settles some stuff and more :). Slipgate
2:33 PM EDT
PoLish of Quakemania was visitor 22222 to the site, and he gave me a
partial screenshot. I've also fixed something minor
about the Hosted by QuakeMania button. Ok, so this aint much of Quake 2
news but it relates to the site. Slipgate
A good Quakemania customer
2:23 PM EDT
Ever seen banners? There's one now. Like most quake domains, QuakeMania
uses banners in exchange for space. Slipgate
2:04 PM EDT
I updated the link to USteppin's Quake 2 page. Slipgate
1:47 PM EDT
Someone named ddodson mailed me but I could not successfully reply to their
e-mail address. I'll put their letter and my reply here for them to see
> I need to know if id is planning on including a GL version right
> into Quake2? I read somewhere that you will be able to start the game,
> and then choose to play standard 256 colors, or GL. Is this true?? Please
> get back to me. I went out and bought a Diamond Monster 3D just for
> Quake2. Thanks.
> Dan Dodson
> e-mail: email@example.com
Quake 2 will be a single EXE, with normal, GL and Verite rendering
built in, able to switch between the different render modes (though just
like GLQuake.exe and Vquake.exe you only want to use the ones you can).
The game will have colored lighting built in and look best of all in GL
mode, so your Diamond Monster 3D will help.
The lighting in Quake 2 is colored in that not only can lights be of any
color, but if two different colors of light glow on something, there is
full color mixing, and the object will shine the color it "should be".
For example, if red and blue lights shine on a surface, it will look a
bit purple :).
Normal mode Quake 2 will make all the lights plain white light like
Just imagine what your Monster 3D will be doing for you soon and
I'm glad you felt you could ask me this, feel free to send any more
questions my way because I can either personally answer them or bring
an id software guy to their attention.
Slipgate - AKA Ismail Saeed
The Fault Line - Quake 2 news: http://www.quakemania.com/faultline/
Includes Quake 2 FAQ.
Well, now for those of you who have never mailed me, you know what my .sig
looks like :). Slipgate
1:43 PM EDT
for a Quake 2 screenshots blurb. Slipgate
Redwood's first Quake 2 preview
1:25 PM EDT
Redwood went and saw Quake 2. Here is what he noticed:
Colored lighting in the GL
version is amazing! It's used perfectly and not overdone. Walls by lava
taken on the natural looking red glow of the molten liquid. It really ads
to the atmosphere. I really hope eveyrbody has a GL capable card by then
because it won't be nearly the same experience without one.
Your start weapon is a laser gun. You never run out of ammo, but the
charge goes down if you hold the fire button and will go back up if you let
The rail gun. This is very much like the one in the movie eraser in how
the projectile fires and looks. It goes through anything until it hits a
wall. Tim blew through 3 guys lined up with one single shot and turned them
to gibs. It was great. There's even an enemy with one, so you better watch
The Disintegrator gun. This was REALLY cool and I hope they decided to
keep it in the game. It fired a sort of white plasma looking ball. The only
difference was that instead of dynamically lighting things as it went, it
dynamically DARKENED them, almost as if it was antimatter sucking up the light!
Demonstrated on a monster, the bad guy starts to dissolve into ball like
objects. Those that have seen the movie Lawnmower Man know what I'm talking
about. You have to hit them a couple of times and then they just disappear,
fading away more each time. If you just hit them once and stop, they will
fade back in in a few seconds. You can also accidentally disintegrate
yourself if you're not careful.
They mention a blackhole type weapon that used dynamic darkness
There were various other weapons. The weapons haven't all been decided
The monsters are so cool! There are a ton of different monsters now,
none taken from Quake. They are much more detailed looking and the animation
is much smoother.
The monsters are persistent bastards about following you. They'll
follow you to hell and back given the opportunity. Running is not always
an option either, as some of the monsters move at player speed.
The ducking from rockets is really cool! I saw at least one monster
also dive to the ground to avoid getting hit!
There are a lot of monsters. I already saw more monsters than were in
Quake 2 even though more are to come. I finally figured out what one of the
dudes in the screenshots was. It was a hover dude and he looked great
sitting there swaying gently back and forth a foot above the ground with his
jets going. Apparently Paul Steed is a madman at cranking out monsters
art/models so he is making it possible to have plenty of different types.
There's even going to be hazardous indigenous life in various nooks and
crannies. A killer turtle thing was mentioned (I like turtles, I want this
in the game).
One of the monsters with sharp pointed arm (in screenshots I think) sat
there when idle and would sharpen his arm and move his mouth when pointed
sometimes. There was a medic monster that was kind of like an archvile from
DOOM2. There are many more but I can't remember them all and they weren't
Tim showed me how you can hide in the shadows and make a noise and have
a monster hear it, come out looking for you, not see you hiding, and then go
back to what he was doing.
The radiation boxes, and other things are movable now and very integral
to comleting the game in some cases.
Strategy will be much more important. Tim suggested that a Strategy
guide for Quake 2 might actually be useful, unlike the ones for Quake.
Tim showed me quickly how you would go through the unit solving the
puzzle ('goal') for each level to complete the unit objective.
The status bar is much less obtrusive now. I like the idea of seeing
more of the game.
There was a fairly good sized gun turret that you went up to and sort
of took over, aiming it and blowing away enemies as they came around the
Well, that's all I can remember for now, but I wanted to share some of
it right now.
Quake 2 is sounding cooler and cooler. Slipgate
Tim Willits interview
1:15 PM EDT
Tim Willits was interviewed by Redwood (who btw dropped by Undernet #quake2
in person 3 days ago). Click here
for the interview (it was messy trying to put a copy here). Slipgate
6:54 PM EDT
Here are the plan updates for today and yesterday from Brian Hook (I missed
seeing this yesterday).
June 16, 1997 (early AM)
This is too cool. I installed a 3Dfx Voodoo board in my Intergraph
workstation, and the damn thing _worked_. Just when I was about to
lost my faith in the PC, it comes back and does something unexpected
(like working the way it's supposed to).
Anyway, I now have an Intergraph Realizm + 3Dfx Voodoo on my desktop,
using a second monitor instead of a cheezy pass-through, and THIS,
my friends, is the ultimate QuakeStation. Awesome for development,
level editing, and playing. The only pain is that I have to keep
creating/deleting the 3Dfx OPENGL32.DLL in the Quake2 directory.
Oh well, small price to pay for the best of both worlds.
Before I print his June 15 plan update, let me just say that I'm surprised the
3DFX worked too. Yes I know they are easy to install, but they aren't easy
to install when you think your the problem and it turns out the card you
got is defective, you have to return it and get another one. In case
you don't know who I'm talking about, I'm talking about myself :(. Anyways,
June 15, 1997
Let me preface today's rant with a real quick disclaimer -- these
complaints are directed at high end accelerators that implement the
ENTIRE OpenGL pipeline in their drivers, so it is expected that they'll
be buggy. Not only that, but since very few applications really thrash
the hell out of an OGL driver implementation, bugs are expected. It
is our intention that Quake2 and, maybe some time later, QE4, will be
good OpenGL conformance tests.
Quick comment: a good "level editing" board implies someone is using
QE4, but QE4 is only being used by id and our partners at this point
in time. So our experiences looking for a good level editing are
largely moot, but we're relaying the information anyway just to keep
everyone informed, and also to keep IHVs on their toes. And just in
case one of you psychos out there wants to write your own Quake editor
with OpenGL, I figure talking about our experiences can't hurt.
Okay, now the fun part...
Jesus, the completely crappy drivers on high end OpenGL systems are just
plain appalling. Today John and I attempted to get Quake2 and/or QE4
(our newer level editor) up and running on something other than the
Realizm. Our two boards we had on hand were a Glint 500TX based board
and a Dynamic Pictures Oxygen 102.
The 500TX wasn't that bad -- its fill rate was pretty abysmal, sure, but
it still worked. It was missing some important features, such as tex-
subimage, thus making it not the best board in the world. However, it
is close to obsolete since the MX is supposed to be out from 3DLabs
sometime soon, so it's sort of irrelevant. The MX looks interesting though.
We tried the Dynamic Pictures Oxygen102 again, and the results weren't,
um, encouraging. We have a little game going now: "How fast can a new board
give us the Blue Screen of Death under Windows NT?"
The Oxygen102 won.
We tried to run QE4 at a higher than supported resolution (the 102 we
have only has 4MB) -- we tried it at 1280x1024 w/ Z-buffer, which should
have caused the driver to fail during a wglCreateContext() call or
something. *bzzt* We got the Blue Screen of Hate instead.
So we tried bumping the resolution down to 640x480. Well, QE4 killed
the system again, this time for no apparent reason. And when we ran
Quake2, it turns out their driver doesn't support texture objects and
it reports a completely and utterly whacked out GL version string (they
put in their driver version number, not the GL version number).
AND their drivers still require a reboot doing a resolution change,
which is just completely inexcusable in today's world.
Anyway, we're going to try and get an Oxygen 202 or 402 to see if things
get better with more RAM. Unfortunately, all this occured with the very
latest driver revs. *sigh*
So as of today, the Intergraph Realizm looks like the best level editing
graphics card, and the 3Dfx Voodoo is still the best game play accelerator
out there. Which means that nothing's really changed in the past six months
or so. *irk* For a low-end level editing card, a Permedia w/8MB or a
Permedia2 /w 8MB might be the way to go -- just don't expect to run Quake2
or GLQuake on it. In the mid-range the Integraph Intense3D 1000 looks pretty
I'm going to check out some other boards pretty soon and will keep you
folks up to date.
Have I mentioned I REALLY want the next crop of accelerators to show up?
So do I :). Slipgate
6:46 PM EDT
I've cleaned some old links out of the links area and restructured it
so that only Quake 2 or Quake links are there. (Hexen 2 if enough people
persuade me). I've also removed the link to the now dead site Underground
Aspect. From that page:
I am sorry, Underground Aspect
has shut down. Since I never really got anybody to my page ( maybe 15 people
a day). I am not out of the Quake 2 business, I will be working on the
telefragged.com site. To go there please click
It's a saddening thing. Also, Impulse 2 moved according to the page, I've
got the link updated but the new URL it gives doesn't work for me? Slipgate
9:21 AM EDT
I gotta update some links later today, but I'm going somewhere now so the
key phrase would be "later today". Cya. Slipgate
Disruptor plan update
9:13 AM EDT
Christian Antkow updated his .plan with the following to relax concerned
Ever since I've taken over the
"firstname.lastname@example.org" e-mail address, I've recieved a number of e-mails
from concerned youth and parents about the satanic and demonic content of
id's previous games (DOOM and Quake).
For the record, Quake II will have no demonic or satanic references. It is
a pure cybertech sci-fi shooter set in the future.
This doesn't thrill me as much because I liked the hellish stuff in Doom/Quake,
but I guess it will be cool anyhow. Slipgate
Quake 2 chat problem :)
9:12 AM EDT
The next Quake 2 chat was scheduled for Saturday at 7 p.m. EDT. They want
id guys and such to show up. I see a problem here. Saturday is going
to be "in the middle" of E3 and id guys will be too busy to show up and
such. Also, I am not sure that we have all that much to talk about until
after E3. I'm mailing this little tidbit out to Jonathan Ruff and other
folks and see what response I'll get. Slipgate
I was laughing
9:11 AM EDT
Check out this
link, it made me laugh and it will do the same for you whether you use
Netscape or Internet Explorer. Thanks to Prophet for that pearl. Here's
another thing from him too, an E3
Preview he mentioned to us. Slipgate
Shub vs. Chton, DuMBal's Levels
9:10 AM EDT
I promised a buddy to mention this. Check out Shub Niggurath vs. Chton
(SvC) at this link. Also,
be sure to check out DuMBal's
level page. There we go, two birds in one stone. Slipgate
Paul Steed talks
5:32 PM EDT
Paul Steed responded to a query of mine in e-mail,
as well as a query of Rotwang's in
e-mail. Earlier I mentioned how someone asked me if players would be able
to see what weapon the other person was using, beyond just a differentiation
between "gun" and "axe". First I'll do the letter I got and sent his way
and his reply:
Doubtful, but I agree that it
would be cool to see different weapons in peoples' hands. The problem of
course is data stored and speed, etc. If the program has to store every
weapon within each player model, then it would not be possible. Maybe we
could do a weapon class (i.e. BIG gun, normal gun and little gun) and swap
out a weapon model for those classes. I'll talk to John and Kevin about it.
Remember that reply is in reference to QwertMan's letter
to me, which I sent along to Paul. It is very cool that we can have a
little input in Quake 2 (a la the weapons thing and how Paul just said he'd
talk to the artists about it).
Now the next letter is when Rotwang mailed him and the reply he got:
>Thanks for asking my previous question!
>On Undernet IRC, American stated that the monsters in Quake 2 have as
>many frames of animation as one's system can handle. Is this true, and
>if so, how is this accomplished? If not, how many frames of animation
>do the monsters have?
I don't know exactly what American meant about the number of frames handled
being dependent upon your system. He may have meant the frame interpolation
which does work based on how powerful your machine is. Basically, all
monsters in Q2 will have the following suite of animations:
Depending on the monster, there will be as many as three variations for
each type of action above. Some monsters (like the TANK) will be too tough
or too cool to duck or defend themselves so that type of animation won't
be there. And there won't be too many variations of walk, run, defense and
duck. So theoretically a monster could have up to say 15 or 16 different
animations he could perform at any given time. Allowing for each animation
averaging from 10 to 60 frames a monster could have a total of 600 frames
of animation. So far, however, the basic grunt has the most frames, weighing
in at about 350. This breaks the 256 frame barrier John set up in Quake and
isn't really recommended due to the overall amount of memory required to
store the data. This limitation is why companies like Valve have chosen to
use skeletal deformation as opposed to the vertex deformation that we
currently use. Of course we favor the latter because it gives us more
control over the look of the model's final animation.
In Q2 Kevin and I have really tried to focus on giving as many versions
of the more redundant actions that the monsters do as time permits. Actions
like pain, death and standing anims are seen over and over and over, so it
would be cool to see more variation there. Overall, the fans will love the
power of the actions, especially the deaths. More powerful knock-backs,
characters flipping end-over-end and an overall more realistic sense of
WEIGHT is our main ambition when doing the character animations. You'll FEEL
the impact of monsters flying back and slamming to the ground.
To increase speed and allow us to have even MORE monsters at any given
time, John has put in a "level of detail" feature which allows far-off
monsters to be represented by just a couple triangles and increases their
number to maximum count when close-up. This should be available on the
regular version of the game and not just GL Quake2. Hope that helped and
answered your questions.
This artist is very helpful :). Slipgate
Another Quake 2 chat :)
5:05 PM EDT
I got this e-mail from Jonathan Ruff about the possibility of another Quake
Lets have another meeting on
Friday, Saturday, or Sunday of this coming week. I'm more than positive we
can finally get guys from Id Software to show up and people like blue, maybe
we could get American to give us some more pics ( an avi would be nice
heh). Non the less let me know, I plan to unveil the new permanent home of
The Nebula and return it to its previous form with constant updates and
Will give you more info as I get it. Slipgate
Brian Hook on IRC
11:57 AM EDT
Rotwang sent me a log of Brian Hook of id Software visiting undernet
#quake2 (actually, he sent it to lots of the news guys). Anyways, if
you want to read it, click here. I haven't
had much time to look through it yet so I can't comment as of now. Slipgate
Some model info :)
11:51 AM EDT
Good old Rotwang sent a mail to Paul
Steed asking some stuff about monsters. His letter and Paul's reply are
included. Rotwang's letter is the italicized thing, and Paul's reply
follows. Without further ado:
>As I was looking through the Quake 2 screenshots, I noticed something
>curious. Are the monsters in Quake 2 modular? I've noticed the
>chicken-walker legs on two different monsters, and wondered if other
>monsters share similar apendages as well.
>Thank you for your time!
>Quake News Informant
Whenever we make models we usually make the arms and any cyborg parts as
seperate objects. This makes it easier to make skins for them and animate
them. Also due to the extreme cybernetic nature of the bad guys in Q2,
seperate parts are used to convey a sense of the mechanical.
In case you haven't figured out, ps is "Paul Steed" :). Anyways, this sounds
really interesting to me...... sounds like enemies can sever into pieces
if they are made in pieces to begin with :). Slipgate
11:48 AM EDT
I got this e-mail from a person in the #quake2 IRC channel
If you want I have heard ALL to
often about the question:
Will the other players be able to see the weapon someone is holding. It is
VERY, VERY doubtful that Id will put that in.
Adam J. Christensen
Qwertman I sent this question along its way to Paul Steed. Hopefully I'll
get an answer soon. :) Slipgate
Less bandwith logo
11:46 AM EDT
Dale Bertheola told me that the logo
made by Nigel was a real bandwith killer. He ran it through a spacesaver
and reduced the file size to 26k. When I asked Nigel
(who made the logo) if using the newer smaller one was ok, he said yes, so I
10:13 PM EDT
Gamespot has a blurb
about the Quake 2 screenshots. Slipgate
sCary saw Quake 2
9:56 PM EDT
This is quoted off his Shuga Shack:
Well, while I was over at id
Software yesterday American was kind enough to show me all the stuff that
they will be giving a demo of at E3. My overall impression was "WOW, this
place is HUGE" I mean, you look at the levels and they have this great
feeling of grandness, like you get when you walk into a cathedral or the
likes.. the texture work was outstanding, amazing they can do that stuff
with just 256 colors to work with. He showed me a few of the new weapons,
as well as about 5 monsters.. Those animated gifs on the web page don't do
the monsters justice, they all seem to have multiple attacks, and are just
plain freaking cool. And yea, that screen shot of a monster ducking under a
rocket is a reality, American was firing rockets down the hall at one of the
monsters and it was actually dodging / ducking under the rocket. uh... stuff
that I observed:
- Weapons are slightly offset to the right, ala Duke3d.
- When you fire a weapon it actually moves around similar to when you fire
that cool chain gun in Turok for the n64.
- Monster animations, wow.. they look so smooth...
- Colored lighting, they are using it everywhere, and not overboard either,
just that feeling of real life color wherever you go.. adds a whole new
feel to the game. No colored lighting in software, GL only.
- I'll give a much more in depth report, including some solid technical
data when I pry into their souls at the Quake2 booth during E3 next week.
And that is all HE had to say :). Slipgate
Paul Steed on QuakeCast
9:41 PM EDT
Paul Steed was on the QuakeCast, according to his finger. Click
for Thursday's show (the one he was in). Remember QuakeCast requires having
RealAudio or RealVideo. Also,
here's the quoted update(s) from his finger.
COOL! Was up on Quakecast talkin' smack about Q2. Had a good time and felt
the interview went well. Those guys (and girl) seem like they're having a
good time with the show. Kudos to them as well for some intelligent
Speaking of which, I'd like to begin an education for the layperson in some
of the terminology I'll be using as I talk about my work and techniques and
stuff. Forgive me if I'm too basic, but I'll get more advanced as I go
along. Let's first begin with the most basic terms in 3D graphics:
"polygons", "faces" and "vertices". For those of you not familiar with these
terms, let me walk you through a simple exercise. For this exercise you'll
need a small, plain cardboard box, a ruler and a fat magic marker of a dark
color. Grab the marker and make thick "dots" at each corner of the box. Then
take the ruler and connect each dot so that each square side of the box has a
diagonal line bisecting it. What you now have is a "polygon model" each
triangle you see is a "face" and each dot is a "vertex" (more than one
vertex is referred to as "vertices").
Now in the computer, vertices are drawn using the "cartesian coordinate
system" That means as you hold your box and look at it, each vertex is
represented in the space around you by a set of three numbers which line
up on three "planes" or three "dimensions" called "x", "y" and "z" (hence
the term "3D"). Bring your box up to your face and look at the front top
right corner. This isn't necessarily the same for all programs but for
example in ALIAS, the "vertex" behind the one your looking at is farther
away on the "x" axis. The "vertex" to the left of the one you're looking at
a lesser value along the "y" axis, and the "vertex" below the one you're
still looking at would be at a lesser value along the "z" axis.
Thus we have a mathematical representation of any point in "space" that a
computer can work out and "connect the dots" with a "face" that can be a
color or have a picture drawn on it. Put a light above the box and you'll
get shadows and/or reflection, etc.
So now you know when I say that the character models I'm working on have
anywhere from 400 to 750 polygons (or "triangles" or "faces") and they're
animated by "manipulating the vertices" then you know what the hell I'm
So let me just close with a quote from someone I've known for a long
time, "Ouche-day ag-bay ay-say at-whay; You got somethin' to say BOY, you
come out and SAY it." -Deets Luap
Wow. Shocked would be an understatement when describing how I feel about
all the responses I've gotten over my .plan. I just want to say one thing:
You guys out there are totally COOL! Out of the 51 responses I received, 3
were flamers and the rest understood what my .plans were all about: id.
That's right. If you are a fan of id then you got the gist of my
postings. BTW if you aren't a fan of id why are you reading this? I wasn't
out to piss the guys off at any other company especially the ones in the
"Dallas Gaming Community". I was out to proudly declare how cool id is and
how cool it is to work here. Jeff was right about my devotion to family and
friends. Well id's part of my family now and I'll always defend my own when
it comes to it.
And for you "PEDophile bitch"-calling dudes who think I'm consumed with
myself consider this: I am a total fan of id's. Always have been. I'm just
like any one of you out there who has had this really cool thought, "What if
I were at id? Wouldn't that be fucking cool?!" Well it is and I'll strive in
the future to stay off my soapbox and stick to the point of these apparently
high profile mind dumps: Keep telling you how cool id is.
The reason why I deleted my previous .plannage is because it was just too
friggin' big. I still stand by my previous words but wish the guys at IS
(especially the artists) hadn't taken it the wrong way. I completely thought
their stuff ROCKED when I visited (and still do). And as far as Jeff goes,
who turned him on to the job there in the first place?
Well, I think Paul has said enough for both of us. Slipgate
Brian Hook update
9:40 PM EDT
Brian Hook has had a planfile for a little while, I got a fingerlink
for him going. Go check out his plan and read through it all if you've
never read it before (you can use my fingerlink in the fingers section). Slipgate
3:07 PM EDT
Here's a new Quake 2 page: USteppin's. It
has a link to the FAQ also, which btw has been updated. Slipgate
New Tokay visit
2:23 PM EDT
I was sitting in IRC while writing these page updates and Tokay visited. Prophet sent me an edited version of the log of his visit...... so click here to read it. Slipgate
Fingerlinks and screenshots
1:13 PM EDT
I updated the fingers (who you can finger) and screenshots pages. I need to make a new "logs" page. Slipgate
Sandy Petersen interview
1:05 PM EDT
Quakemania interviewed Sandy Petersen. Check this link
1:03 PM EDT
Nigel from #quake2 sent me a new logo. Thanks man. Slipgate
Paul Steed stuff
1:00 PM EDT
link out to see some Paul Steed info garned by Halogen of
12:22 PM EDT
There has been a petition from game developers to Microsoft, asking
them to openly support OpenGL and make life simpler. Check this
Quake 2 mailing list
12:21 PM EDT
The Quake 2 mailing list has been suspended till further notice. I'll give
you the real reason: Hardware difficulties (no joking). Slipgate
12:04 PM EDT
There have been 4 more IRC visits of interest since the first Tokay visit
I reported on before my little hiatus. Here are the logs of said
visits, and the first Tokay visit linked again to boot.
First Tokay visit (got ball rolling)
John Cash (Hellrot) visit
Tokay visit #2
Tokay visit #3
Since there is so much to catch up on, I really couldn't organize it better. Read through it all and enjoy :). Slipgate
Lots of new screenshots
10:13 AM EDT
Many, many, many, many new screenshots have been released in my absence :). Here
they are (they've also been added to the screenshots section, which btw has
been changed around a little). The screenshots include lots of stuff,
including seeing an enemy ducking a rocket (too cool, can't wait) as well
as two images hinting at the available female player in Quake 2.
Wow..... finally caught up on screenshots I think. I'll stay on top of
Disruptor's claimed "daily updates" (shudder). Slipgate
Back at last
10:06 AM EDT
Finally finished high school final exams (that is why I couldn't update at
all for so long). There is so much news to catch up on though (my inbox
has 100+ letters in it). Here's the situation..... today I will catch up
on everything as best as I can, and then this page will hereafter once again
be a truly up to date source..... but now to the old news :). Slipgate
New Quake2 pic
9:41 PM EDT
Over on the id Software Quake 2 pages is a new image to pique
curiosity. Thanks to Luke for telling me about it (e-mail withheld this
time due to severe lack of time for html :) ):
BTW, Redwood told me that because of Daylight Savings Time I should say
EDT and not EST, so that's corrected :). Slipgate
Paul Steed plan update
7:04 PM EST
Paul Steed updated his plan again. He talks more about himself instead
of being so technical this time. (BTW, this update was ready two hours
ago but I had problems uploading. Here you go:
Well, I have to admit that the response to my .plan file was more than I
expected. Everyone's comments were great and I tried to respond to as many
as I could. If I haven't responded to yours yet, I plan to (er, no pun).
Just wanted to drop a quick line about myself for those curious since my
first one was pretty technical and after a re-reading pretty boring as
well. Basically I got into the computer gaming field after being born in
Alliance, Ohio, attending 22 public schools spanning 5 states, joining the
Air Force and spending nearly six years in Europe (Iceland, England, and
Germany mostly along with every other in between).
I made an name for myself at Origin down in Austin, TX (Strike Commander,
Privateer, Wings of Glory, Wing Commander Academy, Bioforge, Wing Commander
III, Wing IV) and after several start-up company abortions moved on to Iguana
Entertainment, also in Austin. Iguana got old pretty fast (spent time around
Cyrus Lum for awhile, though). Next, I went to California and worked on a
"Wing Commander on Wheels" game called Propaganda at Virgin Interactive's
in-house development effort (later re-named, "BURST" if you can believe
that). While I was the art director on that project I got a call from a
headhunter wanting to know if I'd be interested in showing the guys at id my
I immediately thought it was a joke: "Yeah, right." (At that point id was
without a doubt the Camelot of gaming to me and the reverence with which I
held the company and its elite members still holds today (tear wipe, sniffle,
sniffle). So anyways the guy convinces me he's legit and I send id my one and
only ORIGINAL cut of my demo reel I made several years ago (have since gone
strictly to CD to show my stuff). I was THAT determined to get my foot in
the door. Well id never even looked at my reel. By the time they got it they
had decided to make an offer to someone (someone whom I vowed to have hunted
down and his second and third finger of his mouse hand broken).
Well needless to say I WAS BUMMED. There goes my reel, there goes my one
shot at the only company for which I'd give up an art director position on a
high profile game. BUT as the head hunter placatingly adds, there's always
the possibility that the guy will turn down the creators of DOOM and QUAKE. I
wanted to hit the patronizing moron. Who in their right mind would turn down
id?Well the guy turned 'em down. Amazed yet not really surprised (id knew
that I was the ONE...er, well maybe I knew I was the one), I was flown to
Mesquite and interviewed with Kevin and Adrian.
Just to illustrate how cool these guys are I'll just tell you about one
aspect of the interview. When it was decided that they wanted to hire me,
they dropped the question dreaded by all and feared by most: "How much
would it take to get you here?" Hearing the words from my
pilot-fish-for-a-recruiter, "Don't talk money!" I said fuck it and mumbled,
"pay me what I'm making now and I'll be here tomorrow." There. It was
done. No bargaining. No protracted rumination. Just say it. There was a
pause and then Kevin says, "Well, Adrian and I have to discuss this," and
they both walked out of the room. HOLY SHIT! I just blew it! I should have
asked for minimum wage or something. Geesh! I'm such an IDOT! So again to
illustrate how far they're up the cool meter, they came back in and offered
me substantially MORE than what I was making in California. That was the
third time I was completely FLOORED speechless in my entire life
( the birth of my son, the surprise shower thrown for me at Origin for the
birth of my daughter) I had to ask them to repeat it and then mustered every
erg of self control not to jump around and whoop and yell. Any other employer
would have said, "Cool, let's do what he says and match his current salary."
So since then the rest has been a roller coaster ride and has been
unequivocally the best thing that has ever happened to me during my 32 years
of life - besides the first time I got laid, or married or kids. But you
know what? It only...gets...better.
That was quite long. Slipgate
American McGee on IRC
4:35 PM EST
American McGee was on Undernet #quake2 Saturday. I couldn't mention this
until we got permission from him to print the log, and now we do and because
I was away taking finals today I didn't get a chance to get to this until
other people had printed it....... aggh..... 3 days more of finals...
In any case, click here to read the log of
the visit. He talks about how no midi support is in Quake 2, talks some
about the monsters, the fact that levels will need to be converted, etc.
etc. Sorry I'm not the best at news this week, its because this is my
week of finals. Slipgate
Quake 2 to include a female
5:53 PM EST
Straight from Redwood again this time (demmit people send me Quake 2 news
like you used to). Petra-PMS (of clan PMS no less :) ) asked American McGee
if a female player will be included in Quake 2. It has been confirmed that
yes, there will be a female player also. Good news. Slipgate
Multi-processor support in Quake 2
9:03 PM EST
While taking a break from studying, I cruised the news pages and found out
this tidbit from Redwood's
Quake Page. The Eliminator
asked John Carmack the possibility of getting multi processor NT support
into Quake 2 (or Quake, actually). The response he got was this:
I might add an SMP rendering
module to quake 2, depending on time constriants. I have the framework
set up, but it would still take me a day or two.
What this means is that if you have a multiprocessor board (for example,
a dual Pentium), there would be an advantage. For the folks who don't
understand ANYTHING I just said..... here goes an explanation: First off,
you can get a computer with more than one processor in it, where the two
processors share the CPU work and the general effect is that the computer
is speedier. However, multiprocessor boards aren't the "perfect solution". They
have little to no advantage on a program unless its written so its able to
detect and take advantage of multiple processors, otherwise it just uses one
and will run at the same basic speed it would run on a single processor regular
old computer. However, if a program is written to detect and take advantage
of multiple processors, it can run quicker for people with multiprocessor
systems, because its using all the processors, while at the same time it
can still run good on regular single processor systems. Because programs
need to be WRITTEN to take advantage of multiprocessor systems is why
multiprocessor systems aren't the "perfect solution". Basically, John Carmack
has stated that he's begun the framework for multiprocessor support in Quake
2, but that in order to finish he'd need to spend a solid day or two working
on the multiprocessor support. However, when you are busy programming so
many different aspects of a game, that time he needs might not be available
to really get it done right. Hopefully it is done because it doesn't hurt
to have multiprocessor support... and now there's all the more reason to
get multiprocessor systems! (Think how many people bought a 3dfx card
just because of GLQuake....... now imagine them all buying dual Pentiums or
dual Pentium Pros just for Quake 2...). In any case..... I spend more money
than I have on computer stuff already.... I don't count a new processor on
any wishlists this year at all. Slipgate
4:48 PM EST
I meant to mention this before (doh) but John Cash updated his plan while
I was gone and Paul Steed updated too! He didn't even HAVE a finger before :). Here's
a quick qouting job on John Cash's update:
LostReality luvs Sniper
I AM A GENIUS!!!!
Well, I got 17 of Gateway's teasers (so far), so at least according to that
test I am!!
Jim, that makes you a genius too; that scoring system is rather binary ;-) I
guess you're just a genius who had more time; I stopped when I hit 17.
Oh yeah, sCary... I did it myself. You've been hanging around Bob too much,
ya cheatin' bastard! ;-)
0 = Number of people who give a D about our "scores".
And now back to the real world...
Umm, I won't ask if you don't. Here's Paul Steed's first plan update
(I gotta add a finger link to him sometime now):
This .plan file has not been set
up by its owner yet. He or she might want to do something like this:
Work: <972 613-3589 x.50>
Office Location: id
Well it's about time I got with the program and made an entry here. Since I
just got back from the 3D Design conference in San Francisco, I'd like to
start with some views and opinions on a couple of art tools, mainly
Lightwave and 3DSMAX.
First I'd like to say that 3DSMAX is my main choice for cinematic animation. I'm
slowly moving to it for low-poly modeling as well, but for now I model in that
old dinosaur, 3DS4. Since I'm fortunate to have no budgetary constraints or
fiscally anal supervisors holding me back I have three machines at work and
three machines at home which combined run the programs I use on a daily
All kinds of external plug-ins for 3DS4
Alias Power Animator 8.0
A plethora of 3DSMAX Plug-ins
Recently I paid a visit to Ion Storm and was shown Lightwave by a couple
artists there. I was impressed with how proficient and devoted they were to
the program, and even considered buying a copy of it. However, after doing
some research and attending the 3D Design Conference, it became apparent to
me that MAX is definitely THE NT program to stick with. Why? Two reasons:
support and longevity.
Lightwave doesn't have one tenth the support MAX has in terms of people
developing for it or maintaining it. I also have a gut feeling that Lightwave
won't be around for very much longer in its current form. With companies like
Alias and Softimage going to NT, Lightwave will have to add quite a bit more
to its versatility and functionality to keep up.
The only thing Lightwave has going for it is COST. It is a relatively
inexpensive program. If you're a smaller company or start-up company like
Ion Storm who can't afford the higher end tools or if your artists can't
really grok the more complex programs like Alias and MAX, then Lightwave is
probably best for you. One turn-off in particular I noticed with the program
is that it can't save out the meshes the way they need to be saved out for
the Quake engine. Alias does with no problems (MAX doesn't, either, though.)
Another thing that bugs me about Lightwave is that I didn't see any cool
animations done with the models. The guys at the aforementioned company are
modeling up a storm, but in order to be an effective modeller in our genre
one needs to be animating or understand how the model will be animated. Jeff
Wand showed me a pretty decent spider but the joints didn't seem to have
enough faces to support movement. Maybe this is due to Jeff's lack of
animating experience, but I hope the hoops the guys at Ion Storm will have to
go through to get their models in the game won't be too time-consuming. If
geometry has to be added to help support movement, then the model has to be
re-saved and re-grabbed by the software. Again, Alias is great at animating
characters and giving the most amount of control over vertices and general
mesh deformation for low-poly animations.
Eventually, I'll be doing everything in Alias once I find the time to devote
training in that, but for now I'm happy looking at my three 21" monitors
using a variety of programs to get the job done.
So I guess I'll get back to work finishing up the player weapons for Quake2.
And let me close by saying that I know that everyone is going to be very
very surprised and very, very, VERY pleased with the follow-up to Quake. Once
again, id will brush away the competition with no talk, no over-blown media
hype, no egos and no bullshit. We will simply let the game speak for itself.
And you know what it says? It says "WE ARE GONNA KICK SOME F@#$ING ASS!"
He sounds like he'll make lots of quality plan updates. Slipgate
Final update of day
3:32 PM EST
I'm now studying for final exams. I really haven't got the time for the
page that I did..... until Thursday :). (No, the page isn't shutting down). In
any case, Nite will be doing any and all updates from here on till Thursday,
because I just can't. Wish me luck on my finals! Slipgate
Fault Line now has a button
3:30 PM EST
Crash of Crash's
Single Player Quake made me a button for this page. Thanks man! It's
at the top of the page now. Slipgate
3:28 PM EST
There is a roundup
of 23 accelerator cards reviewed on GameCenter. Thanks again go to Prophet. Slipgate
3:26 PM EST
GameCenter has a story
about Portal technology (supposedly the next step in 3d games). Thanks
Why Verite when there is GLQuake? =)
3:20 PM EST
There is a fresh
scoop on the second-generation Verite stuff on GameCenter. Thanks Prophet. Slipgate
Activision or E3 stuff
3:17 PM EST
Activision has a high bandwith version of their website along with their
E3 lineup. Go to http://www.activision.com/high/index-ie.html. Also,
id's CEO talks about the Activision deal on PcGamer
American McGee interviews
3:04 PM EST
There were TWO American McGee interviews...... one on Thursday night on
the QuakeCast. The
show can be heard by clicking here,
as long as you have RealAudio 3.0 or higher installed. Go to real.com
if you don't. The other American
McGee interview deals more with editing and was done by the
Workshop. Thanks to Andrew
McIntyre for telling me about the Quake Workshop interview. Thanks to
Rotwang and KaTT
for telling me about the QuakeCast one. As KaTT told me, American talks
about enhanced monster AI, the ability to hide in shadows from monsters
(they can't see as well in the dark), levels being 2-3 times bigger, more
consistent themes/styles, bigger range of weapons, no grappling
hooks, and probably other stuff. Rotwang told me that he appears
on the show inbetween the 17 minute 35 second mark and 49 minute 40 second
mark (to save you time in listening to the rest). Listen to the QuakeCast
for the whole deal. Slipgate
Quake 2 Zone of Telefragged
3:01 PM EST
The Quake 2 Zone of Telefragged has officially premiered. Here's the URL
for your hot little hands: http://q2z.telefragged.com. Thanks
to QuakeGod the maintainer for letting us news folks know. Slipgate
Nebula has returned
2:58 PM EST
2 Nebula has returned with its new layout. It's not back to steady
updating or even truly finished up with the new format yet, but its
something to look at right now. Thanks to Prestige
for mailing me about this. Slipgate
Mailing list problems
2:54 PM EST
The Quake 2 mailing list has not been sent yet due to unforseen problems. Nite
recently got a P166MMX to replace his P60, but its having problems and it
hangs a lot, including when he tries to send the mailing list. Because of
the nature of the mailing list I can't send it out myself although I tried. Nite
will send it out to the current 400 folks on Wednesday, and people who have
asked to subscribe since the last one will have to wait. You will be included
by the time the next edition of the mailing list after this one is sent. We
apologize and we wish we could do something about it right now but we can't. Slipgate
2:53 PM EST
Sorry I've been away, as I said yesterday was my birthday. I'm 18 now! The
mail piled up nonetheless! I had a lot of fun on my birthday though and also
saw "The Fifth Element" (really funky movie) Here I go doing today's update. Slipgate
Vorinth's page dies!
5:23 PM EST
Bad news always seems to follow good news. Vorinth's Quake 2 page is now
officially dead...... it won't be updated anymore and it will be taken down,
although it hasn't been taken down yet. I've removed the link. If he states
that he's coming back, I'll put the link back on. I'm not happy but I've
realized this sort of thing is going to happen, it did with Quake 1. So
I'll just deal with these page shutdowns as they come. Slipgate
Minister's page returns!
5:21 PM EST
Minister has decided to keep his
2 page going! Good thing too. Slipgate
Doomed Dimension makeover
5:14 PM EST
The Quake 2 page The
Doomed Dimension got an interesting makeover..... check it out. Slipgate
Quake 2 possible compiler?
5:12 PM EST
Go here to
get to the page of LCC, the compiler mentioned in the mail with the Quake
2 Headquarters. You can get the 1.4 meg download of LCC here. Thanks
to Spam of the Headquarters. Slipgate
4:31 PM EST
Just a quick announcement, the Rangers
plan on unveiling "you know which movie" (RGB3 for those who don't know :) ),
at QuakeCon '97. Damn I
can't be there, but I will download the movie nonetheless. That came from
Polish of Quakemania. It's just a quick announcement is all :). Slipgate
Quake2.com officially open
4:13 PM EST
Quake2.com, where the Quake
2 Headquarters page moved, has NOW officially "opened for business". The domain
is by the same folks as time2quake.com. The
official "announcement" was sent to us news guys (including me, Blue, Redwood,
Patrick Cupka, and many others). Here's the announcement:
is proud to announce the official launch of our sister site Quake2.com
Our Quake2 news section is in the very capable hands of Spam, formerly
of the Quake II Headquarters news site. You can always find the latest and
greatest on the eagerly awaited Quake2......just a sec......this just in:
We recently got some info from John Carmack about .dll's and Quake 2.
Here's the mail:
> Will the source code be c or c++?
> I realize your using msvc but will the source have anything msvc
> specific, IOW, how hard will it be to port to another win32
-We will use VC++, but it should be pure ANSI, compilable with the win32 gcc port.
> Will this change anything concernig net play, like will both client
> and server always have to be running the patch or would only the server
> need it, like it is now?
-I don't think I am going to do client side DLL's, but that could possibly
> Oh, you might want to let people know about lcc-win32, its a freeware win32
> compiler w/ source code and its all in a 1.4 meg zip. This would be great
> for people who cant afford a comercial compiler. its at
-I like LCC, I ported it to the jaguar's risc chips a few years ago.
-If someone writes a dll tool for it, that should be a fine compiler to
-it wouldn't require all the bulk of gcc.
Check back often!! Quake2.com, your one stop shopping experience for all
that is now and is to be Quake2.
Some people ask me my opinion on other Quake 2 pages popping up and going down. I'll give
you my honest opinion. If you like a site, go there. That's my honest opinion. I am
not going to act supieror or inferior to any other pages seriously. Sometimes I may
joke, but it is just a joke at those times. Cheers to all Quake 2 pages! Slipgate
4:09 PM EST
Walter Meyer e-mailed me in reference to my letter to John Carmack about, well,
light. Here ya go:
since you were asking JC about
radiosity lighting you might find the following link interesting:
Go check that page out if interested..... thanks Walter (for those who don't
know, this is the page recently mentioned by Blue about screenshots of
multiple textures being mappend on single faces... that's not all this page
has though). Slipgate
Other Prophet mailbag goodies
4:05 PM EST
To get a Quake 2 gotten by Activision story (there are too many of these!),
go here. Damn...
I wish I had a P200MMX, but the Diamond Monster 3D looms formost on
my mind (I'm getting it really soon now). To hear about IBM's competition
for the MMX, go here. Slipgate
E3 wierd details
4:03 PM EST
First off, yup, Quakemania is back on a Linux server now. Ok, to the news. Prophet
let me know about this: You can go here
to get some WIERD details on E3. Thanks bud. Slipgate
Quake 2 at E3
7:20 PM EST
Sure enough, Quake 2 will be shown publically with playable levels at E3. That
news comes from John Carmack's reply to a letter from Dyno
of Dyno's Quake 2 news. Slipgate
Other page shutdowns
7:19 PM EST
Quake 2 page is shutting down also. He's gotten 25 mb at lockandload.com
to make a TF page, so...... Also, Minister is thinking of shutting down his
page. Vorinth did tell me he may make another page later, but to consider
his gone. I'll remove his link once the page is gone. Slipgate
Quakemania will be down for a while
7:06 PM EST
QuakeMania will be down for two hours tomorrow while the server switches
over from Windows NT to Linux. I've been looking forward to this change
because I'm better at working websites on Linux servers, and well because
Linux rules! :) Anyways, I may make updates today but to be on the safe
side I won't make any updates tomorrow until the completion of the move
is confirmed. Slipgate
Quaker Joltmeal is dead
4:50 PM EST
erraticAvoid, the maintainer of Quaker Joltmeal, has closed his site down. From
Quaker Joltmeal is no more. I
will be concentrating on game design and
programming for the whole summer.
It's possible I may return in a few months with a whole new news page, but
as of now - I have other plans.
|Thanks to those of you who visited,|
|and those who sent me feedback. =) |
This marks the end of a very good page....... oh well. It's truly a sad day
when instead of adding to my links, I'm subtracting from them. Slipgate
Many thanks to many folks
3:03 PM EST
I just wanted to get on the shoebox a second to thank everyone who's
linked me (and a certain individual
who's saved my site AND linked me), people who have sent me news, people
who have given me suggestions on the page or their honest opinions about
things..... I just never get to correctly express my gratitude for all you
guys do, without which this page wouldn't be here to read (or worth reading
if it was). I know this is a little unrelated blurb..... but thanks guys. On
a final note, many thanks to all who supported the format change of yesterday. I
promise you this page isn't going to drop like a fly. Slipgate
Quake 2 pages getting dropped
2:59 PM EST
Some Quake 2 pages are dropping down, or haven't been updated in so long
that they look dead....... It's not making me happy, but I guess it is
bound to happen..... think how many Quake 1 sites there were that are dead
now (only a few of the first Quake sites made are left), and then there's
the Doom pages, and it goes on. It is too bad really, but again I guess it
is bound to happen. Thanks to a certain individual with a like mind :). Slipgate
Minister's new logo
2:55 PM EST
Minister, the runner of
(aptly named) Minister's
Quake 2 page, has gotten a new logo, made by Jonathan
Ruff of the Quake
2 Nebula (which at the time of this writing hasn't repremiered with its
new format..... it's promised later today)..... It looks pretty good, but
I'm no art critic :). Slipgate
2:53 PM EST
Gamecenter has a new Quake
2 gotten by Activision story up. It is interesting to now see the
"Quake 2" engine being termed the "Unified Quake Engine" but the name
makes sense..... 3d card support and switching built in etc. etc. Thanks
go to the Prophet. Slipgate
Wampey's Census on Quake 2
2:43 PM EST
Before you ask how this is related to Quake 2, read the last paragraph
of this letter that Digital Savior of Wampey's Census sent me:
Somebody (who was unaffiliated
with the page) announced a couple days ago that Wampey's Censuses had been
updated. That report was untrue.
Wampey's Censuses has NOW been updated with new questions (including the
important issue of best 1st-person game of all time), results, and
The results about having a female quake character in Quake II are up. The
people want her.
I've viewed the results..... as he said, the female option got MANY votes (361
yes, 101 no). Also, 234 people said that Quake 2 would be "just another
Quake engine game" whereass 228 said it would be a whole new experience... I
of course should at this point tell you my stand....... and my stand is that
I can't wait for Quake 2 to come out... I have no doubt it will basically
be a Quake engine game, but I know it will let us see some things that just
weren't there in Quake...... (I'm still spooging from the thought of a green
glow when something is hit by blue and yellow light). Slipgate
The Nebula shall return
9:01 PM EST
The Quake 2 Nebula
has been down getting what is promised to be a kickass facelift...... the
new improved Nebula will be up some time tomorrow now according to Jonathan
Ruff, the maintainer. Slipgate
Detailed discussion on 3d accelerators
8:35 PM EST
Prophet told me this too... Elecplay has a detailed
discussion on 3d accelerator technology that even has a glossary of terms. Slipgate
Entermedia gets a Quake 2 story
8:31 PM EST
I mean exactly that...... go here
to check it out. It's 1 page long (no joking). The particular informant here
would be the Prophet :). Slipgate
Quake 2 headquarters moved
7:12 PM EST
The Quake 2 Headquarters moved to http://www.quake2.com/news/. I've updated
my link. Also added a link to the new site the Inferno. Slipgate
John Carmack speaks about Quake 2 levels
5:57 PM EST
I wrote John Carmack several questions about BSP files and where Quake 2 is taking
them in comparison to Quake 1, as well as a question I've wondered since Quake came
out about BSP files...... He replied to the whole shabang albeit breifly..... what
follows is his reply..... he has quoted my letter. Many thanks John. By the way,
this is basically the entirety of my letter and his reply, it's a long read.
> Dear Mr. Carmack,
> I've come to wonder exactly how much the BSP format of Quake is
> changing in the work you are doing....... You've made several
> finger updates (including your latest one) about changes to the BSP
> format and more robustness in the engine.
> My first question is about the limitations of the BSP in Quake 1. I
> know that QBSP only compiled maps with 4096 or less brushes, and
> although I have asked many serious level writers (including members
> of Hipnotic) I have never gotten an answer to this question: Is
> 4096 brushes a limitation of the Quake 1 engine or is it just a
> limitation plugged in QBSP? If QBSP would compile BSPs with more
> brushes, would they run in Quake 1? If not, will this 4096 brush
> limitation be bumped up to something higher in Quake 2?
The brush limit is arbitrary, you could increase it and quake 1 maps
would still work. There are a couple 16 bit limits in the file format
that cannot be increased, though. I removed some of those in quake 2.
> About engine improvements: Right now Quake's engine only supports
> individual concave solids, for convex shapes you use multiple
> concave solids. Is one of the improvements you are working on the
> ability to have convex solids? If the 4096 solid limit is still in
> place, this would allow more complex maps than Quake 1 did (because
> a room could be 1 solid instead of 6)
Concave solids are best represented as unions of convex solids.
> When you say QRAD is radiosity lighting, I understand dynamic
> aspects like the shadow of a block moving along with the block
> instead of being stationary, but what else does radiosity exactly
Qrad doesn't have anything to do with dynamic lighting, it
deals with light bouncing off of all surfaces, instead of
just coming from lights.
> My second question regards MAP writing. Is basic map writing going
> to remain the same (brushes descibed with numeric matrices,
> entities classname and spawnflags) with just a different set of
> entities being the standard?
> For colored lighting: I am ASSUMING colored lighting is
> available..... if not, set me straight :). My question is how a
> person can dictate the color of a light in writing a map, is it
> something akin to a new "color" spawnflag on the light_*
> classnames? For light in Quake, when the light coming from two
> light_ entities collide their basic brightness (at least how much
> of it is left as it has been dissapating) is mixed to some
> degree..... I'm not sure if the actual intensity of the light is
> mixed.... will color "mixing" be present? For example, if yellow
> and blue light both shine on an object in an area, will that glow
> faintly greenish?
You can specify rgb values for lights. Full color mixing is supported.
> Will colored lighting be available to those playing Quake 2 in
> standard (non GL, non Verite) mode? Exactly what as you see it now
> will be the visual advantages to Quake 2 GL over standard and Quake
> 2 Verite over standard? Are you moving most currently GLQuake only
> features over to be available in standard also (like colored
No, it is only in the GL version. Other versions will use mono lighting.
> My last question...... will Quake 2 in standard mode be 256 color
> graphics or 16 bit?
It is 256 color.
Well, that gets some repeated questions answered at last....... Quake 2 in normal mode WILL
NOT have colored lights...... it will be 256 color only in normal mode, and porting Quake
levels over to Quake 2 won't be all that hard...... And woohoo! Quake 2 will
allow colored lights to mix on the Diamond Monster 3D I'm getting soon! Slipgate
5:49 PM EST
Surprise! Notice something different here? Go to the fingers, links,
about and archive sections too..... realize what has happened?
I'm sorry to do this to you..... but this page LOOKED like a newbie's
homepage (somebody used those words to describe it, and I had been thinking
the same thing. You know who you are mystery person :) ). Anyways, I've
also not been very faithful on staying related to the topic of the page
lately..... so here I go with some FAITHFUL news! Slipgate
4:00 PM EST
News was invisible for 20 minutes due to an html mistake..... sorry. Slipgate
More hardware info
3:38 PM EST
Teac will be releasing a 6 disk 8x cd rom drive and there's a story about
the new P233 MMX. Get it all at PCME. Thanks Prophet. Slipgate
3:38 PM EST
For the most part... the roughly 850 hits that were lost were
re-added. I don't want to hear people thinking I'm adding more hits I didn't
have because that's not what is going on here. Slipgate
Quake, Quake 2, and the stylized are registered trademarks of id Software, Inc.