Re:Quake – 30th Anniversary Update
by ZuLuuuuuu on Thursday August 06, 2026 @04:52PM
(#49202374)
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.
Re:Quake – 30th Anniversary Update
by madewithdrama on Thursday August 06, 2026 @05:08PM
(#49202587)
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.
Re:Quake – 30th Anniversary Update
by ThrowawayR2 on Thursday August 06, 2026 @05:36PM
(#49202935)
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.
Re:Quake – 30th Anniversary Update
by madewithdrama on Thursday August 06, 2026 @07:12PM
(#49203901)
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.
Re:Quake – 30th Anniversary Update
by keyringlight on Thursday August 06, 2026 @08:01PM
(#49204325)
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'.
Re:Quake – 30th Anniversary Update
by chupasaurus on Thursday August 06, 2026 @08:46PM
(#49204599)
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.
Re:Quake – 30th Anniversary Update
by samplatt on Thursday August 06, 2026 @11:54PM
(#49205741)
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.
Re:Quake – 30th Anniversary Update
by doublerabbit on Thursday August 06, 2026 @07:41PM
(#49204149)
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 look, 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 its 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 and further nailed by Google & Co.
It was epic fun for the era but it had a death bed waiting.
Re:Quake – 30th Anniversary Update
by busterarm on Thursday August 06, 2026 @07:45PM
(#49204192)
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.
Re:Quake – 30th Anniversary Update
by busterarm on Thursday August 06, 2026 @08:31PM
(#49204519)
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.
Re:Quake – 30th Anniversary Update
by sitzkrieg on Friday August 07, 2026 @02:27AM
(#49206611)
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
Re:Quake – 30th Anniversary Update
by donatj on Thursday August 06, 2026 @09:47PM
(#49204997)
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.
Re:Quake – 30th Anniversary Update
by raffraffraff on Friday August 07, 2026 @01:24AM
(#49206179)
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.
Re:Quake – 30th Anniversary Update
by bityard on Thursday August 06, 2026 @11:30PM
(#49205621)
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.
Re:Quake – 30th Anniversary Update
by mikepurvis on Thursday August 06, 2026 @05:24PM
(#49202789)
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.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @07:29PM
(#49204053)
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.
Re:Quake – 30th Anniversary Update
by 0x1ch on Thursday August 06, 2026 @06:22PM
(#49203450)
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.
Re:Quake – 30th Anniversary Update
by madewithdrama on Thursday August 06, 2026 @05:22PM
(#49202761)
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.
Re:Quake – 30th Anniversary Update
by TulliusCicero on Thursday August 06, 2026 @05:30PM
(#49202860)
> 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.
Re:Quake – 30th Anniversary Update
by crummy on Thursday August 06, 2026 @05:44PM
(#49203014)
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…)
Re:Quake – 30th Anniversary Update
by MindSpunk on Thursday August 06, 2026 @10:45PM
(#49205377)
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.
Re:Quake – 30th Anniversary Update
by _carbyau_ on Friday August 07, 2026 @02:29AM
(#49206629)
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.
Re:Quake – 30th Anniversary Update
by TulliusCicero on Friday August 07, 2026 @02:58PM
(#49214856)
I mean good PvP systems have skill based matchmaking so almost everyone is winning and losing 50/50. Though, that's harder to do if you have a small playerbase.
Re:Quake – 30th Anniversary Update
by _carbyau_ on Wednesday August 12, 2026 @07:36PM
(#49279991)
Even if you have a larger player base.
A person lower down the skill ranking has to put up with the flowing of higher skill people beating them as the higher skill person travels up the ladder to their skill point.
Re:Quake – 30th Anniversary Update
by bashwizard on Friday August 07, 2026 @02:37AM
(#49206686)
> 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.
Re:Quake – 30th Anniversary Update
by TulliusCicero on Friday August 07, 2026 @02:56PM
(#49214827)
In the 90s, almost everyone was still bad at these games (because they were relatively new as a genre), so the skill discrepancies were smaller. I was there, I remember.
When the skill gaps are smaller it's not as big of a deal to play "stronger" players. But when the skill gaps are huge, it becomes a real problem.
Re:Quake – 30th Anniversary Update
by bashwizard on Tuesday August 11, 2026 @09:22AM
(#49257884)
Skill gaps back then were HUGE. At least in the games I used to play and compete in. Mainly Quake, CS and StarCraft. If you were an average/decent player, you'd get absolutely destroyed by a good player every single time and it was never even close.
Modern FPS games with SBMM creates this huge "blob" of low-to-average players that will rarely if ever even have the chance of playing against an actual good player and they have no clue of how huge the difference in skill gap it is.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @07:36PM
(#49204116)
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.
Re:Quake – 30th Anniversary Update
by k12sosse on Thursday August 06, 2026 @08:50PM
(#49204627)
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.
Re:Quake – 30th Anniversary Update
by bitwize on Friday August 07, 2026 @01:28AM
(#49206203)
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.
Re:Quake – 30th Anniversary Update
by orbital-decay on Friday August 07, 2026 @03:06AM
(#49206895)
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).
Re:Quake – 30th Anniversary Update
by 0x1ch on Thursday August 06, 2026 @06:16PM
(#49203391)
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.
Re:Quake – 30th Anniversary Update
by somat on Friday August 07, 2026 @04:41AM
(#49207530)
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
Re:Quake – 30th Anniversary Update
by neonstatic on Friday August 07, 2026 @05:44AM
(#49207996)
You can't fight with the times. Kids want colorful mods, dance moves, and other stuff like that. Girls also play, they won't play things like the original Doom or Quake, and boys don't get to meet girls much if they are not playing the same games.
Re:Quake – 30th Anniversary Update
by Lammy on Thursday August 06, 2026 @09:15PM
(#49204770)
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?
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).
Re:Quake – 30th Anniversary Update
by Nursie on Thursday August 06, 2026 @11:55PM
(#49205746)
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.
Re:Quake – 30th Anniversary Update
by zquzra on Thursday August 06, 2026 @07:54PM
(#49204261)
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.
Re:Quake – 30th Anniversary Update
by karim79 on Thursday August 06, 2026 @06:13PM
(#49203355)
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.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @08:16PM
(#49204419)
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.
Re:Quake – 30th Anniversary Update
by pferde on Friday August 07, 2026 @02:59AM
(#49206844)
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!
Re:Quake – 30th Anniversary Update
by pezezin on Friday August 07, 2026 @04:13AM
(#49207342)
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.
Re:Quake – 30th Anniversary Update
by shuwix on Sunday August 09, 2026 @03:45AM
(#49229321)
Memory has tencency to bend reality for better.
Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC.
Turnig off all objects through console made torches vanished and FPS doubled.
Re:Quake – 30th Anniversary Update
by shuwix on Sunday August 09, 2026 @03:27AM
(#49229217)
Exactly. I remember schoolmates with AMD K6 (which had exceptionally weak FPU) having to purchase atleast the cheapest OpenGL GPU like Rendition Verite V1000 to play with decent FPS, while guys with 166MMX could play it software rendered.
Re:Quake – 30th Anniversary Update
by mrighele on Friday August 07, 2026 @07:24AM
(#49208746)
That is also the approach that Nintendo took with Super Mario Bros, as in the first level you almost cannot avoid to learn that, for example mushrooms=good and goomba=bad [1]
Re:Quake – 30th Anniversary Update
by amatecha on Thursday August 06, 2026 @06:27PM
(#49203499)
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)
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @08:19PM
(#49204435)
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.
Re:Quake – 30th Anniversary Update
by noisy_boy on Thursday August 06, 2026 @10:22PM
(#49205243)
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.
Re:Quake – 30th Anniversary Update
by johnwalkr on Friday August 07, 2026 @05:27AM
(#49207896)
Quake came out just before I started high school and I played it a lot in those three years. I remember playing quake 1 in the LAN in university around 2002 because it was easy to share the 50MB of portable files. Things moved so fast back then that it already seemed like a retro game. I didn't realise at the time that it was a timeless classic and I would still be playing it 25 years later.
Re:Quake – 30th Anniversary Update
by DamnInteresting on Friday August 07, 2026 @01:49AM
(#49206323)
> 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.
Re:Quake – 30th Anniversary Update
by saidnooneever on Friday August 07, 2026 @12:16PM
(#49212715)
crazy played both of those. nany many years later when i looked into the build engine finally :'D
my game was HL and CS (later days) which got me into modding so years after i looked at build engine.
i made for worldcraft a human launcher one day (ripped entities from some HLDM map by valve) and that got chucked into awp_1337_sk337 (by other guy, superjer).
miss those times :') still occasionally crack open the worldcraft to make a room with zombies and nades!
Re:Quake – 30th Anniversary Update
by DamnInteresting on Friday August 07, 2026 @12:33PM
(#49212947)
The original Shadow Warrior used the same engine as Duke3D, and when 3DRealms hired a company to build an add-on campaign for Shadow Warrior, that company reached out to me to design a level based on the popularity of my NukeCity levels. I designed the level and everything, and the add-on was completed, but it was shelved when Shadow Warrior sales underperformed. Sad.
I never got paid for that work, but the campaign is out there: Twin Dragon[1]. I built Level 11: the Fortress.
Re:Quake – 30th Anniversary Update
by vunderba on Friday August 07, 2026 @02:33AM
(#49206658)
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:
Re:Quake – 30th Anniversary Update
by hoherd on Friday August 07, 2026 @07:58AM
(#49209067)
I got so much networking experience from hosting lan parties with quake and q3. Crimping cables. Installing 10 mbps pci card in people's computers, running dedicated servers with mods and map cycles. Good times...
Re:Quake – 30th Anniversary Update
by Lammy on Friday August 07, 2026 @02:31AM
(#49206641)
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:
Re:Quake – 30th Anniversary Update
by thecrumb on Thursday August 06, 2026 @04:44PM
(#49202277)
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.
Re:Quake – 30th Anniversary Update
by bsimpson on Thursday August 06, 2026 @04:51PM
(#49202364)
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).
Re:Quake – 30th Anniversary Update
by officeplant on Thursday August 06, 2026 @05:09PM
(#49202603)
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.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @05:36PM
(#49202923)
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.
Re:Quake – 30th Anniversary Update
by gambiting on Thursday August 06, 2026 @04:47PM
(#49202311)
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.
Re:Quake – 30th Anniversary Update
by gambiting on Thursday August 06, 2026 @05:10PM
(#49202614)
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.
Re:Quake – 30th Anniversary Update
by silversmith on Thursday August 06, 2026 @04:37PM
(#49202181)
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"?
Re:Quake – 30th Anniversary Update
by koutakun on Thursday August 06, 2026 @08:08PM
(#49204371)
>but not in a firefox address bar.
That is by design (on Firefox's part) to avoid someone registering e.g. steаmpowered.com (notice а as U+0430 instead of a as U+61) and running a scam that looks valid on the address bar.
Re:Quake – 30th Anniversary Update
by efskap on Thursday August 06, 2026 @05:24PM
(#49202782)
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...
Re:Quake – 30th Anniversary Update
by markedathome on Thursday August 06, 2026 @04:50PM
(#49202357)
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.)
Re:Quake – 30th Anniversary Update
by eseymour on Thursday August 06, 2026 @04:41PM
(#49202237)
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.
Re:Quake – 30th Anniversary Update
by AgentME on Thursday August 06, 2026 @04:53PM
(#49202390)
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.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @05:43PM
(#49202995)
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.
Re:Quake – 30th Anniversary Update
by chocochunks on Friday August 07, 2026 @06:48AM
(#49208430)
They did update Steam and GOG sales to the Enhanced Edition for free when that launched, so "much newer sales" might still be almost 20 years old at this point.
Re:Quake – 30th Anniversary Update
by RobRivera on Thursday August 06, 2026 @04:47PM
(#49202313)
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.
Re:Quake – 30th Anniversary Update
by html5cat on Thursday August 06, 2026 @05:33PM
(#49202886)
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.
Re:Quake – 30th Anniversary Update
by MindSpunk on Thursday August 06, 2026 @10:52PM
(#49205416)
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.
Re:Quake – 30th Anniversary Update
by terinjokes on Friday August 07, 2026 @01:52PM
(#49213939)
The ConsoleMods wiki[0] has a list of games that contain standard CD-DA tracks, which doesn't include any Tony Hawk Pro Skater releases (nor Crazy Taxi).
Re:Quake – 30th Anniversary Update
by vor_ on Thursday August 06, 2026 @07:12PM
(#49203903)
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.
Re:Quake – 30th Anniversary Update
by hansor on Friday August 07, 2026 @09:08AM
(#49209838)
Back then most common CPUs were 386 and 486DX - in real life they can't decode 44khz stereo mp3 file in realtime[1].
Only later Pentium 233mmx could handle mp3 decode in background + game (UT or Q3 Arena lets say).
[1]. Yes it is possible to play mp3 at 386SX 33mhz using magic with mplayer or mpg123(?) or (forgot the name) but it needs to be downgraded to 11khz, mono and other tricks.
Re:Quake – 30th Anniversary Update
by RetroTechie on Friday August 07, 2026 @04:53PM
(#49216118)
CD audio track != mp3.
Either CD player would play audio itself (passed over analog audio connector), with the game occasionally changing track #. Zero CPU time.
Or a DMA controller would read digital audio from the CD, and CPU pass that on as-is to audio hardware. Lots of audio data streaming, but easy on the CPU.
Re:Quake – 30th Anniversary Update
by cosmotic on Thursday August 06, 2026 @04:57PM
(#49202442)
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.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @05:40PM
(#49202977)
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.
Re:Quake – 30th Anniversary Update
by namdnay on Thursday August 06, 2026 @05:04PM
(#49202534)
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
Re:Quake – 30th Anniversary Update
by sph on Thursday August 06, 2026 @05:28PM
(#49202825)
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.
Re:Quake – 30th Anniversary Update
by ngcazz on Saturday August 08, 2026 @04:30AM
(#49219904)
it's fantastic! the gameplay is paced just perfectly, the puzzles are fun, and the levels are genuinely beautiful to look at. as far as i'm concerned - (with the caveat that the team had better tech and hindsight at hand of course) they built something that's more "Quake" than what id originally managed to.
Re:Quake – 30th Anniversary Update
by misterflibble on Friday August 07, 2026 @05:32AM
(#49207926)
I think it's a lot easier to run mods with the Linux source ports and so far I've had no issues running arcane dimensions (AD).
To run that mod from a CLI with most source ports, you just need to make sure that you specify a path to your original Quake .PAK files and set the -gamedir to the path of your AD mod folder.
Re:Quake – 30th Anniversary Update
by Uvix on Thursday August 06, 2026 @05:31PM
(#49202865)
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?).
Re:Quake – 30th Anniversary Update
by speak_plainly on Thursday August 06, 2026 @05:34PM
(#49202907)
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.
Re:Quake – 30th Anniversary Update
by ColdStream on Thursday August 06, 2026 @05:45PM
(#49203022)
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.
Re:Quake – 30th Anniversary Update
by johng on Thursday August 06, 2026 @06:14PM
(#49203365)
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.
Re:Quake – 30th Anniversary Update
by _rwo on Friday August 07, 2026 @02:25AM
(#49206600)
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
Re:Quake – 30th Anniversary Update
by kar1181 on Friday August 07, 2026 @03:33AM
(#49207058)
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.
Re:Quake – 30th Anniversary Update
by kar1181 on Saturday August 08, 2026 @03:52AM
(#49219749)
Robin used to go by 'bro' and he was insanely good deathmatcher, also an LPB (low ping bastard) as the Uni of NSW/RMIT folks had decent net links unlike the rest of us plebs.
Re:Quake – 30th Anniversary Update
by AngryGoblin on Friday August 07, 2026 @04:09AM
(#49207313)
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...
Re:Quake – 30th Anniversary Update
by biglyburrito on Friday August 07, 2026 @06:40AM
(#49208386)
I was coming here to make the same angry joke. It's offensive to me that Bethesda wants to celebrate the 30th anniversary of one of the first & finest multiplayer deathmatch games ever made, after hollowing out the organization that built it.
Re:Quake – 30th Anniversary Update
by trashb on Friday August 07, 2026 @07:45AM
(#49208954)
For anyone checking out and liking the anniversary updates, I would like to point out there have been some very high quality mods and map packs released the last couple of years.
It's worth to check them out if you want to enjoy a little quake renascence. For example the Quake Brutalist Jam packs and more. They can be found on your favorite quake distribution site like slipseer or quaddicted.
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.
And UT3 was definitely not a great game by anyone's measure.
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 look, 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 its 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 and further nailed by Google & Co.
It was epic fun for the era but it had a death bed waiting.
They're just all single player focused.
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.
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
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.
I'm sorry, what?
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.
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.
This means that they not necessarily were all that great.
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.
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.
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.
A person lower down the skill ranking has to put up with the flowing of higher skill people beating them as the higher skill person travels up the ladder to their skill point.
These aren't static systems.
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.
When the skill gaps are smaller it's not as big of a deal to play "stronger" players. But when the skill gaps are huge, it becomes a real problem.
Modern FPS games with SBMM creates this huge "blob" of low-to-average players that will rarely if ever even have the chance of playing against an actual good player and they have no clue of how huge the difference in skill gap it is.
UT4 was a tech demo.
A lot of potential, killed by committee
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.
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).
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.
They had subscriptions for a while.
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
You should rephrase this as just "Install Quake on Steam, but then" for newcomers who need this advice to be able to understand it.
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).
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.
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.
(hopefully you're familiar with Monty Python...)
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
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
And as I typed that I can still hear the noise all these years later.
Good old days of 7-15 FPS being better than nothing.
Every room with torches was max 9FPS on 320x200 on DX2 OCed to 3x50MHz, literally 50% performance over your PC. Turnig off all objects through console made torches vanished and FPS doubled.
They've literally reinvented "platformer speedrunning" to a whole different level.
https://jasemagee.com/post/2022-03-27-26-year-old-quake-ligh...
[1] https://mainstream404.wordpress.com/2018/01/03/how-super-mar...
I wish we could get those days back. Cars loaded with CRT monitors and big machines and bags of all sorts of stuff.
Definitely made high school much more fun.
https://archive.org/details/q3DemoTEST
There were multiple test releases. You can find the older ones out on the web.
Ah yes, those lab parties.
I to recall the days of all synthesising LSD and playing Quake too.
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.
my game was HL and CS (later days) which got me into modding so years after i looked at build engine.
i made for worldcraft a human launcher one day (ripped entities from some HLDM map by valve) and that got chucked into awp_1337_sk337 (by other guy, superjer).
miss those times :') still occasionally crack open the worldcraft to make a room with zombies and nades!
I never got paid for that work, but the campaign is out there: Twin Dragon[1]. I built Level 11: the Fortress.
[1] https://www.moddb.com/games/shadow-warrior/downloads/twin-dr...
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:
https://shop.nin.com/
- 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#...
Nicely done; Really appreciate the extra effort, little touch that means so much
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...
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).
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
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.
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.
That is by design (on Firefox's part) to avoid someone registering e.g. steаmpowered.com (notice а as U+0430 instead of a as U+61) and running a scam that looks valid on the address bar.
The quality of life improvements are done very well and I would recommend. Heck even if just for the new lighting engine.
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.
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!
THPS and Crazy Taxi had some of the best soundtracks ever compiled.
[0]: https://consolemods.org/wiki/PS1:List_of_Multi-Track_PS1_Gam...
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.
Only later Pentium 233mmx could handle mp3 decode in background + game (UT or Q3 Arena lets say).
[1]. Yes it is possible to play mp3 at 386SX 33mhz using magic with mplayer or mpg123(?) or (forgot the name) but it needs to be downgraded to 11khz, mono and other tricks.
Either CD player would play audio itself (passed over analog audio connector), with the game occasionally changing track #. Zero CPU time.
Or a DMA controller would read digital audio from the CD, and CPU pass that on as-is to audio hardware. Lots of audio data streaming, but easy on the CPU.
Never knew about the 4 pin link.
To run that mod from a CLI with most source ports, you just need to make sure that you specify a path to your original Quake .PAK files and set the -gamedir to the path of your AD mod folder.
I downloaded the arcane dimensions mod from here: https://www.moddb.com/mods/arcane-dimensions/downloads/arcan...
I hope that helps!
https://www.quaddicted.com/tools/quake_injector
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.
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.
Haven't looked at it yet but I suspect these maps probably blow over many memory limits that most DOS machines would have had.
The Switch port has gyro aiming though.
insert: how do you do, fellow kinds meme jpg
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.
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...
It's worth to check them out if you want to enjoy a little quake renascence. For example the Quake Brutalist Jam packs and more. They can be found on your favorite quake distribution site like slipseer or quaddicted.
meanwhile, where is the new Elder Scrolls?