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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Wed Feb 27, 2008 10:08 pm    Post subject: Past Quakers Reply with quote

Over the years Quakers have come and gone, which particular Quaker sticks out the most in your mind that's no longer with us?

For me, I'd say Tux. He pretty much made the first Quake RPG mod base, a cool QMovie mod that made making Quake movies a bit easier, as well as his site being once hosted here on Inside3D (I think he was also a moderator here at one point). I remember talking to him on ICQ back in the day discussing modding and what not a lot, he inspired me a lot as well as FrikaC obviously.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Feb 27, 2008 10:22 pm    Post subject: Reply with quote

Wazat

he doesn't go to #qc anymore because of jackpott but jackpott's been long gone
because of this we think he's gone forever or something
we were ALWAYS helpful hands to eachother in 2002-2004 at least via email

and JTR, also and Tei he did a lot of weird stuff. telejano's common but i'm more after his weird stuff
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Tribal



Joined: 27 Feb 2008
Posts: 4
Location: Brasil

PostPosted: Wed Feb 27, 2008 11:29 pm    Post subject: Reply with quote

Tei

With his always over the top engines full of eyecandy Cool

He was a nice guy too, i learn a lot about quake with him Wink


Last edited by Tribal on Wed Feb 27, 2008 11:39 pm; edited 1 time in total
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed Feb 27, 2008 11:35 pm    Post subject: Reply with quote

holy crap i forgot to mention tribal
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Wed Feb 27, 2008 11:37 pm    Post subject: Reply with quote

Tribal wrote:
Tei

With his always over the top engines full of eyecandy Cool

He was a nice gay too, i learn a lot about quake with him Wink


Wow, how long have you been lurking here? Very Happy
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RooT



Joined: 07 Sep 2005
Posts: 40

PostPosted: Wed Feb 27, 2008 11:58 pm    Post subject: Reply with quote

I can't remember too many, but Wazat did offer me kind advice a few times.
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scar3crow
Inside3D Staff


Joined: 18 Jan 2005
Posts: 837
Location: Las Vegas, NV

PostPosted: Thu Feb 28, 2008 1:39 pm    Post subject: Reply with quote

Akuma
Deej
Coffee

Then there are the memories of further back, not of friends but people who's presence I enjoyed. Matt Sefton at SPQ Level Heaven, people who did things like Dank and Scud, the Quake Literary Guild.

Okay, so this is more of just reminiscing... but man I miss the days when PQ sites worked, and there was all kinds of content being created. Now its whittled down to mappers and modders.
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Willem



Joined: 23 Jan 2008
Posts: 73

PostPosted: Thu Feb 28, 2008 2:18 pm    Post subject: Reply with quote

I miss those days as well. I loved how the entire community was centered around one game, pretty much - Quake. Mods, maps, comics, tools, etc. Just great! I doubt we'll ever see that sort of thing happen again. There are too many games competing for peoples attention these days.
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scar3crow
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Joined: 18 Jan 2005
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Location: Las Vegas, NV

PostPosted: Thu Feb 28, 2008 3:46 pm    Post subject: Reply with quote

Its not just the quantity of games competing, but the market approach of them, they're competing for the dollar, and not the affection. In my experience, most games are purchased, "completed" (single run through, maybe a second) and then a new game is purchased, or they fall back to their stand-in entertainment until they find a new game they want to purchase.

With this attitude so prevalent, it is not a surprise to me that games are less a part of culture and more a part of consumption. It may have indeed been partially a happy accident with Quake that it received such a vitality, having proper tcp/ip support, being true 3d (thus removing Duke3d from the competition with those features), being so richly moddable, and very importantly - being largely unexplained. It created a cornucopia of game related culture.

We thoroughly enjoyed Quake, but we didn't know its limits, and there were few other distractions (hearkening back to your point) so we explored the boundaries through maps, mods, TCs, movies, photoshops, short stories, and even our own fictional newspaper.

That may have been a once in a lifetime experience, and I have found other games hitting something similar, but not recently, and not quite as fully (Q2, Unreal, and a tiny bit in HL) - and not with the same sustain that Quake has. I think the only other FPS that I know of with this full staying power is Doom, which has positively thrived... My only answer to this, is to indulge the culture of Quake in the ways I can, which is mostly through this site (though I could do more, and I plan to do more this very weekend and next week). My other answer of the "only answer" category would be to try and create it again in my own game.

The question is, how? Quake was unique... Nothing says unique like duplicating results! An open ended game positively lacking in storyline with a unique bizarre setting which liberates mappers and modders rather than chaining them down to a particular style (without having to go all out TC), having open content to create with, and simply filling the game with better design than contemporary titles, and outstripping Quake itself in quality of gameplay. Looks like I've got a lot on my plate...

I do have plans for I3d for this next week however, even if they are comparably small...
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Orion



Joined: 12 Jan 2007
Posts: 414
Location: Brazil

PostPosted: Thu Feb 28, 2008 4:32 pm    Post subject: Reply with quote

Quote:
He was a nice gay too


WTF?? O_o

Back to the topic, I think Quake is just like wine, the older, the better.
And I'm kinda new to Quake, I've started playing 3 years ago.

The problem is that Quake is hard for rookies to configure such things...

If someone do an engine that you can configure every key binding via menu, would be great!

Something like:

impulse 9 any key
impulse 10 any key

and aliases:

detpipe any key
primeone any key


and so on.
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RooT



Joined: 07 Sep 2005
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PostPosted: Thu Feb 28, 2008 4:39 pm    Post subject: Reply with quote

Yea I agree I tried to get into modding HL2, but it's just not fun to code because it's so much more work hah. Guess it can't be helped but that fits into the whole "why is no new game like quake" theory I guess, and continues to hi-jack this post Smile
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Wazat



Joined: 15 Oct 2004
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Location: Middle 'o the desert, USA

PostPosted: Thu Feb 28, 2008 6:07 pm    Post subject: Reply with quote

FrikaC

But he's still pretty active, I think. Smile I don't know, I haven't been lurking as actively as I should.

I'm glad I've been mentioned here. It feels really good to know I've been helpful and memorable in this community. I do still lurk, and I even mod on occasion (spiffing up Conquest, BattleMech), though very briefly.

--

I should take this moment to mention why I liked modding for quake so much: It was simple. Modern games are so complex with their graphics, their architecture, etc that it's just overwhelming to try to get into them. The learning curve is [b]steep[/i]. Quake is extremely limited, and I found myself chafing against these limits almost continually; however, I could do in Quake what I could not do anywhere else: mod. Actually mod, and successfully too.

Any other game has proven to be either too limited, clunky or simple in its tools (Warcraft3), or too complicated and overwhelming (HL2 and everything new). The games that I want to mod for are too hard to get into, though when my brother gets back from his mission he may be interested in doing projects together.

Right now I'm working in a video game company. I do get a lot of joy out of creating games, though I'd love to be able to work on one of my own game ideas instead of the ideas I'm assigned to program. Perhaps I'll have the time one day to start modding again. For now I write down my ideas at home and plan.

And I'm playing games frequently again, which I hadn't had time for back when I crashed and drifted from the Quake community.

I miss the community here (both Quake and Nexuiz), including people like FrikaC, Cheapalert, CocoT, LTH, Ren, scar3crow, Entar, Lord Havoc, The Evil Dr. Shadowborg... the list is longer than I ever thought it was.

Oh, and the reason I don't come to chat rooms anymore is I can't keep up with them... too many conversations going on at once. Wink However, if you guys want to contact me by PM or email, do it! Also let me know if there's a thread going on that I might be interested in. I don't mean to be aloof... I'm just a slob.

Talk to you guys later.
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Tribal



Joined: 27 Feb 2008
Posts: 4
Location: Brasil

PostPosted: Fri Feb 29, 2008 12:12 am    Post subject: Reply with quote

leileilol wrote:
holy crap i forgot to mention tribal

Shocked I can believe that someone actually remember of me Shocked

Wazat wrote:
I miss the community here (both Quake and Nexuiz), including people like FrikaC, Cheapalert, CocoT, LTH, Ren, scar3crow, Entar, Lord Havoc, The Evil Dr. Shadowborg... the list is longer than I ever thought it was.

Yes... those were THE Days...

Wazat wrote:
Modern games are so complex with their graphics, their architecture, etc that it's just overwhelming to try to get into them.

You got the point! While I played quake4 all that I thought was: "Man, it must have taken years to made a map like this!".
I cant even start to think about create something to Quake4 Laughing
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Fri Feb 29, 2008 8:25 am    Post subject: Reply with quote

Arr, Wazat in sight!

Anyhoo, hi there mate. Your post inspired me to say something I've been wanting to say, but forgotten/not had a good place to say it.

Even though I'm mostly a DP modder, and generally get disgusted by Quakes limits, I started out there as well. A while ago, when I was reading about game dev, how complicated people constantly make it (yes, make), how often most articles concentrate on engine coding rather than gamecode, I realized exactly *why* Quake has been such a successful modding platform. Quake, as a development platform, has a close to perfect balance of moddability vs ease of modding, especially for anyone new to the subject of making games. I know a lot of newbies complain about how badly documented everything is, but we've come to the conclusion that it's just not true, they just don't look for it. With Quake, you can do a lot, without a lot of work. With slightly more work you can even make a non-fps game, something which is even easier in updated engines, without the actual process getting more complicated, often quite the opposite. It's not until I started messing with CSQC that I've experienced working on Quake based projects is tedious (although the possibilities I get with CSQC are wonderful).

This got a little cluttered, and my point might've gone lost, but I haven't seen this balance in any other game. Half-Life might be the closest one, judging by the amount of quality mods and maps made for it, but it might just be thanks to persistent modders, I haven't actually looked into modding for Half-Life.
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reckless



Joined: 24 Jan 2008
Posts: 390
Location: inside tha debugger

PostPosted: Fri Feb 29, 2008 7:35 pm    Post subject: Reply with quote

agh i get the feeling this is US quakers Embarassed european here tho id guess my name is long forgotten Wink "demon" damn those predictable spawnpoints got me banned in the end scored a +3 railgun kill Laughing
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