Quaddicted.com - because Quake is to modern games like books are to television » Other Quake News http://www.quaddicted.com The greatest Quake 1 Singleplayer site on this planet. Mon, 22 Aug 2011 12:19:51 +0000 en hourly 1 Categorisation of mods? http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/ http://www.quaddicted.com/quaddictedcom/categorisation-of-mods/#comments Fri, 22 Jul 2011 08:28:20 +0000 Spirit http://www.quaddicted.com/?p=1545 If you want Quaddicted to cover mods then now is the time to make constructive contributions. So post suggestions on categories. Some random thoughts from me:

Singleplayer / Multiplayer

These are random ideas, do not base your own on them.

Simple mods:

  • Additions
  • Changes
  • (of weapons, monsters, features (think a radar or double jumps))

These are random ideas, do not base your own on them.

Complex mods:
New gamemodes / altered game play / different game:

  • for the original media
  • with new media
  • total conversions
  • (True total conversions where nothing of the original media is left? Where is the borderline?)

  • Completely different game (Airquake, Qrally)
  • Still an FPS (FvF? Star Wars)

These are random ideas, do not base your own on them.

Engine requirements:

  • Requires a specific engine
  • Requires specific features
  • Brings its own engine in the release archive

These are random ideas, do not base your own on them.

What is Zerstörer, what is Nehahra, what is Quoth, what is Qonquer, what is e1m1red, what is X-Men.
What about Darkplaces mods/games?
What about Bots?
idgames2 was rather stupid with its partial conversions vs QuakeC/, right?
QuakeC is a term for programmers, not Quake players.

Speak now or be silent forever.

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Quake Expo 2011! http://www.quaddicted.com/other-quake-news/quake-expo-2011/ http://www.quaddicted.com/other-quake-news/quake-expo-2011/#comments Tue, 21 Jun 2011 16:39:45 +0000 Spirit http://www.quaddicted.com/?p=1505 This year marks Quake’s 15th birthday and thus there had to be a Quake Expo. There had to be, and there is and it started some days ago so as usual I am the last one to post about it.

http://expo2011.quakewiki.net/

My booth is here, so far I released a bunch of old finger .plan files. Those were a twitter/blog like technology which game developers used to share knowledge, shout insults and talk about llamas in the nineties. A lot of Quake’s and id Software’s history as well as the whole FPS development scene of those days is covered in those. I started collecting them a while ago and will continue to do so. Once I am done, I will make a big huge super mega über article about it. The release is a work-in-progress dump, so it might not make much sense to anyone but me. If you read this and you do have archived .plan files, please contact me! Also do so if you archived old IRC logs from the #quake channels when developers talked (apart from this bloody amazing list).

jimdose@hipnotic.com
2/18/97
4:04pm

Hmmm, it seems Mr. Giggler’s PPro 200 isn’t quite fast enough for
him. He’s unhappy that WinQuake is slightly choppy when he’s
running a VIS as a background process.

Pooooor baaabyyyyy….

;)

Upcoming things to expect from me: A long interview with one of Quake’s developers, oh gee! A paginated fancy (with screenshots!) browse function for the map list. And maybe other things, I sadly do not have much time at the moment. I meant to have ditched WordPress and moved to another server by now…

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inside3d.com domain expired http://www.quaddicted.com/other-quake-news/inside3d-com-domain-expired/ http://www.quaddicted.com/other-quake-news/inside3d-com-domain-expired/#comments Sat, 02 Oct 2010 21:37:52 +0000 Spirit http://www.quaddicted.com/?p=1252 If you visit inside3d.com right now, you will be greeted by a SEO spam page by Network Solutions, the domain’s registrar. inside3d.com is owned by the annoying “TeleFragged LLC, AtomicGamer”. It is the last company-owned content generating Quake site we rely on and personally I think it would be best if it would become independent sooner than later. Anyways, back to the issue at hand.

The domain expired. Right now it is held in some kind of grace period. If I recall correctly it has happened before, 2-3 years ago. The owner renewed it. If the owner will not renew it this time, one could enter a “backordering” process (see the placeholder site) and try to buy the domain before any domain grabbing spam filth, that would cost a considerable amount of money though. I would give up to 100$ (from the bounty fund) to that if we can finally get the domain into the active community (and only if there is a sensible backup strategy). I mirrored the site 6 weeks ago, so theoretically a loss would not be as devastating as the quakesrc.org one.

I am quite confident that everything will turn out alright. There will be no armageddon.

PS: inside3d.org is available.

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A history of A Roman Wilderness of Pain, 1999-2009 by Tronyn http://www.quaddicted.com/other-quake-news/a-history-of-a-roman-wilderness-of-pain-1999-2009-by-tronyn/ http://www.quaddicted.com/other-quake-news/a-history-of-a-roman-wilderness-of-pain-1999-2009-by-tronyn/#comments Mon, 09 Aug 2010 08:31:02 +0000 Spirit http://www.quaddicted.com/?p=1204

The A Roman Wilderness of Pain maps spent ten years in development, on and off. The project began in 1999 as a series of 13 short maps, each basically a setpiece surrounded by a few small hallways. The first 12 maps each featured a roman numeral marking the map number, and the final map had a Quake-style Q. These maps were eventually scrapped, the lighting in particular was annoying and generally too dark, though the scrapped maps were generally playable, featuring items and monsters (I, II, III, IV, V, VI, VII, VIII, IX, X, XI, XII, Q). A while later I returned to the maps with the intent of remaking the same layouts with a much greater level of architectural detail, and explicitly trying to develop a very gruesome style with flesh, skulls, spikes, blood and so forth. This effort produced NewI and NewII, the first with totally revamped architecture, the second with just a few rooms revamped. I then abandoned the maps again and released all of the map sources.

   

 

In 2004, five years after the inception of the maps, Mike Woodham released A Roaming Wildebeest In Spain his second level based on my scraps (the first one was FMB8, a large open Egyptian temple map). The story behind this map is its own epic saga; Mike Woodham had been trying to create a large terrain map called “Caves and Canyons” for months, and was having a very tough time of it due to engine and compiler limitations. Mike writes, “I lost weight, friends and the will to live many times during the last several months and I wont be doing another terrain based map.” The result of this was Mike combining one of his terrain sections with Roman Wilderness of Pain maps i, ii, viii, ix. He explains, “I removed all lights in the individual maps and re-lit, changed 95% of the textures and only changed brushwork to make joining the individual sections easier.” The new texture theme was sunny and Egyptian, rather than dark and metallic, with lava rather than blood.

 

In the meantime I had been trying to string together most of the Roman Wilderness scraps into a single map (BigRome). The layout was very flat, but I did manage to get most of the maps into a single map. Luckily, this map was so huge that I could not get it to work properly. aguirRe had a few laughs at this map. The outside of the map was surrounded with rockwork, which he advised me to keep and cut other parts of the map. I eventually decided to chop up this large map into four maps, so that each one could have a more coherent design and theme. The first map, CanyonRome, kept a lot of the terrain work, and had only the gatehouse structure in terms of manmade architecture (a combination of VI and VII). The second map began where the first one ended, and consisted of everything after the gold key door in the final Roman1 (this is why, as many players noted, the second section of Roman1 is not really linked with the first section, and has a distinct style). After having trouble with getting this outdoor terrain and rockwork to vis properly, I rebuild the entranceway to the first map as a smaller, enclosed canyon with a bridge in the centre. I then realized that the second map was quite small, and could be pasted onto the first map as a second section, and the whole thing would still compile faster and better than the version with wide open terrain at the start. I had now moved from four maps to three. Roman1 now incorporated I, II, VI, and VII. The theme of the first half of Roman1, “A Roman Wilderness of Pain,” was more runic-metallic, with a brick temple sitting on top of a metallic fortress with a sewer and a dock. I included tech monsters as well to reflect the Doom 1 or Quake 3 style of mix-n-match evil. The second half was a series of rooms and hallways which mixed flesh and metal.

  

Roman2 incorporated only maps IV and IX, but it was important to stick to these two sources only for this map, as it had a very specific theme, a “Venice of Blood,” and only IV and IX of the original Roman Wilderness maps had architecture overtop pools of blood. The pools were on different levels so I had to adjust the level of blood to fit the two maps together. The final raft ride at the end leads to the entrance to Roman3, a section I built from scratch. Roman3 incorporates V, X, XII, and Q. There is a fair amount of totally new architecture in the map, especially the higher levels, huge arches have been stacked on top of the V map for example. Thematically, I decided to go for a slightly gothic look, using some flying buttresses and spiked arches right alongside the usual Roman architecture with metallic details and flesh/blood wherever possible. I was particularly happy with the player’s ascent in this most vertical of the three maps. The final confrontation might be too difficult, with two boss characters, however.

  

A Roman Wilderness of Pain was released in December of 2009, ten years after the maps were first started, and five years after Mike Woodham released his map based on the scraps. It was very nice to be able to use most of the good architecture from the original project and build it into three coherent subthemed levels.

BSPs and map sources for all of the versions of the maps here mentioned can be downloaded here. Mike Woodham’s FMB100 can be downloaded here. The Quake episode, A Roman Wilderness of Pain, can be downloaded here.

Written by Tronyn

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Quake Flash source code available http://www.quaddicted.com/other-quake-news/quake-flash-source-code-available/ http://www.quaddicted.com/other-quake-news/quake-flash-source-code-available/#comments Mon, 30 Nov 2009 14:46:16 +0000 Spirit http://www.quaddicted.com/?p=1010 Baker found the source code for the Flash port of Quake on GitHub: http://github.com/mkr3142/QuakeFlash
Thanks!

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Quake port to Flash has been released http://www.quaddicted.com/other-quake-news/quake-port-to-flash-has-been-released/ http://www.quaddicted.com/other-quake-news/quake-port-to-flash-has-been-released/#comments Tue, 24 Nov 2009 21:48:06 +0000 Spirit http://www.quaddicted.com/?p=981 It seems that a programmer named Michael Rennie has released a Flash port of Quake. I say “it seems” because yes, there is a port but I could not find any more information about it. And neither did I find the source code.

Anyways, here it is: http://www.quaddicted.com/engines/files/quake-flash.swf
Apparently the shareware is bundled inside. You can mouselook by holding the left mouse button.
I hate Flash and am not posting for visitor whoring so it is not embedded. Just open the file with your Flashplayer-using browser.

PS: I totally missed that the Quake Silverlight port was released too. Thanks Randy! (Yay, more proprietary browser crap :P )

Update: The source is available at http://github.com/mkr3142/QuakeFlash/

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Reviews at The Abandoned Workshops http://www.quaddicted.com/other-quake-news/reviews-at-the-abandoned-workshops/ http://www.quaddicted.com/other-quake-news/reviews-at-the-abandoned-workshops/#comments Fri, 24 Jul 2009 10:48:52 +0000 Spirit http://www.quaddicted.com/?p=800 I’ve been wanting to post a link to this site for ages but always missed the opportunity when a new Quake map review was posted. But now there is a new review of Kinn’s Bastion of the Underworld up and thus I try again. The Abandoned Workshops is the site of Ryan “quakis” Rouse who reviews not only Quake maps, but those for a multitude of first person shooters. They are long, indepth and well done. So make sure to subscribe to his RSS feed and/or visit The Abandoned Workshops regularly.

PS: Also check out the (Half-Life centric) SP Map Corner.

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Conservation of Planetquake-hosted Quake sites http://www.quaddicted.com/other-quake-news/conservation-of-planetquake-hosted-quake-sites/ http://www.quaddicted.com/other-quake-news/conservation-of-planetquake-hosted-quake-sites/#comments Thu, 04 Jun 2009 19:48:05 +0000 Spirit http://www.quaddicted.com/?p=701 Quake Archiving Project Make sure you read them wholly before you start contributing. It is not [...]]]> A bunch of Quakers are actively archiving the soon to be deleted hosted websites from Planetquake. If you want to follow progress or even help out, check out the Inside3D forums: IGN Decides To “discontinue Free Hosting Services” -> Quake Archiving Project

Make sure you read them wholly before you start contributing. It is not as easy as one might wish. :(

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wiki.wegame.com rips off other sites http://www.quaddicted.com/other-quake-news/wikiwegamecom-rips-off-other-sites/ http://www.quaddicted.com/other-quake-news/wikiwegamecom-rips-off-other-sites/#comments Wed, 18 Mar 2009 15:40:58 +0000 Spirit http://www.quaddicted.com/?p=427 Sorry for the profanity, but this makes me so angry. I want to say a big FUCK YOU to wegame.com for ripping information from all kinds of sites just for their monetary benefit.

*wiki wegame com /Quake_Bots/ is a blatant ripoff from Megazoid’s Quake Bots page.

*wiki wegame com /Quake_Weapons/#1 is ripped from http://quake.wikia.com/wiki/Category:Quake_1_Weapons . Yeah, “damagwe”. They are violating the GNU Free Documentation License here.

Such scum. You know, I was recently thinking about putting all the content on this site under some free license. Needless to say that my enthusiasm to do so has faded. I was also thinking about having a contest with people uploading Quake custom map gameplay videos to wegame, ha-ha…

* Links scrambled to not give search engines any false hope. Add dots and remove the space if you want to see the sites.

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Pappy-R on the Planet Quake http://www.quaddicted.com/other-quake-news/pappy-r-on-the-planet-quake/ http://www.quaddicted.com/other-quake-news/pappy-r-on-the-planet-quake/#comments Wed, 18 Mar 2009 15:23:35 +0000 Spirit http://www.quaddicted.com/?p=424 Jehar interviewed a couple of people lately for the Tastyspleen TastyCast. Latest interviewee was Pappy-R of Planet Quake fame. They talk about the community, the (recent) meltdown of Planet Quake and many other things. Go check it out!

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Quake in your browser #2 http://www.quaddicted.com/other-quake-news/quake-in-your-browser-2/ http://www.quaddicted.com/other-quake-news/quake-in-your-browser-2/#comments Thu, 11 Dec 2008 18:20:04 +0000 Spirit http://www.quaddicted.com/?p=290 In addition to the Flex port (second video, about 4:50) and the Native Client thing, there is also a Silverlight port in the works. Silverlight is a browser plugin by Microsoft, rivalling Adobe Flash. You can read an interview, look at screenshots or watch a video. Now if only it wasn’t yet another proprietary, closed-source plugin at the bottom (did I mention it’s Microsoft’s), grr.

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Quake in your browser http://www.quaddicted.com/other-quake-news/quake-in-your-browser/ http://www.quaddicted.com/other-quake-news/quake-in-your-browser/#comments Tue, 09 Dec 2008 16:36:55 +0000 Spirit http://www.quaddicted.com/?p=279 To say it in simple terms: The evil Google empire has created a new browser plugin that allows you to run programs right in your browser. You can find the required plugin here. I’ll try it and post an update. Creepy.

Update: UMNFGHH! If you are on Windows, don’t bother with this. If you are on Linux, here is the basic installation. You will need to download the 80 megabyte nacl_linux_0.1_9308700.tgz, sdlquake-1.0.9.tar.gz and quakesw-1.0.6.tar.gz. You will need Firefox. Install the plugin. Then read and follow nacl/googleclient/native_client/tests/quake/README.nacl . When you are done open nacl/googleclient/native_client/tests/quake/quake.html in Firefox. Taadaa.

Update #2: I am getting no sound and ~40fps (it’s 640×480, about half of the truly native sdlquake performance for me), it constantly burns 100% cpu. +mlook in the console works, but as the mouse is not captured in the window it is pretty useless. ;)
Well, nice techdemo!

Update #3: It is now 3 years later and Google Chrome has Nacl support builtin or something like that. Anyone tried Nacl Quake in it?

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It’s quaketastic! http://www.quaddicted.com/other-quake-news/its-quaketastic/ http://www.quaddicted.com/other-quake-news/its-quaketastic/#comments Fri, 05 Dec 2008 10:41:15 +0000 Spirit http://www.quaddicted.com/?p=270 A big Hurra! to people who do, more specifically a big Hurra! to Willem who not only set up a new Quake filehost but who is also so kind to host an archive of the Shub-Hub. Some of the folders will redirect visitors to files hosted at Quaddicted. If you notice a vital file missing, message me. Willem, you rock!

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Another Quake port to the iPhone http://www.quaddicted.com/other-quake-news/quake-port-to-the-iphone/ http://www.quaddicted.com/other-quake-news/quake-port-to-the-iphone/#comments Wed, 26 Nov 2008 21:17:55 +0000 Spirit http://www.quaddicted.com/?p=262 It’s not like there was no Quake port to the iPhone already, but there is another one in the making. And as you can see the game works really well, movement and looking look slick and smooth. Looks much better than with mouse & keyboard. Multiplayer is working too:

They were standing in the middle of the room, huddled together in a circle, and playing the most intricate multiplayer game [...].

I am glad they are not using the vastly inferior QuakeWorld for multiplayer, after all we all know that only Netquake is \m/ TRUE \m/.

PS: Quake Multiplayer, quite overloaded with fancy blingbling stuff, but you can simply remove that if you like.

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Tronyn interviewed Shambler http://www.quaddicted.com/other-quake-news/tronyn-interviewed-shambler/ http://www.quaddicted.com/other-quake-news/tronyn-interviewed-shambler/#comments Fri, 27 Jun 2008 17:59:04 +0000 Spirit http://www.quaddicted.com/?p=133 Tronyn interviewed ex-map-review-mastermind Shambler (of TEAMShambler fame). Hop over to Underworldfan’s and read it.

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