Hi! My name is PsiSeveredHead, and I’m the Fandom Wiki Manager for the QuakeWiki. I am here to help the community and be a liaison to full-time Fandom staff. If you ever have a question or issue relating to the wiki, editing, etc., please contact me on my message wall or talk page. PSH aka Kimera 757 (talk) (wall) contribs 20:47, May 20, 2019 (UTC)
It looks mostly fine to me, but I would get Vorknkx's opinion as well. The only thing that bothers me is "video game graphic". I would remove the word "graphic", it is redundant and also doesn't look right in the statement. Also "it is believed" almost implies insecurity, it might not be the best term to use.
Hello Deathstalker, I was quite busy lately and I wasn't available to play again at the server. However I will be available to play there by the next weekend.
I would also like to invite everyone who wants to play together at Deathstalker's Quake Wikia Cooperative Server, I had a lot of fun playing Cooperative with mods that make it a little difficulty. Everyone is welcome to join!
For joining Hamachi is required, go Here to install the progam.
After registering, go into Network ---> Join new Network (May differ from languages) afterwards use the ID Quakewikia and password Q-u-a-k-e (remove the -'s, they are watching us!)
Done you should see the names of Deathstalker, Minion(Me!) and DESKTOP(Seth). (If something did go wrong restarting Hamachi should fix it)
Sorry if this is the wrong place to post. (Sorry if the ID or passwords are not allowed, I will remove it if it's needed.)
Oh no worries at all! Nobody is expected to play, pressure makes things stressful, and I hate stress personally.
Thanks for the advertisement and the good feedback, it is just different enough to be challenging and fun, while retaining what makes Quake Quake.
No worries at all about ID or Passwords. The password is made to be ridiculously easy, the whole point is being easily able to connect. Hacking and other security can always of course be a concern, but as far as I am aware Shared Networks are the biggest issue, and I don't think many use that as a general rule anyway.
So yeah, no worries about advertising it. The more the merrier in my opinion. If it blows up enough (read enough that there would be more than five in a server), I could switch Hamachi to a basic plan, which would be more than enough for a full Quake server.
Do you think that we should put a game screenshot license (i will create it) to all images related to the games? (The license will say: This is a screenshot of a copyrighted video game graphic, it is believed that screenshots may be exhibited on the Quake wikia under the fair use provision of United States Copyright Law)
Perhaps, it would definitely be best to ensure we follow copyright with such things. I think the main reason it was never added was out of laziness, plus I wasn't really sure if it was needed since I figured Wikia itself is fair use itself. But it definitely makes sense to add such licenses.
Hello Death, I replied here just about now but it didn't work unfortunately. In an short resume I talked about how Quaddicted allowed us to reorganize the Quake community, since it was very spreaded up in the ancient days.
I've talked how I also had an HDD problem lately since it's getting old and rusty :P
I've also talked about how DM6 is considered as almost an joke by the competitive community if it's played with more than 2 or 3 players.
I've also regarded your work as an whole, by documenting these "treasures" with detailed information. An good point, while today's players may regard these addons as "outdated" and "simple". It's interesting to check them out, and did somebody say random-ness?! I've also understanded that it's tiring to document this as detailed as possible, but in the end it's something i'd pay for.
Good to hear that you save your data as secure as possible, I've learned an lesson now that I have lost my reply. I panicked there :P
Nice to hear about modifications! once again most if not all of these modifications are not documented anywhere else! You already have my respect for doing this (I've also looked in one of your recent mod page and discovered that you also posted images of the skins. That did brought me many memories :P)
You are welcome! Glad that you've recognized Quaddicted as one of your recommended sites :-)
Glad that you found those content usefull, I also wish you and all of the wiki's members the best of luck at bringing those content to the light of the sun. My apologies if this reply didn't come as detailed, I did replied before but it didn't post, I hope that you understand my short resume :-)
At the end I did talk about how the Quake's community has quite reduced, and how I did chat with Baker asking him if he could edit the QuakeOne article you have here to add an small information about an new site that aims to replace QuakeOne as the Quake's main community site. You can check it if you'd want :-) http://www.nextgenquake.com/
Once again i'm sorry if my reply didn't come as detailed, curse that reply loss :P (I even tried googling and came through an extension for Chrome named Lazarus, but that only works if I had already installed it)
Hello again Spirit. And you are quite right, Quake has a very fragmented community, and Quaddicted has helped rectify that quite a bit.
Sounds like a common thing actually, the other admin here actually had similar issues recently. I did as well a while back, which is why I am not entirely on SSDs.
DM6 is seen as a joke? That is news to me, I always thought it was one of the "big" levels people still praised. I know if you want large scale, you do DM3.
Yes, most of these modifications are rather basic as people were still learning the capabilities of the engine, but it is almost that nature that makes them intriguing from a historian perspective. Plus, you are quite right, you never know what you are going to get. Drunk walking, Rocket Launchers firing dogs, or the 25th pipe bomb mod.
It can indeed be tiring and tedious, but the end result is worth it, and what always brings me back is the intrigue. My slowness usually has more to do with limited time than a lack of desire to document.
Nods, I learned very early to copy your text when writing it out, as one bad move and the entire thing can disappear. That isn't good when writing up replies can take at least 10-20 minutes for me, as I try to ensure I make all the points I wish to make.
Quite such, a big important niche here is trying to bring about proper documentation for stuff that hasn't had any real information on it in the last 20+ years. The skins are also quite nice, very 90s-esque, and yet that also fits well with the spirit of Quake itself.
Most definitely, there is just no other resource out there like Quaddicted. Easily sortable, lots of reviews, it definitely offers quite a bit.
Thank you very much and I wish you the best of luck with your community as well. It is an ambitious project, but it is quite nice as well, there is a nice archeology feeling as you unearth ruins barely traversed in years and document them for the museum. One day we may get time machines so we can make it even more detailed, I for one would love to get those tiny pieces of history back.
No worries at all, as said it is a bit of a learning curve. That reply eating the text is an annoyance we have had to put up with for a long time. Admittedly, being hosted on Wikia has its faults, especially when you are powerless to change the mechanics or fully edit the appearance. I can understand some for ad-revenue, but others just feel weird, like limiting the scale of the pages so that they are compressed.
Yes, the sad part is that as the years go by, the community gets smaller and smaller. While Doom maintained its popularity, Quake has been a series that has always played second fiddle after the initial craze to most. It probably doesn't help that there hasn't been a well received game since the days of Quake 3, as far as I am aware Quake Champions went almost entirely under the radar. Plus, Quake is a franchise where all the games are entirely different from each other, so Quake 1 by itself has mostly ridden on the popularity of some QuakeWorld members that didn't move onto Quake 3 and the Lovecraftian styles that led to some involved level episodes.
I checked out the site, but one thing I did notice was a lack of a files hub like QuakeOne. I think a new site now would have a challenge picking up the mantle, since that would essentially require either moving away from a lot of history or porting it all over.
Yes, that is indeed a bit of a depressing thing, and I know much the feeling of losing it all and having to start over. It makes you demotivated to the point of putting it off. Lazarus can help if you are into that sort of thing, doing things on public computers means I wouldn't want to dare with such a thing.
Glad to meet you again Death! Quaddicted was created with this specific objective in mind, and yes fortunately I've recovered most of the precious data after the HDD failure. I'm not sure if SSDs would do the justice for me, since I have a ton of files in my Hard-Drive :P
That was a novelty for me as well, from what I've heard from both NetQuake and Quakeworld players. I suppose it involves the way items are placed in their respective places. The Red Armor for example, one can just maintain control over this sector or the Megahealth teleporter room(I am more into SP than DM though so you correct me here.)
You got an point here, I myself on the glory days tried create an "Enforcer Laser mod" which ended out being just an swap of the Nailgun's Nails to the Enforcer Laser's projectile :P I have an ton of user made contents on my Quake folder, both old-school and new. It's interesting to try them out, I have some personal favorites as well.
As for source port taste, I can see why you'd like to play Quake without known modern engines. And you're not alone here as well, I know myself some members of our community that enjoy playing Quake at it's original form(Including me as well!). I use Quakespasm mostly because while it removes some limits from the original release it also maintains the original feeling. I myself can't enjoy Darkplaces it feels quite different from other engines, but that's expected I use it mainly for graphics mods released by the community.
I can see your point, I have retired for a little from my work at Quaddicted and left that for some well respected members from the community. Due to some personal life problems and overall lazyness)
Exactly this, I try to respond as much as possible before posting in an conversation. When I lost my reply, I basically lost my motivation to do it again due to frustation, I just needed some time again.
Indeed, this brings me an familiar Doom Wikia "feel" since over that there's even documentation for the most obscure WADs, as said before it's something that I was searching for in an site like this one.
Glad! Your consideration is very welcome for me and the entired Quaddicted community! Oh and we already have time machines, but currently it's available only for the virtual world :P go here for just an random trip to 2005!: https://web.archive.org/web/20050321173327/http://www.quaddicted.com/ I think you'd already know it but you can look how I did administrate the site back in 2005 :P
No worries! I've already got over that, just needed an time to speed-type once again :P Thanks for understanding) Oh and yes, Wikia has an quite bad reputation at some games because of that(Doom Wikia for example, I've heard there's also an legacy "Doom Wiki" because the wikia layout was quite restricting for them).
Very true indeed, I can see why Doom still has more players than the entire Quake series. Doom has aged quite well due to its cartoony graphics(I've seen some Doom players call Quake too "brown" :P), but also because it popularized the FPS genre, Doom was also known for its Singleplayer while Quake for its Multiplayer. Quake on the other hand has fewer amount of players because while it had revolutionary graphics for its time, it still looked like an "improved 3D Doom" the Multiplayer was Quake's main selling point unfortunately, now we only have hopes that another "Quake 1 Styled" sequel is made, I would really love to see that in action. But unfortunately we have another Quake III Arena game, it's not too bad though I liked the lore behind the character and I liked the homage to previous games in the series. I do think as well that it got foreshadowed by other games, that is not good news. Fortunately Doom 2016 filled the Singleplayer action we wanted, but I would love to see that happen to Quake as well!
Yes from what I've heard its still on early development but it already has some cool stuff there and there, I can hope they get to their objective.(Played at the NewDM server and meet Mr.Burns there telling about the project) I just hope that the Quake fandom can stay up for many years to come.
No problem about that quirk :P I am back to the action! As an final standing point, I wish you Good Work and Good Luck for your work, keep it up!
Same here! I think you succeeded in your goal. The hard part with SSDs is that you want to commit to something a bit more on the expensive side, especially since you want to be lazy and not have to update for a long time.
Nods, that is my problem as well, I am almost entirely SP based. I explore the maps and document it, but generally the most I get is your basic botmatch, which admittedly is a lot easier than a real player.
You know, I have seen so many Enforcer projectile weapons that it it definitely gets old. I am much more old school, limiting myself entirely to 1996 until I eventually progress (so much content I don't expect such a thing any time soon) outside of GLQuake. But yes, I have quite a few favorites as well, and even maintain a server mod myself that tries to combine all the good open-source ones I find. Admittedly, getting a coop game going tends to be hard, just lack of motivation from other people, laughs.
My main reason for minimal source port usage is mainly due to compatibility. Sure, Quakespasm might work great in 99% of cases, but since it isn't what existed in 1996, it wasn't what the original level was designed in mind for. I haven't really run across cases like that here, but have had that issue happen with other games, including ones that almost the entire community believes in using a modern patch for. Personally, my sweet spot is GLQuake, DOSQuake is limited by DOSBox and thus demanding maps by 1996 standards are still ridiculously demanding for me. I can't even get a 800x600 resolution to not lag. So my main mindset is often checking out things in DOSBox, then testing compatibility in GLQuake. There are cases where levels wouldn't even function in GLQuake, which makes me definitely wonder if engines based off of it would be as limited. Not that I imagine many playing Welcome to CROSFR01, which just happens to be one of my least favorite levels for Quake.
Nods, I have life in me. It is pretty much normal for me to work in waves as opposed to doing things nonstop, I may go a bit of time without doing anything (I have taken 2 year hiatuses in the past) only to come back and dedicate myself to some big project. Mostly a lot depends on mood and the situation around me, if I cannot concentrate on what I am doing I feel it isn't worth tackling, as I like to be thorough.
Oh I entirely understand that and have felt those feelings as well. I am horrible at short replies, I tend to like being thorough even in replying, so losing all the text is quite the de-motivation tool.
When I came to Quakewikia I had one major goal. I wished to document maps and mods in more detail than had been done previously. I feel like most Wikias focus so much on the original content, and not so much on the mods, which I find bothersome as it is all part of a greater whole. I made it my goal to think out a way of making pages for custom enemies, weapons, and other stuff you can encounter. Doom Wikia was a decent one and definitely was inspiration, but they are definitely hit and miss, a lot of the obscure 1996 levels I have seen they don't have covered. The main reason I don't bother documenting it all is because I just am not big into Doom, documenting it would be even more wearisome than playing it. The other Quake Wiki was good technically for engine mechanics and editors, but not so much for the content that existed, and the third "Wiki" was just a mess of mod downloads. With details like the Guillotine or Spikes, we really cover things nobody else has looked much into. I couldn't find another place on the internet that even noticed that DM5 and DM6 had different Nail boxes from the rest of the game.
I am honored to hear that, as you guys really succeeded in making THE Quake community, especially for Single Player content. If I wasn't documenting things out and wishing to be thorough, your site would definitely be the place to check out the list of files for. Add the stored files hidden away that are less organized and you just have an insane amount of content. The only reason I haven't thrown up a bunch of Quaddicted links is due to not validating them myself as I am focusing on exploring any shovelware and salvaged sites I can for myself. Best to use the easy resource and list after you have dug the hard way.
You definitely have come a long way. I have as well I believe. My first act as an administrator here was, well, in the words of one of the administrators of the time "Please undo everything you did< we cannot edit redirected pages.... ". You know, in hindsight, I am wondering why it was hard to edit a redirected page, I guess everyone was inexperienced back then. But the lesson is that I was quick to experiment and also quick to break things. What you see before you is the result of a lot of experimenting to get things right. Often I would look at other sites, just trying to think what they might lack or offer over here. Mods and custom levels are both, in the relative scheme of the Wikia, recent advances as it required a lot of thought just to how to handle them. You don't want to be 300+ levels into something when you realize it all needs to be swapped over.
No worries at all, I appreciate you talking here and praising our work. It means a lot to know we are recognized and noticed.
There are two Doom Wikis. Once you move over, the original ends up competing with your new site in a way, since both will have similar content. We debated moving over before deciding it best not to mess with hosting, plus most issues we have are minimal at best (thankfully, since there have been some very controversial changes that we had to fix up here. Too often they forget desktop users and try to minimize screen contents as opposed to utilizing the expanse of the screen). It has been a struggle, but we have got the site under control to not be too buggy. Regardless, we have grown to accept Wikia usually changes for the worse.
Early 3d always has that bias, since it doesn't "age" as well to some. I guess I am a weird anomaly as I don't really care about graphics, I am more about gameplay functionality. As for Doom vs Quake being brown... I present the entirety of Doom II. Seriously, look at some screenshots, then look at Quake. There are far more greens and blues mixed into Quake, while Doom II is pretty much brown or dark red. Plus all the criticism about "bullet sponge" enemies when the intent was harder AI, complaining about there not being hundreds to mow down when most were just cannon fodder in Doom. Half the complaints for Quake feel like people just saying "it isn't Doom". Well, for me it is the inverse I guess, I don't really like Doom. I recognize its importance on the industry, but feel its mechanics are outdated and frustratingly limited, plus even in the context of the game the design choices just weren't appealing to me. I could do a lot of rants about Doom.
You can see with early Quake levels, there is a MASSIVE favoritism for Deathmatch. While you get the occasional Single Player bit of content, almost all is Deathmatch maps, as that was the craze at the time. Quake had involved Episodes, but I think a lot more have been made in recent times, while Doom always usually had support for both (Note Doom was also well known for its Deathmatch in LAN settings, see DWANGO).
I am not really much one who cares about the future of gaming as much as wishing to preserve the past. I sort of lament for the way gaming is heading. Most games require an online connection in some way these days. The most modded games in the last decade include Skyrim, GTA V, and Minecraft. Skyrim requires a constant connection to Steam, GTA V requires an online connection, and Minecraft requires a validated account and tends to redownload files. None of these games allow me to do what I can in Quake, pick up a random old version and play it. Add that shovelware is dead and really we have an even more severe issue of most content being lost to time. And yet archiving feels pointless for these games, since you can't play it without an account anyway. Meanwhile, I can play everything I find for Quake, and every level added is something I can still use to this day. Unless the industry changes, I really just support old school gaming over anything released in the last 20 or so years. I haven't really moved on much, most of my time is spent on Quake 1 stuff from 1996.
That is of course the real hope. We need something to keep the community alive. It is sad how Quake has been so little maintained when it is one of the most significant and modded games of all time. Gamespy is down, most Quake fansites are down, Geocities is down, just a lot has changed from that era.
Well, I am glad to see you rebound quick! Thank you very much by the way, I definitely look forward to what else I can check out. There is definitely still quite the overwhelming list. And being thorough can be difficult, Armagon for example has been something people have tried, but just couldn't maintain the patience for. My mindset is always "when I get to something I can always clean it up". But as it stands, we are a source of information that focuses more on Entering Soldiers Alert than anything in Armagon, which might be a sign of insanity.
Hello my name is Spirit of 85 from Quaddicted.com I have read your vanilla and addon level Playthroughs, and I have to say You did an good work at these specially at the detail and the enemy placement. After seeing how well You described the maps, I ask You, do You think Yours Could do them for the Quaddicted Level Database too?) If you accept, I think You could begin with the earliest maps from 1996 (These are quite in the level of the addons maps :P). I leave it here for You to decide I think it would help the Wiki grow even more, since as We can see in the Doom Wiki(!) there are pages for fan made Wads and Levels.
So I think this is a case of me already tackling some of the Quaddicted database and I planned, as I moved along, to progress through the various levels. So while not having been directly, I was aware of the resource and was planning to include content as needed when I reached said point. I should also mention I noticed that while you had two Area 51s, neither is the AREA51 found here. I could also not find Entering Black Majik or Chaag.
I imagine links in the comments would make them more noticeable? While far from having a massive amount of content, we do have quite a number of levels here that are shovelware and thus likely included on Quaddicted, so it mostly is a matter of confirming they are the same and linking them up in some way.
Glad to met you Deathstalker, I guess i didn't search around enough for the Basic Castle page due to my hurry nature) I am aware that to create pages like the ones you create must pay attention to details, there you must put a lot of effort to Document them all, while not losing the track of each section of the map, In the end it's an amazing work.
I understand your position, most of these Addon levels are unique and are hard to find or not found anywhere else, even in the deepest places of the internet. Some of Them survive to tell the story though, due to some of the authors uploading them to the Idgames FTP.
Some of them could be in the trash though (The final resting place for Badly designed maps) I've lost track of it :P
I presume the Basic Castle map from our Database is the Same as the one you described. There seems to be possible to exit that map without using Cheats from what I've read in the reviews here is an link https://www.quaddicted.com/reviews/bc.html But the level seems intact.
Glad to meet you as well Spirit, your site is no less of a massive accomplishment. To categorize things as well as you have, to upkeep such a database, is quite the impressive task. Thank you very much for all the compliments. I put my all into trying to detail things as accurately as I can. I am absolutely glad the effort is recognized and liked.
You are quite right. I lament the loss of the hundreds of sites that have gone down. While Doom has been pretty well maintained, it seems Quake exists in bits and fragments. Sites like Quaddicted and here are important since they are the main places preserving the information of the past.
I am a bit insane, but my particular mindset is that even the worst level is worth checking out. I mean, I don't usually feel that way while playing the level mind you, but I am of the mindset that every little bit of content is important and should be preserved. This is pretty much the only way I can work my way through an endless stream of generic multiplayer levels with only the occasional thing to shoot at :P
Yes, I have noticed such reviews as well, I have often checked the review pages out of curiosity to see how they aligned with my thoughts. As for Basic Castle, I was wondering if the file there and the file I have were slightly different, or if perhaps this was a case of source port differences. This is actually what inspired this line on the page "While there are alleged cases of people brute forcing their way past this part, no evidence exists, and success might occur when using some third party Source port.". I am willing to check it out if new evidence is provided, but I have tried following the procedure outlined (getting pushed by the door) in both GLQuake and DOSQuake without success.
Nice Work) As you can see that is a problem that would probably go unoticed due to the rarity of these addons. Ahh about these two maps in question I supose they could be in the database hidden somewhere.. or since we utilize the Idgames FTP they could be here too.
One of my biggest fears when working on pages is often that people are rarely going to check them out, so that means a mistake in my documenting could easily be overlooked. If I believe something to be unable to be completed or broken, I usually tend to get determined to ensure it is such, for the reason that I absolutely hate claiming such a thing. Especially since, if I don't find the answer, it is likely to not be found due to the community mostly focusing on the modern day content or a few key campaigns. Without a buffer, you learn to get very detail oriented and tear apart absolutely everything you can.
I believe Quaddicted has quite a few of the commercial add-ons stored, so worst case scenario, it could be found that way. I am quite aware that there is plenty buried on that site, such as the numerous Multiplayer maps, so it wouldn't surprise me if they were somewhere.
Any time, thanks for appreciating them. As said, one of my fears was the lack of them even being noticed, so having my fears allayed is quite welcoming. A Wikia exists primarily for the spreading of information and to provide a resource to others, so it is quite positive for said information to be spread more.
No problem I enjoyed your level walkthroughs and I'm sure that more people enjoyed them), the information on the addons for example are extremely useful for an obscure FPS researcher, and collectors.
You are right about Quake having an fragmented community, Quaddicted was created to fix this small issue within our communities. But I warn you back in 2004 it much worser :P
Currently the Quake Multiplayer scene is quite inactive, contrary to even Doom which has an active Multiplayer scene going on. This is partially because players moved to new games, or have an active personal life now.
You aren't the only one that likes to play around on Bad Maps too. Sometimes I find them interesting :P
I also tried it to no success, could somehow be related to the BSP or it requires an specific movement like strafe running. I bet most of the users of the site use the Quakespasm Source Port and Darkplaces I myself use QSpasm, Darkplaces is too advanced for me. it's a matter of personal preference)
Again don't worry about it) I'm sure the information is useful for researchers and alike, considering the rarity of these addons detailed level information is something that would be least expected.
I have to do some deep search because of an data loss lately :P but i'm sure at least some of the levels could be over there.
And at the end I wish you Good Luck in your quest, for spreading the information about these addons in the Wikia. I see you also made pages for modifications too, it's something I was searching for in a site like this)
Precisely my mentality, while the layman would be uninterested, the FPS collector or historian is bound to find the detailed content helpful.
Oh, I can only imagine before Quaddicted showed up on the scene. With most relying on Usenet forums, alt.games.Quake, and a bunch of Geocities websites... yeah, the links from this era were certainly not pretty. It is nice to have Quaddicted as one of the "go-to" sites.
I have assumed such for a while, which is too bad. Even when the Quake scene is around, I am pretty sure most focus on the competitive aspect, which means overusing DM6 out of familiarity as opposed to say one of the levels from Q2.
Precisely. Terrible in itself can be an interesting quality, plus there are always interesting gimmicks worth checking out. Test levels, multiplayer, if it is possible to play I am pretty motivated to play it and document it. My main laziness comes to content outside of the game itself, such as level editing software and other such programs, especially since most cover the same purpose and are pretty archaic by today's standards. But yes, if it exists in the game, I love to get very detailed.
Indeed, it could very well be a trick, which is why some sort of evidence would be useful. Until such comes forth, I have to remain skeptical sadly, and just try experimenting as I get ideas. As for source ports, I am very traditional, I tend to use either DOSQuake or GLQuake. While modern source ports are definitely more prevalent, I feel the original game is what these files were made for, and thus if there are any issues it will not be due to incompatibilities. Darkplaces in particular often has weird quirks that just makes me distrustful when it comes to such documenting; official source ports are mainly what are expected to be used for the walkthroughs for such a reason.
Quite true indeed. When I started documenting these, I often said that it is likely stuff like Armagon would be highly covered by the internet, while various obscure files on the internet just get little to no documentation. So I found it quite nice, a sort of niche here that offers information the internet has lacked up to this point, mainly due to the lack of patience or determination to cover all this stuff. And yes, the details can be quite useful, the most recent level I tackled had two walls you could walk through, yet gave zero clues, so you pretty much have to blunder across them to find them normally.
I try to keep my data archived as best as I can. I have a collection of folders stored in a few locations separated by various categories to provide easy access.
Thank you very much, and I wish you good luck in your community as well, we both work towards a common goal of building Quake up for past and future.
Yes, modifications is another feature I have looked quite a bit into, so that we have over a hundred documented. Still have plenty more to cover there as well, just primarily focusing on a large collection of shovelware levels at the moment.
Absolutely wonderful to pull out that resource. Will definitely be checking into them to dig through the levels, as well as Quaddicted in general, as it really is the idGames respiratory for Quake if any exists.
I definitely will need to be linking out files. As I clean up the rest of the shovelware files and start digging online, I shall most likely start adding links and cleaning up timestamps as needed. In any event, your site is as much a resource as ours, and I wish you all the best in maintaining Quake's legacy for years to come.
I play Quake via QuakeSpasm (version 0.93.1 to be precise) without any extra modifications. Vanilla glitches apply, e.g. each killed rotfish counts as 2 enemies and so on. I can't be too sure, but I think this glitch should be reproducible under DOS as well.
Noclipping straight to the Water room in E4M4 like you did is the way to circumvent this glitch, not reproduce it. It appears to manifest only after a period of prolonged play, possibly after saving & loading a game, and possibly under some other condition. As I stated, I ran into it at least twice.
In my case (Nightmare difficulty), when I finally reached the Water room there were only 7 live rotfish in the water instead of 9. The 8th was lying dead on the floor (I doubt me or any other monster could have possibly gotten her somehow) and the 9th was nowhere to be seen. I noclipped & made several tours around the level and couldn't find its dead body. It simply vanished and I was not credited a kill.
This was how it happened the 2nd time, after I restarted E4M4 with the 'kill' cheat. (The 1st time this glitch happened, I cleared the whole level before noticing that I missed an enemy.)
Afterwards, I entered 'kill' again and raced to the Water room where 9 live fish greeted me with their happy chatter.
DOS Quake has issues with saving, so I am doing this test in GLQuake. That should be fine as QuakeSpasm was based on it. I also play in Nightmare.
I launched the game and saved immediately. I then exited and reloaded. I then reloaded once more. I killed the Fiend and reloaded. I died to the Fiend and reloaded.
Do you use Quicksaves and Quickloads? That might be a variable worth knowing. I am loading through the menus.
I wandered around every area besides the Water that I could and took about 15 minutes to do such. This should provide a reasonable amount of time for something to occur.
All nine were still there, no issues whatsoever. Did you go to the Water earlier and leave the Rotfish alive? Were they alerted in any way? My test left them alone for those minutes so that if something happened while they were idle, it would occur.
My version of Quake is 1.09 and I'm running QuakeSpasm 0.93.1 on Windows.
My refutation is that it is likely something exclusive to QuakeSpasm
Maybe, but it may well be not.
It might have also been a case of the levels falling apart with stability, which tends to happen after long sessions and isn't really exclusive to this level.
Hmm, this point merits some consideration. I do play long(ish) sessions, but I tend to exit the game fairly regularly too. The glitch did happen to me twice though and the 2nd time it happened it was one of the shorter sessions. How long is Quake-long anyway? What's the average session time till the stability issues begin popping up?
I launched the game and saved immediately. I then exited and reloaded. I then reloaded once more. I killed the Fiend and reloaded. I died to the Fiend and reloaded.
You *are* thorough in your approach, just like me when I'm hunting for bugs.
Do you use Quicksaves and Quickloads?
No quicksaves or quickloads. I don't use them.
Did you go to the Water earlier and leave the Rotfish alive? Were they alerted in any way?
Yep, I did go there. They might have been alerted.
Maybe, but it may well be not.
That is the main reason we are discussing this.
Hmm, this point merits some consideration. I do play long(ish) sessions, but I tend to exit the game fairly regularly too. The glitch did happen to me twice though and the 2nd time it happened it was one of the shorter sessions. How long is Quake-long anyway? What's the average session time till the stability issues begin popping up?
That I don't really have much of an answer for. Usually I start experiencing them when you start doing multiple Episodes in a single play session. If it is one Episode, it usually isn't a problem, but once you get to Episode 4 you are bound to get some spawning issue in E4M3 or E4M5 or wherever else it may decide to occur. Usually these showed up in Cooperative sessions which took several hours and a simple replay was all it took for said issue to be fixed, so it wouldn't have held such consistency.
You *are* thorough in your approach, just like me when I'm hunting for bugs.
I appreciate that. I have been in your shoes before, trying to bring something up and having it disputed, with the main difference being that said individual hadn't played the game for three years and was entirely relying on hearsay. I believe entirely in giving everything the benefit of the doubt, a known glitch like this would be quite intriguing, and it wouldn't be the first time an odd thing happened in Quake that the rest of the internet seemed to have glanced over.
No quicksaves or quickloads. I don't use them.
Good to know. I know they are issues in certain games, not sure if there are any issues that come about from using them in Quake. I generally play without saving, in DOS Quake there are a lot of anomalies that appear when you load saves. GLQuake fixed all of them from what I know, I killed myself in that particular run after counting the fish and reloaded to see what would happen in the middle of a level. Still had nine fish, plus can confirm I hit 78 Enemies.
Yep, I did go there. They might have been alerted.
Good to know, time to test with that difference.
So I have redone the level in GLQuake 0.98 (1.09) on Windows 8.1. Recreated my earlier starting test procedure, with the variance of adding a right click restart on death and a kill command on success.
I proceeded to quickly make my way over to the Rotfish to alert them as soon as I could. I alerted all the Rotfish around the 4th minute, then went back to doing the rest of the level. Do note this is a level where enemies tend to wander if alerted.
I can tell you that the Moving Platforms around the Water can injure the Rotfish. In fact, I managed to experience one getting stuck inside of one and dying. That explains your dead Rotfish.
I can also mention that, by alerting the enemy they also have a tendency to have more issues. It is best to kill what you alert. I think I have managed to recreate your situation. I have a save with eight Rotfish (and can confirm that is where the issue is coming from), one of which might get stuck and killed, thereby giving you your seven. Funnily enough I have noticed that somewhat in the past and had forgotten about it until now, there have been a few cooperative games where E4M4 tends to be the level where things just disappear.
So, through testing, I can confirm that you indeed have found a recreatable bug and I will restore the edit to the page, albeit edited now that we understand somewhat the factors that cause this issue. As said, I have seen issues involving 77 Enemies in the past myself, which suggests this is not related to saving.
I also can say that I have noticed one particular Rotfish in a tight corner that seems momentarily stuck until it can escape. That might be your culprit, though it is hard to tell because sticking around causes them to work properly.
Congrats, you were quite right, there is a bug involving the Rotfish. Your edit will be restored, thank you for this conversation and for being willing to discuss things.
Rotfish can survive out of Water by the way, they just get really glitchy. They tend to get stuck in one location, sometimes even teleporting around the level (could be that corner is too far in to be seen as "water"). Had quite a number of custom levels do that nonsense to me. Rotfish are almost always bad news.
I'll add that it usually does not take long for the 9th fish to start glitching & disappear.
What I did to reproduce this glitch:
I cleared the big room at the very beginning of E4M4 and the passage to the Water room (ignoring the Elevator and the Knight under the stairs), alerted the fish and turned back. Found the 2 secrets (fiend in the alcove with an Invulnerability powerup, which I also grabbed & the Healing Pool) and cleared the winding corridor to the point where it begins to split (into the upstairs & the corridor leading to the Silver Door). At that point I returned to thh Water room and found the 9th Rotfish to be missing. I did save & reload a couple of times.
I have to say, this has been a thoroughly pleasant conversation.
Any time, I thank you as well for this contribution and am glad you were willing to converse after my earlier refutations.
I tried to recreate your situation exactly to see what would happen. I didn't save and reload however, I just did it in one take. Once I made it down to the splitting area, I suddenly started hearing Rotfish sounds. Looking around, I found this. There is definitely something odd going on there. I managed to get this Fish to follow me around inside those walls, quite curious.
It has been, I am glad to have talked to you. Definitely could do some more experimentation with this. Feel free to bring up anything else you happen to find, I always like finding oddities like this.\
EDIT: The fish changes where he appears, but I can get him to pretty consistently teleport somewhere else. All I can say is look around, there might be a fish in the walls!
Three times out of three. Third time was on Normal difficulty, so it isn't confined to Hard/Nightmare.
Wow. That's some truly weird stuff going on there!
Whenever I encountered this glitch (3 separate playthroughs by now), I couldn't find the escaped Rotfish anywhere on the level. It never made any 'alerted' sound either, else I would have located it rather quicky.
Nods, it is quite likely that it may teleport somewhere outside the level, perhaps even falling into the void (since Quake is respondent to gravity). While I got lucky by seeing the Rotfish, it is quite likely that there would be circumstances whereby it wouldn't appear.
This isn't the first time this sort of situation has occurred for me sadly. One of the commercial add-ons, Aftershock for Quake, had a level with Rotfish doing exactly this (probably for similar reasons, they teleported after being alert and not killed). The lesson really is that when Rotfish are involved, kill quick to ensure they don't stay alert, because they might not be there when you return.
Hello, admin Deathstalker666. It's me, the one who added information about the rotfish glitch. I see you've deleted my little contribution to this wiki.
I do agree with you that the user I mentioned was not specific enough in his thread. He didn't indicate whether he had found the missing enemy after all. This was speculation on my part (but perhaps not completely unfounded).
I do not agree with you that deleting my contribution is a sensible thing to do. Please, reconsider.
My lack of account on this wiki shouldn't be a deciding factor here. As for the glitch itself, I'll respond to your points in my next message.
My nick is Istfemer, by the way. You can address me as such.
Hello Istfemer and welcome to the Wikia, I did delete it after examining the information. While I like contributions and finding little details, it just seems to be something that doesn't occur in the original game.
It was entirely speculation from what I could see. Said user never mentioned Rotfish and had apparent issues with finding enemies in the past, leading to no real evidence that this was in fact an issue with the Rotfish. It is quite likely user error. Another possibility is the fact that usually Quake tends to get more unstable as it is further used. If you run an entire campaign, you often will find more bugs and missing enemies than if you play the levels in smaller sessions.
I deleted it primarily as I am used to posters that don't have accounts never returning or providing further insight. The edit still exists in history and can be reverted if found to be true, though I still feel it is unlikely this is possible.
No, the deletion had nothing to do with your lack of account, but I took such a drastic measure as I was unsure if communication would be possible. Since I see the effort being made, this means such an action did not need to be taken.
I have the original DOS version of the game from the original unpatched to 1.06. I also have GLQuake.
My test for your statement was to load the game in E4M4. As you described heading to the area immediately, I noclipped and moved over to said area. I proceeded to shoot each Rotfish with a Shotgun while keeping count of how many killed, with the goal obviously being 9. Once that happened, I restarted the level and tried once more. I was able to repeat the procedure ten times without any anomalies occurring.
I also repeated a similar procedure in GLQuake, with the slight difference of swapping maps, switching to E1M1 before going back to E4M4. This means, all together, I have tested this area 20 times with zero deviation. I can record a video for proof if not satisfied with my word.
My refutation is that it is likely something exclusive to QuakeSpasm. In that case, the info would go on the page for QuakeSpasm itself as a bug, as opposed to affecting the original level since it was not an issue in the vanilla version of the game. It might have also been a case of the levels falling apart with stability, which tends to happen after long sessions and isn't really exclusive to this level.
Is there something wrong with my procedure? I am willing to experiment with any suggestions.
So, I thought this was a good time to finally start a fresh new message thread, especially since we're soon going to indulge in some, ummm, dark experiments. Besides, the old one was getting really long and messy already. Here we can start planning our activities for next week... as well as just talk about any random thing that may come up.
Those metal videos were really cool, but educational too - now I know for certain which sub-genres to avoid like the plague. Of course, there will always be people who'd think it's all "satanic", no matter the style. I've actually learned to see this as part of the music's fun factor.
Ugh, today the internet's transient nature caused me a lot of frsutration again - I was looking for certain patches and they proved surprisingly hard to find. Eventually I found some obscure forum thread from 2014 that had links to all of them. My sense of triumph didn't last long, as the site the links pointed too turned out to be dead and gone. I immediately went to the Wayback Machine, and came face to face with the thing I feared the most... the site used download queues that were generated for every user. That's impossible to archive by the WBM, so it's completely lost now. Oh well, at least now I know not to pursue this particular side project anymore.
Other than that it was just another hot and boring day...
Logical enough, I felt we needed a new thread for a bit, but never found a good point to just switch over.
Shrugs, I am not really one to care what other people think about my music. Plus people around me are more likely to like "normal" metal music like Slayer and Megadeth. But yeah, certain genres are rather unappealing, especially the sludge/grind based genres which rely entirely on pig vocals. Plus you got "core" genres which usually are complete garbage and nu metal which is just as bad. Note however that all of these aren't "real" metal genres anyway, but genres that tend to get lumped in.
It is rather depressing to think about. Perhaps even more depressing is the fact that as the years go on, more dead links will be created, resulting in a lot of potential treasures being lost forever.
As you know, we have endeavored not to make things too easy for our invisible friends, the future archeologists. That's right folks, you'll have to collect these weird message archives piece by piece. And your research paper on "Online weirdo subcultures and hangouts in the early XXI century" will take some effort to finish.
It's amazing that there are people who would enjoy stuff like pornogrind, but hey - people are weird. Look no further than this Wiki to see how crazy we can get. So, those are the "normals"... truth be told, I barely know any of their songs. One more proof that I'm not normal. Sad.
Good thing I keep an offline archive of many things - more than half useless, sure, but then there are occasional very cool things that can't be found anywhere else anymore. This archive habit comes from the early internet days, when connections were unreliable, so you'd always stash a copy of something you've downloaded, just in case. And today this habit is driven by website death paranoia... quite justified, as we've seen multiple times.
It's kind of sad that in most days I really need to lie down for a while when I come home after work, even if just for 10-20 minutes. That's how much the heat drains my energy (temperature regulation is a major body process). Or I'm just getting old :P
Hey, this is important to ensure they actually devote time to this as opposed to just playing the newest Call of Duty. Why people still play those I don't know.
Shrugs, I don't really like normal music, and I also don't like grind-based music as it is all about brutality instead of emotions. There is only one "porn" band I can support, Black Countess, and that is because they are actually quite talented regardless of the subject matter. At least until 2003, then they just started making things into porn stories with black metal riffs. It wasn't so blatant early on, was far more gothic, and quite good.
I can entirely understand that logic, it will be people like you that keep things alive when they totally are lost. I should archive things a lot more than I do actually. Hmm. I have the storage space, perhaps I should set up some simple folders for Quake stuff. While shovelware CDs means it isn't as lost as other things, those CDs might become very rare. Would be better than my confusing mess of installation copies.
Picture shows a much better sorted collection. That is my "official" folder, showing the various releases of Quake. Pre-installed each one so I didn't have to deal with the slow times for DOSBox's loading of PAK0. This is quite useful for testing out issues in stuff made up to September of 1996 (1.01 vs 1.06) or even the odd missions released during the Shareware era (have conversion software to make them work with the full game since apparently they otherwise are incompatible). I have a separate folder just for my personal Autoexec for quick and easy grabbing. Also have both versions of the source code with the various files needed to compile it without errors.
I also have a Levels folder being set up with a setup similar to Quakewikia's categories (no surprise, since I organized them here). Singleplayer with no exits in one, Multiplayer in another, Campaign in a third, test in a fourth. Also categorized by the pack I originally took them from, so all Q2 levels are put together (in that case, also fixed up the few issues such as Evil Palace not having a BSP extension). Since it is an unofficial categorization, I can do it better than some of the odd choices authors made when saying what their levels were. Basically, good for drag and drop, such as if we want a certain style on the server.
Aftershock stuff has been put under an "Expansions" category, since that stuff can crash if tried to mix with the main game due to the difference in texture sizes. All the missions were sorted in there, they just need to be taken out of the subfolders.
Plus then I will also have a Tools section for stuff like the WAD files needed to compile this stuff out and whatnot. I also got a collection of images for further digging into each thing (and storage of the Toolbox mods without needing them all out and about due to their messy nature). Also plan on storing my server files for better backing up here, a good thing about this week will be the whole "ensuring the server is at least stable" thing.
Oh, I am old as well. I tend to sleep early for no real known reason, which results in it being too late to record by the time I get up, since 3 AM is a bit hard to record to. Depressing.
Also, we have a bit of a new problem. Turns out Dailymotion is freaking out with my latest video as it is going past the maximum allotted size. As much as it might be a pain to do, we might need to finally get to switching over to Youtube videos.
Basically, the way it appears, Dailymotion is slightly better than Youtube if doing apples to apples. The problem is that Youtube can accept bigger apples while Dailymotion limits you to standardized apple sizes. As crazy as it sounds, I wonder if I should rerecord the various videos for a better quality on Youtube.
Believe it or not, Call of Duty seems to be on the decline. It is trying to survive by focusing on multiplayer, though, to the point that it could eventually abandon Single Player altogether. At any rate, for me the CoD series consists only of the first two games, they are the only ones I can tolerate.
Black Countess is a cool name. I'll have a look at them at some point. You don't like brutality? What kind of tyrant are you going to be then? :P
It's definitely a good idea to keep such archives. I started keeping one more than 10 years ago and it has grown quite a bit. Occasionally I upgrade some stuff for the sake of "keeping it genuine" - e.g. some zipped DOS games were replaced with actual floppy images, some preinstalled things were replaced with original installers + appropriate patches. There's also a bit of redundancy - sometimes I have more than one copy of something because it's in different formats or part of different collections (e.g. a Quake CD that only has the 1.06 version, but also a package that installs 1.06 + Winquake, as well as that newer CD that contains version 1.08, Winquake, VQuake and some older version of GLQuake).
Your collection looks good - and it's a reminder of how I was lucky enough to salvage that 0.8 Beta. Good to know one more person is keeping it safe.
My WADs collection is kind of messy. Didn't have the patience to make it more ordered, I'd just divide the stuff into Doom / Doom 2 and then just 7z them all together. But in more recent years I have set aside my favorites or some map packs with historical significance into separate packages.
I guess we're all getting old... I am not as nocturnal as I used to be. Though, of course, I can still be nocturnal during vacations when I don't have to get up early. But otherwise, it's pretty hard, in the morning I feel like an old dirty rag that has been stepped on by a burly farmer with extremely mud-covered boots. That wasn't the case back in 2009-2011... oh well, can't stop time, can we?
YouTube has the adventage of being more accessible, more popular and easier to use, I think... as for re-recording, that's up to you. It looks adequate the way it is now, though there is always room for improvement.
I guess people are bound to eventually see how generic it is. Call of Duty can only fool people for so long.
Black Countess is a porn band, so expect to see things like songs about lesbian vampires. That is pretty much their forte. But it felt like they had more variety early on, plus the music was actually good. Best black metal band out there. Of course, where they ended up... let's just say their final album was called "Feetish".
Check out Evenfall if you want brutality. It is literally just screaming over and over. Music sounds decent, but my god are those vocals hilarious.
Yeah, keeping it genuine is good, but I just keep those in a storage area just for genuine original stuff. It will be good to have Aftershock Toolbox levels without the server crashing because of incorrect names.
Yes indeed, I am glad to be maintaining this collection. Makes me feel better that I have these as opposed to possibly losing files that would need to be compiled out or converted again. Plus it is easier to drop in and test files for compatibility issues. Except that now I am realizing that shareware not only doesn't like custom mods, but doesn't like custom maps. Not sure how to get around this. Maps I had to convert to registered from shareware BSP don't seem to do anything in the shareware...
Another good idea might be to go the route of file hosting. Right now it is particularly hard to get Quake maps if you are European as a lot of the sites don't work under some new laws. Combined with the anomalous timestamps, it almost makes more sense to store things using a file hosting website, specifically one that doesn't delete links after so many days of not being downloaded. Commercial-only stuff of course could not be included, but nothing would prevent us from storing some shovelware files that would have been found on the internet long ago. Check out Crypt'o'Death and see how it works.
I guess that is the convenience of starting it early, I am making sure it isn't too much of a mess. It also helps that I document everything on a Wikia, trying to do this for Doom would be a mess at best. No real reason to do Doom for me anyway, we could never play the stuff in coop and I don't get much enjoyment from playing them by myself.
Based on my experience with Doom, it can still be quite a bit of fun as shovelware levels may have slightly different timestamps from the same levels on the internet. For Doom I didn't really investigate differences like that too far, but for Quake those timestamps shall be important for determining level versions and changelogs. This will be more of an issue as we move along, not really something that has hit so far. This is also why I don't just grab links from the internet for the shovelware levels, until I have confirmed they are identical (or have documented the changes) they cannot be validated.
I am nocturnal on weekends, but the week forces me to be up. A shame, since that usually makes me feel more worn out. I get disconnections from reality a lot.
Youtube definitely has all of those things. It has the advantage of handling larger files, allowing for greater resolutions, and actually allowing control over playlists.
I think you are right, for now it looks adequate (unless you are looking for differences, you can't really tell Youtube is slightly less detailed, perhaps this is because... as I just noticed... it seems to be using an older format that hates anything but 720p) and I can just convert things over. Re-recording would be nice, but I don't want to do it at the moment, since I plan on jumping up to 4k soon (say early 2019). Would be better for consistency if I do it at that point.
Of course, that begs the question if I should convert it, especially since it would be lower quality. Plus converting seems like it would be just as lengthy of a project. In the time it takes me to download a video from Dailymotion, I could have recorded and uploaded a new one to Youtube. Taking into account the fact that these videos are a less than ideal format when finally downloaded means I probably need to convert them... to something. Of course, converting videos can be a slow process as well and will probably slow down the uploading process as well. At this rate, I might as well just redo them.
Hmm, this might be one case where I host the video on Youtube. A bit inconsistent sadly (of course, we are talking about a Wikia where normally other people would be doing overlapping stuff, so maybe that is a foolish thought), but a placeholder until I can made a complete re-recording session. I am crazy enough to jump to 4k 60fps, which seems to be the end game these days (note most are still in 1080p, 1440 30fps is uncommon, so I am still ahead on the bell-curve).
I also fixed up some things lately, including the main page. Fixed up the text buttons so they didn't have black backgrounds. I also tried to add a Quake Champions logo, but the horizontal nature means it just doesn't fit with everything else, so I am not sure how to make it more presentable. Changed around the layout to better fit without needing to scroll. Tried making things more presentable and visible on the initial view that should be more noticeable. Fixed up the Recent Activity box as the bullets tended to leak over. The spirit is the same, just made a lot cleaner for easier readability.
Also check out the Quake Soundtrack, I fixed the look of audio buttons so that the appearance doesn't get totally butchered when you click one of them.
Rushing throughout the entire day (and the evening) to finish every possible thing, ensuring there won't be any distractions, especially unexpected phone calls from work. Well, I actually did so much stuff, that tomorrow I could probably goof off for most of the day :P
Oh, I think shareware is not supposed to support custom maps... at least this was the case with Doom, they specifically made a change in one patch to prohibit loading PWADs in the shareware version. Perhaps they extended this policy to Quake as well? I've seen a few other shooters of that time where the shareware version limits or completely disables loading custom content.
I recently found an archived version of a site that went down 3 years ago. But it's pretty useless because it consists of numerous large archives with names like "Archive 123456". And there is no way to search inside the archives - you'd have to download them and check their contents one by one... an impossible task, considering there are hundreds of these. This only stresses how important it is for such a repository to be well-organized so that stuff can be found easily within it.
Ooooh yes, the EU's new data protection regulations have caused all sites to display tons of annoying consent forms and warnings. It doesn't make much of a difference, though, it's just more stuff to click on. It also affected out student registration process, introducing even more paperwork.
Wading through Doom shovelware can be pretty crazy - there can be several different versions of the same thing floating around, or even the same file but under different names. And then we also have those anonymous compilations put together from whatever the author could get his hands on (sometimes causing new bugs in the process of sticking them together).
Just make sure you don't get that suspicious feel of a keyboard on your forehead and you'll be fine... stay awake!
Awww, I just realized your videos do not feature begging for likes, shares and subscriptions, as is the custom these days. Yup, you'll have to re-record everything and include a facecam as well.
Great job with the title page - poor thing gets updated pretty rarely. Revamping the soundtrack page is nice too - this is another thing that we should care to preserve for the future.
By the way, I was wondering about our upcoming server sessions - does it matter what version of Quake I'll use? Does it need to be GLQuake at all costs? Is there a risk of glitches and other weird effects, if other versions are used?
Sounds wonderful indeed. I actually took off the day tomorrow since the traffic will be so bad, so I don't need to work until Tuesday. Not sure when you wanted to start playing with the server, but I am pretty available.
I know that is the case with mods and probably the case with shareware levels. What makes it confusing is that these were levels specifically made for the shareware releases to the point that they don't work unless you convert them using a special program you hopefully have on hand (thank goodness for shovelware and digging through them to find random tools of varying levels of usage). That implies there is a way to bypass it, but I am not sure how. I know id Software didn't want people doing it based on some of the first levels chronologically, they state that there are no safeguards but that id wants you to register.
Precisely the benefit of the Wikia. The Mediafire links are pretty straightforward, I chose it since it usually allows for the quickest downloads and the least amount of hassle. No pushing a button and waiting 30 seconds if you are a free user nonsense. Navigate to a page, see a level you like, be able to download it. Be able to sort by date, by level type, and by other data. Guides for the level, information if the level is broken and impossible to finish (pretty nice to know that stuff), and whatnot. Some fan sites get close, but especially for old Multiplayer levels, there just isn't much support. Now, mods, I am not sure where to put the link due to a lack of infoboxes. At the bottom might make sense, but that might just be buried other other potential links. Do note I am uploading raw files to retain timestamps and to keep it original, which means the user would need to know what to do with them to get them to work with the game. For the server we will be getting fixed up files, files that have been converted, and whatnot so things actually work without the server crashing on us. Sadly, I have no idea how to get the DOS exclusive levels to work in later source ports.
I think we got a good system going, we got dates very similar to Doom's system (except, you know, on an actual site as opposed to youtube video playlists) to easily navigate to files. I changed the navigation bar on top since Quake Champions means the top bar made less sense in its old format. I decided what should be promoted on the top should be one of the biggest features of Quake and probably lesser accessed areas normally, mods and custom files. Needless to say, very easy access to all of it to cut down on needing to navigate a lot of buried categories. Enemies is useful primarily as the main link shows that custom enemies exist, in turn promoting we have custom pages for various things on top of original content, separate and yet equal. Since game pages allow quick access to game content, it makes sense for the navigation to cover those things that might not be as easy to reach.
As for my folder organization, I believe I described it. Folders based on level type, which is also organized on the Wikia. It is all designed for dragging and dropping so that we could easily make lists on the server based on what we want to play.
Sounds less severe than I thought. People have made it sound like certain sites are quite impossible to access if you are in Europe. Such sites include our barely touched "competitor", Quakewiki (really, the mindset is entirely different, they are about technical editing details and archiving some old websites). One real shame about being on Wikia is that a lot of people really dislike Wikia and I can't blame them based on the forced stuff. You can't make the site look the way you want, a lot of stuff would go against TOS, which is why "the way it is supposed to look" isn't even the way it looks, because I had to take out portions that were in violation. Combine that with the site being a nightmare if you don't have Adblock and other annoyances (I wish I could get rid of the Create Blog Post as well as the unnecessary line beside it, but it appears Wikia once again limits you to either using their formatting or have some ridiculously oversized avatar that would look horrible in the smaller scale title page). Combine that with their questionable moves in the past in regards on making things worse for desktop users, it is no surprise people dislike Wikia and we get a bit of a bad name in some communities. Not much we can do, since leaving Wikia would result in a lot of broken templates and based on reports Gamepedia can be negative as well, and hosting is nothing either of us wants to do. Perhaps one person will be crazy enough to want to do something if they ever see the level of detail we provide that can't be found elsewhere (there has to be people crazy like me, right?), who knows.
Oh yes, timestamps are a way to determine level age, but of course timestamps can vary and can thus be quite the frustrating mess. The Wikia is luckily a lot easier to correct issues than Youtube; moving things in playlists can be less than ideal, especially since updates have made it a bit more clunky and it is just getting worse. Same file under different names can be a bit annoying, I remember that happening in Q2 with a random SOLO file and Entering Fiend Attack. There is also the horrible Earth's Crust / Entering Devil's Watchmen fiasco; because the levels are treated as different entities we have essentially identical pages. Note the main reason they are separate is because they are treated as different entities by the source, Q2. Quake102 just gets redirects since they come from different locations. Then we got Deamon's Gate, which is just a broken version of Demon Gate. At least everything Dark Hour going forward has been a distinct entity, though of course we had some Aftershock exclusive variants due to the retexturing for its levels. Plus Dark Hour apparently had two levels which were modified levels of shovelware levels, but include Enemies and in the case of Welcome to the Arena! (Dark Hour), is a lot more playable due to not having a giant gaping hole that breaks the level.
Compilation WADs luckily won't be much of a thing, but we do have random CDs that aren't really Quake related, but have a few random Quake files. I decided to dig into one of the numerous cover cds out there to not get into something big before we started the server. Main benefit is we could have a lot of fun with Basic Castle, perhaps even try to brute force it out of determination to beat it somehow.
Luckily, I don't have the issue of passing out. No idea how, but I cannot sleep unless I am lying down, meaning I never have fallen asleep at my computer no matter how tired I got.
Don't worry, they got a guy yelling in them. You know he is just putting on an act for ratings, nobody could possibly be like that in real life.
I figured as much, we needed an overhaul, especially since there was a lot of bugs that were pretty much left when Wikia broke stuff on us in a "we had it good, but it is messed up due to them, so we will just keep it like it was". I decided to try getting things to look better for the general user as well as how it is supposed to look. Combine the lack of Quake Champions being mentioned and we were falling behind. Recent activity can look a bit small, but this is case of trying to keep it relatively the same size as the Recent Images, plus the length of the name can make it larger, meaning four large names take up a lot of space. Essentially, it is designed around a more worse case scenario than before, where large names could break the main page. It is also nice not needing to scroll to find anything.
I should mention that personally, I never saw the use of Recent Images. The "add an image" button is entirely pointless, since it advocates putting buttons that have nothing to do with content. Furthermore, you get the exact same info if you click on New Files, except without needing to wait for a slideshow and getting far more than 20. The original plan was to not include it at all, but I decided to retain it since I remember how much of an advocate Raadec was for it. As it is, we got the best of both worlds, there for people who want it but hidden from those who don't want 20 image updates every time they edit the main page with images that were non-discriminatory and thus likely to include some templates or something. Can't say I like it, but at least this is a way it can work for the Raadecs out there.
Oh, I didn't alter the soundtrack page. I altered audio links themselves, been fighting a lot with the Wikia's CSS (it is very slow to update and can be less than communicative if anything was changed, so it isn't a quick thing to deal with). Basically, when you clicked an audio link before, it would come up in a box with a couple options such as About File and Download Link. The problem was that the formatting of it all was horrible, it would make a giant open area for what was a small box, totally ruining any sort of container I put it in when opened. Essentially, now you can click sound files without destroying the look of the page, making it far less intrusive (I always hated how sound files worked, but never had a proper solution for them before).
I would suggest getting a copy of GLQuake 0.98 just to be safe... but I doubt compatibility issues. Raadec once upon a time was on the server and if I remember right he used WinQuake.
Well, we can start on Sunday or Monday, depending on how quickly I finish all preparations... This reminds me that I forgot to tell you something - I'll actually be at my folks' place. They are going away for a week and I'll watch over the house (and the cat). I have already prepared everything necessary to set up GLQuake over there. Of course, I'll first do some basic maintenance on that PC - it's pretty old. But don't worry, if it can run Quake 4 at high quality, then GLQuake shouldn't be much of a problem. The internet connection is pretty good too :P
And speaking of GLQuake, we got a case of a dead link right here on the Wiki - more specifically the 0.98 link on the GLQuake page. I fixed this by using an archived version of the dead link (thanks, Weyback Machine!) - it works. The 0.97 link is okay. Ironic that this should happen right when we were talking about the whole issue of losing files due to disappearing sites...
Today someone asked me on Facebook for a little help with running some Quake mod... turned out it was a mod specifically designed to run with the source port Quakespasm. The guy was surprised that the package included WAD files. I told him that Quake does utilize some assets in this format.
No matter what we do, Wikia will always mess things up. I recently read their developers' blog - they were complaining about then eed to constantly make updates due to some weird people who were making numerous extra-long message threads. I wonder who they were referring to...
Well, back to making preparations. We're almost there!
Sounds pretty wonderful indeed. Discord is quite convenient, you just need to send me a message. Note that even when I am offline, it is connected to my phone, so I can easily check and receive messages. I just hope things actually go well, that initial test is probably the scariest since there is always the case of it just not working.
No surprise at all and one reason why I like to use my own links. If I am the one uploading it, I can make it consistent and also maintain the links, thus making it less likely for the things to fall apart. All my video walkthroughs still work after all this time, while other Youtube links are dead. As long as I am maintaining stuff, you can be assured we will have things pretty functional, and it is because core features are connected to the Wikia itself.
Specifically, those would be WAD2 files designed to run textures most likely. Yeah, it is crazy to say, but it is weird to think I am a veteran of Quake and could help people with a lot of random troubleshooting issues due to tearing apart stuff so much.
Pretty much the sad part. We make things work as best as we can within specifications, but Wikia does have the difficulty that you will run into a lot of limits. Wouldn't surprise me if they got rid of talk pages, that seems to be the main purpose of Discuss. We are one of the few Wikias to not adopt this feature yet, basically think like the talk page but far more atrocious looking and clunky. I guess most Wikias don't exactly intend for people to have month long discussions about random topics, they expect editors to mostly edit and not really socialize. Even Quakewikia used to be different, I remember how Toxic and Raadec had this mindset that you needed to make edits to be here. I entirely disagree with that logic, people have natural rising and lowering levels, so there should be no pressure to edit to maintain some title. Really, the way all of it was set up, it felt more like a competition than anything, and that is why I am glad we got things in the route they are.
Really, we have made this place into the best Wikia out there. Community driven, I feel like we are the only Wikia out there to tackle the issue of custom content properly. As said, that was one thing that bugged me a long time ago, a lot of Wikias seemed to entirely limit the addition of such content and thus felt... limited... in topics. Only limit we have is just having things in their proper place, which means no Wikia pages about Sonic the Hedgehog rip-offs.
We are indeed! I even got a pointless Deathmatch map added so we got 112 exclusive deathmatch maps now to play in the event we do some Deathmatch. Hopefully that will be enough!
Ran across some archived files on a random coverdisk (sad there seems so few archived or even available for purchase), but seems said disk is corrupt. Useful for hunting down some more names at least, though sadly can't be ripped directly.
Home sweet home! Where everything runs fine, headphones don't malfunction, and the chair is comfy. And, of course, the mouse is where it should be.
Hey, our session were few, but very productive - we found a bug that could have soured the experience in the future and you now know how to eliminate it. I have preserved the whole package, including the cmd-line arguments, for future use. As for when this future use will be... we'll see, I just want for things to calm down a little; I am considerably less lazy when the stress is reduced. As an added bonus, we won't waste any more time setting things up, we have passed this phase. It's all about playing and having weird fun now.
In the meantime, I will prepare some crazy sounds for you to use... can't promise supreme quality, since I only have the old laptop's microphone, but I'll try my best to make it clean.
Sounds quite beneficial to the stress of dealing with all of that.
The bug was removed by removing the mod, but yes, it has been fixed as it wasn't worth more counter bugs. Not the first time Quake mods have resulted in counter bugs either, monsters having solid corpses had quite a few issues that needed fixing up. Still need to find a way to prevent people from getting stuck on heads. The logical route would be to move the head... but of course I have no idea how to code anything special like that.
Quite beneficial. There might be rare circumstances where you need to add or replace some files in that mod folder, basically any audio/visual stuff. However, due to tackling the Aftershock Toolbox, I think I am at a point where the mods shall come slower and not be making many changes for a while. I should note that I did modify the Custom Skins list to be more presentable and included a few more options. Not sure if you cared about CureMode or Captain Caveman, but they are options now.
At least we got to play, that was the important part, saying you were part of the server. We can hope for the future, but yes, things need to calm down. I shall probably do some more Quake stuff in the meantime, it is a matter of getting the energy and recording.
Sounds quite fun indeed. Good luck.
Also, I have been playing around with some of the software, including a bit of software that was made to convert those shareware files to registered versions. It turns out that the BSP files found in 0.8 is actually a shareware variant. Essentially what this means is that I can convert 0.8 maps to work on the full version of the game. Granted, it would function mechanically like the full version of the game, including the textures and properties of enemies. But this means it is entirely possible to play the original version of Shub-Niggurath's pit in GLQuake. This of course begs the question if I should make a walkthrough of it, since the argument before of it not working with the actual full product has been proven false. With the way it is set up, it takes the same amount of work as a shovelware map, meaning it actually has as much validity as something like Basic Castle.
So, basically, expect a walkthrough for the final map of Beta3. Not sure if any others are worth converting and making walkthroughs for, but this evidence means it is entirely valid to have its own walkthrough page. Note that QTest is much older and thus its files are ENTIRELY different from anything else; using converters just resulted in a corrupted file. But, with these newest revelations, 0.8 is essentially on par with 0.91-1.00 releases of Quake. The difference there is between registered and shareware, NOT being entirely separate versions of the game like Qtest.
Speaking of shareware, I got the game to actually recognize other BSP files, proving that Basic Castle and other such shareware levels (BSP version 28 as opposed to registered version 29) works in older variants of the game. I also took Beta3 maps and put them into my shareware release successfully. I did have to use a PAK file from the full version of the game, apparently there were checks put in place to prevent PAK1 from functioning if recognized, which the Beta 0.8 version is.
So, what my insanity has proven is that there is next to no difference between Beta3 and the Shareware. The only reason you can't just drag and drop files is because Registered changed its format, which in turn means Beta3 works just like the Shareware. While QTest is pretty much its own self-isolated product, Beta3 is Quake.
Speaking of stress, I had to deal with bureaucracy throughout most of the day - renewing an ID card and some bank-related stuff can be quite a hassle. Some genius decided to divide the city into two halves with regard to identification documents, supposedly for convenience... but our police precinct is thus pretty far away in a suburban neighborhood. In fact, it's much closer to the university I worked at, than to my home.
It's good that we were working together, this helped identify the bug faster, I believe. Focusing on the question "what do E3M1 and E2M4 have in common" was a good move. Captain Caveman is a bit too cartoonish for me :P
Another Quake package has been added to my archive - the "Deathstalker edition"... which is what we played twice.
Well yes, the Beta Shubby Pit is valuable in terms of being a historical curiosity and a snapshot of the game's ongoing development process. And if it can be made to work in the final game, why not? Besides, some episode end texts seem to allude to this map... "frightful otherworld cathedral" sounds more like that Beta level than the cave we see in the finished game.
As for others... yeah, none are that unique or noteworth, with the possible exception of the lost entry area of E2M6, though it's just a part of a map, not the whole thing.
Nice findings - another proof that persistant digging can lead to unexpected rewards.
I am not sure that question fixed anything, especially since E3M1 wasn't even the problem level. But yes, I can only detect this stuff if the server is touched, and there is little reason to play it by myself beyond testing.
Wonderful indeed, that will help ensure it is never lost in the future. I have quite a few backups of those files, don't want to lose the server myself.
Precisely, we got the entrance at the start of E2M6 or the lack of enemies in E3M7, but overall they just feel like the same thing. Shub's Pit is pretty noteworthy, especially now that I have proven it can be made to work in GlQuake with exactly the same procedure as some custom maps here. Shub-Niggurath's Pit (Beta3) now has its own page and furthermore, we could play it on the server. We are going where id Software never would have imagined (and even you when you gave me this file for Christmas), fighting Shrek in Coop Beta3. It also comes with its own "Level Theme" as some of the textures were unused in the final game, including an alternate Slipgate texture.
With my focus on the older versions of Quake, we are also getting more of a focus on QTEST (found a shovelware add-on which includes a collection of a lot of random Duke3d stuff and a handful of QTEST things). I actually got a few of the monsters working in the game, still trying to figure out if there is anything that will add Shalraths. I have a file for them in the Aftershock Toolbox, yet even the Cutting Room Floor says they don't exist in the game (yet they were blatantly wrong for the Fiend, so who knows). I should mention that as usual, I am not really giving much focus to QTEST beyond videos due to the lack of compatibility with the final game, so I am not really adding pages for the skin changes and minor alterations of levels to add a couple monsters found during the era of QTEST. Perhaps we could have a singular page cataloging this stuff.
I also recommend checking out the Xenomorph... seems I am a step closer to figuring out things for Q2 (those things on the cover are Xenomorphs apparently), yet I am left with a bunch more mysteries. I should also mention the Aftershock Toolbox has an image of the player firing at something in the Aftershock Introduction (which is part of Aftershock, NOT the Toolbox), yet the gun seems like nothing I saw in the Aftershock Toolbox.
Pretty much, it shows that my insanity has purpose, and that there is always something to learn or find. I still probably am missing things. That is why the server can be nice, someone else doing something can result in some odd quirk appearing.
Also, PCEM is curiously enough working with Direct3d. I was able to load WorldCraft perfectly fine, something that requires Direct3d 2.0. Not much that really NEEDS Direct3d at the moment, but it is another tool. Of course, right after that I managed to get my Windows 95 install corrupted, probably because I thought to close the window instead of pressing the start button. Sort of the problem with emulation, you forget that you can't just do that. Now I need to figure out how to fix a corrupt Windows 95 install or just do all the work again.
Wow, what a first day at work - the madness started before I could even say "good morning". This week is the third exam session - for students that were so smart that they failed during the previous two. Some of our students are so advanced that most years we hold a fourth session as well. So anyway, students need those little "exam slips", which is yet another lovely layer of paperwork and bureaucracy. We had a long line waiting in front of our office throughout most of the day. Some girl jokingly commented that it reminded her of the lines waiting for bread back in the day... I almost asked her if she was actually old enough to remember those :D
Nice new page, though I suspect I saw a little mistake in the walkthrough - you mention that the start room is filled with 25 Healths, while they are actually 100 Healths. Unless I'm missing something...
Oh, always glad to learn more about QTEST - as the oldest playable version of Quake, it is both interesting and mysterious. I'll check out that Xenomorph, since I've also wondered a lot about that Q2 screenshot.
Interesting - in theory, virtual machines should not be able to emulate Direct3D due to the host OS having absolute and undisputed control over the GPU. Unless it's such an old version of it that it doesn't matter? Oooooh, corrupted Windows 95, it's been a loooong time since I last heard someone complain about this. There is probably a way to fix it, though I don't remember what it was (it must involve the installation CD, I suppose). You'd better do some digging online. Win 95 is still a bit rough and unfriendly when it comes to maintenance, things started to improve a bit in Windows 98 (it began to introduce some basic safeguards against system files corruption) and beyond (Win XP had much more robust safeguards, not that it was a 100% guarantee that nothing would go wrong). But yeah, you have to be more gentle with those older OS, they were quite notorious for becoming unstable when you least expected them to.
Tried to engage in soem kitten rescuing today. As I've mentioned before, there are lots of stray cats in this neighborhood and sometimes this leads to orphaned kittens. Found one and it looked really frail, malnourished and barely clinging on to life. Consulted online sources, they suggested warming it up, which actually brought it out of its stupor (I thought it was dead at first). I took it to a place where many other cats gather often, and one of them seemed to start caring about it... maybe she's the mother? Will check up on them tomorrow. (Yes, I actually worry about such things.)
I am surprised you didn't ask her if she wanted some cheap sausage instead of bread. Of course, knowing the lack of knowledge on such things, I can imagine she would end up thinking you were sexually harassing her. Maybe it is a good idea if you don't go around offering cheap sausage to random people in school.
I should have known I would miss something so small and stupid. Yes, it was intended to be 100 Health and I knew what they were when writing it, I just am so used to putting 25 Health everywhere. 100 Health is odd to see in such large numbers, while 15 Healths are also something you just don't see in custom levels. Outside of the vanilla levels, I am not sure if there are any custom levels with them. So, yeah, it was just my mind slipping on a small detail. I hate when that happens, nobody ever goes and checks if I said to go right when it was supposed to be left, and you always run the risk of just saying the wrong thing without even realizing it. Sometimes you have to hate human error, especially when you are generally the only person touching the stuff.
Precisely, QTEST is a really odd period, especially since the stuff is entirely incompatible with the final version of the game. All of these are really curious quirky stuff, the first few custom files in our history of files. And yes, the Xenomorph is really weird due to the whole Q2 thing. It is a reskin of a Knight that looks like a Fiend... so I have decided to add a bit of a gallery page sort of like my blog mixed with the Aftershock Toolbox. The goal is just to give a quick list of the various files of Qtest without making a bunch of pages dedicated to relatively minor edits. Also adding some curious contradictions with the back covers to their respective pages.
Oh, it also seems Tower of Death was an advertised level for Aftershock (at least it shares the same name) that didn't appear in the final version of the game.
I was surprised when it occurred, as I highly remember our issues with getting it working in the past. Not sure what I did different, a bit depressing I messed up my install right after getting a single picture for Worldcraft.
If I remember correctly, this is sort of why I gave up on VMs in the past, just no real need and the ease of corruption being frustrating. I ended up reinstalling everything to check a random QTEST file that had zero documentation. Seems to be some way to insert enemies into levels, though I didn't get to play around with it before the crash.
When I want to make students think I am very ancient, I just tell them I witnessed the creation of the "Operative Surgery" textbook. And yes, this is the truth - my mom designed it at home with some older version of Corel Draw. In 1998. And this same textbook has been used ever since. It was quite a big project.
Heh, that's what teammates are for - to watch each other's backs. Or notice wrong types of medkits.
Now that's dedication - making custom stuff for such an early beta of the game. It helps that this beta is sufficiently playable, unlike those silent Doom Alphas. As I mentioned under the YT video, imagine if Q2 development had actually started back then and that screenshot is from a map they designed for QTEST. And then the final game broke everything and they had no choice but to release what they did, keeping the screenshot as a bitter memory.
Perhaps the tower was cut during development and someone released it as a standalone thing later? Or it's just a funny name coincidence.
Much to learn we still have. Well, a decent amount of caution and common sense should keep a W95 installation stable enough. There is always worse - Windows Me, which could start doing weird things even if you do everything perfectly and exactly per the instructions. Curiously, it introduces System Restore, or at least some earlier version of it - they must have suspected how prone to messing up it was :D
Still not sure if I really saved it, but at least I tried. I found another one hiding in the foliage too, similar to the first (same mother perhaps) and it looked much healthier. And it wasn't scared by my presence at all. Almost like an adoption candidate, though I'm still not sure I am ready for such a step.
Funny you mention Corel Draw, my father still lives by that program. He never really wanted to learn newer programs, so he still uses Corel Draw 6 and Cool Edit Pro.
Glad that I have you to notice that stuff and help give suggestions, it would be a lot rougher if I was on my own here. Not sure I could get much drive. The potential for the server really is one of the big reasons I like doing things nowadays.
You know, that is perhaps a possibility, and would explain why Q2 was so cheaply made. It was a team determined to make the ultimate Quake pack. But then Quake came out and it turned out you couldn't convert the files, rendering all their work useless. They tried to start again, but quickly realized that Quake II was on the horizon, and they realized they didn't have a choice if they wanted to get it done before that happened. It was a curse of deadlines. Wouldn't surprise me, since that was a serious issue for these packs, racing for the holiday season since Quake II was already being advertised.
Not really, Tower of Death was made months before Aftershock. It could be name coincidence, but who knows, maybe they planned to include it before deciding not to.
I can't wait to reach some more modern era where things actually work in Windows natively so I don't need to deal with frustrating emulators and DOSBox. I can imagine the annoyance of needing to load up a VM just to play a single Quake mod, say Pipebomb mod #112.
That is all you can really do. Difficulty with cats is that there are so many, start taking pity and taking them in, you become a mad cat lady.
Oh, another blast from the past. Yes, my dad was a fan of Cool Edit Pro as well during the time he dabbled in music collections. He switched to Adobe Audition later on, though. Corel Draw has been the force behind many textbooks and other scientific books that we've worked on. It's not like there were any better alternatives back then.
I am sure the server has more glorious days ahead, especially now when all major bugs are ironed out (hopefully). We have yet to make a complete playthrough, but this will happen eventually. Old Shubby won't be safe forever ;)
It does sound like a plausible explanation. If only we could find some member of the team to tell us more... too bad Greg McMartin didn't work on Q2, he is somewhat easier to find online.
Well yeah, "Tower of Death" sounds generic enough to be a popular name for a map, along with "Fortress of Evil" or "The Dark Lair", etc.
Heh, I suppose things will run more natively once you wade into Windows XP territory, but there's still a number of years before reaching that point.
Adopting a pet is a commitment. And a great responsibility too. So it's not something I'd do spontaneously, even if there are occasional temptations. Besides, the second kitten (healthier one) seems to have become close with one of the adult females in the group, which could ensure its survival.
Yay, exam session is over, so we can at least get rid of all the slip issuing. Now we turn our attention towards next Monday, which is when the academic year officially begins. I'll have to prepare our lovely database for its export, which will happen at some point in October. And, of course, that anniversary thing looms ever closer...
Very true. Using it today is a bit insane; I can't imagine working without Photoshop layers if you have that feature at your disposal.
I look forward to that. We have plenty to play and lots of fun to be had. But yes, it looks like most bugs were ironed out prior to you joining, and getting rid of that mod fixed the last one.
Too bad we have absolutely zero knowledge about the development team of Q2. Unlike Dark Hour, we don't have any credits list, meaning it is entirely ambiguous who did what. Actually, that is pretty much the case for most of them outside of Dark Hour. Aftershock just has Greg McMartin's documentation, otherwise we have zero idea who did what outside of Jim Lowell's two levels. The Aftershock Toolbox levels are not documented at all.
Indeed, we can hope things calm down by then. I guess the good news is that a lot also runs natively during the late 90s, it just is certain titles that are shaky.
Yeah, that is definitely a lot of weight to put on oneself.
Sounds quite chaotic indeed. Hopefully things even out in November. I would love to play with you again.
So I got a bunch more stuff for Qtest going (got the Aftershock Toolbox more complete than it was before, since there were a few files that required certain Qtest monsters), including redoing the VM so I could showcase a few enemies that we otherwise couldn't see. When Le Rottweiler created the pages a few years back, he entirely relied on the Cutting Room Floor, which was somewhat fine but also resulted in either incomplete or incorrect information. No surprise, since it is quite the hassle to get this stuff working in the game in the first place. I now wish I had a pet Vomitus.
By the way, since you are experienced with PCem, do you know a way to get the files in there back to the main computer? Essentially I have a packed file which can only be opened in a 32-bit environment. However, the problem with doing that is then that it is stuck in the VM, when I would rather use the files in my main Quake directory. Any ideas? I already tried using a USB, seems PCem doesn't recognize USB functionality, and the lack of network drivers kill any sort of cloud-based solution.
Another idea, due to the very hybrid nature of Quake, I am starting to question if Level Theme should instead focus on the central or core theme, as opposed to all the themes found in a level. So on the level page, it lists the main theme, but the level themes themselves show the merges.
In other news, I found a daunting number of documentation for Quake. Pretty much all of it is useless due to being alias keys that serve zero purpose, instruction manuals for QC editing, and other random stuff that doesn't help us.
We also got the ability to play as 4-LOM (it borrows heavily from C-3PO) alongside Boba Fett and Bossk. Quickly getting a bounty hunter collection apparently. I know you are going to probably comment on the fact that we also got an Angel Eyes skin, meaning we actually have a cowboy skin for the server now as well. This though brings me to another question... what exactly should we do with Custom .MDL Files? It feels like the page will quickly become quite the mess, filled with buried tab after buried tab, unless we come up with some better solution. Yet I am not sure of one, we definitely would need tabs. I guess I could do something like I did on SG, but that might get messy in its own way due to the inconsistent nature of including heads/torsos. Then we have Grunt skins, which are pretty similar, but then have a different gun... which may or may not be included... adding even more inconsistency and confusion. Any ideas?
Sorry to debunk your theory, but I am pretty sure the torches shown in the advertisement are from the base game and not Qtest. They don't have the bright yellow coloration. I should also mention I found a version of the Alien skin made for registered Quake.
Wow, what a week it was. It was only fitting to end it with a party (one of our colleagues had a birthday). Parties are nice, but the mornings after - not so much...
Ha, until now I hadn't noticed that Q2 had no credits. That's pretty mysterious... though I guess we could still try to find out the names of the people who worked at "Underworld Software" at the time, if that's even possible. Their website is long dead (what a surprise!) and the only description I could find claism that they are from California and were active "at least" in 1995. Doesn't sound very encouraging :P
Oh well, I guess naming a map is the last thing on people's minds when they make one. "Oh darn, we need a name... uuuuuh, just let's advertise our site. Or say a warm Hello to the player." Not that I had any real map names during my ancient attempts.
This Wiki justk eeps reaching further and further - we thought full mod coverage was good, but full QTEST mod coverage? Has the community even dreamed of such a thing? Talk about creating a legacy.
Yes, yes, there is a way to get files out of the VM. You need a program that can mount the VM's hard drive image. Personally, I use this one. Mount the image so that it appears as another hard drive, find the files you need, copy-paste them to your real hard drive, then dismount it. Piece of cake.
You expect me to comment that a cowboy skin fits you perfectly because you're actually from Texas? Heh heh... I can see what you mean - the tabs are already starting to become messy and it would only get worse as more are added. I will think abou it, will let you know, if I come up with any ideas.
Too bad, but it was still worth giving this theory a try. Now the mystery remains, alongwith all the unanswered questions it spawned.
Sounds quite fun, at least for a bit of time at least.
Pretty much the problem. Even if we get names, we don't exactly know who did what, and I doubt that they are going to be very cooperative after 22 years. This is one of the benefits of levels found online versus those commercial levels, at least the ones online tend to have documentation with them.
Ironically, that was Q2's strength, with names that could fit easily in Quake. I still say it, they would have done better as a consultation firm for naming Quake levels. Much better than the messy disasters we get normally.
Most Wikias aren't crazy to cover such things, mainly because there is nobody this devoted and also it can be difficult due to essentially needing to reinvent the wheel due to there being no standards for this sort of stuff. One of the main reasons I liked being part of the community when it was building up, my main goal was trying to get to the point we are at, documenting various mods and other content. It was something no website has really done and something I wished had a lot more care given to them. You can see there are plenty of boundaries, but it is highly worth it, because we offer a lot of info existent nowhere else in an easily presentable format. Wikia doesn't even get much in the way as long as you have a good Adblock.
I like to check out the pages and see what I think about our design, I am pretty happy with most of it. Level navigation in particular feels perfect, I love using the top bar to navigate month by month. Main thing I need there is just to keep adding content so that we have more than 10 or so levels per month, it is all a matter of building it up now that the standards exist (which of course has been the pains of nearly the last decade).
Funny you mention that, I was thinking of mounting drives, but all I could assume is that the drive would only be visible inside the VM. I then thought to mount the drive, but Daemon Tools didn't want to read it for whatever reason. Trying your program, I got an empty drive that demanded I format it before I use it. I am not sure what I am doing wrong.
Pretty much, you are getting too predictable for your own good that now I am making your jokes for you!
Yeah, I think I will be taking a mini-hiatus until we can come up with a solution. It just is too easy to make everything a mess and while tabs are a great idea for smaller pages, it just doesn't work in this particular case. As I said, the best idea I got was the SG route, and that just is messy as well as it would result in files not really being connected to each other in any logical way. It is just extremely inconsistent to the point we can't just do like what I have for my own blog, I am cherry picking there and also not using head textures. I just am at a loss, even simplified down like I have made it (I cut down a lot of unnecessary stuff like videos for each single texture change and screenshots when the texture is the only thing different; only screenshots included are those that came with the files). It feels folly to get rid of the head and even if I did, there is always the problem of custom sounds, meaning stuff needs to stick together. But how do we do that if not tabs? Yet I can't say cut the pages into multiple parts, since really the issue is player skins, because even the player skin page would be horribly formatted if left to further grow.
I should mention a lot of these problems are all because of Wikia. If everyone was able to use "Quakewikia how it is supposed to look", it wouldn't be a problem, because it still looks great (though could be a problem later on) on my end as long as I am logged in. That non-wide side really is hitting us hard here.
I really hope you have some ideas, because I feel like I have hit a wall. There just isn't many ways to keep content together. Galleries could be even worse due to all the vertical scrolling.
Indeed, Q2's files are all too recent to say that this skin version came out after the publishing materials were made, and as said I am pretty sure it is for the final version of Quake. A neat story and I would have loved for it to be true to make some sense, but of course nothing ever makes sense.
"Hey, can we ask you about Q2?" - "OMG, did you really have to remind me of it, so much for all the therapy I had to go through!!!" Yeah, I suppose this wouldn't be a project they'd rather talk about.
You are right, although (sadly) I don't think there would have been much of a market for such consultancy. Though some maps absolutely needed this!
The Wiki gives us the satisfaction of knowing we can leave something behind. A legacy. A very specific and narrow legacy, but still... If the future generations decide to recreate the 90's for some reason, they'd have all the info they need about Quake and its add-ons, down to the textures and sounds. The only thing we really lack is some sort of 3D maps of the levels. That would be so cool but I can't of any way to make it right now.
Aaah, just noticed the top bar thingie. Sounds like a good idea, I just hope it doesn't get crowded. We'll see as it grows.
While mounting the file, try selecting the partition itself, rather than "entire image file" - I've shown it on this screenshot. This should help. I'd also recommend mounting it as a "removable drive" - it's safer and easier to dismount it afterwards when it's treated as such. Hard drives use a more specific format, so that must be why Daemon can't handle them.
Well then, let's get some whiskey and beef jerky, and have some fun cowboy-style, yee haw!
Shouldn't we try to tackle this together? Sounds more efficient than going on an exile ;)
I am considering several options. When I get a bit of time next week, I could make a test page to see how it would look. No guarantee you'd like it, though :P
Nods, exactly what I mean. Between Gregory MacMartin and id Software, we can grasp it was a rush job they probably don't remember well anyway.
Some? I would say that most maps suffer from this issue. It is quite the annoyance, admittedly, as most level names are quite atrocious to see due to some formatting issue.
Nice to think that, but it should be realized that we are archiving materials that have disappeared from the internet. Nothing guarantees we won't disappear from the internet. Maybe copyright laws will suddenly change, preventing the stuff we have today from even being shown. We do what we can and hope it will last, but it is always a possibility that we could lose it all, especially since Wikia could fail. I like to think that we are creating memories while also trying to make this last as long as we can. It is a project, one which we build up as sort of a concept of how it should be done while showcasing a great game.
It can't get crowded, that top bar is actually quite limited. We can't expand it past four entities, main reason I stopped using the games as categories. Instead I am basing it off a few key elements that would otherwise be hard to reach and could benefit from this navigation. Enemies is mostly there to showcase custom enemies and hopefully give an idea of the format for the other categories. I could have done a custom category, but then it feels like too much of a focus on the custom content and no real focus on the original game content. As seen, it is mostly intended to be navigated by year, but of course Quake 1 is the only one that is up to date there.
Simple enough, a partition is all I needed to get this working. Daemon Tools, with its plethora of features, doesn't really offer such a thing. I even tried a SCSI drive, still had no luck.
Oh, if you wish to be a cowboy, go right ahead. You know I am not doing that :P
I didn't say I wasn't tackling it. I just meant that I am not going to be steadily adding new content until we find a solution... which I just currently don't have. As said, I am up against a brick wall this time, so it is a matter of thinking things out or hoping you come up with something. New pages are a possibility, but it sounds horrible to have a page just so I can put up two-three pictures (I hate small pages, level designer pages are bad enough in my eyes and mostly included since they can provide useful connections).
I had a weird idea about trying to add something similar to the blog, but in a sort of three-row setting, so that heads would go above the main skin and the torso would go underneath. We would need some sort of filler for empty slots, showing that they were not included, this could be done with a completely transparent file. This would also require possibly some weird placement, since galleries looping would result in the whole thing breaking, meaning we would set it to a constant number. For the textures, it could actually work pretty well, seeing how the blog worked. Of course, the problem with all of this are those audio files, they just wouldn't fit in that mindset. Maybe audio files should be separate?
Of course, the problems with the theory above are that I have no idea how to squish the galleries together or change the spacing at all, meaning it would result in things getting very confusing instead of showing that they were linked together. See the image included, this is sort of the idea (ignore the text, that is just filler for what would be a completely empty square). If we could merge these three together to create blocks, it might just work, but I am not sure how to pull that off. I am thinking some sort of block. I have made Custom .MDL Files with the current idea so you can see what you think. I based it off the Qtest level/sound template that seems so utilitarian here. I have shown three different case scenarios; one fully designed with sound files, one with a head and body, and one with just that one file. Screenshots are unnecessary, as are other misc files such as advertisements. Do note all of these are just templates, so thus why the files themselves make little sense, I am trying to show a "worst case scenario".
To cut down on vertical scrolling, I made the headers into tabs. Now you navigate to the tab for the type you want, then get a list of all available skins in that type. Note that the second tab has less headers since none of the textures include said extra info. We aren't really losing any info, it is far more presentable, and it will have a much more fixed number of tabs. Vertical could become large for certain categories, but are controlled by tabs which manage the size for those without such a large number. Ignore that the tabs jump down to various headers, that would be fixed by removing them and putting them in the tables.
It was a mess to create, definitely not the easiest thing in the world, but I think it is a potential idea. I have worked on getting it all designed out, if it is good we just will get rid of the header content below the tabber.
In other news, we are becoming Quake Fandom? That is of course if the whole European Union thing means we don't just end in 2019 with the inability to add new content. As much as you hold optimism, there is quite a bit of scariness out there.
(sigh) Yeah, I am a bit worried about this whole copyright thingie, especially with the insane new laws that are being pushed in the EU. There is still a chance to stop them, but it would take a huge effort. I already have a sizeable offline archive or many important and useful things, it's a habit that has been going on for many years now. So the real problem is if the Wiki/Fandom is affected somehow, which would suck immensely. I'm surprised it took them that long to make the full switch to "Fandom" - it shouldn't cause any immediate problems, but we should still keep our eyes open for stuff that malfunctioned. Perhaps we should think of ways to archive the Wiki itself... just in case, you know.
I just remembered that there is another method to access files from a hard drive image - with 7zip. It has a greater risk of corruption, though, so be careful when you resort to it.
For a second I thought that you were planning to disappear altogether. Glad to see I was wrong. I checked out your solution and it looks pretty decent the way it is. There is a very limited number of possible categories, so you'll always have few tabs. The solutions I was thinking about involved avoiding tabs altogether, but this would mean having more sub-pages, which isn't as efficient. Won't be perfect, but it's better than the old situation with the stacks upon stacks of tabs :P
As for the optimism - I hope that Fandom (cough) will take care of the legal side of things and allow us to preserve our freedom (all or most of it). We'll see. No point in running away from inevitability...
It would be good if we could... good if we could somehow manage to continue all of this or at least archive what exists. It is depressing to think of this possibly going away, especially after such a lively year. 2018 has been the most life on Quakewikia since around 2015 and we have designed it to hold quite a bit of info that the world would lose if they lost this. I am glad to have my Quake archive at the least. At least we still got into 2019, though I am scared for the future indeed, more so than any other law passed. At the least, we will still have Discord to talk, so the social aspect is pretty covered. It just would be disappointing to lose all of this.
Seems like it wouldn't be worth it, since hard drive corruption on a thing that can be a pain to install is not exactly something I look forward to.
Not at all, I would be pretty crazy to just... disappear... due to a simple issue. Yeah, sub-pages definitely aren't ideal, because that would lead to having to chain together a lot of pages inefficiently. I think the setup we have is the best solution possible, not perfect as said since we could still get long lists, but far better than before.
All we can do is continue to build things up here in the hopes it will be archived. As said, nothing is permanent, so doing this with the expectation that it will exist in a thousand years is folly. We can only do what we can, which hopefully will bring some good memories. If this is our last year here, let us at least make it a good one. I don't regret all the work we put in here, we built a little home out of a stack of boards. We were here when it went from a broken website to an actual place with standards and good design, we will be here to see the potential end nearly a decade later. In fact, 2008 was when most of the pages started getting designed, since 2006-2007 pretty much was a period of complete inactivity.
The sad part is that, in the event everything does fall apart, we wouldn't be able to even upload the archive more than likely. It would be limited to our computers, on flash drives. Perhaps we could even build it up using some CSS, but we wouldn't have the luck of a hosting site, and who knows if things would still function (since who knows how much is exclusive to this site). Still is a good idea to archive, but I can't imagine much being done with it besides being a memory of days past.
As scary as it sounds, it might hit me pretty hard, since who knows if Youtube will even support Let's Plays with such a copyright. I hope it isn't that bad, would be depressing to need to lose that as well. Enjoy Texture Demo 1 while you can, it may not exist in the future, in a world ruled by robots and copyright laws.
So the page has now been updated to fully support the new style. I have also backported it to Qtest, though of course the big difference is that the Player/Grunt category is the same due to there being no difference between textures in that (since people thought the Grunt was going to just be an enemy player).
Also note that you could always have a custom MDL file to change the looks of enemies that nobody else would see for the server. So if you wanted Xenomorph Fiends, you could do it. :P
Whatever the future holds, let's not get gloomy so early. Perhaps there won't be any ill consequences of the whole thing... I do my best to stay optimistic ;)
Yeah, mounting has so far proven to be reliable. It is even possible to transfer files from the host system to the virtual one, if the image is not mounted as read-only (the default option), though I don't know if this is a safe procedure. I will test it some more soon.
Looks pretty good right now. We'll give it some time and see how it grows... but I think it will be okay in the future as well.
Hey, even if all else fails, the Wayback Machine still has a nice archive of pretty much all Wikis, including this one (and its older reincarnations). But I doubt things would become THAT bad. We could expect some minor new hassles, annoyances and possibly limitations, but I can't imagine a complete breakdown. After all, all the text material here is original, it's only the images that are taken from the game. So, for now, I won't focus on the apocalyptic scenarios.
Well, since you don't live in Europe, you shouldn't be affected by these things, I think. It would only apply to us, people living in EU member-states.
Ooooooh, more server craziness. I could think of some "xenomorphish" sound effects too. I hope to get around to doing these soon.
On an unrelated note, I got a much-needed haircut today, and since there was a whole hour to waste before my appointment, I went for a quick stroll through the woods. I had always thought my adventurous streak had faded as I grew up, but it seems it's still in there and wants to be indulged occasionally. Anyway, the whole day was so exhausting, both physically and mentally, that I'm going to do the unthinkable and go to bed pretty early... at 22:30! Shocking, I know :P
I am not one for optimism. One of the numerous reasons people can't stand me, I tend to bring down everyone around me. But yes, there is a possibility nothing will happen.
Transferring it to the virtual system could be useful; my system right now is essentially mounting images for the files I need. Not bad, but annoying if you don't have a disk image and need to make one before you can just drop over the folder you wanted.
Precisely, it will be a matter of adding more content and seeing how it holds up. It looks like it will work good. Also note one of the newest skins has a rather long name, thank goodness we switched off tabs as that would have been horrendous.
There is a bit of optimism. Essentially, the law is saying that more sites would need to take responsibility and validate copyright, sort of like the manner in which Youtube does. Generally I don't have problems with Youtube, even just showing game footage, so that is a hope. It also should be mentioned that this only blankets new content, meaning that it is possible that stuff that exists won't fall apart at all. Most likely worst-case scenario, we won't be able to add much content to the Wikia, so it will be sort of dead at a certain point beyond the chat. Plus, you are right, the text is original... that has to count for something. Not sure how well audio files and texture files would hold under scrutiny, but at least it wouldn't be total collapse.
That should be how it is. Admittedly, it shouldn't even be my concern (well, besides the knowledge that you wouldn't be able to see any of it), because these aren't even my laws. Sort of like Chinese laws, censor the internet for those needed (I know, not a good thing, but what I am getting at is how bad the scope is for what should have nothing to do with me; I am not even sure if there is an alternative, so essentially am I not forced to follow laws of another continent?), but leave the rest alone (you know, sort of like how Youtube blocks content in certain countries, they could just block some image or something if it defies European law). But because of the offices online companies hold in European nations, a lot are going to try to adhere to those laws. And that means, due to 1. it being intrusive to throw away investment on large services and 2. no viable alternative being proposed, it is even more my problem than knowing that a good chunk of countries are going to be cut off from all this stuff. So yes, I "shouldn't" be affected, but I am.
I really don't understand why these laws are being passed. I am not really sure what the harm is of Wikias. If it is a fight against piracy, it is a bad route, since people will find a way around it (probably proxies).
Could be quite fun indeed to mess around with various meshes. After all, we got Shrek, so we could use with some other random skins by popular request or whatnot. Plus you could help augment them so you can have your attachment.
Sounds like most days are admittedly exhausting for you. I guess they are somewhat for me as well mentally, been trying to work my way through a lot of music and finding it terrible. Right now is sort of like going into the eye of the storm. Probably foolish, but it kills ghosts.
In other news, you can now play as a female in Quake. Very important if you are a female and find you can't identify with a male character but also can't play as one for some insecure reasons similar to men who can't play Tomb Raider. It also has really sexualized armor that pretty much means this is not exactly something feminists should use. Not sure why anyone on the server would wish to be a female, but just like you can be a cowboy, this is now an option. If you are more of a breast man, there is an exposed breast option for the "man in a gorilla suit" skin that entirely compliments our choice of sexualized women and cowboys.
Not one for optimism, eh? I see what's going on - you are trying to derail the conversation. Yes, you are totally worthless :P
Well yes, the whole mounting thing is a bit of a hassle, though I still prefer it to having ot deal with Virtual Box and its peculiarities... I normally use MagicISO to quickly make images (it creates CD, DVD and floppy images - all 5.25 and 3.5-inch varieties), though you'd need to dig out a registration code to access the program's full capabilities (yes, it's one of those).
So we made the switch just in time. See, it's things like this that make me feel optimistic. We always find the nice solutions in time.
Fandom seems like a big serious kind of company, so I really hope they'll sort out all of their copyright-related mumbo-jumbo and not create any frustrations for us. After all, they do want those ad revenues. And that means attracting visitors and editors.
The worst thing about this whole situation is the Big Unknown - we have no idea exactly what effects it will have. So far, the only problem I've ever had was one site that simply refused to let any European IP addresses access it due to concerns over this whole thing. Luckily, it wasn't an important site, so I just found another one for the same purpose. Major and serious sites will (hopefully) not resort to such measures, again for reasons stated above. No one wants to lose their exposure. We'll see... but yeah, you shouldn't be too worried, there is a whole Atlantic ocean between you and this mess.
(sigh) I can't really explain it either. They say it's about protecting our personal data and copyrighted content and blah-blah, stuff like that. But many people legitimately consider it to be censorship and it could indeed create some unjustified restrictions. I really hope something changes soon - there is always a chance for this thing to be revoked.
If we have Shrek, we should start looking for a donkey too. It would make a fine Fiend replacement - imagine a donkey that jumps at you fiercely, hah.
To summarise it in one word - September. This month seems to hate me. The academic year began and now there are suddenly several very important (and time-consuming) things all happening at the same time, and all of them are super urgent and have to be ready "yesterday". Plus, lots of distractions from students and professors coming in for all sorts of random reasons. And if that's not enough, my colleague is going on a little vacation too, so I will also have to take over some of her duties next week (still not sure about the week after that). Exhausting? It's a miracle I haven't had a stroke yet :P
There is one good thing about September, though - September 22. On this day, three years ago, I officially moved to my new home! The day was chosen on purpose - it is our country's Independence Day, so it was symbolic for me starting to live on my own.
Maybe Raadec will want to be female? Ha ha, I am so evil... You've probably heard that armor has this strange property in games, where it magically becomes minimalistic and sexy when it is worn by female characters, even if exactly the same armor looks completely different on a male one.
Pretty much, I am not precisely one for being good at conversation. Depressing.
I use ImgBurn, it works pretty well for what I need. But yes, it is better than Virtualbox at least. Of course, it is always better if it just works. Emulated stuff just always has its own set of frustrations. Look at Dosbox-Daum and my fun with all of that.
You are right there, it is very good this change was made when it was, as there was no way tabs could have handled that old style.
That is very true, Fandom is all about ad-revenue, so we can hope they can fix this. Of course, they have quite the history of upsetting their user base and not really caring...
Quite correct, the lack of knowledge is the scariest part. We can hope sites will be smart about this, though it is depressing to think you are blocked off from even some content. And yes, the less people the less ad revenue, sort of why I need to be worried. The big businesses will stoop to the strictest laws to ensure they get the most visitors.
There is hope, it just feels slim if it was already voted on and made it. You are very right, it is complete censorship. There is little to no copyright that is being harmed if you take a screenshot from a game. The medium is designed to be played, thereby you are still not providing the primary purpose of it. I guess this would be a problem for Telltale Games and Call of Duty, but for Quake it is pretty much cut and dry, the gameplay is the game and nothing can really take that away.
Dominus has actually asked for something like that, I just am not sure how to change the actual model appearance. That would require me to have some ability at 3d modeling, something I just have never been able to grasp. Trying to add a donkey skin to a Fiend just wouldn't look right. I am not even sure if it is possible to change .MDL files (not skins) in GLQuake and derivatives; they are not compatible at all with DOS .MDL files and I am not sure what the difference would be.
Quite the fun experience indeed. Definitely will be nice when things slow down. As seen, the server is still being built up slightly, so we can have a good v1.1 release :P
Hey, I am glad you moved, it sounds like life was pretty stressful at the old place.
Perhaps he would. A shame he isn't around to be one. Not really sure why he disappears for so long, I hope he is happy doing whatever he wanted. I am glad that you didn't disappear, as said you are pretty much what keeps me going. And yes, thinking about the server and how these files can add to it really helps with that as well.
Oh yes, I have heard something like that mentioned numerous times. You can definitely tell it is a male oriented industry when females are frequently designed in such a way.
New to the list of playable skins is Optimus Prime, a Sandtrooper, a Medieval Crusader, a Hitman, Delavar (think a weird hybrid between Chthon and a Biosuit), Barbarian (think a weird hybrid between a Vore and an Enforcer), an Enforcer, an Ogre, a Knight, and a Death Knight (we now have expanded 10 skins from the previous version of the server). Now that you think about it, I am surprised we don't have a Grunt player skin...
A head for Spawn was found, so he is yet another choice. Spiderman has also had a bit of an update to be less horrible, now he has a logo on his back and much better eye sockets. The Custom .MDL Files page is far more fleshed out now, plus we got plenty of variety for the server.
Speaking of the server, we could always have Torgo on there...
I have also found a large number of animated cursors and other desktop themes for some reason (actually, no surprise, since everyone and their grandmother used to make Windows themes, I remember filling my computer with Thief themed stuff so that it was hard to click anything with the confusing cursor and every click would result in a loud noise... seems those days are dead).
Another thing I should mention, the compilation I am touching has completely butchered its timestamps so that the only files with them are in .ZIP files. This means I won't be bothering with download links, since it makes sense to try to retain the original timestamp version. So expect more ambiguous dates like the days prior to the Aftershock Toolbox (good to document them now as I see them and retroactively add the dates back later as I find them along with download links; every page is another seed to search and find more resources).
It's official - I hate windy nights. I keep the window open, it makes noises and I can't sleep, I close the window - it gets stuffy and I can't sleep. No matter what I do, I can't win. I hope you don't have to deal with this.
Don't worry, my internet hasn't been arrested by evil legislation, I just had too much stuff to do these days (including a broken flower pot, thanks to the aforementioned nocturnal wind). No wonder I'm starting to develop tics again.
Funny thing - after all this time DOSBox is finally headed towards a new official version. They released an intermediate one, though it doesn't have all the SVN fixes, it seems. Don't know if this will affect Daum, though... I am looking forward to an official release because screenshots don't work in SVN. They used to, up until early 2018, for some reason. Now it just crashes when you try to take one.
I hope that games won't be affected that much by this whole censorship thing, though music, music videos and movie-related stuff might be. There is even a chance memes would take a major hit. Imagine that.
Oh yes, tampering with models is a lot more complicated. There's a greater chance for something to go wrong too. Some add-ons I've played featured custom models, but most of them looked kinda sloppy.
Speaking of the server, I was recently wondering about the teleporter modification - does it affect only projectiles or does it teleport bullets from the hitscan weapons as well? Too bad there aren't that many teleporter in the game, to go wild with this feature.
Moving was a very symbolic thing - a new beginning, so to say. The previous place wasn't so bad (especially compared to what you went through), but not being in my own place was really starting to bug me. I could feel that I didn't have all the freedom that I'd want to have. Besides, the feeling of not moving forward with my life in general really scares me sometimes, I have a need to get a little further, even if by a small amount. Kind of like leveling-up in a RPG.
I am currently trying to turn Dominus into a Slav. If I succeed, he should come more often, because Slavs are big on camaraderie. He'll expect vodka, though, so have some ready.
Not surprised that messed up dates show up. It's kind of inevitable, especially with compilations and shovelware...
I hate warm summer nights as it usually means people wish to work outside and make more noise. I hate cold winter days as it means people will stay in the house, making noise.
Sounds quite stressful, I am glad you are still doing well. I had been worrying about you, it is noticeable when you aren't here.
Daum hasn't been updated in years, so probably not at all. Most people recommend using Dosbox-X as the features are pretty similar, except that works more like Dosbox-SVN and doesn't have the stability of Daum. That is the biggest problem with DOSBox, no stability, and I rather know something will work than have to wonder.
It is definitely scary when you think about just how much will be altered by this. At least we will always have the server, though of course that requires people to have free time and motivation to play.
Yes, model designing is a bit rough, especially when needing to constrain yourself to 1996 standards and knowing that GLQuake loves to totally break models. It seems replacers totally break in GLQuake; the Psionic Slug and Willy worked fine.
Monsters, projectiles, body parts, backpacks, anything solid essentially. So hitscan doesn't get teleported.
Yeah, I guess progress is always a thing to work towards. Sort of why I like doing things in some controlled chronological way, it gives that sense of progress and building to something. If you just play anything and do anything, it sort of loses its meaning in my eyes, so thus why I like the idea of progressing through things and working towards a bigger goal.
Would definitely be good if you succeeded, since he is pretty much as busy as you, meaning he hasn't really talked to me since the whole server event. Needless to say, why it would be nice to do some more server playthroughs, we need activity :P
Indeed, it is quite chaotic with all the broken dates. I guess the good news is that, due to the compilation being in 1996, we can at least know it is within the period we care about.
Heh, I live right next to a hotel with a big restaurant. The summer is often seen by them as a prime time for live music, singing and BBQ. Things get considerably quieter in the winter, and the windows are closed, so the BBQ can't bother me so much.
Wouldn't be a proper September if it weren't stressful. But things should calm down quite a bit around the middle of October and stay that way until the end of the year. At least my part in the anniversary celebration preparations is complete, so they aren't bothering me with this for now. The students are pretty busy too, especially those that are about to graduate - they have internships and state exams to take care of (everyone fears these exams).
Ah, it's shame it hasn't been updated, since there have been lots of really useful fixes and improvements over the past year. And, though I could be imagining it, there has been a slight boost to the performance of "heavier" games. The only thing I miss is that screenshots & video recording function.
Once stress levels are reduced, motivation to play should increase. Besides, the winter is the best time to stay indoors and goof off.
I remember the guy behind the UQE source port had some issues with certain models, and the Armagon model was pretty broken under the GL renderer, while showing up just fine in vanilla and Winquake. So he had to resort to a little rougher hack to fix that in his port. Of course, you don't know what Armagon is, since you're a SoA Atheist ;)
Yeah, I suspected hitscan attacks wouldn't teleport. We'll try to make good use of this feature next time we meet in the dark world of the server.
Apart from housing and job, I think I've made some major progress in terms of personal development too. I believe I am more mature, focused and in control of my emotions than, say, my 2004 self. He was such a creep sometimes. But I know he is not gone forever, perhaps just in a very deep sleep, somewhere in the darkest and forsaken corners of my mind.
Perhaps Dominus is busy with exams... is he still studying something? Perhaps I can interest him in some veterinary medicine :P
No author names, no dates... what's next, maps without maps? Just an infinite void you float through, shooting hapless disoriented monsters.
That is positive at least. The less noise, the better. I go insane from noise. Possibly the hardest part of my job is that it is in the middle of a noisy community area. I have the luxury to listen to music, but it can also be torment, as I am essentially doing it because I am forced to as I can't handle the noise around me. In turn that makes me get tired of listening to music, yet need to continue, which makes it so I can't even stand it.
Yeah, that beginning period definitely sounds like one of the roughest, so it will be nice when it slows down.
Indeed, Daum hasn't been updated since 2014 or so, so it is pretty limited sadly in getting those new features. It would be nice to get either a new alternative or Daum updated, but neither seems to be happening. I wish I got better performance using PCEM. It works well enough to be on par with Daum, but I still can't do higher resolutions at all.
That would be wonderful indeed. It means a lot more to have purpose with all this stuff, instead of just playing it and seeing it go away like I would with Doom. Hopefully you actually can play during the winter, as opposed to the annoyances of the last attempt.
I definitely wonder what the difference between good and bad models are. As said, the Psionic Slug works, so some models work perfectly fine. Others though would just become deformed messes (usually it doesn't result in a crash).
That definitely is something to keep in mind while playing. One of the biggest challenges of the server; because I intentionally added things that wouldn't get in the way, they can be less visible and sometimes forgettable for people trained on vanilla. Beyond adding some manual or something, the best I can do is just bring up features as I remember them or if someone sees it on my documented list.
I have evolved quite a bit from my past self as well. I am far more depressing, Dominus talks about how I didn't sound as depressive as I do these days. I also have gone from a fear of death to feeling suicidal most of the time; this in turn means I am willing to do more because if I am willing to die, why not take more risks? In a way, this ironically broke my OCD, even though I also found my OCD held many benefits such as giving me purpose that resulted in me still trying to find arbitrary ways to constrain myself with the main difference being I don't hate what I do.
I have no idea, personally. Though we are friends, we don't talk much, he tends to like isolation and has a rather hectic life with family. At some point, something will come up, but we have gone an entire year without talking in the past. It is more about quality than quantity with him, we connect very well when we do talk, but sadly it means I don't have someone to talk to most of the time. Sometimes this is good, such as when trying to focus on a project (I am notorious for my one-track mindset, I like to focus on one goal to the exclusion of everything else), and bad at other times.
Well, based on how Quake works, that wouldn't go so well. Unlike Doom, where it is all 2d, you fall in Quake. This also means monsters fall. You at least loop around, I don't think monsters do. This is luckily a VERY rare issue, I have only seen it in one map and only with someone trying to include Chthon. That is one of the benefits of Quake versus Doom, completing the base game is worse, but custom maps tend to be consistently at 100% completion. Doom on the other hand, it felt like every other level had some issue, usually either with the item count or secrets. Ignoring the Rotfish glitch, Quake is a far more stable game in that regard, since it is harder to mess up secrets counters (if levels even include them) and enemy counts tend to be the least prevalent issue in custom maps. The Aftershock Toolbox admittedly had more broken maps than we had seen in the past, but even that had quite a few fully functional levels.
I grew up on a pretty busy street and got used to most types of noise... in fact, it sometimes took me a while to adjust to quieter areas. I remember having trouble sleeping at my grandma's place because it was in such a quiet neighborhood. My current home is about average, but mostly quiet since most of my windows look to the west (and the street is on the opposite side of the building, to the east).
The phone rings so often during this busy period that some colleagues joke that they've established a "hotline" with me. And then, when the lady I share a room with is away, her phone rings all the time and I wonder why are people unable to understand she is not there. Isn't no one picking up the phone throughout the entire day a good enough hint?
There is a pretty good chance that emulators will improve their performance over time. I think I told you once how DOSBox made a huge breakthrough at version 0.70 - especially with regard to the performance of protected-mode games (e.g. Quake). The list of fully supported games or decently playable expanded quite a bit at this point.
I should be able to play properly with the mouse in the proper hand. I still might need some time to adjust to Nightmare, but this shouldn't be too much of a problem. The whole experience reminded me why I always played shooters on my old latop back in the day... though strategies and things like WoW were actually slightly more convenient with a left-handed mouse, curiously.
Perhaps it has something to do with some engine limitations and whether a model fits within them or not. But how could we find out what they are...
I think I noticed the teleport feature having a crazy effect in the few rare cases when there is a nail tap shooting towards a slipgate (e.g. E1M5, E1M6). The nails would teleport to the other side. And then they would ricochet all over the place, making the whole situation even crazier!
More depressing and more conversation-derailing, eh? I had my own depressing period too at some time, but then I switched to a stronger focus on sardonic. The depression peak was around 2006/2007 - one of those periods when thinking about suicide was so sweet. But then i figured that every day I kept pushing forward was another slap in the face of the people who disliked me. This was quite motivational.
I remember the hectic family life... something I was definitely glad to get rid of, 3 years ago. I hope he'll get to find hiso wn freedom some day soon, perhaps then he'll be more active around here.
Mmmm, yeah, Quake bosses seem to be pretty hard-coded, as we learned from Greg's musings about his own maps. I guess you'd have to specificly make a map E1M7 in order for Chthon to even be a viable addition to it.
You would think I would get used to noise, but the nuisance never really goes away, so instead I just get more and more miserable. I just want silence for a change.
Sounds quite chaotic indeed, I am glad I don't have to deal with phones in my position. I don't know how to talk to local pizza places without them hanging up on me.
You know, that is true, and may in turn warrant another test as I haven't really given Quake a chance since the start of the Aftershock Toolbox. Now with Direct3d support, maybe they somehow also got optimizations.
That would be a lot better. Nightmare versus Hard mode isn't really much of a difference, as said it is even debatable which is really harder. I would argue that Nightmare is harder; Shamblers hitting much faster, Vores having pods you can't outrun, and enemies rarely getting stunned are definitely more notable than an Ogre spamming grenades. If anything, that grenade spam can be quite lethal on the Ogre's natural place of balconies or flat doorways, their only weakness are staircases going down. So, yeah, from completing the game on both modes and having a lot of experience with the game, I would say Nightmare can be a bit more painful, though not enough for it to generally be noticeable.
With those types of games, the keyboard was "priority", so it makes sense. Strategy games are entirely about the keyboard, as are combo-chains in MMOs. Fighting games would probably be good left-handed as well. One big reason I tend to prefer shooters; I just like simplicity in my games, a hundred different keys just become annoying to micromanage as it becomes a memory game. Add in the fact that the pros often just rely on macro keys, it just doesn't feel the same as a shooter.
As said, it is likely the engine has some problem with replacements, sort of like how GLQuake doesn't like textures with the same name. When it comes to GLQuake, it generally sounds better to just add a new entity.
Nods, you would be quite right, the nails were modified to remain existent and thus combined with the teleporter feature allow for some more unpredictable craziness. That is the best thing of the server, having these features work together in perfect harmony.
Letting someone else decide your fate like that sounds bothersome. I could care less about slapping anyone in the face, or gaining anyone's approval, which is probably why I am not swayed from my suicidal nature. But yes, I am depressing to be around and just ruin conversations.
It would be definitely nice to see him more, but I am not sure if he would get that motivated. A lot has to do with the fact that he just doesn't enjoy company as a general rule, people are a nuisance he puts up with. Perhaps it is somewhat like me though, he dislikes the majority but has certain people he would like being around. While I enjoy having my own time, especially since it allows me to focus on Quake, I also would love to get something going for the server as it just gives greater worth... it is a sense of sharing the progress and exploration while also having a way to play something together.
Quite right, though QC is open-source and that means there must be some line to change that up.
You know, the Quake engine is far different from the Doom engine, and one way it is different is that while the original game throws arbitrary limitations to appear like Doom, a lot of it doesn't need to be that way. There is nothing in Quake stating a level has to take a certain slot to be the next level; it is defined in the .bsp file what the next level will be. This is why custom levels can just be loaded up by name; unlike Doom there are no slots to fill. In fact, the only thing defining this old naming scheme (ignoring that we do have Episodes with levels) are the filenames; Aftershock followed that formula (this is obviously why we have the numbering schemes we do, but Dark Hour's campaign proves it is not needed, as do other standalone levels which loop to odd levels such as E2M7 or DM5), as did other add-ons, as it is easier to refer to maps by number than name. It is VERY easy to change E1M7 to some other level, since the filename is what it looks for, and so a simple rename of the file is all you would need.
Now, Quake's engine works by loading loose files in the id folder before the PAK files, so it would need to be in its own modification, but I could easily run a test by making this broken level E1M7. It would be curious if this was the case, it could very well be due to references, but something tells me the QC would be easily modifiable if that was the case. It might be that it is hard-coded into a special script in E1M7, meaning it requires that particular BSP file, and was what I believe Greg was referring to.
Note also that his musings WEREN'T about this. His musings were about the Electric Terminals, which means Chthon would be invulnerable (without modifying the QC at least, which seems outside the scope of Aftershock). He never said anything about Chthon not being able to be added to levels.
A weird thing to mention, but I am rather confused by the internet's dismissive nature of virtual drives. People seem to believe in just natively using Windows for it, which confuses me as I never had such a feature in Windows 8.1, plus it seems I run more into BIN/CUE than a single iso file. The latter can't have audio files, meaning for example that a Quake soundtrack can't be mounted with a single iso file. It doesn't help that it has protection apparently which prevents it from working with some simple software like WinCDEmu. Yet, looking online, it is like nobody even cares about virtual drives these days outside of iso.
You know what would be convenient? Some of that "lengthy documentation" the 90s was known for. Games in the 1990s often had large manuals, so why does it seem like we barely get anything for these Quake add-ons? Q2 just has a registration form! The lesson of X-Wing was that you must register for things, but I am not sure what I even gain by registering for a software company that hasn't really made anything in 20 years.
Now would be a great time to think about some efficient sound insulation, then. Won't be absolute silence, of course, but it could surely drown out most of the noise.
There actually is a bigger hassle than hpones - students coming in when they shouldn't, e.g. when I am obviously busy with something else, or in the middle of my lunch break. There have been several cases when someone walks in and asks if we can stamp some documents. I'd just quietly look towards whatever I was just eating and they'd suddenly realize it's not the proper time. Still an annoying loss of 10 seconds. So what do you tell the pizza guys - "I'd like a very sad pizza with a depressing topping, and a side dish of despair and self-loathing, Please make sure it's badly burned and bitter."
Wildest test I've done with DOSBox was getting Windows 3.11 to run in it... it was pretty fun. Like a time machine, though I had still forgotten so many things about working with this primitive thing. It is theoretically possible get Windows 95 running in there (using a virtual hard drive image), though I don't know how well it would perform. My intuition tells me it's better to use PCem for setting up entire operating systems.
Sure it is more painful - that's why they hid it... Having grown up with Doom, I usually consider Nightmare to be either a gimmick mode or a special challenge for the crazy fans, while Hard is the highest "official" difficulty. This is the case with Ultra-Nightmare in id Software's modern releases - it's absolutely intended to be a challenge above and beyond common gameplay, adding special new limitations and other handicaps for the player.
Heh, I got so used to playing WoW left-handed, that I sometimes mix my hands nowadays. I'd walk around with the arrow keys and click on stuff with the left hand, and it went pretty smoothly. WASD can also be used for wlaking, though A and D turn instead of strafe (that is done with Q and E) and this goes against my FPS habits. Ugh.
Add to this the fact that this was one of the earliest GL games out there, so it probably utilized this technology in some arcane way that is never used nowadays :P
Harmony indeed - none of the new features was intrusive or gameplay-derailing. Even dying due to telefragging backpacks was a lot more amusing than annoying. Only the solid corpses created issues occasionally, but we could easily solve this with a well-placed shot.
I was often in a strange juxtaposition of being the "fun guy" but also the "dark guy" simultaneously. This could really confuse people at times, heh. Naturally, I'd often hear the usual "you are too fun to be depressed, cheer up" that we're so familiar with. "Other people have it much worse than you" popped up occasionally as well - somne folks can't understand that one thing could seem minor to them, but be a huge problem to me or someone else.
Yes, we are the kind of people who have very few friends... but at least we know they are genuine. And that's a lot more enjoyable than people who swear they'd never forget you... and completely forget you about a year later. Ooops :P
The episode structure was primarily used to accommodate the shareware game model - a clearly defined first episode is the free-to-play version and the rest is the full game, which could be further broken up into episodes for story-telling reasons (the oldest shareware titles were even more fragmented - each episode having its own separate executable and data files, effectively making them individual games in their own right). In some rare cases, all the levels of the full version could be bundled into one solid episode (Shadow Warrior did that: just two episodes, the first being the shareware portion, and the second - the rest of the game). With the end of the shareware era, the episodic structure was retired, though shooters would still sometimes organize their levels into thematic units or chapters (like Quake 2 does).
Oooh, yes, you are right - Greg was indeed telling us how he had hoped to add a boss battle to his last map of his Aftershock episode. Doom followed a similar system too - many of the functions activated by killing a boss creature were hardcoded to only activate on specific maps and under specific conditions, while the boss monsters themselves could be freely put wherever you wish without any issues. Other games from this era had more specifically coded bosses, which couldn't be placed anywhere. And we even have bosses that are blank and are entirely controlled by scripts within the map itself (Hexen's final boss was this - you can place him on a map but he would be completely inert without the scripts to drive him).
Oh, back on my old laptop I could only use a virtual drive that used two image types - ISO and NRG, which meant all CUE/BIN combos had to be converted. Quite annoying. Luckily, I don't have this problem with Daemon nowadays. NRG seems to be rarely used nowadays, I see lots of ISO and sometimes CCD/IMG packages (these are created by CloneCD). Windows 10 has some sort of built-in image mounting, though I'd still prefer Daemon, to be honest. Sometimes people really don't make it easy - I get really pissed when I run across IMZ files; it's some sort of compressed floppy image (what's the point of compressing a 1.44 MB thing anyway?!?) and it can only be opened with ONE program. Bonus: it's one of those annoying programs that limit your usage unless you enter a registration code. So what I did was extracted all IMZ stuff I needed and then repackaged it as normal images. And then I got rid of that horrible program :)
Oh well, manuals (especially in the early 90's) were usually more about in-game stuff - story, weapon, item and enemy descriptions, etc., while the more technical info was in readme and FAQ files. Doom's readme was exactly this - technical info and some troubleshooting tips. I think X-Wing used the same thing too, there's that READ.ME file with misc info that was not included in the printed manual and other technical stuff. As the late 90's unrolled, manuals started to become more technical, while info on in-game stuff became quite limited; it is spoilers, after all, so the manual would, at best, mention some of the weapons and/or enemies that you encounter in the first few levels, the rest is up to the player to discover on their own (examples: Half-Life, RtCW and Doom 3 manuals). Readmes still played a big role, though, providing latest info (since manuals are usually printed a bit earlier) at the time of game release. And nowadays manuals are pretty much a rarity - it's not unusual for them to be just 2-3 pages, featuring: an epilepsy warning, a disclaimer about violence and some contact info for tech support. And that's all. Technical info and anything else is now found online... if it is even available. As for registration cards - these usually provided discounts on future purchases (if you're lucky) or, more often, just updates in the form of product catalogs and occasional demos. I remember we got a god mode cheat for sending the Spear of Destiny registration card (complete lack of internet made this a valuable thing back then).
When it comes to excessive documentation, I believe this is more of a 80's thing, you know. Printed materials were still an easier and more accessible option than any electronic readmes.
Yes, the problem being that I of course cannot take on such a task and therefore am helpless to change such things.
I know what you mean by that. My days get ruined more by two second interruptions than anything. I rather half an hour of complete freedom than a day of openness that I could be surprised at any time. The latter just always results in stress as it ruins anything I was in the middle of doing. Lately my father has been doing renovations to the room, so it feels like every day I am being interrupted by something. It stresses me out and I am not the type to calm down easily, so it essentially ruins my entire night. Logically, it shouldn't be a big deal, and didn't take long. Yet my emotions drag it out to the point where I lose an entire night.
It seems rather inefficient to use OS systems inside DOSBox, based on how much of a pain it can be to use, to the point that I agree that PCem would be better. I am wondering if virtualization has something to do with the power of your CPU. Perhaps hardware acceleration doesn't work... if you have a four core CPU. I have a six core and am planning on moving to eight.
Makes sense, Quake is a really weird instance where it is hidden, and yet the game mode is entirely playable and pretty much just a slightly harder hard mode.
Never bothered with WoW personally. Not only does it go against my "play in sequential order for a series" mindset, it requires you to subscribe, something I personally just don't like. I like owning a game and not losing it because I didn't pay one month.
Agreed entirely, GLQuake was more of an experiment than a proper implementation. There is plenty that is broken, as said before reflective surfaces aren't worth the issues, and you can't make dedicated servers. It just is "good enough" for general playing and offers less annoyances than WinQuake with its need to refresh the screen.
Pretty much the goal behind all of this. I didn't want things that got frustrating or broke gameplay too much. I guess it helped that it was being done by someone thinking of practicality for the server. Solid corpses can cause hindrances, Qtest actually had solid corpses (which shows id decided to get rid of this feature), but the interactivity is better and as long as players work together it isn't much of an issue. Wish I could find a better fix, but I have yet to find anything to really help me here. I am not really knowledgeable in QScript, so I am mostly just relying on others code and fixing up minor issues as needed (I did get rid of a lot of bugs that you didn't have to experience due to prior testing such as Scrags adding to the counter twice or Fiends not having solid bodies).
That sounds like my life in general. I have a really great life, a life that provides me with plenty of opportunities. But yet... I am constantly negative. A big reason for it is just the lack of media to enjoy and a lengthy amount of time, another reason is the inability to ever relax due to always needing to be on edge because I never truly get that space I need. I never get the freedom to say with 100% certainty that I won't be interrupted. It is far better now, my father knows I record and thus listens to try to not interrupt me during it, but it still just is... chaotic.
Yes, I am quite used to people trying to be nice to me out of pity. It gets annoying to be treated like a lesser, like I can't be given proper respect to be treated like a human, and instead have to be treated like some charity case just because I am negative. I just sometimes wish I wasn't the only one with all this free time that results in people rarely doing things with me.
The shareware model does make a lot of sense; I was talking more for Quake specifically, since it is the reason Aftershock and others imitated the formula when they didn't include some shareware model. Though yes, it definitely helped to have that first "shareware" episode to sell and promote.
Nods, that is a lot more what he meant by that. Now I wonder if one of those features allows Chthon to actually appear in a level itself, as said the one instance of an attempt has so far resulted in him falling through a level. It may be a case of being placed too low, but might also just be due to a lack of functions. After all, Chthon only appears when the Rune is taken, which in turn suggests a dormant state. There has to be some trigger or something waking him to appear. This is likely why he doesn't show up, there is nothing telling him to appear at all in the level.
Yes, gotta love those obscure file types that require one program and only that one program. Daemon Tools is nice for the wide variety and the ease of use. I like the ability to create bootable USBs, have used that feature quite a few times, while the ease of mounting just by clicking an image file is really nice. I seem to be having issues with Daemon Tools becoming unregistered constantly for whatever reason, will need to try to figure out some more permanent solution. They say block it in the firewall, but I don't have a firewall.
A shame indeed, since it would be great if these manuals supplied more info about the levels themselves. You know, who made them and whatnot. I don't need endless installation instructions, I just want all the details that we pretty much otherwise can't find. Why can't we have some detailed level designer documents?
Well, X-Wing was pretty excessive, if you include the strategy guide... I still can't believe how much I read assuming it to be the manual.
YES, IT COMPELS ME TO GET A POSSIBLE UPDATE TO Q2!
In other news, creating all those level designer pages is starting to pay off. We are getting curious connections that might have otherwise been easily overlooked.
I should probably mention that while I am not really tacking an official collection and has broken timestamps, it also manages to hold the most complete library yet for 1996 levels. By the end of this, expect A LOT more levels and a very good collection for 1996 shovelware levels. Even Q2 pales in size to the number of levels in this (plus there is plenty of other content). With the success of this (and if Wikia doesn't have problems in the meantime, since I am expecting this to go into 2019, it is NOT going to be something done in a few weeks), we will have quite the detailed resource for 1996.
Actually, I am not sure what it is about Q2 in particular, but I keep finding little nuggets about it. You would think it was complete back when I did it four years ago, but no! I have found something of great intrigue indeed! Q2's best level, Descent to the Underworld, actually was stolen from online and slightly modified! The mysterious box with the Scrag, finally explained!
Speaking of helpless, I got a broken cupboard door and I seem to be completely unable to fix it myself. Luckily, my grandpa is pretty bored during the day and is often looking for something to do, so I'll ask him for some help on this one ;)
I started preparing the Glorious Eternal Database for its journey... this week is the worst time for distractions. Not that it stops people. At least everyone is back to work, so I won't have to take anyone else's duties.
The great thing about PCem is that it uses actual ROMs to emulate the motherboards and video cards, which adds quite a bit of realism to the whole thing. You know, I actually recognize some of those startup screens - we must have had a PC with such a motherboard in the early 1990's (major nostalgia blast here). Greater realism means that you might have to bother a little more with drivers, though, whereas stuff in DOSBox just magically works and is pretty flexible. So both programs have their strong sides and preferable uses.
I know of at least one instance where Nightmare is hidden even harder, nearly impossible to find without a walkthrough, or unless you are insanely observant...
Well yes, the only way to play WoW sequentially nowadays is to rely on private servers, and choosing the right one is no easy task. None of them are at the original's level of quality, though a few come pretty close, but only because their staff is made up of crazy dedicated nerds.
One of the big reasons for the Quake engine to be a "bastard" of sorts... Quake 2 made a huge leap forward by having GL support from day one. And all modes from the same executable. No wonder it was designated as the official "id Tech 2" engine. Plus, the GL support itself is much better than Quake's, with colored lighting and a few other tricks that were pretty impressive for heir time.
I know of a few games with solid corpses, but they usually obstruct movement very little (perhaps their collision boxes aren't very big) and usually often the option to be gibbed. This is a decent way to handle it.
Actually, I think having a good life increases the probability of being negative... cause people with horrible lives usually have lots of stuff to distract them from looking within. And looking within yourself is probably the scariest and most darkness-inducing thing one could do. Constructs require constant distractions precisely because they can't handle introspection. This chasm is too deep for them. I'm glad to say that living on my own is pretty much an immunity against distractions. The only exception is the phone, though people call me rarely.
Mmmm, yeah, it probably felt safer for them to stick to the model used by the main game. Quake works well as a shareware game - the first episode offers a nice mixture of styles and smooth gameplay to get you hooked up on the game and make you hungry for more. And then we have Episode 2 that crushes your hopes and dreams in its dank decaying dungeons :P
Chthon warrants some deeper investigation. He's a more unique kind of boss with a bit of specific scripting, so it is possible that he can't be placed just anywhere. Does this apply to old Shubby too? Does killing her always end the game, or it happens only in that specific map?
Only thing that somewhat annoys me about Daemon Tools is how pushy it can be about buying its paid versions, as well as the presence of a bunch fo features I wouldn't use... but apart from this, it gets the job done perfectly, way better than that limited thing I used to have before.
This sort of info, about levels and who made them, is probably found in hintbooks and the like. I know Wolf 3D's hintbook featured some bits of trivia and sometimes various comments from the id Soft staff. Don't know if a strategy guide for Quake would include such stuff, though. The champions of game documentation were probably Infocom during the Zork-like text adventures era - their games included all sorts of crazy additional materials, sometimes entire in-universe booklets, brochures, letters, coins, badges, plastic cards... pretty elaborate stuff, considering the simplicity of the games they accompanied.
Another feature of some 90's strategy guides - some sort of in-universe narrative to keep the reader interested. It's a whole character biography, even though your in-game character is called Kamikaze and is a crazy guy who shoots his teammates. Not crazy enough to avoid registering at the front desk, though :P
God bless shovelware, I guess. But hey, this was the early internet era's way of preserving so mcuh stuff for posterity. Just download it all and throw it on a CD, someone's gonna pay for it.
Q2 has turned out to be the "gift that keeps on giving", eh? Somehow I am not very surprised that they stole from toehr maps... I guess ripping off their customers just wasn't enough to make Q2 look really badass!
Pretty much my life in a nutshell, being unable to do things and thus having others do them. Seems to work well.
Promising at least, it will be good to get this session done with so things get easier.
Yeah, the benefit to "fake" virtualization like Virtualbox would be that you could use your hardware capabilities, meaning you could have a computer that uses your surround sound audio. In PCem, it is going to sound limited because it is limited. I need to give it all another attempt, but it is so tiresome to install VMs.
No surprise really. Many games seem to like the hardest mode for whatever reason.
I once tried to play on a Runescape private server, none of them ever fit the bill as the focus was on quickly leveling and it killed all the exploration aspects. I guess I am an odd individual who actually likes going places and seeing things instead of just flying through levels.
Indeed, Quake has a bit of a "test bed" environment that was never really completed sadly. Between that and the rushed development, no wonder it was pretty much passed off as a footnote in id's history.
Oh, I know of games with solid corpses as well. They are usually handled with an actual physics engine that allows you to push enemies around. I want to say that there are also games where you can walk through the body, but can hack them into gibs if so desired. The problem with Quake, simply put, is that there is no middle ground. Hitboxes are solid, yet hitboxes are also what destroy enemies, so it is a matter of engine limitations. Now, the bounding box could be improved, especially for gibbed heads. Sadly all of that once again requires fixes from other people.
Yes, you are quite right, distractions are the ultimate way of preventing one from thinking and thus being negative in the first place. It stinks that I have so many distractions, it never seems I just get that tranquility.
Pretty much, following the trend of the main game which makes sense. And yes, the second level is definitely not what should be advertised due to it being the tiresome quest that it is, about as tiresome as Q2.
There is only one way to tell, by playing more and more maps until something comes up. After all, someone is bound to test it and upload it, even if it results in the map not functioning, because that is the magic of shovelware.
Well, most software can be described as a bunch of features I would never use. The benefit is that they exist for those odd scenarios where they come up. Odd that you get nag messages... I have Daemon Tools Lite at work with zero messages...
The problem with your theory is that you just talked about a strategy guide for QUAKE. We know who made what levels in Quake and have plenty of documentation for that. What we don't know are the commercial shovelware add-ons, you know, the stuff nobody made strategy guides for.
That is what we like to call "software limitations". In our mind, we all can find ways around registering :P
As said before, shovelware has become quite the ironic time capsule. In 1996, you would be crazy to collect these, since you could just grab the stuff online and the stuff on these isn't that good anyway. But in 2018, it is pretty much the only way to even find these old maps. Even more, we get plenty of paper trails to other stuff, such as a few map references to entirely corrupt files on a broken disk. The more of these there are, the better for documenting out this period of time. We will have an extremely thorough 1996 look due to the insane amount of shovelware rushed out before the holiday season before Quake 2 came out. We are limited primarily by what I can find or buy.
Pretty much, Q2 started out by ripping off their customers, then just ripped off the world. And they would have gotten away with it if not for the pure insanity of me.
Well, well, Matthias Worch - a name quite familiar to me, since I've been fan of the two major Doom projects he worked on, Memento Mori 2 and Requiem, since my early high school years; there were even vague rumors that Memento Mori 3 would be done in Quake but this never came to pass, I don't know if they ever really intended to do it or this was just a joke (and some people claimed Requiem was the "unofficial" MM 3). Anyway, it's nice to see him pop up here as well, perhaps there will be more familiar names in the future. (sigh) Seems he's one of those people who disliked Doom 2's map design, though I personally always liked the more Earth-styled levels.
My grandpa and I did some pretty good work today. The moral is - never be too proud to ask for help when you can't do something alone. Besides, he's always looking for reasons not to stay at home (yes, my grandma is THAT annoying sometimes) :P
Installing old operating systems can be long and tiresome indeed... though I get a certain amount of enjoyment from resurrecting old memories. Installing Windows 98 felt almost like a holy ritual back in those days.
Private servers have a decent degree of variety to suit various tastes - there are the so-called "fun" servers with custom content and fast leveling... though I personally find no fun in all this rushing. besides, leveling up too quickly breaks the game as you have to go to higher-level areas before acquiring the adequate equipment to survive there, so you often get screwed. Then we also get the servers that try to emulate the original as closely as possible, though they often overlook some small details that might trigger my perfectionism. Devs generally get annoyed when I complain about small stuff because there is always more important things to fix... but that doesn't stop me. I do care about the little details, and when I salute some random city guard, I expect him/her to salute me back.
The UQE has indeed told me that some early versions of GL features were tested in Quake and Hexen 2, and some of those semi-implemented things can still be found in the code, before they were finally polished and fully introduced in Quake 2.
Heh, I suddenly remember all the weirdness that Doom 3's physics engine can cause with zombie corpses - they can sometimes fall in really awkward (or compromising) positions.
The world is not a tranquil place, sadly. Talked to my old friend in the It department this morning - he is handling the database export this year and he's quite panicked about it. Mostly because people would turn to him, if they need help fixing errors. I know how painful this process can be.
I'd certainly love to see how Quake bosses handle when they are out of place. This would reveal a lot about the game's flexibility (we already know the Chtthon-killing device is pretty rigid).
Strategy guides for third-party addons... yeah, I don't see this happening. It would surely be nice to read a bit more about the authors' thoughts and ideas, but alas, only Greg made the effort to make something like this. Many WAD authors (like Worch) include some behind-the-scenes notes about their work, especially in larger projects and there usually is something curious to read.
Software limitations are nothing compared to the Force! The jedi mod allows you to sneak aboard Rebel flagships without registering... resulting in the strange glitch of being invisible to everyone. Apparently, you have to be registered for your existence to even be acknowledged. Sad.
This Wiki... (cough) I mean Fandom is also a time capsule in a way. Imagine some distant future where there is no way to play the original Quake games anymore, but they are able to re-create the game using all the info stored here. And why not - we even provide the textures, skins and sounds. Someone could truly rebuild the game, if they really wanted to.
It's like those crime investigation shows where they look into very old and seemingly forgotten cases. It may have been 20 years since Q2 was made, yet its dirty little secrets shall all be revealed!
I figured you would be quite familiar with him, I am surprised you didn't mention Thomas Moeller. But yes, Doom veterans often moved onto Quake, so no real surprise to see him continue along here. Ironically, I am also familiar with the name due to his connections to Unreal's mission pack. In fact, the levels he made for that were some of the most memorable and best parts of that pack. I have to agree with Worch here, Doom 1's design was better suited for that style of game than the rather horrible design that was Doom II. Of course, I found Plutonia boring as well, feeling that while it had challenge it just also lacked anything to hold my attention. He is also responsible somewhat for the Wheel of Time, meaning he has connections to a traumatizing experience...
Also note the level he made is of quite good quality. One thing you really notice that past levels lacked is a consistent level theme, for once it feels like Level Theme has a purpose beyond "collection of shovelware textures". A lot of these early levels just picked whatever they felt looked pretty, resulting in a mess of textures with no real focus on trying to adhere to a theme at all. With this particular level, it is blatantly Runic, there isn't a texture in there that goes against American's maps. While it is just textures, it shows a lot more attention to detail than past maps. The key was a Runekey, the door was actually a silver rune door, there were Lavaballs IN the Lava, there were runes on the walls detailing the world, there were bridges with Lava under them you couldn't access... this level just has a lot of care put into it that someone like me, who tears apart these levels and plays them multiple times back to back, can really appreciate. Just look at the massive differences between the game modes, he didn't just tackle difficulty, he tried to make the level truly worthy of being "supported" when most pretty much just add deathmatch spawn locations and call it quits.
There is one small detail that Worch overlooked. He used a Teleporter as a level exit when he should have used a Rune Gate. The layman probably wouldn't care, but it is something I obviously notice. The choice of demon faces everywhere is also possibly flawed, since those tend to be far more prevalent in Wizard levels than in Runic, meaning that once again most won't care but I note this one element that jarringly belongs in Episode 2 more than Episode 3. The curse of getting so detailed, I guess, I know a high level of detail to the point that I can tell that this is trying to imitate that style and is within the proper Level Theme, but isn't perfect. Note that this probably isn't surprising when I have had more time to study the level theme than he had to design the level after Quake came out. Also note even id Software wasn't the best for adhering to their own level themes, E3M4: Satan's Dark Delight is a perfect example as it includes a switch that belongs in the Wizard theme. Of course, even more confusing, I am not really sure where this texture is in the level or if it was just imported into the level file without being used, since every switch SEEMS to be standard Runic (there's a task for you, find the brush using this texture if it exits). Needless to say, Quake's development was a mess, and while the level themes are present (primarily due to the different designers and one handling each theme), they can also be quite the mess. It isn't as "cut and dry" as one would hope.
Usually, my problem isn't pride, it is more that nobody around me knows how to do anything and so I am on my own to find some solution.
Yes, I guess there is the benefit of nostalgia for that stuff for you. Even on the computers I had, it pretty much was a ritual to install one OS and not worry about reinstalling things due to it being too much of a hassle.
I hate rushing and it is one reason I can't really play in multiplayer environments as a general rule. It seems like, for most people, the appeal of multiplayer is flying through content as fast as you can so that you can... do it again usually, since you are making multiple builds which are pretty much the same things with just some different combos. Usually, even leveling slow means I end up horribly unbalanced due to being horrible at point distribution, plus I end up getting frustrated as the games love to speed up XP through various ways. I have had to avoid certain days or play during certain times just so I didn't hit some double XP weekend or something.
I can understand that devotion to the original, it would be depressing to lose a feature, no matter how minor it was. One great thing about single player gaming, specifically old school since new school is all cloud based and thus automatically updates. With old school games, you get the exact update you want, which means you get to replay the game with the features you want. One good thing about Minecraft, they have at least maintained a backlog, even if it has gotten harder due to killing cloud resources. I just hate a lot of the added complexity and bad features that were added later.
One day I may reach the UQE and try it out. Primarily, I keep to the things I keep to out of traditionalism. It is also great for maximum compatibility, I know a couple maps that wouldn't work at all in GLQuake, and I can imagine it gets worse no matter how "consistent" designers tried to make later versions.
It isn't just Doom 3. Any game with Havok physics is like that, you end up with audio bugs as something gets stuck in an alcove that it can't get out of. It is pretty much always the downside of physics, they always have this issue with clipping. Somehow, after all these years, I am not sure anyone has gotten a way to avoid those type of issues. They just added more physics, such as hair and body, so that things are even more unstable in some ways.
I am much the same, I am quite curious to explore test maps just for this purpose, because we may find odd quirks of the engine.
Yes, if they are a good designer they often include some greater details. I will say that Worch is actually relatively limited, but his name means that his stuff is more notable and thus more likely to have a few facts. Plus there might be an interview due to his big name. Hopefully with time I can find Armageddon 1. I do know Worch is responsible for a much greater Quake project later on, but that is for 1997 and thus not something I am going to tackle soon.
The good news is that being invisible means that even the enemy won't acknowledge you. Of course this will result in the lonely suicide mission, since even Admiral Ackbar refuses to let you sit in the briefings, constantly changing the locks when you try to break in.
Precisely, that is one of the brilliant things about this. And you are quite right, remember VQuake. That is an engine nobody can even use because of the lack of proper support. Now imagine DOS support somehow becoming impossible as hundreds of years are added. This provides some useful resource to try to recreate that ancient era, a history of an era. People will know that Quake was one of the biggest games in 1996, then people stopped playing games for three hundred years. Researchers believe it was due to the over-saturation of Quake, specifically with the infamous Q2 maps, which drowned out the professionals like Worch and Greg. In the end, we relied entirely on Horizontal Door Example for entertainment.
Even if nobody but us cares, we were crazy enough to find all these old mysteries. This Wikia is the ultimate resource for shovelware. You could play hundreds of maps, but then you would forget hundreds of maps. By doing things in this way, each map can be referenced to each other, leading to even greater wholes as revelations are made. That map wasn't just some generic map, it was a map ripped by Q2, and that fact makes it all the more intriguing.
Hello there. You've probably figured this out by now - the insanity has erupted in full force and at this point I have to work at home too, if I want to finish all the crap on time. Spent a few hours sifting through data... and the more I look at it, the less sense it makes. The good news is that several major things should be finished next week (including all the anniversary events) and I'll finally find some peace... until January next year ;)
But of course I remember Thomas Möller... and his brother Denis too, they were known as The Innocent Crew (or TiC) - a very early (probably the first ever) team of mappers who made some of the eatly notable full custom episodes. I remember our old Win98 PC misspelled their name as "Mцller" - some sort of encoding issue. These usually bring to mind a few other names as well - Adam Windsor, Orin Flaharty, Anthony Czerwonka (and I thought my name was complicated!) who was better known as "Adelusion" (easier to remember), and, of course, Iikka Keränen - this guy was quite the wizard, he was highly adept at using the bugs and limitations of the Doom engine to create all sorts of special effects in his maps. In later years he worked on some of the Half-Life games too...
I am not surprised Worch made a good map - he got plenty of practice from his Doom projects, which were known for detailed and well-balanced maps. Too bad they never really gathered to make a whole custom episode for Quake like they did with Doom. And he surely didn't suspect someone would notice the Rune Gate thing, probably didn't really recognize it as an inconsistency.
I'm glad I know people who can fix things cause I am quite clumsy in this regard. Necessity has driven me to handle some things on my own (like that one time when I had to manually reset the BIOS of my folks' PC after I messed it up), but I'm usually not confident enough to try. Don't want to make things worse :P
UQE is nice - it tries to stay true to the original, but also introduce a degree of "future-proofing" - which means ensuring the best possible compatibility with modern and upcoming hardware and operating systems (without altering the game). New features are strictly cosmetic stuff (e.g. anisotropy).
Feels good to know the Wiki has a mission of sorts - preserving the past... for the future. And someone might actually include these messages as "unlockable extras" for people who beat levels with 100% completion.
Anyway, I'll write more once the tidal wave of insanity subsides. It wouldn't have been so bad, if most people didn't underestimate what I do. I think I've told you how I don't really have a replacement in case I get sick or something... is everything just going to grind to a halt, if I'm not there? (sigh)
Sounds wonderful indeed, as it seems like you have been quite overwhelmed lately.
Perhaps we will find these other people as well as we keep moving along. We have plenty of level designers in our lengthy list and it is always increasing.
Worch is indeed of a different caliber than most at the time, he was someone with years of experience, a big name, and got into the industry right after this stuff. No real surprise at all that his level held quality. The Rune Gate is indeed a detail most just wouldn't notice, I think when I started writing walkthroughs I just assumed it was another Teleporter. It just isn't one of those details that really pops out unless you document the levels in as much detail as you can. E1M6 doesn't help things since that one has a normal Teleporter as an exit (outside of Introduction, the only level to do such, probably due to the same mentality of being "dropped" into a boss arena).
Oh, I hold little confidence myself. I do have my father, who can be somewhat technical even if his radius of interests is different from mine (usually he likes radios and working on small cables, which translates well to changing out PC parts). Software-wise, I am pretty much the one who grasps it quickly, but then hits his head over and over because of some issue that nobody else seems to understand. It takes a lot of motivation to push through things.
Yes, UQE indeed could be beneficial. As said, GLQuake was left a bit unfinished for better or worse. QuakeWorld's internet stability is far better than Quake', I think some later engines backported these fixes and could be highly useful for servers. Not really going to care too much about it, I like limiting myself to official stuff, with the only unofficial stuff being from 1996.
Indeed, the benefit of this is that it is far easier to know what levels existed in 1996 this way. Not only am I trying to build some sort of chronology, I am also connecting authors as well as organizing things far more than the shovelware ever would. Add to the fact that each one has different levels, this paints a much clearer picture.
Well, the most I can do is wish you luck. This is a bit of a slow point for me as well, I have come down with a cold myself which is making it hard to provide commentary. It seems to clear up at points, I have gotten a couple out that way, but it just is a big limitation at the moment. Should clear up shortly so we can continue. Will definitely be fun to play on Worch's level on the server with you eventually :P
It will surely be wonderful when this is all over and things go back to being boring again. Yeah, I actually miss the boring period now. It dragged on slowly, but at least it wasn't like a marathon.
Some of the old Doom mappers probably moved on to Quake, or at least that's what history usually says (the so-called "exodus" of the mappers). I guess we'll see how it turned out.
Oh yes, Worch and the others like him were serious people, some even made careers in game design. Their maps were something more than just "hey, I'm fooling arouind with this editor thingie and I made a horizontal door demo". E1M6 is a bit of an atypical case, I think, since it's like a teleport pit of sorts. Like a pool you have to dive in. Or at least that's how it always seemed to me.
being the "software guy" an be both agreat honor and a great burden... depending on how much people exploit you. The good thing about it is that it gives some enhanced job security, since few are able to do these things as proficiently as I do. There's just that small price to pay... the stress.
Being a beta tester for the latest release of UQE was pretty fun. I actually helped the guy find and fix a Quake 2 bug that was in the game since the time of its release. He didn't know about it probably because it only affects mission packs. I also remember testing if darkness worked properly with some items - you surely know how ammo boxes and medkits appear bright in GL rendering, even when they are in the dark. UQE changes this and actually makes the lighting (or the lack thereof) affect these items properly. This is easily seen at the very start of E4M1 where the shells in the room are obscured in the shadows...
It's like a spider building his web. But instead of flies, you catch some maps.
Cold season is here. I have to be careful because I am quite susceptible to these things. I usually get a flu shot because a genuine case of the flu can ruin my health for months.
Indeed, the boring period can be annoying, but it is much better than needing to rush and yet having little time to do all that is expected of you.
Quake and Doom are two different entities, especially technology-wise, so Worch is probably right when he says that a lot of Doom mappers just hated the complexity of 3d level designing.
Indeed, it is a lot more than "my first level, my house, which I uploaded to the internet because everyone else hasn't already done this" or "complex puzzle maze that is actually impossible to complete". As I was saying for E1M6, that seems to be the mentality for boss levels. Note that Shub-Niggurath's Pit does something similar. What I find odd about E1M7 is that there is a door behind you, implying that is where you came from.
Usually, the exploiting part comes when they expect you to perform some miracle that is impossible to do with the software, but they don't know due to their lack of knowledge with said software. Luckily, most cases with me are posed as questions, but then I live in doubt if there is some niche way to do it that I didn't think of.
Oh yes, I remember the lighting issues quite well, I never knew there was anything different however. The original DOS executable works the same in regards to lighting. But you are right, it can get odd, since Armor and other Powerups follow the rules of lighting. For some reason, I never thought they were bugs, I just accepted them as being that way.
Pretty much, a mass connection which should lead to a much better whole.
Oh, the bad news with me is that colds can last a bit. I have had cases where I have gone from Thanksgiving to Christmas on one cold. Recording shall be on an "as-is" basis, since as said I have periods where I feel like I can actually talk. I don't have a cough luckily, it is just a runny nose and a sore throat. Usually there seems to be a "midpoint" in the day where I feel better, which means weekends could possibly still have content if this lasts a bit.
Been finding some levels made with THRED in October. This is curious, since Aftershock came out in November and the mentality of that pack was that it was not allowed to be distributed onto the internet until said commercial pack was released. Does this suggest an early leak?
Heya, Death! Sanity is slowly crawling back into me... and it feels nice.
These days I can finally start working on an idea that I've been considering for a while - intermediate versions. When we play something, we usually go for the latest version, which has all the bugfixes, extra features and other improvements, big or small. Sometimes I also explore the oldest versions - like the official 1.0 or something like that, for the sake of historical research or nostalgia. But what about all those in between - the 1.1's, 1.2's, etc.? So that's what I am looking into - but not just any intermediate versions, I am examining specimens that have some significant difference to stand out among the rest. It could be different textures, sounds, enemy behaviors, level design elements, or even memorable bugs that had some major impact on gameplay, whether positive or negative. I really love those cases where the make some big change in a new version, but it causes a bunch of anomalies and inconsistencies, making them release another one just to fix this mess (this happened a few times in the Commander Keen series). I also like it when there are changes to the levels themselves or even entire maps replaced with new ones (Greg McMartin did this a few times).
So that's my latest, ummm, project. My hope is that it will clear my head after all the craziness of the last few weeks. Man, what a ride!
So, did you beat that nasty cold?
Perhaps a few select mappers got a "preview" version of THRED to fool around with? Or someone actually thought it was valuable enough to leak... wow.
I am glad to hear that indeed. I do hope to see you becoming active here again, it gets quite quiet without you around.
Oh, I have quite a few projects going on at once as well. Quake is definitely my most visible and what I would consider my main preferred project to work on. But recording can limit the times I can do it, plus there are the times that you don't feel like writing out a bunch of documentation for that generic deathmatch level. So I mix it up with Skyrim. Only problem there is that this might have been a bad time to try it, since SE is still too new while Legacy is too limited. I should mention, due to it being connected to Steam, that there is no real history to explore. Old versions aren't really a thing you have the luxury of touching due to the wonderful invention of Steam, one more reason I don't like new school as much as old. So I end up with a game that I want to work in a certain way, but is just missing the features to work perfectly right, and have to hope for some mod to come out fixing them.
So mostly I spend my time off Quake by playing with Minecraft. Much like the games of old, you can actually play older versions, in fact part of the official loader includes a collection of most of the old versions. I sort of like to cycle through them myself, seeing the evolution and also breaking of features. Sadly, due to it all being reliant on an online launcher it feels like it will one day become a disaster, you already need to find old resource files to play the older stuff. Mods are also not easy to find, there is no clean shovelware for me to dig through, so most files are lost to the sands of time. It is really depressing to see, one reason I really enjoy the controlled and detailed nature we can explore Quake. But yes, I really enjoy version changing stuff, I love to go back to the beginning of some random software and just see the improvements or missteps along the way, appreciating the experience while also finding that point I felt it was perfect.
So yeah, your project rings of something I would do a lot. It is funny how losing my OCD didn't really change much that I did for the simple reason that I love seeing the evolution of things and don't really feel compelled to move quickly to the modern era.
I beat it very quickly actually. My issue lately has been my father has come down with a far worse cold, one that prevents him from leaving the house and thus being more noisy than usual. The weekend was still a great time to get some stuff done luckily, but I am a bit dependent on when I get quieter periods. No real rush at all, however, since I am perfectly fine living on Quake 1 material.
A preview could be possible... but Aftershock for Quake had a tight license on it. Mavor couldn't release it online until after Aftershock came out. More than likely it was a case of leaking. Even in the days of 1996, piracy was pretty big. Id Software was pretty upset about Beta3 back in those days as it meant people got to play Quake before the game even came out, often coming back with negative reviews about how Duke Nukem was better. Sort of the same as Qtest's monster leak, but that at least was their own fault. Even in 1996, your software wasn't safe. Piracy was rampant and your beginner map you put online that you specifically said shouldn't be put into a commercial CD and sold would be put on a shovelware CD. Ironically, piracy and disrespect for copyright has kept a lot more around than would otherwise exist.
Coming back here always feels special. Like a second home. Or perhaps, a sanctuary?
Oh yes, mandatory updates, feels like you are hooked up to a MMORPG, even though it's a Single Player game. There are cases when updates can change so much about a game that the SP community would play several versions and thus create some sort of internal division. Diablo II is a great example of this, most notably in terms of people prefering the pre-1.10 or the post-1.10 game. This was the version that introduced a lot of profound changes, and generally made the entire game tougher (some folks didn't like that). So some would stick to the latest iteration of 1.09... but I was always a member of the post-1.10 group. But note that I have tried out the original 1.00 - for the sake of experimentation and as a "pilgrimage" to the game's roots.
Following the evolutionary path can be quite interesting indeed. The Betas reveal what might have been, then the intermediate versions show the final vision becoming more refined, the superfluos stuff being gradually removed. A game that I had known very well from the 1990's looked and felt pretty differently in its early 1.0 shareware release, featuring a surprising number of unique textures that were never seen anymore in later iterations (and a few sound effects that were never heard anymore too!). The game's final vision took shape in 1.2 - the first full release (the one I know), making the old 1.0 pretty obscure, even to a fan like myself. But since my current thing is about intermediates, I actually focused on the 1.1 release where most of these unique things were already gone and/or replaced, yet there were still some small remains of the old aesthetics - it truly is an evolving thing, a snapshot of the ongoing metamorphosis; almost ready for the full release, just needing a bit more adjustment. Exactly what my project is all about :)
A father with a cold is still better than healthy semi-cousins with a bad attitude, eh? I hope I can evade these things because I start coughing so easily... but then stop with great difficulty.
Heh, back in the days before sophisticated copy protection, you'd just unzip a game somewhere and it would be ready to go. Floppy-based stuff relied on checking codes from a manual, though this could be cracked. CD-based stuff was better protected - especially since most hard drives were not large enough to contain the entire thing anyway, which meant a cracked version would be deprived of cutscenes and music, usually. Some cases relied on custom-made data files containing only the bare minimum of data needed to run and beat the game, or even small dummy files to replace some of the missing content. Ah, the memories... It's kind of amazing that even Aftershock's team had a "traitor" within who'd leak their stuff.
Something else I've been doing lately - cleaning up my mailbox. I never deleted anything, so there were more than 12000 letters inside, gathering there for about 12-13 years. Normally I wouldn't care about old emails, but they do share the same capacity with Google Drive, so it's worth freeing up some space. Most of these letters are useless junk anyway - thousands of automated notifications about replies to YouTube comments, updates from old Wiki message threads, emails from Twitch, Facebook... all obsolete and useless now. Cleaned about about 8000 of them already and I bet there's still more. I'm also targeting old translation projects - some of them had hefty PDF files attached to them, lots of free space can be reclaimed from them. So the actual number of real and meaningful emails could be around 2000 or even less.
Indeed it is, a place away from all the craziness of the world, where we perpetually live in 1996 and play Quake 1 levels that the rest of the world will forever ignore :P.
Pretty much. I knew about MMOs for years doing that and hated that, since it pretty much killed any sort of nostalgia I could have for things, since the old version would always get botched by some new version (usually worse too). I still remember Perfect World getting rid of its normal progression, and in turn making all those suits of armor worthless, to get some overpowered early level stuff and kill any sort of progression at all.
Minecraft is actually pretty similar there. Beta 1.8 is pretty infamous as being the cut-off point. There was stuff that may or may not have worked, but that was the definitive point that the entire focus changed. The game didn't even play the same. I have played both quite a bit, but believe myself to be more of a pre-1.8 (personally, I am more of a late alpha person as I feel the balance was broken after that).
Indeed the wonderfulness of exploring those updates. I am used to intermediate as I like to make it more of a gradual project, so I have traveled between the different versions of things to see the evolution. Quake is one of those games where the changes are VERY small outside of source ports, so 0.91 actually is pretty similar to 1.06 which is very similar to 1.09. Other games had a lot more updates and thus get more of that investing experience.
Pretty much. At least here I know there will be an internet tomorrow to record. It may have dips where I can't do much, but at least I am not going for months while relying entirely on flash drives and work's internet. Especially since walkthroughs are too difficult to do in such a fashion, meaning I probably would have gone on a hiatus.
Indeed, when it comes to a couple files, I guess it would be even less secure than a commercial CD. Mavor could have released it before he was told not to, or maybe someone else slipped it out there. It would make sense, Worldcraft and other level editors means that THRED pretty much was becoming worthless by the time Aftershock came out. Quake editors in those early days came in a large number, but most of them just lacked important features that resulted in them quickly falling into obscurity. By 1997, it sounds like we will be seeing a few standardized editors (WorldCraft for one), while seeing others dying entirely.
I am pretty lazy with cleaning up my mailbox. As it is directly linked to my phone, it is easy just to see when I get a new message and otherwise not touch it. Not sure if Outlook even has capacity to worry about.
One thing I have been doing lately to kill time at work is read old Marvel comics. I am now an expert on Asbestos Man and The Porcupine.
The place where we can take off the masks and breathe freely, at least for a while. And that's quite precious.
Yeah, forced progression was one of the main reasons for private serverw to pop up for several games. Lots of players don't appreciate having the gameplay they know and love being permanently ripped apart by some mandatory patch. It's really good when you can choose which version to play... it's not unusual to like several versions and switch between them as the mood sways.
Heh, some games fall prey to their own success - they try so hard to improve, that they eventually ruin the balance they had from the beginning.
True, Quake's intermediates didn't offer much... esepcially compared to that unearthed Beta that had so many curious things. With regard to id Software, the Doom and Keen series generally have greater changes between versions, so they tend to be more interesting to explore. Some Keen games were known for creating new bugs or inconsistencies due to sloppy copy-pasting from a later game (when updating the older one), creating weird situation like the fourth game's help screen claiming it is actually the fifth game (cause they took the updated help screen text from there). Doom's 1.2 update made changes to nearly every map in the game, pretty much bringing them to the state they are in nowadays. With Quake, however, all these changes happened between the Beta and the 1.00... and the intermediates didn't offer that much to see and experiment on.
I am not surprised some people praised Duke and bashed Quake - back in 1996, Duke was a huge thing in gaming. In terms of interactivity and overall gameplay, it easily beat Quake. But Quake scored a huge victory in one other aspect - both games began as DOS programs, but Quake got Winquake and GLQuake pretty quickly, making it perfectly playable even on our modern PC's. And Duke just remained a DOS thing... not getting a proper Windows port until about 10 years later. And it was a fan-made thing. The first truly official Duke Windows port was probably the 20th anniversary version, which came out in 2016.
Marvel comics... well, I've never been much of a comics guy, probably because this medium was pretty much absent in this country during the 1990's, so I missed it altogether. But I have watched Marvel-based movies and some of them are enjoyable.
Indeed, I know that mindset well, such as with Minecraft Alpha. There is no real version that did everything right, more preferences depending on what you feel, so I often switch between a few versions.
Pretty much the problem. The game no longer has the mentality it had in the beginning stages, entirely ruining what once was good. Minecraft is a good example. They suddenly added a million features, but never really built any of them up, becoming sort of like Daggerfall. There is less to do in Alpha, which means kids that are impatient wouldn't like it as much, but it was a well-balanced set that made a lot more sense than the stuff around today. Rare stuff used to actually be rare, thus giving purpose to hunting for stuff. Nowadays, you pretty much get things with ease...
Nods, indeed, and most games in the late 90s seem to be more like that. Unreal mostly had the big changes in the development stage, meaning the final product is so minuscule in regards to changes. Thief has only an unpatched and patched version, but playing Thief 2 unpatched for years means I hold a lot of nostalgia for that particular version. Thief 1 was less drastic in changes, they exist, but they just aren't notable to someone who doesn't really care. Thief Gold has some big things, however, which created a bit of separation of parties back in the day.
Pretty much the problem with Duke. While Duke existed, it was more of a development from Doom, a building upon old software to reach a higher potential. Quake on the other hand was a new standard, one which was more admittedly limited (out of the gate) but was far better in technology than Duke. Quake also had the benefit of releasing source code quick, which resulted in an insane number of mods, including ones that added some interactivity like solid corpses. But yes, that lack of interactivity is noticeable, one reason I really love Thief actually. The interactivity there just has no competition, even modern things don't pull off the things they did there.
Marvel movies are something I mostly avoided as they sounded pretty generic. But I grew up on a Spiderman game from 2000 that was one of my favorite titles. I had the 60s and 90s cartoons (I always preferred the darker period of the 90s, but the 60s was great for the origins of Marvel). Plus I used to play Ultimate Spiderman a lot, as well as the Spiderman movie game. Plus Marvel vs Capcom provided a lot of sprites for MuGeN, a very customizable fighting game, which meant I used to use a lot of Marvel characters there. As seen, my go-to was Spiderman, but the connected universe means it is hard to separate them. Thor, Iron Man, certain ones bored me. Spiderman always had a nice array of creative villains, plus he was unique in having terrible luck all the time. Plus J Jonah Jameson is awesome.
You know, it speaks volumes about contemporary society when we have to wear masks just to get some basic acceptance among people. Makes such little sanctuaries even more valuable...
A game can do everything right, then ruin it due to the demands of the more vocal groups among the fandom. And ocne ti starts to suck everybody is soooo surprised. Oh no, how did that ever happen?
Oh I know. I still can't believe hookers and intercourse didn't make it into Daggerfall. Imagine the situation that could get you into :P
Well yeah, developers usually try to make all the big changes before rlease, then just make smaller alterations via patches. In the era before patches, you'd just release a whole new version of the game that people would install as a separate thing. That's how Keen worked, which could be a little inconvenient, if you happen to have only that one older version that has some annoying bug. Back in the day, you'd probably have to send back your disks, in order to get the updated ones in return? Patching is so much more convenient, and I am glad they used this method for Doom and onward.
Progress has its proce. In Quake's case, the cost was the accusations of being a tech demo. Id tried to pioneer lots of new trends, though not all of them catched on - example: the removal of the use key. Seemed like the way of the future and this is how Quake 2 was done as well, but then it was quickly brought back by other FPS titles. Then Doom 3 had those cool interactive screens but this didn't last either... probably due to console compatibility concerns. It's really annoying how modern games, even the PC versions, are always optimized with consoles in mind, making it look like the PC version is not fulfilling its full potential, but rather trying to conform to the inferior system. At any rate, when one studies the second half of the 1990's, Duke and Quake complement each other, showing the two flows - the struggle for greater interactivity and superior technology, which sadly could not be achieved at the same time due to the limitations of the era.
There are a few more introguing movies among the Marvel bunch, the ones that don't rely entirely on special effects and cheesy lines, but they are few. Then we also have the Deadpool movie, which is like a deconstruction (or even a parody) of the comic book movie genre.
Indeed it is, especially when you are someone like me, who takes pride in being myself to the point I don't wear masks.
Pretty much the problem. People start getting vocal, saying how it should be this way and that way, and things start falling apart. Minecraft was essentially a case of people saying there should be more realism. More realism in a block building simulator. I will say the earliest versions of Beta are actually the high point from further playing around, seems 2010 ended on a great note before it started falling apart. Alpha was a case of starting out good, adding some nice additional features but breaking certain portions, and then leaving it that way for the rest of alpha. So having it all fixed in one good release is pretty good to find, especially since it was a version that had yet to break the balance (I had thought certain things were added sooner than they were, in hindsight now it makes sense since people were getting upset about a lack of new features to keep entertaining them; people get impatient and want some new thing to keep doing that doesn't even make much sense).
Well, you could always do that with mods in the later games, if you were so inclined. You know, it is a bit of a shame that we never got the engines of the newer games with the procedural generation of old.
As much as we live in the past in regards to media, which I feel has gone down over the years, I am the first to say that modern conveniences are nice. I definitely prefer a SSD over waiting five minutes for a Thief level to load. It is quite funny to remember just how demanding this stuff was back in the day. Plus, no matter what others may say, I do not miss CRTs and their highly reflective nature. But I do miss the crack music, even if the main reason you heard it was because of how long it took things to install.
Tech demos were pretty common back then. Unreal was pretty much criticized as being this. It still fascinates me how so many people just hate Quake for odd reasons. "bullet-sponge enemies" while also "not having enough enemies", it is pretty much people who want 1000 demons to punch with a berserk fist. The concepts Quake added were far more beneficial than the days of Doom, I love using the console to change some mechanic of the game. I wish we could summon enemies easily using the console, but I guess that just was one thing they didn't think of at this point.
Yes, the console degradation is pretty terrible. A lot of it is terrible, such as the necessary connection to Steam to play a game, but then having Steam have an issue or need some update. I have no idea how people tolerate this sort of nonsense and treat it as normal. Between this and Windows 10, it is almost like people tolerate being told when you can use your computer and when to stop...
Admittedly, I could care less for the interactivity in the mindset Duke 3d offered. Cracks on walls were a different concept, but the problem was that in execution they were hard to see and thus became tiny button hunts of their own. Plus, the more interactivity offered, the more elements that could be used for frustrating and complex puzzles. Puzzles are never really fun, they stink at replay-ability and manage to be frustrating on the first attempt, especially when you have the wonderful feeling of wondering if the thing even works due to too much exposure to totally broken stuff.
I am not really one to sit down and watch movies, nevertheless the swarm that have appeared for Marvel. It just never really crosses my mind, nor do I ever really get the point where it would be best to do such. I am not really sure I have seen a movie made in the last decade. Through using the computer, I have managed to keep myself pretty confined to the 90s, just the way I like it after seeing some of the horrors of today.
I just remembered one particularly obscure intermediate version that I could check out - Quake 1.07. It wasn't released as a separate patch like 1.08 was, it's just something you get from an installation of SoA. Though sadly, this version surely won't offer any interesting differences aside from SoA support. Too bad we don't know exactly what was added/changed in these two versions - this could really broaden our understanding of the official mission packs.
There have been cases of games ruined by the developers trying too hard to please the fans. Blood 2 fell prey to this, relying way too much on the input of some focus group. Too bad...
Heh, imagine Skyrim's advanced engine, spewing a infinite stretch of semi-randomized land going on and on until you run out of RAM. That's pretty much what happened in Arena - I went forward until the terrain generation got bugged and turned into a "the Matrix has glitched" kind of weird mixture of things floating all over the place.
Of course we like modern conveniences. The CRT monitor was the bane of my existence, made even worse by my eyes problems (and its proximity to a window that faces south, so lots of sunlight coming in). I don't miss waiting for half an hour for something large to copied either. Oh, I remember the crack music - really funky. Some of them had cool visual effects too.
Hating games for the wrong reasons is a very common phenomenon, sadly. Like imagine a game that is pretty long (hours and hours of gameplay, especially if aiming for 100% completion) and offers all sorts of experiences throughout... and people hate it because the ending is pretty lacklustre. Okay, I know the ending is anti-climactic, but does that really invalidate the entire game that precedes it? There are many examples and they show how petty some people can be.
(sigh) And there was a time when your control over the computer could be so absolute that you could easily screw it up beyond any hope for repair. Not that this is something you'd want to do :P
Well, many of these cracks led to secrets, so this kinda justifies being hard to see. Interactivity was a thing back then, I think. Especially when you consider it in light of "this isn't just another Doom" - devs were trying to escape from its shadow by any means necessary. And very few shooters managed to do that, most notably Descent and Dark Forces, due to the truly unique innovations they brought. New technology was one good way to make something new without feeling like you were copying something previous.
Heh, I was recently reminded of a dark 90's movie that I really enjoyed years ago - Dark City (even its title is dark!). Look it up, if you ever get in the mood.
P.S. We have fully migrated to the Fandom domain. Yay, I guess?
Nods, the main reason I haven't checked out 1.07 is due to my lack of making it to 1997 and SOA. But yes, it would be nice to know what exactly was needed to change the version number like it did.
Quite true indeed. People never really know what they want, they aren't developers, so usually listening to the fans results in quite the mess that ends up failing in comparison to the original intent. Of course, there are shining examples where it worked, like Thief 2. That was pretty much fan service, though one where people could hold a lot of criticism depending on how much you liked the first game. Personally, I find Thief 2 much greater, especially for the replay value.
That isn't out of the realm of possibility. Minecraft pretty much does exactly that. I would love some sort of hybrid, taking the randomization nature of Minecraft and mixing it with the sophistication of Skyrim. We don't need scripted quests, we just need a functional stealth system and some randomized events. In fact, that is pretty much why I heavily mod the games, the base ones are rather... predictable in nature. Not as bad as Morrowind, mind you, but still enough that you could easily get tired of doing the same things over and over. Spam enough mods, the world gets crazy. I wish Sands of Time, a mod which spawns in random enemies, worked better. There is a bit of an audio glitch which the creator refuses to pay attention to due to a sort of egotistical hubris. A shame when a massive endeavor is done by someone who gets too full of themselves and refuses to listen. Sort of the antithesis to those games falling apart. Everything in moderation, I guess.
Try four windows. My living room had windows on the back walls running alongside the room, so no matter what you were getting reflections from one of them. I still remember putting a blanket over that thing, only problem would be that it would start to heat up. Granted, I still hate windows as they distract me, but now it is more due to personal preference than due to the reflection making things literally impossible to do. If you knew how dark Thief 2 gets, you would know I was probably insane for playing it as much as I did that condition. Oh, long transfer times were quite the nightmare as well, as were long loading times in general. Plus the times you would have audio stuttering and would need to run out and buy some sound card.
I don't remember the visual effects, but one of the crack music tracks (probably the one for Thief 2, knowing me) is stuck in my head and probably will be until I have Alzheimer's and forget it. No idea what the name of it is, the problem with crack music is that there is just an insane number to dig through. I could tell right away, yet finding it is like finding a needle in a haystack.
Trust me, I know this way too well, this is pretty much why the Thief series, while a cult classic, never really caught on like it should have. When Thief came out, the graphics were already a bit primitive, being a bit more angular than other games of the time. Even in 1998, people were stingy for graphics, meaning they couldn't get past it. I will say that Thief 2 is also a perfect example of what you mean. Thief 2 was, sadly, rushed and the intended Gold version was never to be that would have made the perfect game even more perfect. That game is an onslaught of perfect levels, especially when it starts getting into the swing of things, but then it sort of falls apart at one point. The level in particular is extremely incomplete to the point it is noticeable and jarring, it is quite annoying to touch, and the main redeeming point (which also is possibly one of the worst things) depends entirely on various factors. I hold a lot of passion for Thief 2, as you know, but there is definitely that wart that someone could see and say "I have no idea how you could tolerate it". The reason is what you just said, because that one experience is not enough to ruin some of the best moments in gaming I have seen, the track record is too perfect otherwise to hold such a grudge. Now the first game, I am a bit more shaky about, primarily due to a very apparent glitch that gets in the way more often than not as well as quite a number of subpar levels. There is still plenty of quality, especially since it is extremely important to play before the second game and might as well be seen as the first half of a greater whole, but my opinions tend to deviate a lot more on that one. Yet I still find quite a bit of enjoyment due to there being quite some high points.
Unreal is pretty much dismissed as a tech demo, often people just love the Unreal Tournament series. Personally, I love the concept of Unreal a lot more than the later games, it is hard to explain without having experienced it. But what Unreal offers is what a lot of people criticize it for, the amount of variety and "inconsistency" it had. Aka every level isn't just a military base. Also a good thing to be said about Quake, which could be criticized for similar reasons. The lesson is that "tech demos" are far more interesting because it means every level isn't just going to be the same forgettable experience over and over, they are going to try to make themselves distinct enough that you can remember them, especially Unreal (since Quake was still leaning to the corridor-shooter mindset).
Yes, I personally can't stand it. It flies directly in the face of what I enjoy to be forced to install the latest version, even if it is indeed the best version. I enjoy building up through the various versions, so taking that away bothers me too much, and is one reason I cannot stand Steam. That one of the great things about Minecraft actually, a large number of different versions and a mostly good collection (some are missing) of older versions. Get a different frontend and you can always play offline instead of having to be checked. The main problem is the lack of internet archiving means that mods are sadly far more shaky than say Quake, which has hundreds collected on archived CDs.
Many of them did, but I think I remember one or two occasions where they were necessary to progress. I just really hate puzzles, as you are pretty aware from my numerous rants on the subject, and Duke was far more of a FPS with puzzle gimmicks than the straight minded challenge nature of Quake. Admittedly, Quake is not the hardest game in the world, but at least it also doesn't include any frustrating puzzles. Actually, now that I think about it, that is perhaps one of the biggest differences between Thief 1 and 2. The second was challenge based, while the first depended on the level but would include more puzzle sections.
Nods, it is true, most games at the time were struggling to give forth their own identity. It seems "Doom clones" went away with the addition of story-telling devices interestingly enough. People would say Quake was pretty much 3d Doom, but add some story and it is no longer Doom.
Funny you mention it, I have seen Dark City actually. If I recall, it had a lot of twists, sort of like Donnie Darko. I don't remember being a big fan, not really a big movie buff. Something about the lack of interaction just kills any real interest I can have in it. Not sure why I can handle superhero comics (other comics are really bad for me as I tend to get lost on who is who, superhero comics have the convenience of a guy in a distinct costume), but would find movies (I remember trying to watch Iron Man and being bored to death) just uninteresting.
In the grand scheme of things, this is probably the Fandom change I can support the most. Being that we were already QuakeWiki, that means we didn't even use the Wikia name, and thus Fandom doesn't hurt us at all. Thank goodness, with all the terrible changes we have seen, it is nice to have a change I could care less about. Ironically it was the most promoted. Get something which will break the Wikia's font, ruins all of our infoboxes, and it will be done instantly without notice to help people on phones. Get a name change in the URL and it is talked about for months. Go figure.
Should we feel honored we were chosen in this migration over Doom Wikia? We now have bragging rights even more valid than all the content on our pages.
I am curious if there is a Nazi Fandom, Drug Fandom, and Crime Fandom now...
P.S. I hope we can do some server stuff soon. I should mention I have been feeling a bit... worse... lately due to the lack of playing games with people. Dominus hasn't even talked to me since the last time we did the server, so it has been slowly getting rougher. I guess it is the one con of documenting it all, when you look back and see how vast it is, you start to realize just how much fun you are missing out on by not having an active server. I wish I didn't get like this. My father suggested promoting it on Facebook, but I can't see how someone would want to limit themselves to the 1996 levels I have played outside of the few of us here. And, due to how I am, it causes too much emotional strain to try to break away from that.
A surprising discovery today - I came across a "pre-release" version of Quake. It is pretty much the same thing as that Beta 3, with just some very minor differences (e.g. no background image in the console). You know, I think this may actually be that old version of Quake that I saw and played back in the day. I did notice a few things in the Beta that id not quite match my memories, but this version does. So it must have been it. Makes me wonder how it even found its way to me (this was still in the pre-internet times) - must have been quite the case of blind luck. I can share this thing with you, if you're curious.
I barely know anything about Minecraft, but I do know that ti creates huge worlds, and they can get glitched if you go far enough. Stealth RPG action can be fun, especially if there is enough stuff to do (i.e. infiltrate places and steal stuff that wouldn't be obtainable via more brutish methods).
My current PC is up against a wall, so I don't get any glare from behind the monitor. Occasionally I get some from behind my back (a window facing westward). As I've mentioned before, I kinda miss the awesome view I had at my parents' place - a nice combination of being on high floor and having a large open space in front of the building, without obstructions. I'd raise my eyes from the laptop monitor and see the nightly city, every light a sign of life. Then the lights would go out one by one until only a few remain - probably other weirdos like me. Or translators working on a large project overnight (I've done that too).
It's hard to say when exactly the "Doom clone" era ended, but it's somewhere around the release of Half-Life (the pioneer of detailed story-driven shooters) and Quake 3 (the pioneer of dedicated multiplayer-focused shooters). Some of the very basic principles will always remain the genre, but as a whole it had finally moved on beyond this simple formula. And today, curiously, there are some attempts to return, partially at least, to the simpler ways of the Doom era - probably due to exhaustion from all those linear, gritty movie-like CoD clones.
I'm pretty sure there can be a fandom for pretty much anything. Even the unthinkable!
I second your hope - I should be able to get some time off in the first half of November. With all those big events and projects behind me, there are just a bunch of smaller things to take care of - more tedious than challenging. And then my mind shall be at peace. I keep the whole GLQuake package we used, so setting up will only require installing the Evolve stuff, which takes mere seconds... oh wait, Evolve is actually changing to "Player.me", according to an email I got. You probably got it too. I hope this change doesn't break any of our stuff.
Heh, the problem with promoting it on FB will probably be the fact that we use pure GLQuake, instead of some ultra-modern source port with ambient occlusion and volumetric materials :P
Quite curious indeed actually. I might do a brief video on it, plus can rip apart some files and see what we have, sort of like the fun experiments I got out of Beta3 (we still need to play coop Beta3 end). When it comes to Quake, the more files I have the better.
I am a rather odd person, so explaining Minecraft from my perspective is a bit different from everyone else as my particular interests are different. Minecraft, to the average person, is something where you build a lot of complex structures or play minigames. To me, it is more like collecting baseball cards. The world is yours to gather resources from, which are all pregenerated and thus entirely random. I make it my goal to hunt for the rarities and collect them. You know, I would love collectables in a lot more games if they were like Minecraft, randomized as opposed to existing in the same spot. I have this compulsion to collect things, it is one of the main things that drives me. While Quake is nice to explore, one big flaw is that things aren't exactly hard to acquire, making the challenge aspect of collecting rather lacking. Minecraft fills that void by allowing me the ability to gather a bunch of random items. I start to break down after a while, the problem is that you start to eventually amass too much of a collection (the urge to collect but no real desire to do anything with it) which means it would be nice to have some builder constantly burning my resources.
Stealth RPGs just usually don't get it right, from experience. NPCs are either too aware or it is so exploitable that you can do it right in front of their face. One of the problems of playing Thief, you compare every stealth experience to it and it just pales highly. The world felt more interactive in something like Thief than Skyrim. Sure, the latter has physics, but just the properties of the AI were so much more... sophisticated... which led to a lot of variety.
I am glad to say I am very good at avoiding windows. My job has zero windows, I always ensured to get areas without them when possible. My home has a sole window, but I board it up with cardboard to ensure no light comes in. I also live in a basement for even more darkness. Family tends to be concerned I am not getting enough sun, I just like darkness.
While some have moved on, we also have a massive chunk of people who are nostalgic for Doom. Look online, there are plenty of Doom communities where people just love that mindset, also notable with the active community itself. Granted, there are for a lot of games, but Doom in particular stands out. I guess the problem with any community is that while years of shovelware exist, people pretty much all stick to the same packs. Everyone knows Alien Vendetta, nobody cares about obscure 1994 levels. So that means even in a Quake community, I make myself sort of the elephant in the room.
Now you are repeating comics. Should I be concerned? :P
I hate bringing it up, since it sounds like I am being pushy, but the anticipation of it all means it will definitely be nice to happen. Especially since I need some driving force for more Quake, while I have been going for a bit I think I am starting to suffer from some sort of "mid-life crisis" involving questioning life's purpose due to playing Quake maps.
Precisely. Plus we don't play Arcane Dimensions and Episode 5. I even have a tendency to use DOSBox. You can't imagine the amount of criticism I have gotten because of my choice to do that. For some reason, a lot of people really get bothered seeing the original Quake in that small of a resolution.
Ask and thou shallt receive. This seems to be released after Beta 3, judging by the files' modified date. The newest ones are from June 22, 1996.
Oh, I would have never imagined you as an odd person, heh heh. Sounds like Minecfraft can be played in numerous different ways, which would probably explain its popularity and appeal. I like collecting rare stuff in games too - I was the kind of weirdo who'd hoard "rotting bear carcasses" and empty wallets in WoW or other such items that people don't even bother to loot. Objects that can serve as trophies or mementos are particularly attractive in this regard.
Ah yes, with a good enough Stealth skill, you can practically dance right in front of someone and they won't see you. Or sneak right past animals that should have a very keen sense of smell. MMORPGs are so realistic, aren't they?
Oh yes, I prefer to avoid the sun too. I became even more convinced of how evil it is after getting that pretty painful sunburn on both of my arms in May, during that graduation ceremony. Besides, my eyes can be pretty sensitive sometimes.
The Doom community is a unique thing indeed and this is in large part due to how moddable the game is. But also due to its status as the first "true" or "modern" first-person shooter, as opposed to the rough earlier attempts. It represents the pristine purity and simplicity of a genre that had just discovered its identity and was ready to take over the world. Perhaps this is what draws people back to it and its ways. Plus, childhood memories tend to become more and more idealized as time goes on (refer to the next paragraph). And yes, there are a number of highly popular PWAD's that everyone knows about, though there is a slight historical decay there as well, meaning that today there is a greater focus on more recent such projects, rather than the "Titans" of the 1990's (like Memento Mori or Requiem).
Ack, I had a feeling we've used this one before but I wasn't sure. Since I was forgetful, I guess I should give you a comic about time & memory this time around.
Eh, you're not being pushy... just a little conversation-derailing, heh. I am quite familiar with this crisis you mention, I have had several periods over the last 10 years when I had an acute attack of "I've lived for X years and have nothing to show for it" thinking. Psychologically, this probably has something to do with the end of adolescence (when we exist in perceived timelessness) and the slow realization that we are mortal and moving inexorably closer to the moment we become lifeless piles of flesh. A few years ago I was also nagged by thoughts that I might have wasted the best years of my life due to doing some crucial wrong choices... but I overcame that fairly quickly. I am perfectly happy with the way things turned out the way they did.
Episode 5 is actually vanilla-compatible. I played it in Winquake, but I suppose 1.06 would support it without a hitch as well. But you're right - lots of gamers nowadays are shallow enough to judge something by its graphics. They see some low-res primitive thing, but what we see is the genuine game in all its purity and 1996 spirit.
Wonderful, I shall download it later, thanks for finding these treasures.
Indeed, Minecraft is one of the most popular sandbox games, meaning its focus is pretty much on doing what you want. Many enjoy building stuff. Same reason I could never really get into The Sims like other people, my only goal would be to collect every piece of furniture and put it on my lawn. I just really love the hunt, the challenge of finding something hard to get. You know, MMOs do provide an element of rare drops, one thing highly missing from most other titles.
Quite so. Mods can help with all of that, but of course it never gets as good as say Thief would. Being able to throw random furniture and use it all as strategy, or just having the insane strategy of stacking boxes over a guard, are just things you can never really find in other games. That of course isn't without even touching the unique ambience that game offers. It really is weird how nobody has come up with something to touch it.
My family tends to insist on throwing lights up everywhere and thinking I need them. The problem is, they end up blinding me more than anything. I see much better in low light, my eyes are so used to the darkness that I can see rather well. Give me a computer monitor, that is light enough right there.
Funnily enough, that is exactly how I see Quake, a fix for earlier attempts that simplified the mess that came earlier. But yes, you are right, people tend to focus on the newest projects. Even with older titles, people tend to want to move forward, so they hang all around the same popular titles. It just feels so... cookie cutter... to touch the few everyone knows and avoid the rest.
Well, you have talked to me for years, you were bound to reuse one eventually. I am quite surprised I remembered it. Quite the inspirational comic and quite the important lesson about riding bears.
Glad to hear, I don't like being like that at all. Nods, I have had quite the miserable memories of thinking back to when I spent an entire year doing nothing but D&D. But yes, right now is one of those times where I just am in a more... confused... state of mind. I have a stronger urge to collect random stuff, so I am pulling back from Quake for a little bit, hopefully getting back into it with the server. MMOs sound promising, Minecraft's main problem is that you tend to hit a wall fairly quickly. I already gathered an amount of the rarest stuff that would make any ten year old think I hacked it in. The only thing I have yet to find is something so ridiculously rare it might not even exist. Oh, there are mentions of it, yet I am not sure there has ever been a video or documented proof of its existence. Of course, I have already found one of those mythological things (the rarest enemy in the game, which the developer said were taken out a bunch of versions prior, though because I version hopped it might have been generated with my earlier world). I guess the benefit of newer Minecraft is there are more rarities to go after, but the cost is that those rarities are so easy to gather due to such ridiculously overpowered things that they can't be seen as rarities. There are a large number of reasons newer Minecraft just got butchered, which is a shame because I could have some more targets to go after.
It isn't that it isn't vanilla compatible that is what matters, more about the year it came out. What I am saying is that people tend to gravitate towards the newer content and forget the old. But yes, purity is something I love.
Have fun... and if you find anything notable, let me know.
If you get to Diablo II some day, you'd be able to hunt for quite a few very very things. There are items so rare that I have never actually seen one drop in all the 13+ years I've played this game. They are so rare that some players even doubted if they existed at all. And this whole thing is a lot more randomized than, say, WoW, where bosses usually have a defined array of rare stuff they could drop.
Oh, they can't really build such an ambient game because there won't be enough space for all the drama, manly tears and other modern tropes that we see in gaming nowadays. I've heard there was some modern Thief game, by the way, but I've only heard bad things about it. I guess it was a little too modern...
I try to find a good balance of light and dark, cause when it's too dark, I have trouble finding some keys on the keyboard. After all these years I should probably be used to finding the keys without looking (and I usually, if I am focused enough), but I feel more comfortable when I can see them. One reason I could never master the standard Bulgarian keyboard is that the keys are in different colors, preventing me from seeing them properly (my eyes focus on the English letters - it's a force of habit), plus their positions seem pretty arbitrary. That's why I use the so-called phonetic Bulgarian, which is based on the English letters (e.g. "a" is still "a", "e" is "e", etc.) and thus uses the same familiar positioning. In the standard Bulgarian set, only the letter "E" coincides with its English counterpart... the others are, well, let's just say "F" is "O" and "D" is "A". Confusing, isn't it?
Sadly, most modern Doom-related projects have too many modern features for my taste. "Yeah, we're trying to make this vanilla-style map, but it absolutely requires a limit-removing source port. Oh yes, it may have a few 3D floors here and there. Ooops. You'd best play it with Brutal Doom anyway. Everybody does that, duh."
All these years. And you have yet to invite me to a romantic dinner. See, if it were Raadec, he would have done so already - he is a real gentleman :P
When it comes to collecting, I was fairly lucky throughout this year - found several things that I had pretty much accepted were unfindable. I'd been hunting some of them down for 10 years at least, based on old journal notes I found. Past Me would have been so happy, if he knew. You know, perhaps we should also try streaming again some day. You made such a great start in Diablo, it would be a shame to waste it... As I mentioned above, it is exactly the kind of game that has extremely rare things that drop only to "the Chosen Few".
Purity? Are you crazy, just install Brutal Doom :D
Much like Beta 3, I shall take a bit to get to it, but we shall definitely cover it and see what there is to see.
Sounds quite promising admittedly, though the problem of such a hunt is that it needs to come naturally, you will burn yourself out to hunt specifically for them.
Minecraft during the early days has two such things. Oh, there are resources and whatnot, but even the rarest (which is the one EVERYONE never has enough of) is not as crazy as these. That game has pre-generated things that can appear anywhere in the world. These things by themselves are rather uncommon and, in the event you find one, you often get the luck of not getting anything or getting just a few worthless resources. The exclusive treasures are harder to find, though the second rarest has an alternative method that can be difficult but is more guaranteed. The first rarest is pretty much a legend. It might not even exist, I have yet to find a video even showing its proof. Oh, you can hack it in for sure, but finding one naturally is so nigh impossible. Of course, the second rarest is one the developer said didn't exist in the game and I have actually seen that one, though due to version numbers it could have been due to a test version that might have generated it... Essentially, the second rarest is an enemy that could have been generated in an older world. The rarest is rare in all versions until the modern era (where they made it so ridiculously easy to find it is laughable, one of the ways the game was ruined later was making the rarer stuff easier to find and the rarest resources ever available).
I have heard some rumors about the new Thief. From what I have heard, it sounds horrible, just due to the lack of any sort of supernatural element. Making realism in Thief is one of the dumbest ideas you could have done; the game's strength story-wise was all the lore and supernatural elements juxtaposed alongside a seemingly normal medieval world. Throwing this out is a mockery of what the original Thief stood for. It would be like doing Quake, but not adding the Lovecraftian influences. How can you even call it Quake, even if it has Axes and Shotguns in a FPS setting, if the influences aren't the same? And, due to the strong focus of story in Thief, it is far more of an offense than Quake could be.
Sounds quite the mess, no wonder you have confusion memorizing a standard keyboard. I never took a typing class or properly "learned" to do it, so I mostly type by moving two fingers around the entire keyboard. Granted I know what I am saying, I can usually retain 60-70 WPM (which impresses some, but really is rather low). I have a keyboard that glows, due to being a "gamer" keyboard, but ironically I could care less about it beyond the aesthetic of red lighting. I never need to look down on a keyboard after I get a feel for it, meaning I can easily type at home and work without needing to figure out what keys are where. I guess it is all relative, so being around people who can barely use computers more than Facebook means that I look extremely fast.
Yes, I can understand that mindset. There comes a point in each engine where they start finding ways to incorporate new features to the point where the game is barely the same. Thief is sort of like this in its custom missions. I enjoy the earlier missions as a general rule because at a certain point they decided to start adding more gimmicky stuff. Fan missions should never have the main character speak, especially when they sound nothing like him, as it totally takes you out of this being a level that could have existed in the main game. I guess that is the best measure of a level's quality, how well it blends with the original game, meaning stuff that throws extra fanciness might just end up too polished to work. Usually, the fancier stuff tended to include more frustrating elements as well, such as really horrible puzzles. Some of my biggest frustrations with Thief levels were some of the fan missions universally praised in the community, while I loved some of the obscure ones I have never heard anyone mention because it felt like they could entirely belong in the original game. I guess I am not really looking for new experiences, more just wishing for the experience that drew me in the first place. I want levels that if someone I never knew was looking over my shoulder would not recognize it as being some fan level.
From my heavier experience with mods in games lately, it seems disappointing to say that most people don't really share my mindset there. They want fancy new stuff that looks entirely jarring. They want overpowered things that break the entire balance of the game to the point I wonder why people bother playing. Look at all the overpowered weapons in Quake. Elder Scrolls, I have seen plenty of overpowered weapons mods, that is pretty much all Morrowind had on offer and it is one of "the most modded games of all time". Minecraft includes mods that allow you to get resources a lot easier, because who wants to actually work for stuff (at least the excuse there is that it is catering to a few different styles and that my particular tastes are so niche to be missing)? There never seem to be "mods that flow entirely with the original game". Sort of why Worch's level was notable, it stood out as resembling something from Episode 3, one of the more serious attempts at matching an Episode. Also, one thing I can note from Quake playing, the quality of a level can often be determined by if the author spent the time to actually put in traps or if all the shooting is just in front of you.
I can't argue with that, nor would I ever want to take you out to a romantic dinner sadly. Raadec is all yours :P
I need to really find the right thing to start collecting. I want something not impossible, but not exactly easy to get, and definitely something more randomized so I am not just butchering a game by playing "find the hidden object".
You are quite right, I would love to continue Diablo. It really is a shame it has been so inactive. System Shock had the same problem with Dominus, but he had insisted we would be more consistent. A major internet problem on my side and him getting a job later, we pretty much never interact, nevertheless make any videos. I don't like abandoning series like that, it was hard enough abandoning X-Wing. Quake is hitting a bit of a bump here, but I am hoping to pick up soon, I just need some more energy and to get better emotionally first.
Brutal Doom is the way Doom was intended to be played. Remember, Romero himself has said it and promoted it, so it is word of the developer. I say we are seeing "death of an artist".
Oh, I've seen some overly ambitious players that specifically hunt for this or that item. But what they really accomplish is robbing themselves of all the fun but turning gameplay into a mechanized "farming" process. And since there's a lot of randomization going on, this process can take ages, until they start forgetting what the actual gameplay was all about. It's a sad fate that is best avoided.
Heh, developers sometimes like to mess with our heads. I remember going into a game with the ambition to find and defeat a certain very rare boss creature. Turned out it was an April's fools joke that was left on their site, as if it was a real thing. Too bad, it would have been fun to actually face something so vile and powerful (if we believe the description).
But of course it has to be realistic... and gritty. The protagonist must absolutely have some dark story where he was abandoned as a child and raised by wolves, then betrayed by his best friend and left for dead in a lava pit or something. And don't forget, he has to spend at least half an hour every day just sitting in a dimly lit room, brooding over how miserable his life is ;)
Fast typing takes practice, just like anything else. Gaming certainly helps (just as it helps with learning English). Eventually I got used to the letters' positions and thus my fingers find them quickly... and then we have that Cyrillic typset where everything is in positions that make no sense to me. So my Bulgarian typing was at a snail's pace usually. Really glad Phonetic exists because it relies upon key positions I am used to. I press F and I know I'll get the Cyrillic "F" (Ф) on the screen, not some random other letter. I have tried and found out that I can type without looking, but it's a really strong habit so I have trouble making myself not look at the keyboard. This can lead to some annoyances when I type a whole sentence and siddenly realize that I haven't changed the language, so I get an English sentence in Cyrillic letters. Looks really weird.
Heh, purists like us are usually considered some sort of fanatics, at least in the Doom community. They'll have you believe a purist is some sanctimonious jerk that nitpicks at people using source ports, but in reality we're just people who remember how the game was played "back in the day" and prefer this for the sake or nostalgia oro ther reasons.
I guess power fantasies are a popular idea for mods. One of the most popular mods I've heard about is something called "Russian Overkill" which basically adds absurdly overpowered weapons to the game. Then we also have the WoW geeks who claim the game is "utterly unplayable" without 10+ addons to help them find their quest objectives ("But I really need that huge red arrow pointing the right direction!") or other stuff. So this is what exploration has become - following visual clues? Ugh.
Aaaaah, you'd give me up so easily. It's like you don't care. This is exactly the kind of stuff that breaks otherwise perfect marriages. You'll be sleeping on the couch tonight, mister :P
There are quite af we things we could enjoy together - Diablo, Battlefront, just ot name a few. Just have to figure out as way to organize ourselves. It would also be nice if people would stop pestering me all the time with various stuff to do.
Nods, there is a certain balance to be achieved. Difficult items to seek after are definitely nice to chase, but a nigh impossible quest must be accepted.
Sounds quite depressing to get a mere April Fool's joke of something that could have been a lot more.
Totally realistic. Getting raised by wolves happens all the time and lava pits definitely don't kill you. Make sure to include a love interest he could never obtain, one that will result in him busting into a rage, and question his own beliefs when he finds she is a prominent member of the opposing party.
It helps when you live your life on the computer and have little else going on. I have noticed when you would make that mistake in the past, definitely not fun to have to manage two different languages just because of an odd keyboard layout. I can only imagine WASD for you :P
Precisely, I have seem similar. I am not running up to people and patronizing how they play the game. My hobby isn't logging on Youtube, going to modern source ports, and complaining how terrible they look. I just like seeing things as they were originally designed, sort of seeing that starting block and appreciating what was around at that time, and also giving better understanding to what was available at the time. Spoiled modern gamers would look at shovelware and probably pass it off all as garbage because of texture misalignments and lighting issues. I rather good gameplay.
Quite so, people seem to love having that "super awesome indestructible thing". Want to be great at Minecraft, getting all the rare goods without working for them? Don't worry, there are 50 mods for that! Want something that actually improves the game? It might exist... between all those super powered mods!
That is actually one big problem I have with Skyrim. They tell me I need to clear out a bandit cave. The game expects me to use my map, but I am a character playing without a map. Nobody in the town offers directions, even if it is supposed to be some local thing, resulting in me blundering around aimlessly and missing the cave everyone else knew of. All this because they couldn't give directions to the cave that was causing trouble to their town.
Yes, one thing that breaks perfect marriages is one person not consenting. Very important lesson to be learned from this.
That is really it, I have time to do things, admittedly with noise in the background but otherwise with minimal issues. If we did some streaming, I would be a lot more motivated to do certain things, perhaps even trying to work my way through X-Wing just to try out Tie Fighter. Diablo definitely is one I would like to do, I hated stopping System Shock like I did and Diablo had even less of a successful run. We just need it to be laid back (not spoiling puzzles as soon as I walk into the room, I remember those days :P) and relatively organized.
I sometimes notice the same mindset that we see in those overpowered game mods - people would be obsessed with finding the strongest items in a RPG, in order to become unstoppable killing machines, and at some point they can't play the game normally anymore (unless they have this godly gear). The challenge and the thrill of advancing from a weakling to a true hero are gone...
Oh, there is worse - adding some nice new content to a game, but restricting it only for online players. It's like a big middle finger in the faces of solo players like myself. With the April Fools joke at least I know no one would ever get to fight this monster, so I don't feel so ripped off.
"I want to love you, but that's not dramatic enough, so now I'll spend a few hours looking for reasons to hate you. And if I don't find any, I'll just do something incredibly rash and stupid, so that you would start hating me instead." Go realism!
WASD... that would be УьЯА (in standard BG typeset) or ВАСД (in the Phonetic one). It's really frustrating when I have to retype a whole long thing because it was in the wrong alphabet and I didn't notice. But that's what it's like to be bilingual... good thing I don't also use a third alphabet - that would have been a royal mess! And then there's also Macedonians and Serbs, whose alphabets combine BOTH Cyrillic and Latin letters. Or Romanian, which has stuff like à, á, â, ã, ä, å and so on. Damn vampires!
"Needs more detail" - a popular joke among the PWAD makers. As source ports and editors have advanced, standards have increased too. Thus, you can't really hope to have your map taken seriously unless you spend a lot of time just adding detail and decorations. Yay.
It's kind of sad when leveling up is seen as a nuisance... even though it's like 90% of the game. But hey, you must rush to the endgame content! No time to waste, go faster!
Something I saw on Facebook today - a mod that adds sarcastic hints to Skyrim's loading screens. I should gather them and show them to you sometime.
Consent?!? Ugh, what are you, a a liberal? :P
Fun trivia - you motivated me to try and beat the floppy version of X-wing (at some point in the near future). Yeah, I still dread the inferior controls, but then I thought "Hey, if Deathstalker could go so far (considering his dark history with simulators as a whole), I have no excuse not to try it." I could even go all in and play it with the two mission packs thrown in as well. Anyway, there were some really fun moments back in the day, like that hour-long Maulotaur fight in Heretic. I actually went out, grabbed something for lunch, ate it, and came back... and you were still fighting the big horned freak. I also have a couple of ideas for insane new games you could try out some day (insane players need insane games, right?).
So I have decided to stick to 1440p for the time being. 4k is a jump, but the latest graphics cards just don't have good averages for 60+ FPS on the latest games. No, I don't even touch the latest games, but I like that potential.
Pretty much the problem. I checked out a Minecraft mod recently. It wasn't bad in concept, but the problem is that in execution you just got too many rewards to the point where it sort of negated the challenge of finding stuff. Yes, sandboxes provide options, but making it too easy and accessible results in the balance falling. Skyrim has some good hardcore mods at least (before you make a joke, I don't mean the porn), allowing me to feel like a standard villager that gets beaten by almost anything unless I am quick and strategic. Of course it only works until Steam updates, which is sort of my main gripe with it. I just hate the updates (there are ways to prevent it, but I hate the whole principle of the thing) and the inability to revert unless you backed up your executable.
I would be happy about no new content in some MMO, since they usually love to push that content by allowing people to get to it faster. You know, rushing through all prior content to fight one boss a million times. That is sort of the problem with MMOs, you always hit a sort of repetitive end-game that was never worth the pointless grind, often consisting of reading online guides because otherwise people wouldn't like your build and spoiling the strategy so you can rush through things as fast as possible and do it again.
Nothing spells gritty realism more than "My mother was raped by the guy before me. She was also raped by the other guys I faced. You know, my mother got raped a lot. I know this because somehow I know of my mother's sexual encounters. This of course suggests incest, an ever increasing normalized fetish, and one I ironically had to face. For the latest one to rape my mom was myself. And now I must fight myself, beat myself up so I can never rape again. For the streets will never be safe while I roam and rape my mother in many different costumes to appear to look like other guys. For I staged the events and was always the rapist. I am the mastermind and I have found me, and therefore I have solved this caper and the only thing left is to dispense justice. But how can I dispense justice when I am tired from dispensing my seed inside my mother? Perhaps I should just rest... oh fuck, the terrorists are attacking. I can't let them have sex with my mother! She is mine to rape, not theirs, as such freedom is the right belonging to America! But oh no, the government funded the terrorists, that means they want dibs on my mother as well. Not if I can help it, for I am a modern Rambo, a modern military man who totally represents normal values such as raping your own mother". If that isn't the plot of one of the Call of Duties, color me surprised.
And I thought it a pain when I had Spanish class and had to use alt codes to write the annoying additional letters. I like the American keyboard, it provides me with the ability to write fan fiction about raping mothers with the greatest of ease.
Precisely my gripe with a lot of that stuff. Sure, the detail could add something, but in most cases it is just fluff. On top of a bad map, it does nothing. I rather have fun gameplay than drawn out cutscenes and fancy gimmicks. You know another problem of fancy gimmicks? It is up to the developer to introduce them. Once I saw a Thief fan mission which had a frustrating puzzle, all because you had to throw a hammer at a statue to break it. Statues were always solid, there was no clue this would do anything, yet somehow you were supposed to get that answer. Once again, reasons I hate puzzles.
Oh trust me, I know that too well. People rush through the game to the point that all the lower level areas are expected to be flown through. And the game itself doesn't help. Extra XP weekend, quest rewards that boost your XP, XP pellets mailed to you because you reached a certain level... and the alternative is usually a poorly balanced situation of enemies pretty much one-shotting you because you didn't manage stats right. This is why RPGs frustrate me, I hate that I can get myself in such a rut that the game becomes literally impossible to beat. Sure, you can run out of ammo in a FPS, but you still got a melee sidearm which will make the fights ridiculously harder but still possible.
Oh, I saw that one a while back. There are plenty of insane Skyrim mods out there.
What are you saying? You aren't? I thought you were supposed to be a European socialist :P
I am surprised I beat some of the insane situations given to me there, especially since yes, my history with flight sims is not good. I definitely would like to organize stuff like that again. Really, I am up for playing most things, I just need someone stringing me along for the ride so that I don't get bored. I think that is a bit of a common problem with me, Doom sort of ended when you stopped commentating on videos and they just became "another to grind through". Quake is slowing up due to the lack of server activity or general interest for maps. Even Unreal and Thief stopped for similar reasons. I can go a while without people, but eventually it starts to get exhausting, and the purpose becomes less clear without some form of communication or greater purpose. Yes, I am archiving experiences, but at what point does that exploration in the first place start to lose its meaning?
So yes, if we can get streaming going again there is plenty I would gladly do. I just need that motivator; I like to experience things with people. Same reason the server would help with Quake, it would bring back that motivator, since I would be doing it to get more content for a server we could do stuff on. I guess you could say people are sort of a double-edged sword, they motivate me while also being able to kill my enthusiasm, since the latter can happen if I get rushed a lot. Yet, without an audience or community, things just lose their purpose. Same reason I stuck around here and continued editing, but left other communities.
It doesn't help that most don't like to think or really talk about things. So I am at the whims of the rare ones like you to give me energy. So a stream really would be perfect, if we can keep things less rushed than we did with Hexen (which is another title I should try to tackle, plus I wouldn't even mind doing more Doom PWADs). So yes, you getting the freedom to do things is pretty key here. The server could be hosted at almost any time, especially on weekends when I am not limited by time at all, and recordings could be during my late afternoon hours.
There is so much to do, I just need that spark, and sadly it is a spark that I can't really generate on my own.
Hah, if you were one of those modern gamers, you'd be so sad and dperessed that you can't have 60 FPS on 4k. In fact, 60 FPS is way too little, you'd want at least 160 ;)
Oh, I don't imagine you as the kind of person who'd watch porn. Dominus, on the other hand... I bet there are erotic mods for Skyrin, though. Knowing gamers' mentality, they are probably really over the top.
MMO's try to motivate you to try out the new content through some pretty nasty moves, like having the earliest and fairly common items you find there be noticeably better than the rare stuff you struggled to find outside this new content. So when a new expansion comes, it's like all your efforts were for nothing, since the awesome gear you got has now become useless garbage.
And that's how you get hired to write the story for the next Thief game! Try adding a sadistic father figure as well, to reach undreamed of new heights of grittiness.
I'm glad the phonetic typeset doesn't use any special key combos, that would be a hassle for sure. But since we have more letters than your alphabet, a few non-letter keys have to be used as well, most notably "~", "\" and the square brackets. Someone was thoughtful enough to assign these keys to some of the rarely-used letters, so you wouldn't have to press them often.
Trying to imagine LURK with fluff on. Perhaps a Chthon dropping from the ceiling or some random lava balls flying all over the place, heh.
Mmm, yes, I've had RPG characters getting stuck and becoming unplayable due to horribly messed-up development. It suddenly turns out I put all my stat and skill points in all the wrong places. And now you face a boss you can't kill in any way...
Well, not exactly a socialist. I have come to the realization that all problems in the world can be solved by providing everyone with cheap sausages. So now I'm working on a model to accomplish this grand goal.
Indeed, it was a pleasant aurprise that you went so far - with the horrible controls and the somewhat harder older versions of a few missions (and don't forget Daum's peculiarities during the first few tries that led to choppiness). We could try streaming some Doom maps too - probably focus on the better stuff, after all the crappiness you endured. There's lots of things to do, we just have to have good organization. An efficient alarm clock would be nice too (for you :P ). And you're right, an experience feels like having more meaning when it's shared. I remember how fun it is when I watched a few old DOS streams with that Dutch guy, we'd comment on things we remember, joke about stuff...
It's true that the Hexen thing was a little rushed, and I relize I allowed my excitement to get the better of me. But sure, we can try again - there's still the Mage to try out (maybe he could be the One?). And then there's Hexen II, which should be a lot more interesting since it has the added bonus of experiencing a Quake engine with lots of cool improvements (and no more sprites!). Weekends sound like the natural time to try, we'll just have to sync schedules - best done over Discord, I think.
160? Actually, it is more like 165, but I don't expect you to bother with that stuff too much. Most games allow you to have 60 FPS spikes, but when you have 144hz monitors, you want closer to 144 FPS.
From what I know, they are, you hear plenty even without going out of your way for it as it is so prevalent. As for porn, what can I say, I am not your average individual and thus porn is one of those things that really confuses me. I probably would be the best person to cover adult mods for Quake as I would be looking at the practical gameplay purposes.
Oh yes, I remember that well. You go out and can find a boss with rare drops. You kill him 20 times to find the final piece of an outfit. Then the next quest gives you an outfit that is, in every way, objectively better than the one you just picked up. The entire mindset is to constantly be moving forward to the point a lot of it just becomes cash drops. Why spend time crafting armor when the quest armor at the same level is so much higher? There is zero balance, just better and worse, which makes it all features lacking any purpose. And playing it just to experience the content (am I weird for not needing some greater reward than just the experience?) will result in people getting mad, because it isn't the most efficient.
Gotta add the prison scene where the main character stole a loaf of bread to feed his family, thereby giving sympathy and showing that the people in power are actually the bad guys. They rather you die and could care less about the lower man!
Sounds quite complicated indeed, I guess it is good they are lesser used letters.
Who knows? In a realm of infinite terrible levels, anything is possible, well except quality :P
Precisely my gripe with RPGs. With an FPS, it can become highly unbalanced against you and quite the nightmare to accomplish, but you still have a chance. There is no going back to the start and redoing it all because you ignored wisdom to focus on strength and now warlocks are able to one-shot you and you are unable to hit them due to a lack of agility.
I really hope it is a miniature train model set including random toys such as Mr Potato Head and a used tissue. This is the most practical way to explain global models.
Yes, I endured quite a bit, and it would be nice to bring it to completion as a way of bringing closure to things in a way. I wouldn't mind terrible stuff, as long as it is streamed and I have someone actually bothering with it. Like I said, note the lack of energy as less attention was paid to them. And yes, good organization would be good, I don't want a hundred series starting and stopping, it is bad enough I have so many dead series as it is (one reason I would love to bring some sort of life just to bring closure to these ghosts of the past). I have an efficient alarm clock now actually, but the time we did it would be a bad idea now. I would like to go back to that project of finding out about the names of those Doom maps you played, since we left so many open and there is plenty more to dig through.
Exactly, I feel like experiences are one of my primary motivators. I don't just play things to touch them, but to achieve some larger goal, such as working towards something or experiencing something with someone. The former gets exhausting as I tend to make them too large for my own good. The latter is much better, but as said the reliance on others can be problematic, especially when I live in a land of obscurity. By touching older titles and specifically shovelware, I pretty much have isolated myself to the few intrigued by a niche thing. You pretty much are my biggest fan and support, so it becomes quite noticeable when you don't feel like watching something. Even something like Thief or Quake results in this issue, I just hit a point where the lack of interest begins to make me question the purpose of continuing myself.
We all make mistakes, so it is just something to keep in check for the future. And yes, I definitely want to give Hexen II a try, plus try out the Mage.
Weekends are definitely our best opportunity. Discord is always set up to receive messages, so just give me an idea of your schedule and we can try to plan around it. We also need an idea of where to begin, since I have so much to tackle.
I'm oldschool, my eyes can't see anything above 60 MHz - must be due to watching communist television as a kid. It has a lasting impact, you know...
Yeah, same here - I don't see the point of porn. Yeah, it can be arousing, but at some point you realize you aren't really doing anything, you are just watching other people having fun somewhere far away. And you feel like a loser for just watching them idly.
From my experience, theb est items are find through crazy luck in the most unexpected of places... which is kind of nice, actually, makes you feel like you've really accomplished something. I feel I was persistent enough to find this rare thing in that unlikely place. I am sure you know this feeling.
Oooh, if the protagonist stole bread, this could be a classy reference to the classic Les Miserables. Adds a layer of social message as well. This game is concerned with the ills of modern society!
You'll feel much better about my model once you taste that sausage. Remember - it's so cheap!
The old streams were fun experiences despite some difficulties we faced, like all the lag or the weird hours. And the occasional alarm clock failures as well. But hey, I can't imagine getting up early and sitting down in the cold for anyone else but you ;)
One way to avoid starting and abandoning stuff would probably be to focus one series until it is sufficiently completed and laid to rest. We just have to figure out which one to begin with. Explore you inner world and say what you feel like doing. You're the driver of our little freak train, so you get to pick the route to travel...
Oh, where would you be streaming - last time we used Beam (which later became Mixer, IIRC) and it didn't have as much lag as Twitch (you surely remember the chat delays).
I have a 144 MHZ monitor. My work computer has to be 60 HZ at best. Yet both seem to show Minecraft about the same, beyond the choppiness from the weaker computer. Old school titles are especially notable due to FPS caps, I think Quake is limited to 30 FPS. So that is one change I didn't see much of a difference for, I gained more from the increase in resolution and having a better color output. See, this is the thing about me constantly upgrading my stuff, I can tell first hand what improvements there are.
I am a complicated individual who can be best explained as being asexual. I can look at a naked girl and feel one of two reactions. Either I will feel sickened because I think about all the biological functions and fluids, or I just will see it as I would anything else. You could say I am a big proponent for the lack of censorship, so I rather have a bit of adult content included if it can improve the gameplay, but it isn't sexual excitement. As contradictory as it may sound, I have tried various adult games out of curiosity. Due to the content, it was a sort of escape from my OCD, since they weren't seen as serious alongside true titles. So yes, I have touched adult content, but it is pretty much as close to "watching porn for the story" as you get. Which I have tried, only to find it boring as they never seem to wrap up plotlines after the sex (which I ironically have to fast-forward through as it gets too repetitive and lacking in developments). Another useful instance I have found, rape can be a useful trope as some form of the unpredictable, a sort of punishment that one can recover from unlike death while still holding its own form of consequences. The linear build up of a hero, where they get too powerful, can result in unbalancing. Through the use of destruction and weakening, capture and other elements, you in turn get a sliding scale closer to reality.
If the above doesn't prove I am insane, nothing does. While it is stigmatized due to its implications, I see it as I would gore or any other element. In the right circumstances, it can prove useful for game balance (note, most of these games are really terrible since they are intended to be played on one hand, but there have been exceptions such as painful roguelikes), since there is little else I can think of to fit that same role. So if I watched porn, it would be like watching movies to me. But I don't really like watching movies, so therefore I don't find much purpose to porn.
With that explanation, you pretty much could get more out of porn than I could. To me, it is just another form of media, one that can have quality or lack it, but is not really something that arouses me. And yes, I have thought those thoughts as well. If a cuckhold is someone rather letting someone else have sex over themselves, isn't that pretty much what a voyeur who watches porn is? You don't know these people, nor will you ever get a chance with them, so it seems strange to obsess over them any more than any other form of media.
That is probably the best way of describing what I like. I like rarity, finding that hard to acquire item and attempting to work for it. I enjoy the hunt. Items hidden in predesignated locations aren't a hunt due to them lacking replay value, resulting in the game essentially killing a bit of it and lacking that hunt factor. This is why Minecraft seems to work the best here, total randomization and a handful of rare things to hunt for. I need to look more into mods, find one that gives me some harder stuff to hunt for without being the complete impossible.
Remember, Les Miserables had plenty of symbolism about bread! One thing I always failed to understand was how there had to be symbolism in every object in classic novels. It always felt like stretching, like we were trying to find deeper meaning. Sometimes a piece of bread is a piece of bread, it isn't a symbolism for poverty and isolation. We could do the same for porn, you know. "That man's ejaculation represents the rejection of life, since he shot it on the nice lady instead of having it in her, thus in turn killing lives that had the potential to exist. This is similar in concept to God's near rejection of us until Jesus showed him the light. Perhaps the nice lady will give birth to our savior, or Jesus will knock up the nice lady, as a way of gifting her the life she was denied.". Never let people get freedom to write essays on anything, since porn is always a promising untapped potential that offers more originality than our repetitive essays on classical works. Yes, I have just compared The Great Gatsby to The Big Breasted Women From Jupiter in the midst of my insane ramblings. Aren't you happy you brought up porn?
And with porn on the mind, that sentence about sausages does not sound any better.
Oh, that pretty much sums up a lot of my experiences. It is a lot of pain, a lot of endurance. But, I always get the memories, and get the ability to look back with more favor than I know I would have if I was still touching it. I can remember the amusing experiences from Daggerfall, even knowing how hellish that game could be. I would be glad to try to do something. As for lag, I have updated my computer, including having more cores in my computer now. It should ideally be a lot more powerful than it was.
Precisely the plan, I would rather tackle one and actually devote time to it, ideally one we had started and stopped before. As for choices... hmm... you are my audience remember, so your opinion matters as well. I think I would like to try tackling X-Wing again, it would be nice to figure out that control you tried explaining that I couldn't find. I swear I hit every key, so we can have the fun of trying once more.
Mixer seems like the way to go, I don't think any new services have come along to really compete, and the lag is indeed as minimal as possible. The first stream we could test some things out, the increased technology means I can probably get a bit more quality to the stream than I did before, plus I have fixed up some settings from those days.
Also, don't forget about the Quake server, it would be nice to do that as well eventually :P
As long as I don't have glare, I'm mostly happy with my monitor. Low refresh rates are nasty, indeed. I remember the computer labs at my college dorm had really bad CRT monitors and occasionally you could literally see them flicker. Expectedly, they irritated the eyes and could cause headaches.
Heh, I am mostly the opposite of asexual; I have quite an appetite, if you know what I mean... But don't tell Raadec about this! The good thing si that I have enough self-control not to be affected by porn or the sight of naked people. Yes, some folks turn into drooling zombies at the sight of a bared mammary gland, but not me. Yup, no one seems to care about what happens after all the panting and sweating is over. Do they at least keep in touch? Did the sink get fixed in the end? Was that guy really a plumber???
One more reason to dig deeper into Diablo - not only do you never know what you might find from an unlikely place, but there's also the added element of not every item being useful to your current character. I've had quite a few cases when I find this really nice heavy armor, but it would be pointless since it was found by my spellcaster char who can't even wear it due to the high strength requirement. And then my burly warrior char can find this really nice magic wand... Total randomness. But that makes the game more entertaining due to the unpredictability.
Oh dear, memories from literature class flooding in. Yes, we were expected to find symbolic meaning in even the smallest of details. Some things are obvious symbols and the author clearly intended them to be such, and that's fine, but this can easily escalate into an obsessive hunt for hidden meanings. As for essays - they are best used for bombastic things like "staggering rays and deafening shadows" (actual quote!). What better way to demonstrate those private lessons you attended than to write something that leaves the reader exhausted after the first paragrah. Porn essays - now that would be interesting to see.
Well then, I hope your sausage isn't too dry... cause it would be hard to swallow :D
(Raadec made me write this, I swear!)
Looking back is a nice feeling, especially for a long game. Daggerfall is both long and nasty, so looking back and knowing you've won is almost like the feel of having climbed the Everest. You've made it ot the end of a long journey and perhaps you've grown a little wiser. Or more insane, in oir case.
Ah yes, I think I was explaining about the energy shunting thing - which is quite important. It would surely be interesting to see how far you can go, and you already demonstrated that you have grasped like 90-95% of the skills necessary to beat the game. The other obvious pick is Diablo, which also started very nicely and would surely get even better as you go deeper into the realm of evil.
I'll just have to remember my login and pass for the Mixer... if my account is still alive.
Of course we'll do some Quake server too. It was a very fun experience, even with the whole left-hand inconvenience.
Indeed, glare or glowing portions of my monitor are definitely unbearable. One reason I still live on TN displays, ISP glow is just too annoying for it to be worth it.
Most people do, so no surprise there. But it is nice to have that degree of self-control. "I need help on this report card" "Sure, but you will have to do something for me". They never even bother with the resolution of the report card plot, including if the teacher was found out or not for gross negligence of his role. Or if he properly fixed the sink.
Indeed, I could highly get behind that level of unpredictability. From what I was seeing, Diablo was quite promising.
What I learned from AP literature was that you pretty much could write anything existed in the book if you ripped it apart enough. I think I made it a goal to see how far I could go. Say it with conviction, people believe you. Yes, when I mentioned the above I wasn't talking about symbols that are intended to be such (Rosebud), I was talking about "night being a representation of homosexuality as both are repressed and only permitted to be visible when humanity is not as prevalent to witness it. Every night scene in Le Miserables was of course an allusion to hiding in the closet, a denial of sort as the main character needed to be "vindicated" for his past actions. This is quite similar to homosexuality, where people can often feel they are being punished for who they are and thus have to serve a penance. The bread he stole was a symbol for a craving for dick, both are long objects that the individual could gag on if shoved deeply down their throat.".
I would love porn essays just for the insanity of them. Imagine the quotations! "Oh Johnson, take me deeper" (1:30:59) was a metaphorical way of describing the man's Johnson. As the Johnson is unnaturally stiff, far more potent than a regular person, this is a symbol to a more everlasting symbol of liberty and freedom. The female on the other hand is a being to ejaculate inside, which represents a prison as it would confine his freedom, which Johnson finds a mandatory sacrifice for some short term pleasure. Due to the common themes of freedom and prison, this can only be seen as a loose interpretation of Les Miserables. Due to the originator being homosexual, this derogatory work can only be described as being even more gay. As man represents freedom, this means the least gay porn would be porn with two men, as it would be the furthest from the gay book Les Miserables.
The amount of homosexuality is increasing. I sense a return of Raadec is in order. Quick, throw on the powdered wig and log on his account.
Pretty much the feelings I can say I have. It was long and brutal, yet I can say I beat it and endured the nightmare in my own unique way. It is a way of feeling I accomplished something and didn't just cause unnecessary trauma. One day it will turn out all my problems stem from Daggerfall and that is why I need to be committed.
Granted, I can imagine I have lost a lot of those skills and will need to relearn them, but I definitely wish to push forth. It is a brutal project, but one I would love to bring closure to. The Star Wars franchise is one of those I know results in better games later on, and my relative closeness to all of that means I would like to just push through to reach that area. It isn't much, but reaching the prequels is a pretty big landmark that can make all the effort I put into that project seem more worth it, rather than stopping in 1993 when I did so much.
Diablo is definitely a possibility, but I rather it not be the first game we get back into, seeing as it has a history of stopping and I would hate to see plans fall through once again. Getting another game under our belt, streaming wise, will give me the confidence to tackle this "cursed game".
I will have to do the same admittedly. I don't even know how well the streaming side works with the settings I have. Though I think I streamed Diablo those few months back, so it can't be too ancient.
Hey, next time you can actually play with your proper hand. It would be nice to check out some content, as noted we have plenty of shovelware we could delve into. If all the content up isn't enough, I did manage to do another level, one of the most involved since the days of Aftershock. I think this is the first case of a standalone level with Secrets, showing just how involved it will be.
My monitor at work is nice in terms of brightness and colors... but it has this really loose mounting, so it moves a lot, even at the slightest touch. Makes me wonder if it's assembled properly.
There is always a chance you have a kink for shovelware, but just don't realize it yet. "Oooooh, yes, rub this collection of test maps all over my chest. Mmmmmm, show me your DOORH." :P
Don't know if you've heard - there was a bit of a Diablo controversy recently. They got the strange idea of announcing a mobile game in front of a crowd that was yearning to hear the announcement of a proper new PC instalment to the series. Expectedly, it did not go very well. One guy asked the developers if this was an "out of season April Fools joke". And the developer himself looked like he had just choked a cherry pit.
We have a long and pretty sad history of overdone literary analysis in this country. Especially if you dig through old books, you could see people picking apart something so much that they even include graphics - a guy was analyzing some kind of dynamics in the narrative and his analysis included a wavy line graph to present the ups and downs in the said dynamics. The whole analysis was quite a few pages long, an utter pain to read, let alone absorb. There is a famous story about our most famous writer ever (lived and worked in thel ate 19th and early 20th century) who once wrote an analysis on his own novel for his nephew... and the teacher gave it a poor grade for being a "sloppy and inaccurate analysis". Turns out the author doesn't understand his own work, but hey, literature teachers know its every secret.
Wow, I bet even Victor Hugo didn't realize how gay his book is. I hope he didn't write any analyses for his nephews, cause they would have been in big trouble! And this expalins everything, you know - the reason the main antagonist was so obsessed with hunting down the protagonist was because of all the unresolved sexual tension between them. True love is always unrequited, right?
Well, if he returns right now and reads all this, we'll have some explaining to do... or maybe you can sacrifice yourself and go on a date with him ;)
Boy, that would be fun. "Doctor, why was this patient committed?" "It's a really weird case. He is convinced that there are ghosts out there roaming in the night and they want to arrest him. He also believes that he has been poisoned and must run a hundred miles through the snow. We are not sure what to do with him."
Indeed, beating the harsh and nasty game woudl mean you can reward yourself with some better stuff, like Battlefront or Jedi Outcast (that Raadec and I have praised quite a few times). Getting back to such a game can be a very random experience - I remember times when I needed an adjustment period to get my reflexes back, but there were also times when I'd return after a long absence and still be pretty good. Could be something about mood...
Yes, it's a curse, but one I believe we can break. And it sohuld be easier now, with the many obstacles of the past being out of the way.
Oh, oh, oh, is it possible to play Aftershock test maps in co-op? That would be so sick! We can take turns opening that horizontal door and see how does it with more flair. Or do some synchronized diving into that little slime pit. Or hack at that glass together until it breaks, and see howl ong it takes when two people do it, hah hah. I am getting some really disturbing ideas here...
Sometimes my work monitors suffer from a loosened connection to one of the DVI ports. It is definitely nice having DisplayPort and not having to care about screwing or unscrewing them.
I would be a bit concerned about that, but if Laura Beyer's Doom didn't do anything with her face plastered everywhere, nothing will.
I had not heard at all, I am not really up-to-date at all when it comes to game news. But yes, sounds like most franchises are going mobile these days.
Sounds absolutely complicated for zero purpose. But you definitely have to love the egotistical nature of literature teachers, showing art mostly is up to interpretation. It is good as a mental exercise, but it is folly to look for an insane amount of symbols just because the work is a classic. I bet for every symbol, I can find one in Spider-Man comics.
Precisely, it was all about that unresolved sexual tension. That detective just really wanted to love the age-old criminal, show him that he should stop tormenting himself over girls too young for him. It was a lesson that women will abandon and betray you, while a gay man will go to the ends of the earth for you in the effort to lock you away where you can be theirs.
I have wondered if Raadec would one day return. Wonder how different the place would feel, I think this year has seen some big jumps content-wise. Of course, since most just look at the base game content, nobody would notice my insanity :P
"Every minute, the word halt entered his mind, a way of tormenting him after going on a simple escort mission. It was at that point that he realized he couldn't get anything for free and had to turn to a mass murder in the hopes of getting rare gear to sell. He did this to buy a house that he never found the location of and a ship he never put anything on."
Precisely, while Hexen is something that may or may not hold promise in its sequel, working on Star Wars could lead to better things in just a couple years such as Pod Racer.
I can hope definitely, it would definitely be nice to bring some new life to things.
Quake has a wonderful little feature where you can play any map in Cooperative actually. There may not be multiple spawn points, meaning we probably will kill each other on the first spawn, but just step to the side so the other can spawn and we both can get in wherever we want. Q2, Dark Hour, Aftershock... there are no limits in regards to Cooperative (well, for Quake, obviously Qtest stuff is impossible). And yes, we could have plenty of fun messing with those test maps. We could appreciate the fancy new textures of Texture Demo 1 or sit and let the water push us in CURRENT. And I definitely want to do that last map in Beta3 with you. Yes, we have the optimal experience. Now we just need to beat the official game so we can say we did that together :P
Ran into Dominus on Facebook. Or maybe he ran into me? It's hard to tell... anyway, he hopes to have more free time soon and appear more often. Might even join us for steams, who knows. We'll see.
Laura Beyer's Doom totally needs a modern remake. Beating that maze of mazes in the final map would require a secret microtransaction :P
The other horrible thing about literature at school was the dogmatism. You have to tear apart and analyze everything, yes, but you have to analyze it in the approved way. Other opinions are bad! That poet is a national hero, so you'd better refer to him a the "great poet-revolutionary" and nothing else... or else!
It's really funny how awkward anything sex-related is in older Bulgarian stories and books. People were really conservative and shy about it, so it's presented in a way that makes us cringe nowadays. That female character got a "shameful disease" from her bad husband - imagine how outerageous this was back when this was written in 1911. I bet readers back then cursed that husband every time his name came up on a page.
Big content jumps indeed, but the overall look and feel of the Wiki has hardly changed, os it would still feel familiar and cozy. And thus it would be like "yay, welcome back home." Remember how shocked some people were that we stick to a theme based on the first Quake, rather than on the latest game as is generally done? I have seen other Wikis that also don't use the latest series entry as their basis, but rather the best or most popular title.
Makes sense that you got insane from this game, but it is pretty insane as a concept - a huge empty world with occasional cities here and there, yet they are not safe due to all the ghosts and other stuff that roams in the night. And everyone living there is so freaked out that they can't do anything on their own - they have to ask you, a suspicious total stranger, to run errands for them. And no way to communicate among themselves except by invisible postmen, who can find you and deliver letters whenever you are, even in the most remote wasteland.
Every Star Wars journey begins with a single step. And this step is "You must register!"
Niiiiice, so we should definitely try some test maps in co-op, just to see if we'll be able to unlock their hidden meaning (which also doubles as the meaning of all life). If I remember correctly, we reached E3M7 in the official game, right? Ye olde Haunted halls, that used to be a regular level in the Beta age.
Nods, we can hope indeed, it would be nice to see him having more free time. It would be nice for you to stop being so busy as well. What is it about everyone but me being busy? :P
Nods, and there could of course be DLC so you could exit the game, otherwise you need to kill the entire process.
That is very true. Not only were there symbols, but there was only one right symbol and you had to see it their way. They would prompt you, stating how "coconuts is a theme for homosexuality" and you need to explain that. Made me feel more like a lawyer, trying to explain something I didn't even believe in.
Nods, reading old things in general results in a lot of curious stuff like that, due to it being a product of a different time. Women were seen as worthless besides being the motivational force behind a man, the government was always right and you must follow it to the letter, and everyone wore hats. Hats were a symbolism of avoiding aliens, which were symbols for xenopobia which was a symbol for the only good communist being a dead commie.
You know, you are right there. The site looks much the same as it has for nearly a decade, which is logical when we have no reason to make such massive changes. It was really good that we decided to base the theme on Quake 1, since that means it is essentially timeless. If we had taken that person's design with Quake 4, we would have had to redo it all for Quake Champions, and none of us even bother with it. Quake 1 makes sense, it is the one that has the most content (not just on the Wikia, it was one of the most modded games of all time), was the starting point, and is (outside of possibly Quake 3) the least controversial one to use.
Personally, I feel the first title should be used as the theme on any Wikia unless it wasn't that significant and the later was more groundbreaking. It just is a sense of foundation, a timeless classic, and usually a lot better than jumping from trend to trend. It helps that while other games have come along bearing the name Quake, none really have replicated what made the first game Quake.
While the gun was fired and a lot of content has been added, resulting in a lot of rethinking and retooling, this really has been the product of all those foundations set a decade ago. The mindset used on the walkthroughs is the one I started using when I first started writing them for E1M1 and Introduction. Obviously I am far more experienced with it now, my word choices weren't the best and formatting was a mess due to my methods, but it was a learning experience for me that is still in use on new pages. And the same can be said for a lot of them, the monster pages haven't changed much over the years and are what we base custom content pages on.
The scary thing is that what you just described somehow manages to describe the entire Elder Scrolls series. Only real difference is that my modded version of Skyrim has it so that people prefer to attack you and steal your stuff. They need help and will tell you their problems, but you pretty much will be worthless to ever do anything. Then again, I am not really sure Ricky was that useful, he just was good at blundering into things.
I have a feeling I will be hearing those words a lot more before we are fully done with X-Wing.
I am amazed at our inability to beat the game in one session, though perhaps a lot had to do with you being handicapped and me mostly just standing around and taking resources while letting you explode on backpacks. One day we can do it and we can be driven insane until that point!
In other news, yes, The Twillits SpikeWall from The QuakeLab includes the word "Twillits", which probably refers to Tim Willits. Of course, the problem is that E1M6 is a level made by American McGee...
Awww, I'd love that too. Tried asking Google what pagan deity I have to make a sacrifice to, in order to get some more free time, but no answer yet...
The currently popular trends is to get gun skins and dance moves in DLC's. Yes, dance moves, because you apparently can't play a shooter without dancing every ince in a while.
I remember all the fuss about plot devices - imagine a character gets a letter. Oh, that's a plot device, it deserves a whole page of analysis. But wait, this character also has a dream one night - that's another huge plot device. And the third page will be about how the letter and the dream interact with each other, and then there's all the angst this causes. And the protagonist is desperately waiting for this other important character to arrive (he sent the letter, and the dream was about him too) but he won't come because he died and is currently is a mass grave somewhere. And this tragic death is probably a plot device too, and there goes your whole afternoon...
Our old literature is marked by this strong patriarchal culture thing - there are closely-knit families and the oldest man is at the center of it all, a true King of his castle. But then capitalism starts to creep in, the old man's sons become greedy and start fighting one another, some character goes to the big city (always a symbol of decadence and severing the ties with those traditional patriarchal values) and the whole family starts to fall apart. Expectedly, this sort of stories were quite popular and appreciated during the communist regime.
This theme is also good because it's darker and easy on the eyes. Also mysterious in a way. People come here and think "Whoa, what kind of mysterious Wiki is this? I'd better get a crucifix."
There's been lots of improvement and growth on the Wiki for sure and this means that it's quite alive, even if there aren't that many people around. And as new things are encountered, more improvements will follow. Like a constant state of evolution.
Ricky was a nice guy. He took on a really nasty quest because some ghost spoke to him in his dream (plot device!), went into places that any normal person would avoid, and did all this without flipping out and killing everybody... until the sequel, that is :P
Imagine how the other rebels ask Luke "Wait, so Vader threw the Emperor in a chasm?" and he replies "Yeah, I guess he forgot to register at the throne room entrance." And the other rebels would nod, because they know there is no greater crime in their universe than not registering. And you better remember that too!
Yes, progress was slowed down cause I died quite a few times. And telefragged a few backpacks. And some of us also got stuck on severed heads and other body parts. But all in all, it was pretty fun. And we'll definitely go all the way to the glorious end. Wonder if there is a way to have a backpack telefrag Shubby. It would be so ironic.
I guess "Amcgee" was too hard to pronounce, so they settled for "Twillits". Or maybe it's an abbreviation? "Trap With Internally-Lit Low-Input Torture Spikes" perhaps?
Wait, what? I do hope you are joking about dancing in FPS games.
It is almost like every word added to a book was intended to contribute somehow to the plot! Quite the novel concept, since most books are supposed to just include irrelevant facts that don't change the plot in any way. Of course, then an adventure into chaos is the plot, and that means all of them are plot devices. Every level in Quake is a plot device as it moves the story forward, as is every page since it is one more to the story being done :P
Makes sense that there would be a lot of proponents against capitalism in your old literature, just like ours is filled with anti-communism propoganda. "Commies just want world domination, meaning they are our enemies and there can be no reasoning with them.". They are evil people who just seek to control others, they find democracy weak and thus exploitable. They cannot be trusted, every single commie will always betray each other, especially if you show signs of having more power. The biggest difference between Nazis and Communists are that the latter can be redeemed and taught the error of their ways, the former will always be a monster (thus why today people will call someone a Nazi before they say Commie, because Nazis are better villains due to this lack of redemption), but otherwise they pretty much are the same. While we hold compassion for people and try to redeem them, they hold zero mercy and would massacre us if they could. All of this is able to be blanket-termed so that any Commie obviously will be thinking of betraying his leader while also carrying out his mission to destroy America. I am surprised Commies don't wear goatees and twist them as they plot their next move from the Legion of Evil (remember kids, evil exists and Communists will wake up saying how their primary purpose is to cause evil) alongside space invaders and Hitler come back from the dead.
I love that as well, dark themes really work well and definitely seem to be trending more recently. The leather-like back almost seems sort of "tome" like, like we are a book of Eldritch horrors. The orange links, normally a color representing danger, lurks around every corner. I think that works better as a theme than "space database" for Quake, even attempts to tie in the sequels usually link back to the Eldritch abominations.
Quite so. We may not have a large number of users, but we get devoted people who get editing moods. Le Rottweiler, Raadec, you, plenty have made massive "wiki-wide" edits that contributed to improving things. I am quite proud for my contributions and feel you are right, more will likely come as I keep moving along. Once I get the energy to fire all cylinders again, who knows what innovations we can make. Right now can be compared to wading in the shallows, not dead but definitely moving rather slow.
I think a lot has to do with my life situation. Since people are noisy, it is hard to record when they are around, so I wait for them to leave or at the least calm down. As the colder months come in, that gets harder to do, they don't go to the beach for hours on week days anymore. Most days end up running late, so by the time things get settled they are going to sleep, whereby I can't record. Also dealing with pains that make it a bit more inconvenient and of course plenty of days I feel unmotivated to do anything. On top of that I have been going for months on end and need more activity in the server. So, yeah, a lot of factors just make it hard to output much like I was doing a few weeks back. I can't imagine it getting better for a little while, but hopefully as the warmer season approaches we can start getting more life. Until then I can just jump on opportunities as best as I can as long as I can bring up the motivation in the first place. It doesn't help that I usually feel better in the early morning, when I can't record...
Yes, the sequel saw him go a bit insane as he started getting arrested by those same ghosts. They were tired of speaking to him in dreams, so they started yelling at him.
Remember kiddies, you can be a Communist plumber who plugs womens' issues for a living, but don't you ever forget to register.
Precisely, that being slowed down is more worth it in my eyes. Quake has a bit of a flaw whereby levels are sort of like popcorn, you can complete them in 5 minutes when you know what to do. This means, even with a lot of coop levels, you just end up flying through all the content and then getting bored. That is pretty much what happened with the initial cooperative run with Rottweiler a few years back, flew through every level we had in a single night, had nothing left to do and thus he got bored. So I find it better to drag out content since it means this issue will be less likely to occur, especially since we do have a lot more maps than those days.
You know, backpacks can go through teleporters in the server and have the power to telefrag. Now you got me curious, we need to try it. Monsters can use teleporters... now I am wondering about that Vore on the end platform. Is it possible to kill Shub-Niggurath without entering the Teleporter yourself or is there some script intelligent enough to prevent that?
Perhaps, that totally sounds like a logical name. Knowing Quake maps, they are anything but logical. "funny's map o' rama! visit the mecca for all your quake needs! http://www.mm.com/user/tcdmntia/wwd/index.htm" just rolls off the tongue, you know? Maybe we should just refer to it as Cthon's Crusher. Goes great with Oger's Cavern.
Being busy wouldn't have been so bad without all the exhaustion it causes. And it has suddenly become very cold, so I am also burning a lot of energy for thermoregulation. I have currently set my sights on getting a two-week break starting on November 26... as long as something unexpected doesn't pop up before that :P
Have you ever wondered what's the symbolism behind the fight with Chthon - him emerging from the lava, having to extend those two pylons and killing him with a bolt of lightning - that's got to have some deeper meaning. And the way you kill Shubby - could it be a metaphor for rape?
Keep in mind that many of these literary works were written before communism, so it was like a clash of generations. Old traditions (which were pretty well preserved during the Ottoman rule due to the general lack of change in society as a whole) vs. the rapidly-growing new urban culture and all the new values it brings, some of which seem quite alien in the eyes of the traditional patriarchal world. So the old folks see this new culture as corrupt and sinful, and the young folks dismiss tradition as outdated and out-of-touch with their contemporary lives. One of the most important and symbolic literary characters of that age is Bai Ganyo - a boorish oaf with a hugely inflated ego, who combines all the negative traits of our people, as seen by the author at the time. And in many ways he incorporates all those outdated traditional things, which then clash with modern culture as he travels around Europe and does all kinds of weird, embarrassing or just funny blunders. And it's funny, but also sad, because it shows how pathetic we can be (some of these negative traits are still found among us nowadays). Then we also have this novelette about a close-knit family (or we could even call it a clan) that falls apart into several smaller families that hate each other's guts, though capitalism's role isn't quite clear in this process and is never directly stated to be at the root of it all... but you can bet this is how it was interpreted during the commie era. The wise writers of the past knew how evil and corrupt capitalism was, but they could not speak out because they were oppressed! Down with the oppressors!!!
Plot twist: the biggest eldritch abominations are actually the admins, hah.
Moving slow has its benefits too - allowing things to "settle" for a bit, recharging our batteries, rethinking old stuff and finding new ways to improve it, etc.
I'm kind ofthe opposite - the morning is my worst period, can't focus on anything and generally feel like a zombie. It's not very rare to take an unintended nap on the bus. Things get better in the evening, with the chance for an energy spike and inspiration to do stuff.
The protagonist was quite frustrated that the hookers he was promised were cut out of the sequel. Poor guy.
Heh, we can get more content by playing some of the addons too, see how weird it can get. Just imagine if there were hidden level features that show up only in coop... like a secret second door in DOORH! Wooooow.
Oh, I know Oger's Cavern - it's right next to the Voar's Lair and the Shambalar Palace ;)
Sounds quite problematic. I hope you can indeed get that break.
Well, you weren't joking.
Obviously the fight with Chthon is symbolic of oppression and the struggles of racism. And yes, Shub-Niggurath is all about rape and the abuse of the homicidal white male.
That massive shift of generations must be quite curious, changing an entire ideology in the course of a generation so that the new is essentially ashamed to be part of the old and the old is ashamed to see how the new is. Quite sad to get such turbulence.
Hey, that is us! Well, I guess I am quite the abomination.
You are quite right, it allows me to go back and check things. I usually end up missing some small detail, like changing an Aftershock level to a Quake level on the author page. Human error is always a bothersome thing for someone who tries to be a perfectionist.
When I meant morning, I was referring to the small hours after midnight when people are still asleep, not 6:00-7:00.
Must be rough to be so happy to finally get laid, then find out the budget wasn't allowed for you to get that.
That is exactly what I meant, back then would have been near the end of Aftershock in 2015, so Le Rottweiler had been checking out the various add-ons. They go by faster than is probably ideal, especially with two players.
Those levels will probably be upcoming :P
EDIT: In the vanilla game, I have found the Teleporter which kills Shub-Niggurath is a bit raised. This is not coincidence more than likely, since this raised position means it is impossible to get the nearby Vores or Shamblers into the Teleporter. I even tried the Scrag, but good luck with the bad pathfinding and desire to stay still when it sees you.
I hope to have some good news this week, for a change. It's only Mondy and I already feel worn out - that's a sure sign that I need some rest. Besides, the year is almost over, there is hardly anything important left to do. December is pretty much a time to sit down and tell ourselves what a hard year it was. And then have a party on December 14 (the professional holiday of veterinarians).
Imagine if all those dance moves and other cosmetic stuff came from a thinly-veiled form of gambling, fueled by microtransactions. Still not joking!
Well, the fight with Hitler in Wolf 3D had several layers of symbolism according to the official hint book... so Quake, a more sophisticated game, aboslutely must have symbolism as well. The fight with Shub-Niggurath has to be the ultimate showdown of toxic masculinity vs. third-wave feminism, against the backdrop of social decay and voter apathy (that's why she doesn't have attacks of her own).
The thing about change is that one can adapt to it, but not prevent it. But change is scary, so some folks try to resist it, which causes even more turbulence. Instead, they should do what we do - we simply don't care about change, we just live in our dark corner of the internet, where it's always 1996 :P
You're that horrendous future tyrant, remember? In fact, I am starting to suspect that American McGee somehow predicted your rise to power, and this is what Chthon's emerging from the lava symbolizes. Whoa, it makes so much sense!
Heh, it's not unusual to find small errors years after they occurred. But at least they get fixed in the end, so it's all fine.
Aaaah, the small hours. Resurrecting the old nocturnal habits, in order to indulge in an orgy of insane gameplay, with a side dish of insane chat.
The level designers thought of everything. I wonder what would really happen, if you can get a monster into that teleporter at the right moment. The usual ending? A modified ending? Or simply a game crash? If we were good with editors, we could have staged it in a custom map.
You know that I've been messing around with PCem for a while, but now I have decided to actually play and beat a full game within this environment - make real use of it, not just experiment or use it to run 16-bit installers. I set up a Windows 95 system, installed a few old games that were specifically designed for it (they mostly work on modern systems, but with considerable workarounds and compatibility modes - and it's still far from optimal performance). They run perfectly so far, so I'm all set to put this emulator to some serious use. I want to see if PCem really is the better way to go than playing these things with workarounds, wrappers, and other tricks meant to bridge a technological gap that has grown way too wide. As an added bonus, I get to play them in the resolution they were meant to be played in (and which gives the best appearance), but which isn't even supported by my monitor. Most of these are so old that they require DirectX 3.0 - I installed 5.0, just to be safe ;)
Sounds quite nice, will definitely be positive if you can get a rest.
Sadly I am not surprised about those cosmetics being there. But I guess they can be easily ignored. Reminds me a lot of some MMOs and the content they would offer. You know, have bikinis fueled by microtransactions so that is pretty much the sole purpose for the cash shop.
We need to get more guide books. Obviously their knowledge is greater than ours, such as the fact that Fiends CANNOT go in water. I rest safe knowing such things are impossible and that I am only imagining them. So what you are suggesting is that in the end, toxic masculinity will prevail by shoving themselves inside the feminists.
Pretty much the best solution out there. As years go by, little matters as long as our stuff is still supported or there is a way to touch it. I guess the most depressing thing is when the rest of the world has moved on, resulting in a bit of a culture shock and conflict when you try to talk to someone else. It is sort of like the South Park episode with the guy from 1996, except now it is 22 years.
Hey, if the Simpsons could predict 9/11 and Trump rising to power, why can't Quake predict an insane admin eventually becoming a tyrant and playing pointless shovelware levels that don't even have names outside of the file itself?
Very true, we can only do the best we can and hope anything that was a mistake is fixed up. Yesterday some user found that I duplicated a word twice right in the middle of E3M6's walkthrough, which I had to have written 6 years ago. The little details are always what evades me, especially for that earlier stuff. Armagon would be a bit of a pain to work on, admittedly, since I would be dancing around other edits. I seem to work better from scratch. Well, nothing to worry about for another decade or so.
Sadly we can't do it in my small hours these days, people sleep above me and thus even laughter can be heard. The saddest thing is when you realize I am limited mostly by one person, my father's girlfriend, who is essentially a walking noise machine.
Well, the useful thing is that the server seems to have a lot more sensitive teleporters, so I have seen the Vore be able to teleport. From tests, I have found that the Rocket Launcher works well for killing Shub-Niggurath. Never do the Nailgun (remember, bouncing nails) however, that seems to result in a total server lockup and crash. Will need to try the Vore and see what the result would be, I imagine it working since it is more static.
The main reason to use workarounds in my eyes is just because of the hassle of PCem. One crash is all it takes and the entire system is corrupt. I have corrupted it just exiting the window for a moment to start my recorder, plus had another corruption when I left it alone for half an hour. That makes touching it feel akin to defusing a bomb, not the most stable or comfortable of environments, but something you go in to do what is needed before getting out. Plus, even when it works obviously the technology is set to work like it did in the past, meaning you are limited to stereo instead of 7.1 surround, which definitely feels weird when you are used to the latter. With Quake, I found the technology worked about the same as DOSBox, meaning I started seeing slowness around 640x480 and 800x600 was impossible to play. This means, in the case of Quake, it just wasn't worth using PCem unless it is to touch some of the obscure side software (I actually launched PCem yesterday to check some of the editors, still trying to figure out why QuMa spits out errors if we have three maps made with it).
PCem can be a life saver in certain cases though. Not sure if you noticed, but I HAD to use that to tear apart certain software in Qtest that allowed me to see a full bestiary, thus providing more details than the previous source (I think Le Rottweiler just transposed stuff from The Cutting Room Floor) as I had an actual experience to work with.
While I tie in to the editors due to connecting them to levels, we could definitely use more of a technical mindset (my interest being more about the levels and actual game content) that was more interested in this sort of thing. I just can't bring myself to bothering beyond the basics with a bunch of editors I just will never use. I do like to have my hand everywhere, check it out at least so I know something about the subject (I don't like second hand knowledge, I rather know myself it to be true, and I feel this works a lot better for a Wikia as opposed to just pulling content you find somewhere in the hopes it is right), but many DOS editors just lack any sort of UI worth showing or much to really talk about.
EDIT: So I found a demo file. Seemed pretty promising to check out, then I got an error about missing model "*45". Looking in the DEM file, I am just getting NUL for the model number. Any idea how to figure out what this model is and what mod out of the thousands out there I might need? Of course the documentation doesn't help here.
It takes just one good night's sleep to restore my good mood. Even better if it's a week or two.
We can easily ignore the cosmetics, but most modern gamers are crazy about them. It's like vanity elevated into a ritual. I suppose this is yet another example of the generation gap phenomenon - we are part of a gaming culture that didn't care about this sort of thing.
Oh, if there were any strategy guides for Aftershock (or even Q2), it would have been really cool to see what they'd say. "Army Hell has the same geometry as Spelunking, but watch out - the walls are in a different hue of brown! Don't be caught off guard by this! You have been warned!!!" And the Dark Hour strategy guide could rectify the confusion with the pack' story about rescuing soldiers by adding this important bit of plot - "Turns out they've all gone mad anyway, so just shoot everyone, yay!"
Some people are shocked indeed. "What do you mean there isn't an unskippable 10-minute cutscene at the start of the game?!?" A modern player would either find an old game boring (the lack of random cosmetics may have a part in this) or an exotic experience that is worth trying out, but not really going in-depth. There are just a few rare cases that genuinely like the old stuff and try to get more involved with it.
Well yes, there were several cases when old game predicted something, more or less... I've also experienced a few eerie game-related coincidences over the years. (shudder)
Of course you'd say that - you're an Armagon atheist! But hey, at least you'll be playing some quality levels for a change. And you could start from scratch, if you really feel like it - the old walkthrough might mysteriously disappear or something. It was probably censored by those new EU policies ;)
We'll figure something out, fear not. We've dealt with worse before - we're hardened veterans who laugh in the face of adversity. I guess I should feel blessed that my neighbors are semi-deaf elderly ladies who don't make noise and can't really hear my own noise.
Heh, I know those old operating systems can be quirky, though they aren't really THAT unstable. The only time I've had a corrupt installation was with an experimental Windows ME machine, which isn't really surprising, considering ME's numerous problems and driver incompatibilities. My experiment is going pretty well, and so far this seems to be a significantly better way of playing several older games than using workarounds (Red Alert 1, for example). There are also a few titles that do not exhibit any noticeable difference in quality between running in PCem and running with workarounds (Diablo is an example - it runs just as well on my main OS, as long as there is a DDraw wrapper present). And then, some of the heavier stuff actually runs worse in PCem, and thus it is better to play it with the workarounds (Diablo II most notably - I can use a Glide wrapper in my main OS, which gives better graphics and performance overall). So it's all a matter of experimenting and seeing what stuff is better played in emulation, and what should be kept the way it is. At any rate, PCem is very useful for installing stuff - DOS installers that are sensitive about the date/time modified of certain files (DOSBox changes those) or Windows installers that are 16-bit (quite a few of them in the mid-1990's). Before, I had to use my old laptop for this sort of activities, which was quite a hassle. Now it's a much smoother process.
Yeah, it is the only way to run certain old software. Even if ap rogram is 32-bit, it could still require some ancient DLL's or DirectX features that are long gone in contemporary operating systems.
Sadly, I don't know enough about mods and models to help you here. The only thing I can think of is to keep trying... maybe you'll blunder into it ;)
Yes, I guess that is indeed something that would separate us from the newer generations. Same with Steam achievements or even wishing to use DRM based software in the first place. Cosmetics can be a bit depressing, since that usually means effort put into something that serves no real function and took away from proper development.
Think for a moment about Quake. We have 7 guns. The Axe is necessary for cases where you run out of ammo, or just to conserve when hunting for secrets. The Shotgun is useful for long shots, say potshotting an Enforcer/Grunt before they get close. The Double-Barrelled Shotgun is for close contact, useful for all the tight corridors and with ammo being limited for the others. The Nailgun/Super Nailgun is about rapid fire, for taking down Shamblers and other foes that could cause a bruising quicker (admittedly there is little reason for the Nailgun when you get the Super Nailgun, but the former could be given far before the latter). The Rocket Launcher is for taking down most foes, but needs conservation due to Zombies, and can be suicidal in close quarters. The Grenade Launcher is more useful for killing foes you can't see but are within reach, such as opponents just out of sight at the bottom of an elevator. The Thunderbolt is even more rapid fire, but is pretty much conserved for Shamblers, since ammo is so uncommon and its suicidal means in Water. There are alternatives you can use in any scenario, yet there is also purpose to everything.
Now compare this to a modern shooter with 50 sub-machine guns. One obviously will have the best stats, rendering all others worthless, and because there is no hunting for weaponry or even ammo, you pretty much have zero purpose to ever use another weapon. You go from a swiss-army knife of tools in Quake to numerous tools doing the exact same thing. All for the cosmetics. Then of course you can paint each gun with different colors if you unlock them by using them enough, giving you even more purpose to relying on that one gun over and over.
Quake is far from perfect (see the Nailgun), but it has little fluff. Quake's strength was exactly what is missing from the industry today, simplicity and purpose of design. The music was designed just for the game, not just some song taken from some artist totally unrelated to the content. The game had a certain style (admittedly one very conflicted, which I feel is a strength as that means wider variety of locales and elements to adjust to, since the Netherworld plays quite differently from John Romero's ascending towers) that led to a greater whole. Things may have been chaotic, but they were a cohesive whole. Now we try to make a cohesive statement about a game, then make it conflicted. We get dance moves and other content that serves no purpose, but looks cool.
This is why I feel Minecraft fell apart. It started with a developed mindset, almost every instrument had a purpose or some logic behind its existence. At some point, they decided what we needed was a lot more content for the sake of content. After all, why add something with purpose when you can add pandas? Yes, it is a sandbox, so the mindset is designing or collecting, but at some point the focus just became to add 50+ mobs that basically heal you and do little else, while adding a bunch of structures that allow you to get things for free instead of having to hunt for them (killing any sort of these items being special). Compare this to beta, when we had 5 animals and each one had its own unique purpose. You had choice to get food, but each had its cons, and it was relatively easy to die and lose everything. No longer can you die quickly, in fact you pretty much don't run the risk of dying at all as you can store so many resources.
Now, beta Minecraft had its cosmetics as well. You had a few trees that did the same thing essentially. The difference was that while there were cosmetics, there was also a practical game. Now all the updates are about cosmetics while all challenge or sense of finding anything rare has been virtually removed (or cheapened since those early days). There were things I didn't really like, like making resources last longer, but they were balanced with more things to hunt for and thus causing you to burn through your resources to gather them. Nowadays it is all about pandas because they can be there. Note the lack of new hostile dangers, it is all about adding flashy things.
I would love a strategy guide for such things, just because of how insane they would be. ABANWARE - "Don't try loading the level. Don't try doing much of anything. Don't you have better things to be doing, like playing other levels? This level can help with that. Play it by not playing it!"
You know, that is a true point, there were no real cosmetics like that in old games which could turn people off them. I think many an individual can get into something like Doom due to shooter's popularity and its ease of picking up, but then you have stuff like Thief, which pretty much is the antithesis to modern gaming. "What do you mean my map is literally just a blank piece of paper with the word WHERE on it?" "There is too many directions to go, a properly designed level should always key you in to where you need to go next".
Quite curious, that. Makes you wonder if Shamblers were a foretelling.
Eventually I might hit them, if the entire site isn't taken out by those EU policies in the meantime. Hey, just think, if we get stopped where we are... we have more detail and focus on Q2 than on Armagon. This makes quite the protest, you know?
Hey, I am still outputting content and we can definitely find ways to make things work. First we need you having some time to do things, you know, like playing the server. That could be easier since it doesn't require me making noise.
This is definitely a much better alternative to having a whole second computer set up, so there is that. I think I just have had a lot of misfortune with VMs. I would power through things if needed, but as said I just rather not have to deal with said inconveniences, sort of like how I am not too big on the annoyance of DOSBox even though I use it frequently for Quake. You are quite right, installing stuff is definitely a big benefit, as is playing certain games. I don't think some old Korean fishing games I once played work on any modern version of Windows. I need to eventually get them, I am tired of all these garbage fishing games. I like moving a boat and I like unpredictability. For some reason, most games don't get that, you get things like Fishing Hero where you go to designated spots to catch this exact fish. Talk about taking the entire point of the genre out of it. I will say luckily most corruptions luckily repair themselves and thus are a light scare, only a forced quit seems to result in total corruption.
Precisely, there are definitely pieces of software that just refuse to run at all in modern operating systems, so it is nice to use PCem for them.
Perhaps I will. It is something I will put off to the side for the time being, knowing it exists but not being sure how to fix it, sort of like some broken mods I found and later figured out how to get working. Not sure how to figure this one out, but it isn't going to be easy. Luckily it is just a demo file, the map itself does work perfectly fine. Another one with secrets, which has the negative side effect of me getting bothered by how bad I am at finding them and the lengthy frustration that follows (especially now that I am working within limited time frames). This situation just isn't optimistic for me, the more I play the more I am wondering if I am butchering because I am not able to devote wandering around for hours to it.
Keep your fingers crossed for tomorrow - I think I've finished anything that can't wait until December (or next year), so the Vice-Dean shouldn't have any reason to need me anytime soon. Which would mean I'd be free to enjoy some well-earned rest.
Some kdis find it hard to beluieve that games vback in our day didn't need updates every few days in order to stay stable. It's magic, perhaps?!?
You are quite right - this whole submachine gun mess is mostly due to the influence of CoD where you have numerous weapons that are pretty much the same thing, with minor differences. The only exception is the sniper rifle (when the target is distant), but when it comes to close-quarters combat, you just stick to whichever gun you can find abundant ammo for (which is usually what the enemies are carrying). And the whole concept of variety goes down the drain. A CoD player would probably get a brain hemorrhage just from trying to figure when to use which weapon in Quake. Yes, simplicity is one of the defining concepts of many old classics, and some modern titles are actually trying to emulate this - both for the sake of nostalgia and to revitalize the genre. One good example is the Serious Sam games, where the gun variety is fairly similar to Quake's, but with a few special twists. And players really have to pick the best gun for the situation at hand, if they wish to survive - the CoD approach guarantees failure.
Minecraft got pandas too? I know how this feels - the arrival of the pandas was the point when I knew for sure WoW had lost everything that made it a global phenomenon back in its early days.
Well, since we can't find such strategy guides, our only option is to write some ourselves. I bet they'll be pretty insane and people would have nightmares after reading them. But at least they'll learn how to properly play (or not) the most obscure Quake maps in history. And that will be our contribution to human society.
Heh, we are reaching a point where even Doom may seem too complicated to some kids. The first somewhat non-linear map they run into drives them into utter confusion.
Oh yes, the server is a quiter activity (except for my giggling whiel chatting), so it will definitely be more convenient to schedule and perform. Soon!
They say practice makes perfect - this applies to things like DOSBox and virtual machiens too. I am lucky to have a lot of old experience with Windows 95/98 - I may have forgotten a lot of stuff, but it still helps a lot. I remember what a shock it was when we switched to Win 95 after all those years of DOS and the considerably less user-friendly Windows 3.11 - it was a time when messing around with Windows was actually fun. It was all new to us. But if you have a passion for this sort of stuff, you'll become good at it too, given enough time. Despite their huge differencews, there are still quite a few things in those old OS that have barely changed until today and still work the same way. DOSBox was a similar experience - I was pretty clumsy at first, especially while I still didn't know all the mounting options and what conveniences they can offer. The fact that I started at a time when it wasn't as stable and powerful as it is today didn't help either - I was often wondering if it was worth it. Again, it took practice and patience to master it (my childhood experience with DOS 5.00 and 6.22 helped too).
Wow, I've almost beaten a whole campaign in Red Alert 1... in PCem (Win 95 - a "modest" Pentium 120 machine). For this particular game (and ones similar to it) it definitely is a better option that all the frustrations I endured while trying to run it with workarounds and wrappers (and in the wrong resolution). Keep in mind that this is a game that requires some minor workarounds even on Win XP, so it is beyond any doubt designed specifically for Windows 95/98 and not suited for newer operating systems. Such compatibility issues are a major factor in my decision whether a game is better off played in PCem or with workarounds.
Fear not secrets, for they cannot stay hidden forever. The benefit of game secrets is that they aren't really going anywhere - they'll always be there, waiting for you to find them, no matter how much time passes. I hope this thought makes you feel a little better.
Sounds quite positive indeed, I look forward to you having a rest.
Forget updates about staying stable. It is all about the updates that add DLC support you won't even touch. They are of course mandatory and will of course destroy your custom files.
Precisely, when you have a bunch of things doing the same thing, that doesn't really lead to variety. In a bit of irony, it leads to more predictability, since people usually will stick to whatever works best. Is one gun a bit faster at reloading than the others? Why would you ever use another gun? And thus everyone uses the same thing and that other content becomes worthless. Or they just have zero differences and people just stick to one thing anyway. Are there still Serious Sam games being made? I thought that franchise has been dead for a decade or so.
Yes, Minecraft's big thing are apparently pandas, but it has had this problem for a while. Before it was polar bears and before that rabbits. None of it is really doing anything, it just is more "variety", without actually improving gameplay in any way. Well, there was some controversial changes that made things worse, but beyond that...
That sounds like quite the promising idea indeed. "How to play E1M1: Load up E1M1. Look around. Like the level? Feel it is too brown? Load up the console, type in "map e4m7". Congrats, you won the level and get to see blue now."
It really is sad to think Doom and Quake are thought of as non-linear, especially the non-deathmatch levels. As chaotic as these games can get, they really have nothing on the amount of routes and directions you can go in something like Thief. Though I thought nonlinearity would be something kids would still be used to, I thought sandbox games had nonlinearity.
Precisely. I could do it much later and much longer than anything else we could schedule, so a lot comes down to your own schedule and if you say a time I am at work.
Quite true indeed, my gripes with DOSBox are pretty much the need to automount if you want things set up properly due to the bountiful number of target line info. That ends up resulting in me always loading up the wrong program as I have to remember what I even loaded last time. It is much simpler just to load an application and have it actually use your hardware, as opposed to being highly limited. It is quite the frustration to be so limited on Quake's DOS side when my hardware could play any game with ease.
Nods, a lot comes down to if you can eventually get it working with workarounds or are you always dealing with some flaw. Is the workaround stable or can you not trust it to even work? Those types of things are reasons to rely on VMs instead, since there you can mostly guarantee it will work.
Not really, though I guess I could always make my videos into multiple parters instead of trying to rush things. I rather not rush such things and butcher something I should be enjoying. Now I feel miserable for all I already butchered, all that I can never restore. I ruined a bit of the world and can never revert it. I hate puzzles.
Woooo, finally - I'm on vacation. Yeah, I am devoting some time to take care of a bunch of chores that I had been postponing for a while, including a visit to the dentist (wisdom teeth are tricky business), but aside from that I am as free as a bird. Soon we can start planning stuff - keep an eye on that Discord ;)
Heh, in early CoD games, the general rule is to get a German gun... cause you're fighting Germans and they have to carry ammo for those, right?
E4M7 isn't merely blue... it's azure!
Oh, compared to most modern shooters, Doom and Quake are pretty non-linear. And that's without considering the lack of an objectives marker to tell you where you have to go (the horror!).
I suppose many of the frustrations originate from using that weird thing, Daum. The SVN version is pretty good even when I slip into that crazy perfectionist mode - they even fixed the screenshots function lately. And as I keep tinkering with virtual machines, I learn a lot of new things that can be useful for both of us in the future. Plus, I am achieving a much deeper understanding of those old operating systems and how they compare to one another. This could also be useful, since we might have to switch back to Win 95 after the apocalypse :P
Wonderful to hear, will definitely be nice if we actually get to do some things. My Discord is always around, if I am up I usually see it.
Weird, I thought Germans just fired blowdarts or something. Learn something new every day. German guns take ammo and they likely have ammo for them on them.
And it causes agony! It is so much azure it just is painful to even be around! Does the level exist when it is loaded up? Lesson of the day, there might be a possibility of nonexistence for stuff in Quake.
That is what bugs me. When I see Doom or Quake, I feel like I am looking at games that I am admitting are a bit linear but in Quake's case is still enjoyable and isn't really the problem in Doom. Sure, there is a bit more nonlinear like E2M2 (which might be somewhat closer to the still somewhat linear Thief 1, which is nowhere near the craziness of nonlinearity you get in Thief 2 that would make me pity any modern shooter fan. At least Thief 1 has a relative route to follow that is probably the best to go, depending on the level Thief 2 gets mind-blowing, especially with a bit of inventiveness), but a lot are goal-oriented with a particular route necessary to reach the objective. There are real alternative paths in E3M2, there is a pretty designated route.
Well, the lag might be due to Daum, yes, but the fact of the matter is that it is always loading up one program unless you don't use the autorun. That might be fine for running a normal program, but Quake has shortcut lines for memory as well as a couple other things. Plus you need to mount the audio drive. Needless to say, something you want to autorun, but then have the frustration of forgetting what you last had it set as. You know, game distributions often come with their own portable installs of Dosbox, how do they do that? Could I just set up a designated shortcut for Quake?
Hey, that is exactly it, you are quite useful for virtual machine and DOSBox trivia, so I am relying on you to help get things functional so I don't rip my hair out in the meantime.
Batteries are almost recharged. It's amazing how quickly the lack of stress can make one feel better. Even the cold doesn't feel so harsh lately.
See, that's the Hungarians. They have blowdarts. I know it's easy to confuse them :P
There should be more color-themed levels, I think. Maps like "Crimson Carnage", "Green Grief" and "Yellow Yearning". That will show those critics who say Quake is too brown!
People often cite Doom's E1M7 as an example of non-linear, though E2M2 is a good pick too. Then there's also Doom 2's MAP15 and 19...
That's really weird. DOSBox generally has to wait for user input and do nothing, just like real DOS does. So, what kind of program does Daum load up? Yes, there are some customized DB packages distributed with some games, though I think this is done through automated commands in the config file (and a shortcuts that makes DB use that specific config file). There has to be some reason why it behaves like it does.
And we wouldn't want you to be bald, would we? Many movie villains are. And you're already established as a menace, which will make things worse.
Sounds quite wonderful how quickly you restore yourself.
Hey, it is hard to tell these weapon types apart :P
Hmm, "Repugnant Ruby", "Grotesque Grey", "Pathetic Pink", and "The Color of Shit with A Worthless Description made by BIGTITS69 of the Quakelab" definitely could fit as Quake levels.
E1M7 is actually relatively linear from what I recall. Sure, there is a more open middle section, but you open one key to get another designated key in a mandatory route with often the only side areas being secrets (so no nukage path) or just small dual areas linking up to the same location.
Regular DOSBox has it too, the autorun functionality through a configuration file. I am entirely lost, I didn't say I didn't know why it behaved the way it did, I was trying to figure out how to designate a specific config for a shortcut.
Aaaah, despite the bad surprises and the, ummm, technical difficulties, I think we accomplished something last time. We adapted to Player.me's betrayal pretty quickly and have a working solution. I think we can play the game the way it is, even without higher resolution (them onitor's aspect correction helps a lot), so it's not a big issue. Playing is still viable. And we'll polish things as we go.
We could try streaming one of these days too, if you're in the mood - if you know of a time when it will be convenient for you, we can try to schedule something.
Happy first of December. I remember that as a kid I imagined the world was at a point of decay in the year's final month, before being renewed in January. Like a creature that is about to die, only to rise up again, beginning the cycle anew.
Hmmm, I think there was some way to make DOSBox use specific config files through shortcuts. I'll look into it when I get the chance and tell you what I find out.
(sigh) Well, we can probably try again at the end of the week, assuming my cold goes away by then :(
Yup, it just had to happen right when I was supposed to rest (and was happy about it). And it came with a special bonus - sinus pains. It feels like a red-hot drill is being driven through my face. Good thing I have some painkillers on hand, these things are the only thing that allows me to catch some sleep. And my vision seems to be darkened for some reason - I have turned on all three lamps in the room and it still seems darker than when one lamp is on (when I'm healthy, that is). And the colors on the monitor seem a bit off.
The good news is that this is a supposedly "quick" cold, so it should be gone within 2-3 days tops. I'll do my best to be in shape on Friday.
Feeling a bit better today. I know how susceptible I am to respiratory infections, that's why I always keep a little stash of medications at home, so that I can react quickly, if the need arises. And this really helps :)
Heh, I used to go partying as a student but nowadays it's a pretty rare occurrence. I'd have to go out with someone, but there are very few people who'd actually remember about me. But I'm not really bothered by this, since I am quite introverted.
Hmm, I guess the cold wasn't enough, cause I also got some "great" news from my dentist. Let's just say I'll be having a root canal procedure next week... have mentioned how much I dread dentists?
Aaaah, first day back at work. Rather an anticlimax after all the craziness we cooked up, eh? It was a pretty quiet day. In fact, there was a whole hour when we did literally nothing due to an unexpected power cut. Almost fell asleep :P
Having experienced Q2, I see it as a series of challenges assembled by some demented extradimensional mind to torment random humans who get trapped within. It's like a proving ground for heroes... but in colors that invoke thoughts of puke and acute intestinal disorders. And it also doubles as a trip to one's childhood memories, a reminder of the decrepit solitude of school life or the inevitability of death.
I pity the unlucky person who'd play my levels 20 years from now, especially if they come across those nasty early attempts that you played some time ago. They will partake in a ritual of sorrow everlasting, flowing from the dark recesses of a long-dead heart.
BTW, big day today - Doom turned 25. And since there is an "anniversary episode" thing going on these days (Quake got that unofficial mappack and Duke 3D got an official fifth episodes from some of its original designers for its 20th anniversary) John Romero announced he is making Sigil - a fifth Doom episode that will be released in february next year and distributed as a free mod, though there'd also be a luxurious boxed version with extra stuff inside (costs $166). I'm actually curious to see what it will be like - Romero released a couple of Doom PWADs over the last few years and they were pretty well-designed. And now he's cooking a whole episode of 9 levels. Is it a coincidence that it's named just like the Quake Beta 3 equivalent of Runes? Who knows...
Quite mundane it sounds like. Hey, at least we got some time in before you went back.
That pretty much sums up Q2 actually. A place for people to be made heroes by enduring the vomit covered walls and mental anguish of the past.
Well, I imagine that person 20 years from now will be even more insane and thus find your levels an amusing exercise in self-mutilation. Hopefully you will be around in 20 years and can contribute to your own dedicated page. "Vorknkx is a level designer" isn't enough, we need "Vorknkx is a level designer who has a face of a God and the chiseled chest found only in the days of the Greeks. He kindly gives the grace to let people worship him. He also made some MS paint porn involving Quake and thus has attained a status of one of the most important fan artists in the community." with about 50 examples of stick figures having intercourse.
Sounds intriguing indeed. Doom was always the one Romero clung to the most, so seeing him put this much effort in to another project is intriguing. Now you just have to wonder why none of the original designers have made new Quake levels. Of course, if they did, I would of course not touch them anyway since they aren't part of the holy year of 1996.
It is a sad world we live in, if we have to do mundane stuff instead of play puke-colored maps :P
Q2 is just a warm-up. I believe the real craziness will start once we get into Aftershock stuff, especially the test maps. Ever tried synchronized drowning? Well, you couldn't without a partner, but you will some day soon!
You're not far from the truth - I am reputed to be handsome, heh heh. As for maps, I want them to tell stories. Weird stories that are best left untold, that is.
It's nice to see some new content, though the ambiguity surrounding their canonicity is a bit unpleasant. There are many opinions about whether that bonus episode for Quake's anniversary is official or not, and now there will probably be debates abouyt Sigil as well. Being made by Romero would probably tilt the scales towards it being considered official or at least "B-canon" of some sort. We'll see.
The department party is tomorrow, and luckily I don't have many tasks related to the organisation, because most stuff was done while I was away (heh heh). There was some stress about changing the place in the last moment because the initial choice was not suitable (small space + it was located in a very inconvenient part of town, which is mostly an industrial zone anyway).
Precisely. Why work when you can play Q2 endlessly?
Oh yes, we have plenty of stuff to check out and mess around with. Plus I imagine you don't have gripes replaying stuff. Needless to say, the server is live, will be nice to play some more.
Those stories will only be told when Wikia pages have been made and you get really drunk.
You are right, the ambiguity does not help in the slightest. Quake's anniversary I do not consider canon at all, it is as fanon as the expansion packs were, both may be endorsed by the company but had nothing to do with the original team. Sigil on the other hand I would consider canon because it is made by Romero, who is responsible for a good chunk of the original game. Sort of like a retroactive addition, like Ultimate Doom was for Doom. Still not as many years apart, but that still was a few away from Doom's original release.
This is a benefit of mappacks withouit a clear structure or a plot - they cna be played infinitely, as an eternally looping pocket universe that one cannot leave. Sounds like the dream life, eh?
Sure, I generally don't have gripes... except about replaying Episode 2. Not that I hate it, it's just kind of slow and exhausting. Which is why I always feel happy when I reach E2M6, knowing that I am close to getting that Rune and leaving.
Most people get crazy when they're drunk. I am kind of the opposite - I start becoming normal when drunk. Strange, huh?
Well, the Quake expansion packs were sold (and still are) as official id Software products, so I think they are at least partially canon. It's hard to say, since Quake never really got a real sequel. Quake 2 got a sequel and it also seems to disregard its expansions. Especially the ending of the second one. And then we have Heretic and Hexen - their proper sequels also seem to disregard expansions, even though they were made by the same team and are fully expected to be canon. (sigh) FPS mission packs were a strange animal back in those days. Even worse, sometimes a game could have a CD version with extra levels (e.g. Corridor 7) - does that count as an expansion? Are the CD version levels canon as well? Arena's CD version didn't have new levels, but it changed the ending cinematic, so is General Warhaft a canon character or not? What a mess :P
Precisely, maximum replayability. With no defined ending, that means the battle wages on!
That pretty much sums up how I feel about Doom in general. It is absolutely exhausting to play, everything feels so time consuming and dragging. Episode 2s of pretty much any game tend to be the worst. Doom's Episode 2 is pretty much what I remember as "the long drawn out episode that feels like a headache with that good boss ending". Episode 3 maps tended to be a lot more fun. Duke's Episode 2 is pretty much the main thing I remember when I think of Duke, Episode 1 and 3 had nice humor and places to explore, but Episode 2 was such a nightmare that it became hell to endure that mess. Heretic was pretty much a boring slog, but Episode 2 in particular was pretty much just constant water or lava navigation. Hexen's second part was the most nightmarish, that button puzzle managed to be an absolute headache. The city part is pretty much the most annoying part of Doom II due to the engine not really being well designed for it.
And Quake's Episode 2 is just lengthy towers. Episode 1 had a wide array of variety and each level had some key landmark. Twillits, Chthon, one of the most notable Terracotta levels. Episode 3 is pretty short, but darkness and Lava works quite well, and the shortness helps prevent the levels from getting tiresome. Episode 4 is absolutely groundbreaking, it had very good design in terms of openness, making it the most fun to play in coop, plus I am one of the rare insane people who actually enjoy the Spawn. E2M1 is probably my least favorite of the idBase levels, an easily skippable level without the outdoors areas or the unique stuff in E4M1. From the Crypt of Decay on, we just are constantly working up vertical towers in a sort of repetitive pattern that quickly gets old. The Dismal Oubliette is fun, primarily due to how legendarily evil it is to Shotgun start for me, but otherwise there just is nothing that draws me like the others. Of course, unlike the others, I find Quake a good game and thus find even these levels to be rather decent. Now what is a slog is the Aftershock Toolbox levels, some of those are just plain groan worthy, especially the one so bad it doesn't even work outside of DOS.
I guess you just need constant alcohol in your system then.
The way I see the Quake expansions, they were treated like Final Doom. They were sold as products, sure, but they were just glorified expansion packs. See, the problem with both of them in my eyes was the lack of Lovecraftian lore. The original game was focused highly on trying to weave together a game based highly in Lovecraft, something the expansions just don't offer in any way. With Quake, it is very easy to disregard plot and thus make your own canon, since it is as barebones as a porn film.
You are quite right, canon is just something people didn't really respect back in the day. It feels like as we have gone along, there has been a focus to a lot more seriousness here. Remember the Golden Age of Comics? You don't need to read a single one to get what is going on, since they have zero connections with each other. Then suddenly the Silver Age happened and Marvel started offering continuity, except that it often took liberties and even the team admitted to basically just doing whatever whims they had. Remember the 80s? Star Wars stuff came out, but it had no expectation to have any serious ties, same with the Terminator comics and anything else. Then the 90s happened and suddenly things became more serious. And since then we have just been building on that, making things all the more serialized and connected to one another. Oh, there were always exceptions to the rules (for every Quake and Unreal to an extent, there is Thief where you MUST play the games in order to fully appreciate things due to 2 being the natural continuation from 1 and continuing a lot of those elements without holding people's hands), but it has been a natural build up.
And if we play the evergreen "I Must Break You", we can replay the same level the moment we beat it. Genius!
I think you are onto something with your observations. For many years I have seen a trend in many old games - the second episode tends to be darker and grittier in tone than the first (usually shareware) episode. We had this in Wolf 3D, where Episode 2 has the mutants and generally takes place in a decaying and rather depressing castle, we had it in Doom, Duke 3D, even Quake, where the whole game is dark and gritty, actually, but E2 somehow manages to be more depressing than the others. Sometimes these second episodes are a slog, other time not. There are many more examples for this phenomenon... Doom's second episode can be a slog too, though I enjoy the idea behind it - human bases that are slowly being twisted and altered by the encroaching demonic corruption; a fusion of the visual styles of the other two episodes (sci-fi base & infernal gothic). Contrary to most Duke 3D fans, I generally tend to like its Episode 2 as well - mostly because it stands out from the rest, level design is a bit more abstract, not focused on recreating realistic locations like most levels in the other episodes do. It is also the episode that is closest to the more dystopian/cyberpunk aesthetics of the previous Duke Nukem games (the two platformers). Anyway, this Episode 2 trend seems to disappear in the late 90's. But what is causing it? Is it some kind of attempt for a mood whiplash after beating the shareware episode (the "poster boy" of the game), an attempt to raise the difficulty... I don't know.
Yeah, Quake's first episode benefited from being the shareware one, so it had to look nice, have variety, and be attractive to prospective buyers. E3 is pretty dark, but not in the depressing way E2 is. I am very fond of E4 as well, it truly has this feel of a highly malevolent ancient civilisation that you are exploring.
Eh, I am quite okay with being crazy, so I wouldn't mind staying sober. My colleagues tried to get me drunk last night but (expectedly) it didn't work and I barely felt anything. Bulgarian parties are known for two things - lots of stuff to eat and even more stuff to drink. If the table's legs aren't bending under the weight of all the bottles and glasses, then there isn't enough to drink :P
You know what Carmack said about having a story in a video game. Doom and Quake are both embodiments of this philosophy. Quake 2 seemed to try to have a little bit more plot going on. And then Quake 3 is multiplayer-focused and whatever "story" it has is just manual filler for the few geeks like us who actually read this stuff. Quake 4 followed Doom 3's lead, so it is noticeably more story-driven than any other Quake.
Another thing about canon - developers sometimes decide to modernize it and start making retcons... which can be annoying, if you happen to enjoy the old canon more than the new one.
Oh, several of the Aftershock Toolbox levels are the same way, so quite fun.
You are very right, there is a very depressing atmosphere, almost dead and hopeless in Episode 2. And they tend to be lengthy slogs. Duke's Episode 2 I found mostly annoying due to the maze-like vents, the lengthy levels, and the need for jetpacking frequently. As for the purpose why, that is a good question. It is pretty consistent, and yet it doesn't really seem like something we have a great answer for. Possibly it is due to positioning, the middle piece tends to be the slog and the bulk of a product. It is pacing between the climax and the intro. Not too close to the beginning to bore the player, not too close to the end to be anticlimatic. By being in the middle, it is just that dull portion that you work your way through to continue to greater content.
Episode 1 had plenty of variety, had things the rest of the game did not, and is definitely memorable. Episode 3 has E3M1, arguably the best of the idBase levels. Much like E1M8, we got the gimmick of E3M5. E3M6 is a wonderful level and quite a grandiose ending. The Haunted Halls is claustrophobic, but also manages to flow rather nicely. I think a lot of it has to do with horizontal exploration. Episode 2, you spend a lot of the levels going in circles. E2M4 is essentially going around in loops. E2M5 even more so. E2M6 you constantly are going back to an area. Even E2M3 has you passing by a central bridge a couple times. While definitely something Doom couldn't do, it isn't the best choice of level design for the reason that you end up feeling like you aren't making any real progress. Then again, Episode 3 does it as well and I don't find myself bothered with it as much.
Sounds like a lot of fun.
Nods, exactly, as games evolved to have more story we kept seeing games include them more and more (except for Quake 3, which was following the odd craze of the end of the 90s for multiplayer only action).
I know what you mean. They start changing the entire story around, devaluing it by simply retconning something. Head canon is really the best thing you can do.
Dental troubles almost over, just one more visit and we'll hopefully close this unpleasant chapter of 2018 ;)
You know, the typical shareware game consisted of 3 episode, and being right in the middle made all those Episode 2's prime candidates for slogs. There were a few titles with four episodes, though this whole dynamic was usually preserved and Episode 2 was the darker and edgier in tone (and thus more likely to be a slog).
Heh, I think I mentioned during our co-op about the relief I felt every time I started Episode 3... cause that meant Episode 2 was finally behind me and I was halfway through the game, looking forward to some nice maps and battles ahead.
Fun story - today we set the record for fastest employee runaway. Our previous cleaning lady got promoted and moved to another department (she is a qualified veterinarian, after all), so we hired a new one. She came and worked normally yesterday... and this morning she just came, handed me the big bundle of keys, mumbled a quick "So long and all the best" and left, never to behard from again. She lasted exactly one day on the position. Oh wow.
Sounds quite nice to get free from all those troubles.
Very correct, a lot has to do with the middle portion just being made to be the slog. It was the portion designed to last a bit, not the climax and not the beginning. In a way, most things are sort of destined to become a slog in the middle. Even outside of Episodic games, usually you get that middle point where things just slow up.
Fair enough, Episode 3 is probably the weakest one in my eyes, at least for coop reasons. Less openness, less ability to really separate and tackle different objectives. It has some nice levels, but is almost too linear for its own good in Deathmatch. Singleplayer-wise, Episode 2 is the weakest easily.
She really was desperate for a one day gig. Apparently cleaning was too much for her.
And right on time for the holidays, which (as I mentioned) typically revolve around obscene amounts of eating and drinking. And I'll want to have all my teeth in top shape for that!
Oh yes, I have observed the slog phenomenon in many places, even when there are no clearly defined episodes. Curiously (or not) sewer levels are prime candidates for slogness because it's so easy to make them unnecessarily long - just keep adding more tunnels and pools of brown muck. And don't forget to also thrown in soem swithes that have to be activated in a certain sequence to open that tiny door on the other side of the map. Vehicle sections can be sloggy too, if not done properly. Even the famous Half-Life has its "On a Rail" chapter (which is a little like a vehicle section, though not exactly) and it's a horribly prolonged slog, one that can easily kill your motivation to play. At least its final part is decent, like an apology for having endured this chapter.
I suppose American McGee likes linearity? But his Doom maps weren't very linear, though, so maybe the engine affected his mapping style. Can't say for sure. Yeah, it's pretty claustrophobic, which isn't nice for players that use explosives recklessly, heh heh :P
Cleaning is the main part of the job, though she also has some other duties, like sending and retrieving mail. It's a large and maze-like building, so even something as trivial as delivering mail (or bringing stuff to and from people, as a whole) turns into an annoying chore and is usually relegated to the cleaning lady. The previous one also helped quite a bit with the registration of the new freshmen - something that she wasn't required to do at all, but did anyway. It was nice.
Hmmm, PAK0.PAK page... not sure if we really need that, but if we do, it definitely shouldn't look like this. It could feature some technical stuff, like a listing of what it contains. But then we'll need a page for PAK1 as well. The whole thing reminds me of this.
Unreal sort of gets like this. Has a great beginning and an amazing end. But then you got stuff like "Dasa Mountain Pass", where they decided to just make a level with almost endless respawning waves of enemies in sealed areas, something which just makes no sense when compared to the rest of the game. That level tends to last ages and just be miserable to work through. But then you get past it and reach a series of absolutely amazing content. And then you have stuff like the ISV Kran, which also takes ages to complete and reminds me a lot of Doom 3's Alpha/Delta labs in how it is segmented into multiple parts just due to how long it all is.
Even both Thief games have it. Thief Gold is pretty much infamous for mostly including slog levels, the real redemption is because it also includes possibly the best level in the game (the original version didn't have many slog levels outside of a level ironically most love, but I just find a nuisance to work my way through). Thief 2 is almost nigh perfection, but then has a pair of levels near the end that is exactly this, lasting forever. You can always tell a slog level as everything looks the same, nothing really eventful happens, and yet there is no quick way through it.
I think you will find American McGee focuses a lot more on atmosphere and thus feels it can work stronger if the experience is dictated by a mandatory route. His stuff is more about the world-building than the actual levels. Claustrophobic natures, darkness, all of that is standard McGee. You will probably find Doom was actually the one with the limited engine, it was one he created levels for, but not really the atmospheric style he really clung to later on. The lack of dynamic lighting and just the mentality of the game probably wasn't his particular style.
The madness of the maze probably didn't help.
I was debating that one as well. Shareware as it has been known has always redirected to Episode 1, since that is the shareware Episode and there is barely any difference between the Shareware and final release. PAK0 almost pretty much belongs as a small sentence there, maybe with a redirect. Except maybe having a separate page for Shareware would be better, not really sure. It is one of those pages I just won't care about, too much of a technical focus, and I prefer focusing on stuff found inside the game.
The holiday season is beginning and I am currenlty planning how to distribute my time (mostly between being at home and visiting my folks). There will definitely be some time for servering, if you're in the mood, I'm just not sure when exactly that will be. At some point next week and the week after that... we'll see.
The work year ended with some good news - our university was ranked top in veterinary medicine (for the whole country). That won't make much of a difference but it's still nice to know all that hard work paid off in some way. And this year was quite crazy, especially with that anniversary thing that consumed countless days of preparations.
I'm finally back at home - it was nice to remember my old room and familiar surroundings... but at this point I love my current home more than anything else, so I feel pretty good to be back, sitting in my chair... I changed my mouse because it does a weird thing when it's cold and it's very annoying. The other one is slightly slower, but it's tolerable. Perhaps I would feel more comfortable playing Quake with it.
And speaking of which, we could have a couple of opportunities to play together during the upcoming week, if you're in the mood ;)
And, of course, Happy new year! Yeah, we may be frozen in 1996 around here, but the rest of the world is still in a hurry to keep going forward in time. Why they need this, I can only guess...
Fair enough, I have become quite busy lately, often staying hours later and I know how you were often staying up late as it was. As you have work now to attend to, that makes things somewhat complicated, since late at night would be the best time for me.
I know what it's like to be in a busy period - feels like a race, and there isn't really a reward for winning. The good news on my end is that I have some extra time off as a compensation for having to go to the office a few times during the official holiday period. So perhaps late at night won't be such a big problem. We'll see...
The reward is not getting fired. Plus, I get to say at the end of the day that I designed something, even if it can be an absolute nightmare to come up with some of the specific designs. It feels like what most databases are actually a lot simpler than the system I am making, primarily as mine is made to run an entire company and has a lot of automated processes.
You know how everything seems to be fine and then life suddenly punches you in the face with brass knuckles on? I am having some strange hardware issues - the hard drives seem to have become extremely slow for reasons unknown (can't see if it's just one of them or both). The CPU appears to work fine, programs work at their normal speed, but everything takes ages to load. I waited for 10 minutes before Windows started.
I don't know if I can figure this out on my own, I might have to take the whole PC to the hardware store. The IT guy there is a friend, he will do his best to help me.
Right now I'm so glad I make regular backups of everything important...
I'm back... indeed, my second hard drive has a problem - weak sectors, which will probably turn into bad sectors eventually (this describes the symptoms I experienced pretty accurately, especially the very slow file access). It works right now, the PC is fully operational, but sooner or later this hard drive will have to be replaced. I'd arther not wait until then, so I'll start looking for a new one as soon as possible, hopefully to get it before the middle of this year.
The really annoying thing is that it's very unpredictable - there is no way to tell when it's going to fail again. Like the IT guy said - "it could be after 2 weeks, or 2 years, or even more".
Ironically, the cheap generic hard drive of my 14-year-old laptop works perfectly after all these years. A bit surprising, considering the heavy usage it was constantly subjected to.
So yeah, it will most definitely have to be replaced buy the end of this year. I'm really glad the system drive is not affected - imagine the hassle of having to reinstall Windows and all the other programs I need. As for the D: drive - everything can be recovered quickly and easily from my backups, so I am not that worried about it dying.
Nods, definitely not an exciting thing to see. Good to see a bit more info about it and know that slow file access does indeed show a hard drive is close to end of life.
Well, that sounds scary. So you can run a chkdsk repair to fix it, but then it could come back at any time, or might not come back at all.
That is quite interesting. Usually you would think a cheaper, lower rated product would probably perform worse. Of course it all depends on write limits and whatnot, but usually that is why things end up costing more of a premium.
That is indeed good to hear, the main drive dying is always a stressful thing. I definitely don't enjoy the process of setting up Windows. One big reason why I tend to stick on one particular drive, I will stay on it as long as I can just because swapping is such a strenuous task. Sure, you get the files, but most programs need to be installed and registered in Windows, so that essentially means redoing everything.
I've been thinking and I realized that I could turn this negative situation into something good. I am most likely going to get a new HDD within a few months and use this opportunity to get an extra upgrade too - like a new video card. I've been considering this for a while, but never went through with it because it never was urgent (I play mostly older stuff) and I was reluctant to go through the whole hassle of disconnecting the PC, taking it all the way to the store, waiting until the work is finished, then bringing it back and reconnecting it... but now I am going to endure the hassle anyway, so that would be the best time.
Yes, my interest in modern games is quite minimal, but there is a Wolfenstein I haven't played yet, plus a new Doom is on the way. These I can be interested in :)
The uncertainty is the worst aspect of the whole situation - it could be years before something goes wrong... or it could fail tomorrow. I would hate to be constantly nervous about this, so I won't postpone the upgrade for long. The end of March could be a nice time to do it - just in time to count as a birthday present.
Today there was a longish power cut at work - we used this time to put up some curtains. Normally not a hard thing to do, but it's very hard to climb up there because the furniture blocks nearly all access.
Hey, you know me and my insanity when it comes to upgrades. I don't regret one yet either, I am quite glad to be able to have the power I have to record. Once 4k becomes slightly more viable, I am probably going to be one of the only people recording Quake maps in 4k and able to stream in 4k.
Nods, that sort of surprise isn't fun at all.
Work for me has mostly just been working on a database. We are getting very close to actual deployment after a slow period for the last two years or so, so now I am often working overtime just to get all the necessary changes done so I can get to the next batch of changes. Quite involved when you think it hasn't even been two weeks yet since I started really working on the database again and we have already gone through plenty of redesigns and added features.
Oh, I love upgrades too. After 10 years with an old laptop, whose horrible video card could be challenged even by something as old and simple as GLQuake (!), I definitely feel I've earned a major break from low framerates and low settings. The only thing holding me back from upgrading moreo ften is my laziness and reluctance to go through the whole process. I had to be backed against the wall by a messed-up hard drive to finally get around to doing it. And I do want to check out that new and glorious Doom Eternal that is (maybe) coming out this year. I could get the 2016 Doom running mostly fine with my current setup, but the new one will definitely require an upgrade. No way around it.
I'll be doing database work too - we have a data export coming soon, probably in February. But the real major thing is an upcoming accreditation visit. There will be lots of stuff to translate before that, so I'll definitely get involved. On the plus side, I've been working at the university long enough to finally be promoted to "senior expert" (was junior up until now). I guess I'll have to grow a white beard now, to emphasize my seniority, heh.
Definitely true, the upgrading process is stressful to say the least. Every time I do it, I end up regretting it during the process, and only go through with it since I already bought it. Of course, then it is all set and I love it, but that process is quite the headache. Especially in a case with a glass cover, a lot of sections to unscrew, and a mess of fan connectors. Essentially you are redoing the computer every time you put it together.
Our system is designed to swap over database versions while going offline as minimally as possible, the one difficulty being that it is essentially exporting to a whole new database and one blip in the script can result in lost data. That is probably the hard part, the fact that half of what we do is very unorthodox and specific, I am essentially trying to make it perform exactly as desired to ensure the most user-friendliness and automation.
I am not brave enough to performa major upgrades myself. I am pretty clumsy anyway... and I don't want to mess something up. Now, when it comes to the software part, I want everything to be done by me - every little detail, from installing the OS to adjusting all the minute settings here and there.
I wish I could have a little more automation - we'd save a lot of time doing repetitive and utterly boring things, like "promoting" 900 students to their next academic year. One by one. Can't even count how many clicks it takes. I suppose the developers never really thought that this work would usually have to be done by just one person. And that particular person will probably be busy with other things as well during the day...
Summarizes me as well. I am terrible with physical components; luckily I work in a place with a lot of technicians and have a father that knows how to put things together. He considers it bonding time, so it works out well.
Sounds like something that could have been done automatically indeed. Just detect the current date, when it hits a certain time just jump the students up a year.
Reminds me of that one time when we tried to fix one of the broken keys on my old laptop. It was all very small and delicate, and there were no spare parts... so it was pure improvisation. I remember we used a small piece from a sewing needle, as a replacement of a small metal thingie that had broken off. And we succeeded - the key was fixed. Eventually it broke down permanently, but it was still a nice small victory that bought some extra time.
Indeed. There may be some students that don't make the jump for one reason or another, so they could think of some way to put all students in a list and allow me to check boxes, thus altering only the ones that need to be. There are several ways to approach this and they all sound better than entering each individual file and altering them one by one... so tedious.
Nods, quite fancy indeed, I couldn't hope to get such a thing working.
Precisely. Just make the field user-modifiable, give a list of the ones to change, and it would be a lot quicker than having to change it for everyone who did pass. After all, most students pass. Unless your school is that brutal.
There's officially a flu outbreak in town and the schools are closed down for a while... but universities aren't affected by this, so we keep working (it's exam season, after all). The good effect of this is that traffic is very calm in the morning without all the kids and parents going/driving to school. And keep in mind that it's not a very harmless kind of flu - there have already been a few fatal cases in some other towns. The greatest danger of the flu is the complications it can cause, the worst of which is pneumonia.
Believe it or not, Quake 1 is in the spotlight on social networks - a lot of id Software fans are talking about something called "Quake v1.5" - some kind of mod. A mod of a mod, actually, since it's an addon for the Darkplaces source port. From what I've heard and seen, it's an HD mod of sorts, adding hi-res textures, models and some new stuff too (new maps even?). At any case, this seems like a too modern thing for the likes of us, hah!
They also made a modern renderer for Quake 2 with raycasting - some fancy modern technology for realistic reflections. This had an amusing side effect of reflecting the player's viewmodel from surfaces... so you see the reflection of a disembodied flying hand holding a weapon. That's pretty unsettling.
Another week begins. Our central admin is planning to make some video about the university and today they called me to provide them with the best logo of our department. Good thing I keep an archive of such things. I hope this thing doesn't take too long, like that infamous photo album that was supposed to be finished in October. We haven't seen it yet...
Heh, everything beyond 23:59 on December 31, 1996 is too recent for us. But hey, it's nice to see there is still life in the community, that something is being done. And even better - it's usually good and meaningful stuff that's being done. I've watched some videos of mods for other games and some of them were too horrible to describe.
Well, the database has slowed up again as well for me. My job has a habit of starting with nonstop speed, then just stopping for long periods, before I need to redesign it. Usually people are always asking me when it will be active, been asking since 2016, but sadly I can't offer more answers than "when the boss says it can be deployed". A bit of a limitation of micromanagement. But the benefit is I get lazy periods and less pressure.
Quite such, the best news is just that all the stuff being made today will be stuff I one day may reach and tackle. It just means that I am not running out of content any time soon and thus being stuck with boredom, since I have the problem of just having limited tastes.
Mods are a really mixed bag. Some will make features that should have been part of the game and gain a lot of memorability. Then underneath that is a slew of overpowered resources that make the game so ridiculously easy you really have to wonder who the target audience is. I usually assume someone who mods the game is a veteran experienced at least to some extent with the original game. And yet this is the mindset in EVERY game. Skyrim will have a million powerful weapons. Quake will have a million powerful weapons. Minecraft will give you some more powerful resources you can easily grab or make the resources less rare. It feels like the community just actively wants easy. That is why the server is nice, collecting the mess of stuff that is actually harder and well balanced is nice.
Similar stuff here - I am polishing up the database, tying up loose ends, updating what's necessary. But since we still live in the paper age, I also have to deal with the big books and some other stuff that could so easily and elegantly be made electronic. (sigh)
I supposewe should be grateful that Quake mods don't have talking NPC's and custom music (yet) cause that's one of the greatest source of horrible stuff, at least from what I've seen. When one adds custom music, it absolutely has to be earrape, with a high potential for causing headaches and even strokes. The only thing that could be worse than that is... voiced NPC's. Especially if they were voiced by Russians :D
Since that new Quake mod is becoming fairly popular, maybe there could be an influx of people here, intending ot add info about it. I just hope they don't go messing around with other pages. That will surely spoil your mood.
Nods, there is definitely a massive gap there for most people here. Some are relatively unreliable with technology. Being on the cusp of technology means you get varying skill levels.
All the highly praised stuff for Thief is like that and is one of the more bothersome things about them. Nobody can imitate the main character's voice, so why try making him have conversations at all? Actually, scratch that, why do we have long drawn out conversations? The original game barely had the player interacting with others and you always remained in control, yet now all these mods require you to sit and watch a literal cutscene. You know, while exploiting glitches and calling it "challenge" because you save-scummed every 5 seconds. Ghosting in Thief is one of the worst challenges out there and yet if you are serious about the game that is what people expect you to do. There is a reason there are no Iron Man ghosts, because they are impossible, all you really are doing is save-scumming to get the best possible outcome each time and calling that skill.
These people are just recording their voices. This means you often end up with hissing, noise, or other artifacts. So even when you don't do something too bad, it ends up being too jarring.
But off my rant, yes, custom stuff usually starts getting gimmicky. ESPECIALLY as you get further away from the original year. People want to push the engine, so that means seeing how many complicated scripted scenes you can get in there, as opposed to actual good gameplay.
Oh goodie, we definitely don't need people trying to mix the canon of this new thing with the original game. Well, at least there was little problem with Episode 5, so hopefully this will go over as smoothly.
I'd love it if more people started using the technological solutions - it would reduce my workload a little. There is a catch, though - guess who'll have to train everyone else to use the technology. And also who'll have to rush to the rescue every time someone has a problem ;)
Hey, nothing says "high class content" better than dramatic dialogue (or even better - monologue!). The modern game character has a lot of baggage, probably a broken heart, often a history of parental abuse or some painful secret from the past that won't stop haunting them. These can sometimes be drowned in booze, but it shouldn't be presented as a positive thing, cause you'd be giving a bad example to the kids. Indeed, long gone are the days when "space marine" was all the background a character needed.
The bets thing about voiceovers - accents. A thick Russian accent can turn even them ost ordinary lines into classic comedy. I'd probably sound pretty funny too, especially since my nose is often congested for no reason.
Speaking of pushing the engine, it was nice to see those rain and lightning effects - I have seen them in other maps (or even Quake-engine games), but I suppose this was one of the earlier attempts. Doesn't look bad, overall.
I hear you are being hit by a very cold arctic wave on your side of the ocean. Be careful while being outside - it would be really sad if you lose some fingers and have to play Quake with your left hand. I know exactly how much this sucks :D
Sounds much like what I am going to be doing, but I have no real problems with that.
Lets see. You need betrayal by the government (holy shit, you can't even trust them!), a lost love suddenly getting in contact once again through a simple letter, and a morally grey villain who blew up orphanages to save a town from a plague. This should last about 4 hours, then you can spend time hunting the maps for Pez dispensers. Note however that it will require a couple patches to get that far, since obviously the trigger required to beat the tutorial is broken and thus you can't play the game for the first few months. You could however buy baseball caps for your character, plus buy to win the game and find everything.
Yes, Russia is one of those accents you really can't take seriously. Sort of like how I can't listen to Japanese music without thinking I am listening to some introduction to an anime.
Nods, it is quite nice to see attempts at some various gimmicks, seeing what the engine can do. At this point they are basic tests, nothing more, but they do show potential as well as interesting design attempts.
Actually, it is relatively warm where I am compared to the cold front. Haven't gotten any snow, worst it has been is 0 F.
You know, while I certainly enjoy peace and quiet, I also enjoy having the opportunity to make jokes when students come in. They usually don't expect it (since I put on my most serious appearance) and are caught off-guard... but then they laugh when they realize my trickery. I like to think of this as a sort of balance - most of my other colleagues are very stern and even a bit rude at times, while I try to focus on the fun side of things. Alas, working with the database offers no room for joking. So I guess fun will have to wait.
Heh, soem guy was recently arguing how the modern Battlefront II remake has started to become better than the original BF2 after a whole year's worth of updates and fixes. And someone came up with a brilliant response - "it took them a whole year of fixing to make a 2017 game as good as a 2005 game was at the time of launch"? Ouch :P
To me, Japanese songs all sound like they are being sung by 7-year-old kids. Those squeaky voices... And that surely evokes associations with anime as well. And we don't want that!
Based on what I've seen in some maps and mods, particle effects are pretty versatile in the Quake engine. It's a pity they weren't used in the original game. The rain is jsut one example of their application - there's also the force fields in Armagon, or some teleporter variations in other packs.
It's been pretty warm around here too - I abandoned the couch and moved back to the bedroom. It's a trick, of course - February wants to lull us into a false sense of safety before March drops something nasty again.
Yeah, I am not really one for jokes, especially not in the workplace. I can easily smile, I have a sort of survival mechanism to unconsciously smile when someone says something that sounds like a joke. Usually I feel a lot worse than anyone imagines. It has been mentioned that I have depression, but I probably wouldn't be working if people knew just how bad it was.
I really can care less about either, obviously. Gaming is pretty stressful. Life is pretty stressful. Environment pressures and yet there is no real escape.
You'll be listening to some edgy Japanese gothic songs and somehow they still sound so optimistic and anime flavored. All I can imagine is just some anime opener. Every Japanese song is some anime opener. And anime is a culture I just cannot connect with at all.
Yes, there is definitely some particle effects, probably underused due to their sprite-nature. Remember, particles are sprites and Quake was trying to move away from sprites.
Hmmm, sounds like you're going through a bit of a rough period. Hey, if there is one thing I know, it's that you can deal with this stuff. And you do it a lot better than many other people who pride themselves with being "normal". And, of course, if there's anything I can do for you, don't hesitate to ask.
Anime seems to be a thing of extremes - people either adore it or can't stand it at all. Few things in life are so polarizing. Only anime I've ever watched was this movie about an orphan that grows up into a merciless assassin. His own family was killed, so he kills to, I don't know, feel better about being an orphan? It's a messed-up plot :P
Surprisingly, sprites were still used in some visual effects many years after Quake 1. And it makes sense, since they are cheap and get the job done when the effect is a simple one. I was recently reminded of an example from Quake 4 - used for a decoration thing that is viewed from a considerable distance, so it's hard to tell that you're seeing flat sprites... it did not elude me, though. I know sprites well enough to recognize them even in a modern 3D game.
The warm weather has one nasty disadvantage - it gives a boost to the flu virus. A few of my friends and relatives got it, so now I have to be extra careful. Too busy to afford getting sick for a whole week.
Been in a lot more rough periods lately, but yes, it is hitting quite hard. And you are right, I will make it through it, the difficulty is just pushing through. I appreciate that by the way.
Sounds quite insane indeed. I have tried quite a few animes. I felt it best to at least get acquainted with such a massive medium in the hopes of finding something to appreciate. The mannerisms are perhaps what bother me the most, the emotions there feel so exaggerated and stressful to kill the entire thing. Yuru Yuri, Love Live, Armitage III, Spice and Wolf, Angel Beats... I just don't find any of it appealing.
You are quite right, sprites exist in some capacity in most games. Explosions generally are sprites, for example, unless you are going for some fancy effect. Sprites just make things easier and thus are the simple option. Same reason more people edit for Doom than Quake.
Oh goodie, especially after all the time off recently, you don't want to be off again so soon.
Everything has a price in life. And the price for not being a construct is that rough periods hit hard and don't go away quickly. So we have no cohice but to learn how to endure.
I can enjoy some of the retro cartoon shows, but the modern stuff is beyond my capacity to comprehend it. It could all be anime, won't make much of a difference, that's how unable I am to appreciate it. The old stuff may seem a little stuff, but at least I find meaning in it.
Oh yes, explosions have gone though a rather interesting evolutionary cycle - they were sprites at first, then there was a time when they tried to make them with actual 3D models (Quake 2 does that). But I think this trend was quickly superceded by particle effects. And nowadays explsoions are various combinations of particles, transparent sprites and shaders.
Yeah... besides, I am prone to complications, so a flu could cause me way more trouble than its immediate effects.
Quite true sadly, I wish I was better at endurance, at least to the point of it not affecting me. I think a lot has to do with the noise levels around me. When nobody ever shuts up and you don't get time alone, that gets mentally exhausting as an introverted individual. The hardest part of my job is enduring people talking. The hardest part of my home life is enduring loud bangs and constant noise due to one of the residents being unable to cope without constant noise. The only escape is going for walks, which I can't do in cold weather without risking a cold, and results in sore legs or getting attacked by bugs anyway. I would be a happier person if left alone more often if I am right. But, as I am frequently told by my family, it is entirely normal to endure bombardments of noise and I need to learn to suck it up. I just don't know how, all it does it make me feel more suicidal.
Most passive mediums I cannot really hold much passion for. I can read and experience comic books, for example, but I don't really hold much passion for them in the way I would for video games. Actual novels are an impossibility with the amount of noise around me as a general rule. Movies and tv shows tend to be difficult to sit through, I never really connect with them and they tend to just be there. Visual novels are much the same, stories just don't do much for me. Video games are my only real way of appreciating things, well that and music, mainly due to the latter holding emotional intensity.
I want to say Unreal did something similar with explosions, making them 3d models. But yes, it seems to have reverted back pretty quickly.
If I get a cold, it doesn't go away quickly, and that of course means less recordings. Which is sad when I am already juggling only being able to record on certain days for only a couple hours with the hope that I don't feel too miserable during those hours. Due to the world around me, I am not given much freedom in regards to doing things that require silence or my attention. Needless to say, even if it wasn't recording, I couldn't be writing up detailed articles on most days.
Perhaps some day you'll be able to live on your own. I know I started feeling much better after my transition - not only because of the peace and quiet, but also due to the general freedom, being able to do whatever I want without weird looks or being asked why. Thankfully, my job rarely requires a lot of interaction with people, only during very specific periods (which means I can prepare myself in advance). I don't think it's normal to endure noise all the time. Even if we ignore the fact that it is a known health hazard, every person should have the right to some personal quiet time. It's one of those things that makes us human.
I can enjoy old movie series, if I know they were an influence on the games I like. I am currently going through the Hellraiser movies - a classic example of great early instalments, and increasingly weaker sequels as time wore on...
The 3D model explosions didn't stay for long, indeed. I suppose they were more trouble than they were worth. Besides, modern particle effects are more versatile, so they quickly took over.
You can always hope that things will get better. You already saved yourself from one Hell (the one with the semi-cousins) and found yourself in a better situation. Eventually you'll make another step to a better life. Patience seems so easy when people give it as advice, and ver hard when you have to endure it, but it's a price that has to be paid, sadly... I was rewarded for my patience, and I believe you will be too, sooner or later.
Nods, it definitely could be nice to not be questioned with every action I take. It feels like half the time "I cannot do this because my father would question why" is what issues come down to. I barely INTERACT with people, but I work in a common area, an open service area that people tend to talk in. There are always phone calls, people in and out, or just people joking in here. I could definitely like a bit more quiet time, some sort of escape. I have an easy life, but one of the most difficult portions is just the constant noise, and that I am not really given the ability to ever get breathing space unless it is late at night.
Movies are just not interesting to me. They lack the emotional impact, while also not allowing any sort of immersion. So it just offers nothing for me.
3d explosions just didn't look that natural, they tended to look like odd spheres or whatnot, which while illustrating the point just was not really good for "realism".
I hope so, it just feels like my entire life has been based around patience. At some point you have to wonder if you are not wasting a good chunk waiting for something to possibly happen.
Agree about the common area - I don't like those at all. Distracting, but also with reduced privacy. And I do need some privacy to focus and get in the right mood for maximum productivity. My current setup is pretty good - while we occupy three roosm that are connected, they are still separated enough to ensure everyone gets peace and quiet. One major change is that now I have my own door, so people can walk in directly, whereas they had to pass through the other room before the renovations (my former room's door used to be blocked). And ltos of people walk in without even knocking... which isn't very polite.
I can enjoy movies, though they often give me cravings for games that are similar to them. So in a way I want to experience the same thing but with more interactivity, like you do.
Games had to pass through a phase where things were made 3D just for the sake of 3D - it was supposed to impress the players and demonstrate just how all-mighty those new 3D-accelerated video cards are. Nowadays there are also cases of features being added for no other reason but to demonstrate that they are possible. But not quite necessary.
Well, waiting is one part of it, but it also takes some effort. Getting my own place to live meant getting heavily involved with all the renovations, regardless of how much I dislike physical exercise... but since this led to a clearly define future reward, it felt justified. There was a lot of heavy lifting, doing stuff in the cold, long hours of monotonous work, aching muscles and so on. It was worth it, though. So I see it as a necessary rite of passage.
Oh, I have some degree of privacy. I have a cubicle with solid walls, so nobody can see what I do, and the monitors are in such a way that they need to step into the cubicle area (which requires navigating across the common room). I think it best to say I have some of the greatest privacy here and some of the greatest freedom. It is probably uncommon to be told directly by the boss that you are free to lurk the internet and do whatever you wish when there is nothing to do. That is the wonderful part here, while the noise level is a difficulty, I can at least freely use the internet and do whatever. I think I have made a lot more progress in regards to music and old comics (not really sure I enjoy the latter as much as it is something to do and a project to tackle) at work than I ever would on my own time, I just can't be motivated to tackle such large projects.
I can watch a movie, I just don't really get much out of it for the most part. Outside of the original Star Wars trilogy, I am not sure the last time I sat down and watched a full movie. I rarely watch television.
You are quite right, almost every engine had its "tech demo" phase where they tried to do things just to prove it could be done, and I think we are mostly still trying to do this.
I am not really sure I am leaving this house. It is intended to be a family home, to be some sort of legacy, so I am pretty much expected to stay here. I don't make enough to live on my own, nor do I have the capabilities to do such. My father likes having me around too much to ever leave.
I've never worked in a cubicle, but I've been in an "aquarium" - that's when a part of a larger room is separated with a glass wall. It blocks out much of the noise, but privacy is lacking, obviously. The university is pretty lax about how you fill your time when there is nothing else to do. They'd never say this openly, of course, it's more of a silent agreement. Soem colleagues even sell stuff (like cosmetics) to others... or make astrological predictions. Yes, it's just as crazy as it sounds.
Most of my movie-watching is a kind of catching up with all the stuff I wanted to watch in the 90's but missed for one reason or another. My inner younger me is pleased. Then there's also movies I collect because I associate them with good memories from the past. And it's a way to re-experience this, even if only for a fleeting moment (just like playing very old games can bring back old memories and emotions).
We've come a long way from the days when games were advertised with messages like "Has more than 1MB of graphics!!!" Yes, this was a thing in the very early 1990's :P
Oh, I know what it feels like when your family gets clingy. Luckily, only my grandparents are prone to this. My folks are wise enough to know that each generation should live in its own place... and I believe they are quite right about this. My relations with both of them have been much better and smoother since I moved out.
I am not sure it is so blatantly told to others, but I know it was told directly to me, which is definitely good as I am horrible with social conventions. I think I also have some of the greatest privacy in the company, everyone else has a window where they see people walk past or transparent cubicles. I have my own little remote corner, they even killed the light over here to make it dimmer for me. So mine is pretty much the opposite, plenty of privacy, but the noise is my biggest obstacle. I can drown it out with music since I am allowed to wear headphones, but listening to music for eight hours a day can be mentally exhausting.
In a way I guess the reason I am doing comic reading is for similar reasons. When I was younger comics were a lot harder to read since you needed the physical copies, so I could never really understand much of it because they would sort of expect you to have followed past storylines. Plus I never had much patience for that type of thing back then. I originally was just starting from the Silver Age of Marvel, but went back to Timely when I saw how many call-backs they were having. So far Spider-Man is by far the best, primarily due to well written limitations, as opposed to the overpowered nature of so many heroes.
It is insane to think about, but yes, we have come a long way. Now if only certain things didn't occur, like online expectations. GTA V, Skyrim, and Minecraft. Those are the most modded games since the days of Quake and Half Life. Yet there is a big difference between the two sets. The former requires a constant internet connection or at least some account verification, while the latter just works. GTA V I think requires Origin or something like that, Skyrim is entirely dependent on Steam, and Minecraft requires a valid account. Minecraft is the least of the evils, since it can be played in offline mode (with issues such as it downloading stuff from the cloud fixed by having the files on hand and not using the official client).
Piracy is ironically something highly positive for the industry. See, they store snapshots of files in much the same way as shovelware did in the past. Unlike the main game, the pirated version will never update, which means you get to play old versions that might be impossible to play in the auto-updating Skyrim or other steam titles. It also means you can get cracked versions that work without an internet account, which provides more long term security and will be highly important when the official route is no longer supported. Add to the fact that you have DRM and other security, piracy ends up being one of the only things being done to retain our history, admittedly in a more easy to eradicate format than shovelware was. I miss the days of physical media and when owning a game meant owning a game. And the saddest thing is that disks have a lifespan, meaning in time that physical media will cease to function as well. Note this means eventually things will be only by online distribution, yet of course many companies refuse to release copyright. Look at System Shock, existed for a bit online as it was abandonware, but then acquired by a company and everyone had to take it down. As insane as it sounds, copyright law is working at ends with gaming history, and the greatest acts of preservation will be through illegal transfers. Which is sad, because that means a lot less willing to save history, since you are risking your life for entertainment mediums. The fines and possible imprisonment from piracy are not worth the preservation. So that means hoping for essentially vigilantes to preserve to the best of their ability. And it will only get worse.
Just think of this. Megaupload was taken down due to copyright. It was brought back, but all those files are gone. Rapidshare is probably gone, Filestube is gone. Yes, these were often ways to transfer illegal content, because there is little way to determine what is and isn't legal through validation software. But it also resulted in the loss of possibly THOUSANDS of legal files, old mods or even really obscure games some indie creator uploaded without going through Steam. Now that developer is gone. Legally, you aren't supposed to upload that game. And yet, if that is done, that is one piece of history removed.
When you come down to it, there is going to be a massive "shit hit the fan" moment in the future. One where we have lost a lot of our past. Now, I assume the majority will just move forward and not care. But people like us, they will be the ones to suffer. This is the curse of not just being a blind consumer, of not just jumping to the latest pop fads. Life would be a lot easier if we just followed the masses and were constructions, for this world fights against us.
Really, you need to hope for people as crazy for me, to want to check out the obscure. We will have a million copies of Quake due to its relative popularity with fans of retro games. But who will protect the random shovelware levels from 1996? Not many, a small percentage at best, and as the years go on that number will just get smaller.
My father was abandoned by his father early on, so it is likely in him to never wish to abandon like that, thus the reason for the clingy nature. The rest of our family abandoned us, so really all we have is each other, and my father is averse to letting that go. I left for a few months to go with my mother, that destroyed him, he was barely able to function. I cannot even think about leaving, since I dare not hurt my father like that. A lot of people online cannot really understand that, they end up telling me how it is toxic to me and I need to get away as he doesn't provide the independence I need. But to leave would be essentially putting a death sentence on my father, he would blame himself and not be able to handle it. He can barely handle me going for walks and often ends up picking me up a short distance after I start.
Is it the healthiest, most ideal situation? Probably not. Does it probably contribute to my depression? It is possible. But I CANNOT leave. The stakes are just too high. And would leaving even help? I have a life where many things are provided for me, I am guaranteed few bills and relative luxury, with the only real issue being noise. Should I really turn away such a gift? It would be the equivalent of throwing away all your money to live on the street and be more "free" because you didn't have to work. Leaving could result in being in some apartment since I couldn't afford a house, likely with a noisy person living above or below me as most apartments have. This in turn means leaving would provide nothing but the freedom to do things myself (more obligations I didn't need to take) and would likely destroy the only remaining family I have.
This might sound as a joke, but it's not - have you tried ear plugs? Recently I read something about noise pollution and what a problem it is becoming nowadays, and how the number of young people with hearing problems is rising, mostly due to loud music in clubs or improper use of headphones. And one simple thing they offered to alleviate the situation was ear plugs. Haven't tried it myself, since I can generally tune out noise. Buti t could help you, who knows...
I could never really get into comics, though it's mostly due to geographic reasons - this medium came to Eastern Europe pretty late, at a time when I had already established that my main interest lies in gaming (and sci-fi movies). Besides, I couldn't really go back in time and explore all the pre-existing lore. Nowadays we have our own comic geek culture, but it's a very limited thing still.
Some people are starting to relize the insanity of the online thing, when faced with multiple publishers each using their own launcher. Before there was just Steam, but now EA has their own launcher, and Epic, and Bethesda, and probably someone else I am forgetting right now. And people start to grumble about this, seeing it as inconvenient, though they still fail to see the main problem - the whole requirement of being online to even access a game you allegedly own. You can't even say you own games anymore, you just "purchase the right to use the software." Ugh.
Yes, yes, while abandonware sites are technically illegal, I've always appreciated and defended them as ways to preserve hundreds of games that are no longer offered by anyone (the companies that created them having died many years ago). Even id Software titles have been affected by this - Commander Keen 6 is not sold anywhere today since it is in some sort of legal quagmire; the copyright was last held by FormGen, a Canadian company that was later bought by GT Interactive, which (in turn) sank into a legal mess of its own after being acquired by others... So the only way to obtain Keen 6 nowadays is from an abandonware site (or buy original floppies from someone who is willing to sell them, and have a suitable PC with a floppy drive to install them on). For people who would never pirate a game, it is inaccessible - a phantom game they can only hear about from those who have played it. Something similar happened to the 2009 Wolfenstein game as well - friction between Activision and Bethesda (which had just acquired id Software from the former) caused this game to be dropped from online sale platforms... so it has become a rarity nowadays. You'd either have to hunt down a physical copy or pirate it.
The good thing about the internet is that piracy always finds a way. FilesTube and The Iso Zone may be gone, but others have taken their place - e.g. 4shared or Cloud.ru. Russian sites are more resilient and offer lots of good stuff, but they are hard to use for people who can't read the Cyrillic alphabet (e.g. you). Abandonware sites are evolving like everything else - they tend to avoid offering games that are sold on Steam and/or GOG, thus staying out of trouble. The more serious ones among them have shifted towards offering floppy/CD images rather than just zipped archives of pre-installed games. This trend is due to the convenience of using such images with DOSBox and modern virtual machine software... and I like it because it feels more genuine. I always prefer to install a game myself, than to trust someone else's work (that's the perfectionism speaking). Sometimes, the GOG versio of a game can also be found on abandonware sites - these come with nice installers, are DRM-free, and often have some kind of modification to eliminate compatibility issues with modern system. This can be either good or bad, depending on how much of a purist you are ;)
The "hit the fan" thing is exactly why I have become so focused on maintaining proper offline archives and backups over the last 5 years. I am preserving history, one way or another. And yes, obscure shovelware runs a much higher risk of fading into oblivion, so we definitely have to do our part. Who can say if this stuff won't save the world some day, right?
I am glad to say I've never experienced any major family drama. You probably remember how hard it was for me to grasp the notion of your own grandma screwing you over at your previous house, the Semi-Cousin Hell. I am a bit biased with regard to this topic, since I often had a rocky relationship with my own father (potentially an echo of his own rocky relationship with his mom - my grandma), mostly due to me not living up to his expectations. But then again, I have to find my own way in life, not try to fit other people's vision, even if they are very close to me. Keep in mind that my dad lost his own father when he was no more than 11-12 years old, due to cancer... I am named after him, though I've only seen him on old faded black-and-white photos.
Every situation in life offers good and bad things - we just have to find the right balance. I had lots of conveniences in my old home too, but ultimately felt I really needed some more independence and more privacy. If your current situation is the best option for the moment, stick to it. Change for the sake of change is never a wise choice. And as the situation evolves, so will you.
Well, I use some shooting earmuffs, so needless to say I have already tried a similar route. It is alright, but definitely doesn't block out audio as much as I would like.
I rarely had physical comics, they just weren't something I could get, so I often used Spiderfan summaries or just looked at comic covers. Not really the same, but the villains always looked interesting to me. Comics aren't the most exciting of mediums, you know good will always triumph over evil and so the stakes often don't matter, and the soap opera nature has led to a bit of mess in the lore. Sort of like Star Wars, you get parts that are important to the EU, then a lot that just is glanced over. The best ones are ones that have the most intriguing villians and a captivating plot. Spider-Man villians for example tend to be interesting, they tend to have greater motivations than "I am evil" or "for the communists". Timely Comics you will get used to a bunch of heroes that will randomly get motivated to do stuff for propaganda in some wars, only to somehow get bludgeoned in the back of the head with a gun.
That issue will just get more prevalent as time goes on. When the servers go down, you can't access the game anymore. But yes, I can't stand launchers, I want the game to load uninterrupted, not have updates. Not have to fight a game just to install a mod because it sees the files as different and thus wants to "fix the corrupted files". This is one major issue with the modern era that just didn't exist before, mods are great for expandability, yet the most modded games are reliant on online connections. This is also one reason why something released today is almost immediately worse than it was in the 90s. It doesn't matter if that game was identical to Quake when loaded up, the problem is the expectation of using Steam or some other launcher, and having an online connection. Plus the removal of shovelware doesn't help.
Look at Beta3. That is technically piracy, it was a leak of a slightly earlier version of the game, and was a problem back in 1996. Plus you can play the entire game, negating the purpose for buying the game. And yet it is a piece of history, one that if you refuse to touch is just avoiding something that could be looked into. There is of course a spectrum and slippery slopes, but at the end of the day, I find myself highly supporting piracy. While I won't take risks myself (beyond getting the content like Beta3), it is piracy that aids historians in the end. Remember, a lot of these commercial add-ons aren't even in publication anymore, nor are the shovelware CDs. You can rely upon buying them from someone when available, but they are quite a finite resource, one that also has a ticking timespan if it isn't archived in some other way.
Piracy always finds a way, specifically for the easy to acquire stuff, but what is bothersome is that the efforts to fight it just usually make things fall through the cracks. The stuff that barely anyone besides someone as crazy as I would even be interested in. The real curse of obscurity is not what exists today, but that it will have less support and even availability tomorrow. I can afford games, it isn't a matter of price. It is the simple matter that things might be inaccessible. For example, Skyrim can only be legally played through Steam. Yet Steam updates you to the latest version. Say you wanted to check out the earliest mods on the Nexus (ones broken by later updates), the ONLY way you could legally do it is through piracy. Let us hope there is even some original 1.00 version existent and that someone, somewhere supports it. Otherwise nobody really has a purpose to even back up Nexus files, since being online sort of kills its sustainability long term.
You can always buy a book, rent a movie... and yet since the advent of the internet, everything is suddenly becoming unstable and temporary, and even CDs are not permanent.
As scary as it sounds, there may come a day where Quake would be unplayable without piracy. Say it had some legal issues that took it offline in the future, since these can come up at any time. It has been long enough that CDs no longer work. Say internet security is policed a lot more and so downloading games becomes a lot harder. Now the Wikia isn't just a resource for those interested in more about the game, but one of the main ways to even get info about the game. If, you know, Fandom isn't taken down in the meantime, since who knows when sites will just go. I bet people didn't think Geocities would close.
Call it obsession, but even if I own games, I tend to test sites and check downloads. As said, the original CDs are only trustworthy for so long, so finding original disk images or backing up your own is always more calming.
You are right though, Russian sites tend to do better. And yes, I am obsessive with installing games, especially since CDs tend to include additional features such as manuals or even some files not otherwise installed. And yes, GOG isn't 100% pure, but is pretty close to the point I can generally support it. They tend not to make unnecessary modifications beyond making it function for modern systems. Hex edits usually don't bug me too much as long as the original engine is used. For example, Thief is a good game to go GOG for, has plenty of support and doesn't include the new engine garbage (at least I don't think so, never looked too much into it admittedly). But if you are really obsessive, for example wanting the ORIGINAL unpatched version of a game, you need to go CD images. And usually people don't go that extreme, they tend to upload the most recent versions of games. So in a way, there is a lot of incentive for hunting down old CDs, especially for something like Unreal where I am not sure if the original unpatched version can be found. Quake, you are a lot more likely to find 1.09 than 0.91 shovelware or 1.01.
Most would obviously not care. When it comes to Quake, are you really missing much by jumping to 1.09? Not really, primarily it was focused on the multiplayer client, so you just get a few minor changes here and there. Like not instantly dying to Spawns. But then there comes along someone obsessive like me who revels in Spawn related deaths just because they want to see what was there in June of 1996 as opposed to October. And of course it differs based on what it is, since as seen some early Doom PWADs don't work right in later versions, and Thief can have some similar situations.
Hey, I am glad I was inspired to start making archives for my Quake stuff as well. It has even helped tremendously with figuring out what I have done even more than the Wikia, since by now I have expanded to quite a wide vista of shovelware files and it can easily get out of hand. I definitely need to continue, but it just has been a mess lately between dealing with depression and family not going out.
Yes, it was surprising to me even, since I didn't expect something so upfront and terrible. Usually people tend to be terrible, but do it in subtle ways. I don't really fit anyone's expectations, that eventually leads to anger with the weird contradiction of people usually liking me for being an individual.
Your words are wise indeed and sums it up pretty well. Everything is a matter of priorities and benefits, making sacrifices to make sacrifices may not be the best answer. If something was bad enough to sway me, I would of course leave, but otherwise it just holds little purpose. At the end of the day, I just can't justify gambling my life and my family so I can potentially get a situation with a bit less noise, while it isn't ideal we also need to know when to tolerate. My mother is in an unstable place as she always ran from her problems, she was never really happy and never really worked for stability. I think I rather have financial stability, since mental can always be a state of mind, one that can be worked with a lot easier. You can try to fight depression easier than fighting starvation due to lacking funds.
I suppose complete deafness isn't really an option, since you'd still want to hear your music or games sometimes... so I guess there is (currently) no salvation from the noise.
True, a cool villain is essential to having a good story. A good villain must have convincing motives behind their "evilness", otherwise they look pretty dumb. It's usually some mix of past suffering and disillusionment. Come to think of it, we both could make decent comic book villains with some extra leather suits and steampunk tech ;)
I've talked about this to people but the usual reaction is "there's no way the servers can get down, are you crazy?". Growing up with frequent power outages teaches you a thing or two about taking technology for granted. There are quite a few ways servers can fail completely, even if people don't realize it. And then the only people who could still play and enjoy these games would be the pirates. Oh, the irony...
Beta3 is a good example of how things are never black and white. It is a very valuable piece of history indeed, providing valuable insights into the game's development, just like those silent Doom Alphas. There are also cases when a game was not even released, but its Alpha/Beta was leaked, and thus is the only way people could ever experience it. Technically illegal, but priceless from a historian's point of view.
Indeed, it;'s not always about price. TBH, there were times when I couldn't really afford games, but this is not the case nowadays. The main reason I keep "hunting" for stuff on abandonware sites is because lots of things simply can't be found anywhere else. Or they can be found, but in a format that is useless to me (e.g. floppy disks - where am I supposed to read them?). I don't feel shame or guilt when I don't have legitimate options to get what I want... and I am not the kind of person who'd give up getting what he wants. I liek to indulge myself.
Well, the Steam version of Quake will probably be unplayable without cracking some day. Good thing the original release doesn't have any protection mechanisms - you install and it's ready to go. Just the way we like it. And this is why it's so important to preserve the CD's as best as possible... as well as backup images because physical CD's will deteriorate sooner or later.
Sometimes I download games I already have because I'm looking for a different version. This is especially true for older things, from the time before patches became common. With no way to upgrade (or downgrade for that matter), the only way to try a newer (or older) version of such a game is to find a complete package of that version. And the really annoying thing is that they usually did not include any changelogs, so you'd wonder what the difference between this versions was (unless it is some very obvious change). To make things even crazier - I've had cases of the same version number, but with different compile dates! Luckily, I was able to resolve one such case when I noticed some minor features were missing from the game in the executables with the older compile dates (features that you wouldn't even notice unless you are an obsessive nerd), only implemented in the one with the latest date.
BTW, a funny story - Emuparadise removed their downloads after being threatened with legal action... but someone came up with a browser script that lets you download from that site. So the files were not removed, it's just the download mechanism that was disabled. But the script circumvents that. Pretty sweet.
(strokes his wise white beard) Life often requires sacrifices, indeed. I took a course in microeconomics once and a major theme there was the concept of trade-offs, which is a form of sacrifice, though with the promise of future gain. An example of this is when I started having conflicts with my boss at my prvious job (the translation agency). At one point he directly asked me if I wanted to keep working for him... and my soul screamed "NO!" but my mouth quietly said "Yes, I'd like to keep working here." Felt almost like someone else was speaking and I was just passively observing it as it happened. I didn't like this decision at all... but it was a necessary sacrifice. I don't remember if this was before or after the purchase of my new home (most likely before), but keeping that job and the stable income it provided were crucial for accomplishing my dream of living on my own. So I swallowed my pride and my rage, kept them buried deep below. And this paid off eventually. It was a good trade-off. It wasn't easy, though - I bet you know how much it hurts when you have to swallow your anger and conceal it.
Something new I am trying out - the "sleep buffer". Meaning going to bed significantly earlier than usual in at least one day, in order to balance my energy levels fro the remainder of the week. Wednesday is a good choice for this, since it's the middle of the week. Will help me stay frosty untikl the weekendd, when I finally get the proper sleep.
Yeah, usually the best aren't so much evil as forced into being such, due to either insanity or other such issues.
Actually, I have heard much the same. "Steam isn't going down, don't worry about that, and another service would rise in its stead". It is an idealist mindset, one that could happen, but is also just as likely to have problems when the service itself is killed. People will say "third party" services and private servers, but just note that often copyrights require changes or even grey area legal status for those servers.
Precisely. It is part of Quake's development history and was never meant to be released to the public, therefore it is illegal. And yet it is part of the development history, being in fact the only thing we have to work with outside of Qtest and the only bit of Singleplayer info we really have.
I agree entirely, I used to be in a situation growing up where my parents payed bills and I never had an allowance, so getting games was essentially an impossibility. But working means I could easily spend some getting a couple games. The problem usually is more on the lines of it being difficult to acquire things these days, or simply because physical mediums are hard to store as I don't really have the space for them. I have a collection of disks from storage that now I have at my home, but I would need to rip them from my laptop, since my desktop doesn't even have a disc reader as I don't have much purpose of it. I just rather disc images and USBs, that way I can mount images without being limited to a single disk.
The Steam release also doesn't include the music, meaning you aren't even getting the full game by going that direction. Combine that with it being 1.09 and it is not really the most ideal from a historian's perspective. Plus I would absolutely hate having to run Steam every time I want to play Quake. From experience, the client is shaky, often updating too frequently for my liking. This is why I don't play Skyrim frequently, the hassle of Steam just annoys me too much. And yes, thank goodness for no copy protection.
That is pretty much how I get for the various games I have bothered with. I still need to find a Thief: The Dark Project 1.14 US release, the best I have is a European release that actually has some differences of their own. And I am quite familiar with Unreal versions I have found, as well as various locales and their Quake versions. From experience, getting a disk image is best, since then you can get the update executable to cover other versions.
Interesting fact to note, I had heard about Emuparadise faltering.
Nods, I know that quite well, and that sums up a lot of what I deal with. It could be so easy to listen to others, especially when they think to use peer pressure. See, when you don't listen to someone, they often accuse you of being stubborn and "not trying to improve". They can't understand that their ideas may be harmful, that there just are certain choices in life that must be made. It is easy to say some drastic measure and judge it when you aren't dealing with it yourself. It is a shame others cannot grasp this, that they throw expectations on me, but at the end of the day it is not worth dealing with them if they cannot handle such a choice and respect it.
I tend to be unpredictable when I sleep. Usually I just sleep from boredom most nights, or just as a way of combating depression since it allows me not to think. I end up as exhausted when I wake, so never does the time I sleep seem like it mattered, as much as it being useful avoidance.
Well, one large portion of translation finished, but there are a few more... and the deadline looms ever closer ;)
In a particularly ironic twist of date, the company that was hurt the most by Steam was... its own creator. Valve. They are so comfortable with their Steam profits that they don't really need to devote much time and effort to making games anymore. Like several analysts said - "They won't make Half-Life 3 because it's the less profuitable thing to do than simply living off Steam."
Profits from selling a game only last for a while, but history is forever. So I think exploring Beta versions is a good thing overall, even if technically illegal. It serves a greater purpose.
I have been trying to digitalize some of my stuff on physical media as well. My new PC has a DVD drive (I specifically wanted it to), but who knows what will be the case with the next one... We retired floppy drives many years ago, disc drives will probably have the same fate eventually.
Did they even know Quake uses analog CD tracks for music... Steam releases of DOS games generally tend to be sloppy. From my time around the Doom groups on facebook I've learned that their Doom release lacks the setup utility. Which means no way to change key bindings. Or choose a different sound/music configuration. It's like this paclage was put together by someone having no real experience with games from this era. He probably thought the setup is just an install program. GOG versiosn seem to be much better in this regard, more competently assembled.
I think I've seen cases when the European version of a game is somehow different. Not a problem usually, unless it messes up with patching or installing addons. But most of the time the difference is trivial, e.g. using the word "colour" instead of "color" somewhere.
There are still plenty of sites where one can hunt... LegendsWorld is one of my favorites. They have this clever tactic of disguising stuff as demos. At first I really though it was demos, but then I thought it was suspicious that they were so large. Large enough to include music and FMV cutscenes, which demos usually don't...
One of the worst things parents can do - nagging about getting married and having children. As if there is some kind of urgent schedule that everyone has to keep. I don't know how to explain that at this point of time, these things are simply not on my mind. I am in a period of my life when I couldn't care less about starting a family. And if I am somehow forced to, this would probably be one very unhappy family. And I don't want that.
The sleep buffer sounds like a good idea, but I do see two potential problems with it - one is the possibility to not fall alsleep quickly enough, which would ruin the whole purpose of this. And the second is my unfortunate tendency to wake up for no reason during the night. It really derails things.
You are right there, the popularity of Valve is mostly off older titles, they haven't released much recently.
Precisely. Profits are beneficial short term, but after that the owner themselves tend to not even care about the product anymore. At some point you need to be able to appreciate these pieces of history for what they are.
Sadly, that is indeed the case, physical media is going extinct as time goes on. I mostly store things on flash drives.
Nods, you are quite right there, most older games tend to be a complete mess if you go through Steam. Even games like Thief use unstable third party patches that end up messing up more than they help. GOG is almost always the right choice if it exists.
The differences are rather small and rather odd quirks. For example, a painting in the starting room that doesn't normally exist.
Yeah, you are quite right about LegendsWorld, that has always been a great site for content.
With me, I am such a hopeless case that a family is a complete impossibility. I can barely take care of myself, I am as far from desirability as you get, and my knowledge about interacting with other people is limited to playing a game from 1996 as I find most things too boring or anxiety driven to want to be part of them.
Yes, I guess those would be unfortunate issues. I never really wake up after I sleep unless I need to, so I can sleep almost endlessly if allowed to.
All for a good cause, of course - we benefit greatly from this accreditation, so we surely want ot keep it...
It seems many developers were betrayed by their own success. Even id Software felt it - all the original members left, one by one. Even Carmack departed eventually, something many fans would have considered impossible. We also have 3D Realms who got really drunk on their success with Duke Nukem 3D... leading into the legendary DN Forever fiasco. Over the last few years even a titan like Blizzard has started to really mess up and anger its most devoted fans. Success can be treacherous indeed.
Just today there was a little argument about whether it was okay to get a certain game from an abandonware site. The game in question sokld poorly back in its day, we never really popular, and the company that made/distributed it is long dead and gone. So I thought it weird to defend a copyright that became irrelevant 20 years ago.
Could flash drives be replaced by something else eventually? Some sci-fi movies/series had data crystals.
Since DOS games aren't quite them ain focus of Steam, I doubt they'd hire someone more knowledgeable to take care of these packages. As generations change, a knowledge gap develops. At first I was quite shocked to see people sincerely wondering why some DOS game won't run on Windows 10... but then I realized that they haven't grown up with this tech, they barely know anything about it. And thus they can't reason that DOS support has been pretty rudimentary since Windows NT 4.0, not to mention that these programs are all 16-bit and impossible to run on as 64-bit OS anyway.
One difference that is often encountered is censoring Nazi-related stuff in European releases, so that they can be sold in Germany. I think this ban was lifted a while ago, though. Under certain conditions, of course, I don't think they'd allow a game that praises Nazis.
Who knows... there could be people suitable for us out there. They'd probably be hopeless nerds too, heh. If a woman can set up a Win 95 without using any help, she's definitely someone I'd be interested in :P
Amazingly, last night was really smooth. I fell asleep and didn't wake up even once until the alarm went off. It's a little sad that these nights are slowly becoming the exception.
Success can be hard to maintain and can lead to a lot of new instabilities. Now Romero does phone games.
That is exactly it, there are still technicalities, but at the same time it is the only thing that will keep some of these around. As said, physical media will die. By the time we get the full ability to do whatever, you may find a lot of games unable to be played unless they are pirated.
Oh, logically there will be a successor. Probably something wireless based, allowing transfers without connecting at all.
And the knowledge gap will just get worse as time goes on, less support for older stuff and confusion will just lead to things getting harder to play among those that don't get how to do it. Then you have people that think old stuff REQUIRES 32-bit Windows for every piece of old software, not getting that it can depend widely on the software used.
Oh yes, I definitely am aware of that, that is why they got rid of the swastika in Doom. I also think you are right that the ban is less severe these days.
My issue mainly would revolve around my negativity and mentality. Someone needs to be able to handle my massive pessimism and abnormal mindsets.
Fun story - I got to seat in the Dean's chair (he's our boss). He is away on sick leave after having surgery done on his knee, but occasionally needs some stuff related to this big report for the accreditation process. So he called me to find some file on his computer and send it to him. Sounds easy enough... except that he is one of those people that keep everything on the Windows desktop. Folders, documents, pictures - doesn't matter, it's all on the desktop. Trying to find a specific thing is like looking for a needle in a stack of needles, which is also mixed with some scorpions. The whole experience gave me Daggerfall flashbacks :D
Romero is also working on the Sigil thingie - a new