by Steve Watts, Apr 11, 2012 4:30pm PDT
by Garnett Lee, Aug 05, 2011 5:30pm PDT
Valve wants the share the QuakeCon love with Team Fortress 2 players. As part of the QuakeCon sale on Steam, each of the classes--soldier, engineer, heavy, and sniper--gets a new toy inspired by Bethesda-related titles.
These items are all bonuses, awarded for either owning or pre-ordering the specific they're drawn from. If any of them sound like things you'd like to add to your Team Fortress 2 player, act quick. QuakeCon ends this Sunday, and the promotion cuts off Monday morning, August 8 at 10am PDT. Sorry, no hats; however, there is an "Anger hood" from Brink and an "Iron helmet" from The Elder Scrolls V: Skyrim. I guess that sort of counts.
Read more: Quake's rocket launcher and more loot »
by Alice O'Connor, Jun 23, 2011 6:45am PDT
Yesterday tolled the fifteenth anniversary of the launch of Quake, id Software's seminal 3D first-person shooter. Celebrating the event, id's sister company Bethesda has dug up Quake treasures to share with the world.
John Carmack, id co-founder and technical wizard, offered a few thoughts on Quake. He recalls struggles with developing the 3D engine, the novelty of free mouse movement, online multiplayer, 3D acceleration, and the importance and impact of modding. Notably, one of his defining Quake memories is quite unexpected, approached with Carmack's characteristic criticism: Read more »
by Alice O'Connor, Jun 20, 2011 6:00am PDT
Fifteen years ago, the site which would become Shacknews was eagerly awaiting the June 22, 1996, launch of id Software's Quake. Now, fans of the seminal FPS around the world have joined together to celebrate its latest anniversary with a whole host of virtual festivities.
The fan-organised Quake Expo 2011 kicked off on Sunday and runs until June 25. At virtual 'booths' you'll find a 1v1 NetQuake deathmatch tournament, mod releases, a fan-made art book, Quake Live commentaries, contests for fanfic, speedmapping terrain speedmapping, and heaps more. Read more »
by Garnett Lee, Apr 29, 2011 3:30pm PDT
I recently spoke with Jason Kim, senior producer at id Software, currently working on Rage. In relating some of the higher level thinking behind the decision to do a new IP as the big game out of the gate for id tech 5, Kim talked about how the studio has evolved.
Our studio has grown a lot, not just in size but also in design and art process, and even a technology standpoint. John has admitted he can't do everything on his own. There are a lot of smart guys that are required to be able to make a game these days. He can't just lock himself up in a room, come out with an engine, and say okay, make a game with this. Read more »
by Maarten Goldstein, Jun 24, 2007 7:28am PDT
by Maarten Goldstein, Jun 18, 2007 3:30pm PDT
Following an extensive period of public testing, id Software and Raven have released a new Quake 4 patch, updating the sci-fi shooter to version 1.4.2. An update from v.1.3 is available as well. The patch offers many changes based on community feedback. Version 1.4.2 Update -------------------- * player lean, player models lean in the direction of movement use g_playerLean to scale or disable the effect (client side) * fix wallhugging on ramps fix also makes ramps slightly faster * horizontal speed fully maintained when crouch sliding and hitting a ramp
previous version had a little dip 1.4.1 had a bug that caused a sharp speed drop (this is also fixed) * RG ammo box 10->7 change was initiallly advertised in 1.4.1 but didn't make it in * si_fps limited to 90fps for q4mp/, now declared in gamecode so mods can change their max * predict weapon changes for the local client. more responsive on high ping (can be turned off with net_clientPredictWeaponSwitch 0) * revert the projectile code to 1.4.0, not trying to predict projectiles anymore the prediction code of 1.4.1 can be enabled with g_predictProjectiles 1 (client side) (was causing too many bad artifacts) * reworked the hit sounds / hit feedback propagation. fixed skipping problems * change network demo extension to include the protocol number for Quake 4 1.4.2, the extension is .ndmo85 * fix network demos not setting the si_fps value properly * fix client prediction being irregular when connected to a TV repeater * added r_skipSky for a cheap black sky * fix a crash in single player (sound related) * fix several SMP-related crashes * fix a crash in autodownload server * hud_showSpeed cvar (shows current horizontal speed) * hud_showInput cvar (shows the input state to learn how to make particular moves) * s_useOcclusion no longer cheat protected (can be changed by network clients now) * no gauntlet spinup time, damage is immediate now * bse_rateLimit defaults to 3, showing all shotgun pellet impacts * added g_nailTrail, g_grenadeTrail, g_rocketTrail, g_railTrail, g_napalmTrail to disable weapon trails * updated reference netdemo included for performance tests: id_perftest.ndmo85
Read more »
by Maarten Goldstein, Apr 04, 2007 6:41am PDT
by Maarten Goldstein, Mar 13, 2007 6:22am PDT
by Maarten Goldstein, Feb 08, 2007 4:55am PST
A new beta Quake 4 patch is now available, updating the Raven Software shooter to version 1.4. This update features things like refined hitboxes, optimized sound and network code, configurable fps caps, weapon balancing, and server direct autodownloading among other things. There's also Q4TV spectator support. Feedback can be emailed to q4bugs@idsoftware.com.
Read more »
by Maarten Goldstein, Feb 02, 2007 9:11am PST
by Maarten Goldstein, Dec 21, 2006 9:36am PST
The id Software website has been updated, offering information on a Quake 4 mapping contest. The levels, which you can send to id until January 31st, will be judged on "playability, performance, atmosphere, originality, technical quality, gametype flexibility and file size efficiency." Winners will be included in an official community map pack for the game.
Read more »
by Maarten Goldstein, Aug 08, 2006 4:28am PDT
The .plan file (yes someone is still using those) of id Software's Timothee Besset notes that a new build of the Quake 4 Linux binaries is now available. The 1.32 release addresses installer and SMP issues found after the release of 1.3. You can find the updated files on FileShack.
Read more »
by Maarten Goldstein, Jul 31, 2006 12:47pm PDT
Activision sends along the newest Quake 4 patch, adding new content and features to Raven's first person shooter sequel. If you already have version 1.2 installed you can grab this incremental patch. Updated Linux binaries are available as well.
- New gametype - DeadZone - New multiplayer weapon - Napalm Launcher - 8 new professionally made maps - 4 revized maps for additional DeadZone support - "Buy" mode server option that allows you to purchase weapons and equipment.
The patch also features improved performance, more agile player movement and adjusted weapon balancing among other changes. A new SDK
can be found here.
Read more »
by Maarten Goldstein, Jul 29, 2006 6:20am PDT
Ritualistic and PlanetQuake4.net both have previews of the upcoming Quake 4 1.3 patch, revealing that Ritual Entertainment has created new maps and two new game modes for Raven's shooter. One new game mode is DeadZone, where the players have to hold zones in a map to earn points. The other is a gameplay modifier called Item Buying, which adds a buy menu similar to what you see in Counter-Strike. Ritualistic's article also offers a description of 5 new maps being included with the patch.
(DeadZone) is a completely new gametype in Quake 4, based on holding key areas of the map called "DeadZones" to gain points. In order to do this, players must pick up DeadZone powerups from around the map, and then take them into the areas marked with a transparent scrolling border. Like all powerups in the game, the DeadZone powerup wears out with time, so as a team players must continually bring powerups into the zones in order to hold them. If more than one player on a team brings in powerup, the hold on the zone is stronger, with points accumulating twice as fast. If a player from both team enters a zone with a powerup, the two cancel each other out. In short, DeadZone is a new mode that relies on good teamwork to succeed.
Read more »
Comment on this story