Posts Tagged id

John Romero and ID Software’s past


A Visit to id Software from john romero on Vimeo.

In 1993, Dan Linton, owner of a hugely successful BBS called Software Creations, visited Texas and made his way to id Software. This is the footage he recorded one night in November 1993.

Shown are several of id’s employees at the time: Jay Wilbur, Shawn Green, John Romero, Dave Taylor, Sandy Petersen and Adrian Carmack, Bobby Prince was visiting to finish the music and create the sound effects.

This video has 21 minutes of me playing DOOM before the sound effects were put in as well as some early deathmatching with Shawn Green.

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TF2 Has it really been 10 years?

Well, it looks like the release of Team Fortress 2 after being initially announced in 1997, is upon us. I am pre-loading as we speak, and the beta release will be on Monday. It looks to be a hell of a game, and a worthy successor to the original mod.

In retrospect, I think fondly on my most favorite Quake mod and what it has become today. And this video will show what most of you never experienced in the glory of the original Team Fortress. (Please please do not say that you thought TFC was the first Team Fortress!)

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Carmack on Rage and Tech 5 from Quakecon

Not much news came out of Id during E3, as they generally reserve their breaking topics for Quakecon. And so the con has arrived and the guru of 3D technology, John Carmack, gave several of his always voluminous technical speeches on his new engine, called Tech 5, and the new game that will showcase it with the next in line of one word emotive names, Rage. The upcoming game appears to be a grimy, post-apocalyptic, dystopian FPS with a racing element. I think we can definitely tell most upcoming FPS have wandered away from the WWII heavy themes to this Fallout-like future primitive world scenario. Oh, and zombie games.

Here is the demo of Rage shown:

And here are three videos with Carmack talking about the new limitless texture and stamping technology.

(This is prime material for a drinking game, if everyone takes a swig everytime he says “artist”)

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10 Years for Forever

Duke Nukem Forever boxEveryone’s favorite vaporware turns ten today. Well, the announcement for Duke Nukem Forever was made 10 years ago.

Duke Nukem Forever stripper

Engine changes, team changes, and season changes have passed, and still they have an “active development team” for this game. That’s one great racket, getting paid developer’s salaries for 10 years and not producing squat.

Here’s to hoping I never have to make this post for Team Fortress 2.

They should have released it in 2001, when it looked like this video. It looks like it would have been a blast, and hell, even now looks like it would be fun!

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Tenebrae

tenebrae screenshotI was on fileshack the other day trying to get the Neocron demo… and I look at the “most popular downloads” list. I see something called Tenebrae among the usual crowd of Halflife mods and Quake patches. I click on it and it is a small 3 meg file that supposedly adds stencil shadows, bump mapping, and per-pixel lighting to the original Quake game.

Think DoomIII, there are a few games that use stencil shadows right now, but none that use per-pixel lighting, and few that use bump-mapping more than cursorily. I’m thinking they used Quake to experiment because the whole sourcecode was released by ID some time ago.

Anyways, I dug and found my old Quake CD, and installed it again. Then I unpacked the Tenebrae files into the directory and fired it up.

I was stunned. I don’t know if people who never played Quake before can appreciate it, but you have to notice the shading and shadow effects. Everything is darker with the true lighting and shadows flip and turn everywhere… Rocket blasts and nailguns make the rooms light up with each pulse. It’s gorgeous.

Without further ado… below are 2 screenies. You can get all the screenshots I saved at:

www.drzy.com/images/tenebrae/page_01.htm

quake02.JPG quake83.JPG

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