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QuakeForge 0.6.0 Released In Time For Christmas

Unknown Lamer posted more than 2 years ago | from the winter-solstice-lan-party dept.

Quake 30

Bill Currie writes "After many years, QuakeForge 0.6.0 has finally been released, just in time for the 12th anniversary of the release of the Quake source code. Happy birthday, GPL Quake. Merry Christmas, Quake fans." The release page shows a few 0.5.99 beta releases made starting earlier this month, the first since 2004. Sometime in that void of time development moved to git, and there has quite a bit of work going on in the main tree.

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About time (1)

TheViciousOverWind (649139) | more than 2 years ago | (#38448598)

I guess it says something about how long it takes to make professional games, that it's taken so long.

Re:About time (2)

j-pimp (177072) | more than 2 years ago | (#38448744)

I guess it says something about how long it takes to make professional games, that it's taken so long.

This and Duke Nukem Forever in the same year. Punctuated equilibrium [wikipedia.org] at work.

Re:About time (2)

somersault (912633) | more than 2 years ago | (#38449066)

But it's not being done by professionals - at least not as part of their day job. So it doesn't necessarily say anything other than that the developers probably have lives or other projects outside of QuakeForge.

Re:About time (0)

Anonymous Coward | more than 2 years ago | (#38450316)

I think his point was that professional game makers work exceptionally hard as it takes hobbyists a very long to produce similar material.

Re:About time (3, Insightful)

somersault (912633) | more than 2 years ago | (#38452374)

Yes. And my point was that the guys working on QuakeForge are probably only putting a couple of hours in a week on average, so that comparison is completely stupid.

Then you have the fact that QuakeForge doesn't look any better than GLquake, which I was playing 10 years ago. The changes they've been making recently look more like small performance improvements and adding support for ALSA, etc. He shouldn't be comparing the tweaks these guys are making to developing a full game.

For mobile or indy games you may only have one or two people creating the whole game as a hobby, and they can get a whole lot done in a few months, never mind 13 years.

Re:About time (3, Interesting)

Zorque (894011) | more than 2 years ago | (#38450242)

Far better Quake sourceports have popped up that have taken a lot less time than this. Darkplaces and ezQuake seem to still be in development and look fantastic.

Re:About time (1)

MacGyver2210 (1053110) | more than 2 years ago | (#38450530)

Considering the vast scope of different kinds of 'professional games', there is no set amount of time any game will take to construct. This isn't a 9-5 crew of professional game developers, it's a trickle of interested parties in their free time.

If a dedicated team of professional game developers puts their heads together and spends a decent amount of time, good quality 'professional' games could be churned out as quickly as every few months.

With the last game I worked on with a small team full-time we were able to surpass Quake's graphics/engine within about three months. Many game studios also use the huge pre-made physics/graphics/sound engines which will cut back moderately on actual development time. Something hugely art-intensive, like the Uncharted series, would probably take longer. In these cases it is often waiting on assets like models, sounds, textures, or gameplay decisions from the designers.

Re:About time (0)

Anonymous Coward | more than 2 years ago | (#38451880)

If a dedicated team of professional game developers puts their heads together and spends a decent amount of time, good quality 'professional' games could be churned out as quickly as every few months.

dedicated teams of professional game developers put their heads together and spend a decent amount of time everyday making "good quality 'professional' games", and they usually churn out every 2-4 years.

Re:About time (0)

Anonymous Coward | more than 2 years ago | (#38451930)

With the last game I worked on with a small team full-time we were able to surpass Quake's graphics/engine within about three months.

Surpassing Quake's graphics in 2011 is not anything to write home about. Quake ran on an Intel 486 DX-66 with only a few megabytes of RAM!

If you're interested in trying out some Quake... (5, Informative)

Anonymous Coward | more than 2 years ago | (#38449092)

... you could do worse than checking out nQuake http://nquake.com/ (which provides you with everything you need to play) or ezQuake http://ezquake.sourceforge.net/ (just the client, bring your own Quake CD).

Re:If you're interested in trying out some Quake.. (0)

Anonymous Coward | more than 2 years ago | (#38450144)

Also!
Dark Places plus some nice shiny stuff from the quakeone.com is all you need if you want some really good eye candy.

Re:If you're interested in trying out some Quake.. (1)

DECula (6113) | more than 2 years ago | (#38450300)

+1, Mr. Coward. ezquake on linux has been my favorite native client game for many years.
Not to single any one server out, but Ratbert has been doing some really neat stuff with
Custom Coop that is good testing grounds for clients @ ratbert.servegame.org:27500

Re:If you're interested in trying out some Quake.. (1)

Provocateur (133110) | more than 2 years ago | (#38451082)

do they have their own combat teamplay/deathmatch bots? I have been playing team DM with frogbot on classic quake(!) for years-- the only reason my classic P3 box boots to Win2K.

12 Years (2)

Anarki2004 (1652007) | more than 2 years ago | (#38449366)

Now if only somebody could make a decent android port with usable controls for a touchscreen device. Maybe like the controls from Shadowgun for example.

Re:12 Years (2)

MacGyver2210 (1053110) | more than 2 years ago | (#38450590)

Get a phone with a keyboard, like any of the Droid series.

I don't use it all the time, but it makes texting and emailing coherently a hell of a lot easier, and gives me tons of controls for emulators and games.

Thanks! (-1)

Anonymous Coward | more than 2 years ago | (#38449610)

....thanks for making me feel old :(

You forgot it is in time for (-1)

Anonymous Coward | more than 2 years ago | (#38449748)

kwanzaa you insensitive clods!

What does it do? (3, Informative)

shish (588640) | more than 2 years ago | (#38449932)

Looking at the site, it seems like it's quake1 with half of quake3's features added to it. Why would I not just use quake3?

Re:What does it do? (1)

Urthas (2349644) | more than 2 years ago | (#38450234)

"Because we can!"

Re:What does it do? (1)

Anonymous Coward | more than 2 years ago | (#38450476)

Or why not just use Quake1?
The answer is that the older maps just play faster. Having new features folded back in
makes it more fun. Try it! It costs nothing but your time and effort.

Re:What does it do? (0)

Anonymous Coward | more than 2 years ago | (#38451426)

Each engine has a unique feel. I'm not talking about the way it looks but the way the game renders, how the controls react, and how the network code works.

If you play competitively like many Quake players do then you can easily recognize the differences between each because you're playing at such a high skill level.

Re:What does it do? (0)

Anonymous Coward | more than 2 years ago | (#38453562)

Because Quake 1 is a different game, with different dynamics that many people prefer.

Re:What does it do? (1)

ShakaUVM (157947) | more than 2 years ago | (#38455520)

>>Why would I not just use quake3? /cough

Custom Team Fortress.

Different from other engines? (0)

Anonymous Coward | more than 2 years ago | (#38450380)

I haven't heard of this quake engine until now. How does it differentiate itself from DarkPlaces? From the screenshots, DarkPlaces looks _well_ beyond quakeforge.

Re:Different from other engines? (0)

Anonymous Coward | more than 2 years ago | (#38455998)

it's got "forge" in the name therefore it's the most important quake engine ever.

stupid reasoning, but the project is really lazy and overrated.

Quakeforge + Quakelive (1)

koan (80826) | more than 2 years ago | (#38450404)

I am amazed how long the Quake series has been around and how much fun it is to still fraging, though I am a bit slower than I was 15 years ago.

I suddenly feel so old... (2)

John Pfeiffer (454131) | more than 2 years ago | (#38450720)

The Quake source code was released TWELVE YEARS AGO? ...this realization just gave me arthritis in every joint. I think I need to go lie down...

Re:I suddenly feel so old... (1)

Defenestrar (1773808) | more than 2 years ago | (#38451986)

And it's been what? Fifteen? Sixteen? Years since Quake was released? Don't forget the Metamucil on the way to your nap. :)

The could do with... (1)

tywjohn (1676686) | more than 2 years ago | (#38454524)

a web developer who isn't still living in the 90s

Wow! (0)

Anonymous Coward | more than 2 years ago | (#38454756)

I can now play a GPL version of a 15 year old game!
Take that, Bill Gates!

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