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id_notes/John C/1997-10-17_1997-10-20



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Name: John Carmack


Email: johnc@idsoftware.com


Description: Programmer


Project: Quake 2


Last Updated: 10/21/1997 04:08:52 (Central Standard Time)


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Oct 20


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Many of the comments about the Quake 2 test are already being addressed.


We expected quite a few of them, but the test has served its purpose of


bringing in some good feedback that we couldn't have predicted.



The final game will definately be better as a result of the test.



However, it certainly won't please everyone. I am confidant that the


majority will think that Quake 2 is significantly better than anything we


have ever done before, but even if we please 80% of our potential


customers, that will still leave a couple hundred thousand people thinking


that we let them down.



I suppose that I have it the easiest there -- I can always defend my


technical decisions with specific discussions of my evaluations of the


tradeofs that led me to the paths I chose. In fact, in a large number of


cases when someone suggests something, I can actually say "Tried it.


Didn't work as well."



Defending level design, artwork, or sounds is a lot harder. We can't even


always agree here at id on many of these issues, so we know for sure that


we can't please all the users simultaniously. All we can do is put


talented people on the job and have confidence in their abilities.



Note: Q2TEST DOES NOT INCLUDE ANY HIGH QUALITY SOUNDS! That would have


added another 15 megs to the demo size. Selecting high quality sounds


just upsamples the existing 11khz / 8 bit sounds. There is a significant


quality increase (at a slight speed and memory cost) with the full


production sounds.



Quake 2's goal is to be the best first person shooter ever. We are trying


to evolve a genre, not move to a different one. If you don't want a game


that mostly consists of running around and killing things, you will be


dissapointed. We are trying to be cohesive, but not deep. I have high


hopes for the games that are atempting to aply our technology to other


genres, but don't look for it in Quake 2.




A quick plug:



if you have any interest in programming, you should look at Michael


Abrash's Graphics Programming Black Book Special Edition. It has just


about everything he has written, from the ancient work on optimizing for


the 8086 (still interesting to read) to the articles written during


quake's development.



I personally learned a lot from Michael's early articles, and I was proud


to contribute to the later ones.



http://www.amazon.com/exec/obidos/ISBN=1576101746/3226-6070174-877180




Oct 19


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I hope everyone is enjoying the quake 2 test.



Its always hard to release a version of a product that you know isn't in


its final form. There are plenty of things that are getting better every


single day, but we need to chop it off at some point to let everyone test


it out.



We will do another demo after we finish the full retail product, so if you


don't like looking at preproduction stuff, wait for that one.



Still, I am pretty happy with the test. I think Quake 2 is definately the


most cohesive game we have ever done.



Don't worry -- just because the test doesn't have multiplayer in it, it


doesn't mean that we haven't been thinking about it. Many features in the


quake 2 architecture are going to enable a whole new level of net play.


It will take a few months after the full release for all the potential to


start showing through, but just you wait!



The biggest changes to Quake 2 are internal. Anyone doing modification


work on Quake is going to be ecstatic when they get to work with quake2.


The game dll source code and all the utilities (including the OpenGl map


editor) will be released shortly after the game hits store shelves.



Oct 17


------


Somehow we managed to convince the mesquite city services and police


department to let us take our cars down to the municipal airport and run


them down the runway to get radar speed numbers. Is that cool, or what?



So, how fast can we go on a 6000 ft runway and still stop before running


off the end?



John Cash's M3 just barely hit the 135 mph speed governer.


Bear's turbo supro hit 144


My F40 hit 165


My TR's left turbo exploded at 160 mph :(



Adrian, Todd and Paul couldn't make it, so we didn't get viper, vette or


porsche numbers.



It took less than 2000 ft for the TR to do 160. We were fully expecting


to do 200 mph in 4000 ft if things had held together.



We have a bunch of video and sound footage that we are going to digitize


eventually. We made one run with a police mustang chasing after my F40.


Guess who won.



The F40 is a very, very durable car. I made six runs around 160 mph, and


it didn't even fade. Same thing on a racetrack. Lap after lap without


any changes. My TR makes 1100 hp for twenty seconds, then explodes...