id Software's Usenet Group Posts Archive!

quake/articles/1996/art-99



Path: mantis!not-for-mail


From: Mike Tong


Newsgroups: rec.games.computer.quake.announce


Subject: Latest News from Aftershock!!! Good News at Last!!


Date: 8 May 1996 16:51:37 +0100


Organization: None


Lines: 82


Sender: tony@mantis.co.uk


Approved: quake@mantis.co.uk


Message-ID: <598806542wnr@btilaff.demon.co.uk>


Reply-To: MikeT@btilaff.demon.co.uk



[ Reformatted - mod ]



Thought you may all want to see this as I think its the best Quake news


I heard so far! I love the bit bout dynamic lighting ;) This was written


by one the two shareware tester for id!




Dynamic lighting!!! It kicks so much ass!! I can't rave enough about


this. The rockets lit up hallways as it went down them, lights pulsated,


flood lights turned on as you went down stairwells. There was more too.


It was great for setting the mood. Get this! They said John Carmack told


them to time him to do dynamic lighting and it took the guy...err,


programming god 1 (yes, one!) hour to do, including a bathroom break. :)


**Sean kneels to the John Carmack programming god**.



Rocket/grenade explosions rocked!! Much better looking than before.



No menus as of yet that we saw



Graphics speed rocked (sorry, that word keeps popping into my head)!!!


It was faster than Qtest before...for comparison...both on a P90...last


time, about half the time the turtle was therebut it was still pretty


playable...this time I didn't see the turtle even once on the shareware


annot until there was sky, 3 or 4 demons, and an ogre all at once did I


see it on Sandy's levels!!! It was VERY smooth besides that. I got the


turtle most of the time on a P90 during LAN deathmatch on Qtest1. Hi-rez


is going to kick ass on my P5-166.



Bad news 486 owners. Since ALL of the math is done with the FPU and the


Pentium's being much better than the 486's, it would run on a DX4-100


(what I habefore my P5) but it "wouldn't bhappy". P5-60 should be fine


though. They aren't worried though because Intel is expected to sell


something like 65+million Pentiums this year or something like that. Now


is time to set aside money in your budget for that motherboard upgrade.



Levels are more linear like they are in DOOM as opposed to hopping all


over the place like in Hexen (irritating after a while).



Monsters had better reactions to being hit.



The dogs were much closer to finished. They had textures, sounds, etc.



I played against the vomitus (registered version) that had no texture,


but spit harmful gibs out at you (these were textured).



Lance and I (meaning a level Lance was on, I just looked) saw a boss in


one of the levels, but he had no texture and didn't do much.We had less


time underwater before we started suffocating (or so it seemed).



As John's log says today, the rate of fire from the rockets has been


decreased.



There was okay water, and there was water that was harmful to your


health



The Wizards shot spikes and strafed as opposed to the bomb shots from


before. This may change.



Ogre grenades did look different as expected.



The axe was in there. They told us it still had a lot of work left to be


done on it though. It didn'quite look right. It made a cool sounwhen it


hit a wall though. Nice not to be utterly defenseless when you run out


of ammo even though you won't get far with it. Maybe you could hold off


a monster long enough to escape for ammo.



There was an "Enforcer" in some levels Lance played. I didn't see it (I


only heard it) because I was being attacked by mucho badies oSandy's


levels, but Lance said it was similar to the army dude but had a


gattling gun as one of his arms.



Nope, no crouching available. I'm 99% positive it won't show up in the


game and I won't be shedding tears over it.



Not sure of when it will be finished. Not as close as I thought before I


went in there.



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Mike Tong --


Email MikeT@btilaff.demon.co.uk


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