irst up, here's a brief transcript of the open source exchange during the Q&A with John Carmack:
Q: I wanted to say thank you for open-sourcing the Quake 3 engine, it's made a huge difference to the community. I wanted to ask your opinion about the future of Linux and open source gaming.
A: I do take a great deal of personal pride and satisfaction with what I've been able to do with getting so much of the stuff out. Sometimes I think about it, and while I know it's not something I'm generally considered for, I may be one of the most prolific open source authors considering all the code that I've written over the last 15 years that I've made open source, or have made open source there. I do think it's very valuable. I'm very happy when I see both user gaming community stuff, or research universities, or people doing simulation tests, or bringing up things. Every new piece of hardware ends up having Doom or Quake titles used as an early form of test application. So I'm very happy to have done that. It's certainly going to continue. I mean I won't commit to a date, but the Doom 3 stuff will be open source. We still make those decisions even today when we're doing the Rage code when we have decisions about "do we want to integrate some other vendor's solution, some proprietary code into this". And the answer's usually no, because eventually id Tech 5 is going to be open source also. This is still the law of the land at id, that the policy is that we're not going to integrate stuff that's going to make it impossible for us to do an eventual open source release. We can argue the exact pros and cons from a pure business standpoint on it, and I can at least make some, perhaps somewhat, contrived cases that I think it's good for the business, but as a personal conviction it's still pretty important to me and I'm standing by that.
Next, as I mentioned briefly earlier, a beta test release of the Enemy Territory: Quake Wars Linux dedicated server was made available at the event to the BYOC LAN; of note is this passage in the README:
You need a low latency kernel for good performance (this applies to both client and server installs). Mostly, make sure your kernel configuration has CONFIG_HZ_1000=y. You should also enable other low latency desktop settings, such as the various preemption capabilities.
You've been warned; get your kernels ready! ;)
It was announced at the convention that ET: Quake Wars for Windows will ship on October 2. There's a new preview of the game at Atomic Gamer and a few new screenshots at Shacknews.
Game Informer has a lengthy interview with John Carmack where some additional detail was provided regarding their newly announced projects:
* "[Rage is] about 50/50 racing and first person action. [...] I think there’s going to be some neat stuff in it. We’ve got the whole outdoor wasteland – big areas, going between lots of different areas. We’re doing some of the sandbox play there. [...] Then you’ve got the run and gun internal shooter stuff, id’s always done well, and we’re going to do a good job on that. Then you have the sort of RPG-ish elements, pimping out your ride, getting money to buy accessories and building it up."
* "There will be a Doom 4, we don’t have it scheduled or a team assigned to it, but there will be a Doom 4. There’s going to be a Quake Arena sequel. There’s a Wolfenstein thing in production. We’re following along with all those. This game [Rage] doesn’t have to be Doom. It’s going to be something different."
* "We have a kernel team and we’ve seeded it with people from our main team and moved them over, and the plan is right now to do a bridge project that we’re calling Quake Zero. This is experimental and this is one of my pet ideas. We’re taking the Quake Arena code base data sets and repackaging it for incremental web downloads and make it a free game and we’re going to try a sponsored advertising supported free version of the game. I want to try this. Where the website is the hub for everything, most of the menus are gutted out of the game. The game is something that launches instantly. You set up everything on the web page, all of your community stuff there. You get sponsors and advertisers on there to see if we can support this. We have a unique opportunity for this because we own all the stuff on there – it’s still a good game. We can do this with the kernel of the first six developers on here."
* "The goal is here to make – after Quake Zero – then we’ll probably take all of the lessons we learn from that interaction and make an id Tech 5 Quake Arena sequel with all the bells and whistles."
There's a lot of discussion about what's changed in id Tech 5 at:
* An AtomicGamer interview with id's Steve Nix.
* GameTrailers.com's three-part technology walkthrough hosted by Carmack.
* Shacknews, where they've posted video of the id Studio tools presentation conducted by id's Matt Hooper at QuakeCon.
Speaking of, high resolution video of the Rage trailer is also up at the Shack. The id Studio tools themselves are Windows widget-based; such utilities have been problematic to port in the past, but maybe something akin to GtkRadiant will come together over the next several years.
Besides our audio recording of the Carmack keynote, QuakeUnity.com has posted a video recording of the talk's first hour. There's also video of the presentation's initial announcements.
Finally, QuakeCon is also a tournament, and the winners were announced at the event's conclusion:
Enemy Territory: QUAKE Wars 6V6 Championship
* 1st Place: Team-Dignitas -- $22,000
* 2nd Place: Team HOT -- $16,000
* 3rd Place: Check-Six -- $8,000
* 4th Place: DEMISE -- $4,000
QUAKE Quad-Damage Tournament
* 1st Place: Johan “toxjq” Quick -- $20,000
* 2nd Place: Magnus “fojjji” Olsson -- $12,500
* 3rd Place: Timothy “DaHanG” Fogarty -- $7,500
* 4th Place: Mikael “purri” Tarainen -- $5,000
* 5th Place: Tim “naymlis” Bowes -- $1,250
* 6th Place: Chance “EG/chance” Lacina -- $1,250
* 7th Place: Rafik “LoSt-CaUsE” Bryant -- $1,250
* 8th Place: Tom “griffin” Wall -- $1,250
The Quad-Damage tournament spanned all four Quake titles; you can see videos of the matches at GGL, or download the Quad Damage demos from the QuakeCon site.
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