24-01-2007, 05:53 PM | #11 | ||
Join Date: May 2005
Location: Nitra, Slovakia
Posts: 6,533
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25-01-2007, 08:41 AM | #12 | ||
Join Date: Feb 2004
Location: Agalli, Albania
Posts: 1,021
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i remember when i first got Quake demo in my hands. the game was not our yet then i believe. Anyway i was a bit disspaointed, since weapons animations were done much better on games prior to quake (like the ones made on Doom engine). i was hoping they will improve that with the game's release, but as i saw much later that didnt' happen.
As for level design - i relaly like to see design where levels make sense. where they represent something. They did in Doom 1 but Doom 2 - everyhting is too much surreal. Hmm funny how they could make so much in Strife with those engines back then. I mean that game looks like some futuristic RPG. Quake has some good levels. some look like castels. I think it could be better if only there was a generaly idea of what the game is supposed to be and in which period should it be happening. is it the future? the past? some imaginary world? well good thing they fixed that in Q2. Yeah Unreal and Unreal Tournament are much better. Then again they also came much later.
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Crantius Colto: Fear not. You are safe here with me. Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not! Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear. Lifts-Her-Tail: But it is huge! It could take me all night! Crantius Colto: Plenty of time, my sweet. Plenty of time. From The Lusty Argonian Maid by Crassius Curio found in TES3: Morrowind |
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25-02-2007, 04:05 AM | #13 | ||
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Best gun from Quake: Nailgun
Best gun from Doom: BFG Best gun from Doom II: Twin SG Best gun from Unreal: Flak Honestly, Doom rocked HARD when it came out... Doom 2 kicked some behinds.. Quake nailed the same behinds to the wall, and Unreal annihilated every behind on the planet when it was released. Quake was was good when it was released, but was surpassed when Unreal was released, just in the same way Quake surpassed Doom.. ok? 2D sprites can't beat polygons graphicwise. In regards to gameplay.. well, you just can't compare them.. imagen what Doom would have been with dynamic lights and hi-res textures?
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Meh.... |
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26-02-2007, 11:37 AM | #14 | ||
Join Date: Feb 2004
Location: Agalli, Albania
Posts: 1,021
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<div class='quotetop'>QUOTE(Titan @ Feb 25 2007, 06:05 AM) [snapback]280851[/snapback]</div>
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anyway... DoomsdayHQ: http://www.doomsdayhq.com/ Supports Windows, Linux/Unix, and Mac OS X operating systems. Hardware-accelerated 3D graphics (OpenGL and Direct3D) and sound effects (DirectSound3D). 16-player multiplayer over LAN or the internet. Dynamic lighting and shadow effects. 3D models and particle effects. Dynamic light effects and lens flares. Simple shadows for objects. Support for high-resolution textures and detail textures. 3D skyboxes. Quake-style runtime console for modifying settings and giving commands.
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Crantius Colto: Fear not. You are safe here with me. Lifts-Her-Tail: I must finish my cleaning, sir. The mistress will have my head if I do not! Crantius Colto: Cleaning, eh? I have something for you. Here, polish my spear. Lifts-Her-Tail: But it is huge! It could take me all night! Crantius Colto: Plenty of time, my sweet. Plenty of time. From The Lusty Argonian Maid by Crassius Curio found in TES3: Morrowind |
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26-02-2007, 12:49 PM | #15 | ||
Join Date: Feb 2007
Location: ,
Posts: 9
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One would have to mention the Amiga Version of Quake - which I found breathtaking.
It came out a year or so (dont nail me to that...) after the DOS version. The Amiga ran it in 640x480 or even 800x600 thanks to full openGL support - though it was hard to find one who was capable of running the latter at decent speed back in the days. However...mine was. All the addons like Malice etc... worked perfectly, the Amiga port was a re-compiled exe, all the other files remained original (*.wad & *.map files...) Like the last shake of a dead corpse or something. And I played it... I remember a CU Amiga issue with a cover cd filled with Quake Addons - broadband internet wasn´t that common at that time.... so this came right in time. |
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26-02-2007, 02:28 PM | #16 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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I've got an unpatched copy of Quake running in 1024x768 under DOS. |
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26-02-2007, 03:28 PM | #17 | ||
Join Date: Feb 2007
Location: ,
Posts: 9
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<div class='quotetop'>QUOTE(the_fifth_horseman @ Feb 26 2007, 04:28 PM) [snapback]281044[/snapback]</div>
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really ? well...maybe we were all dumb or limited other(hardware)wise, but i remember several of my friends stating exactly that,. on my pentium 1 / 133 mhz with a s3 virge 3d it never made more than 320x240. did you play it back then in that kind of resolution ? well then i recall...and state the opposite. |
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26-02-2007, 03:38 PM | #18 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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I played it at 640x480 with a 1-meg graphics card (486DX4/100, 24 megs of RAM).
DosBox exmulates a 2MB S3 Trio v64+, IIRC, and it allows resolutions up to 1024x768. According to the readme, any resolutions above 320x240 are dependant on the graphics card Quake detects - if your card was not recognized by the game, that might have happened. |
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26-02-2007, 04:03 PM | #19 | ||
Join Date: Feb 2007
Location: ,
Posts: 9
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<div class='quotetop'>QUOTE(the_fifth_horseman @ Feb 26 2007, 05:38 PM) [snapback]281064[/snapback]</div>
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Thx ! |
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09-03-2007, 06:03 PM | #20 | ||
Join Date: Apr 2005
Location: Wellington, New Zealand
Posts: 890
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I have a real s3 trio 64v+ 2MB and I got it running at 1024x768 patched in dos.
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