Activision Goldmeldung Quake 3

Hier das offizelle Statement von Activision:

November 23, 1999 – Santa Monica, Calif. – Activision today announced that Quake III Arena has gone gold. Developed by id Software, Quake III Arena is the third installment of one of the most popular computer game franchises of all time and is designed to be the final word in online multiplayer mayhem. The title, which was sent into manufacturing today, is expected to hit retail shelves on Dec. 12, 1999 at a suggested price of $49.99.

Quake 3 Elite Version

Ab sofort könnt ihr bei q3a.de nun auch die Quake3 Elite-Edition bestellen. Diese streng limitierte Version gibt es in einer aufwendigen Metallverpackung (DM 110,- + Porto). Für alle, die bereits bestellt haben und nun gerne auf die Elite-Edtion umsteigen wollen, können das per Email erledigen.


Anmerkung 2016: Q3 in der Tinbox, es gab ne Windows Version als auch eine Linux Version. Aus der Windows Version konnte eine Linux gemacht werden.

QUAKE: III Arena – Elite Collector’s Edition Tin

Quake 3 Linux nicht in Germany?

Ich hoffe mal, dass das was mir Andreas gemailt hat, trifft nicht zu. Aber lest selbst was Activision zur Linux Version in Germany meint.

Activistion Deutschland (bzw. deren Vertrieb NWG) wird Q3A in Deutschland lediglich in der Windows-Version anbieten (Begründung: Keiner kauft die Linux Version, tolle Begründung angesichts der Tatsache, das diese gar nicht angeboten wird). Um nun die Verkaufszahlen zu ermitteln werden die „cross-upgrade binaries“ von iD erst nach Weihnachten veröffentlicht. Mal abgesehen davon, dass damit ein grosser Teil der deutschen Linuxuser in die Röhre schauen, gilt selbiges natürlich auch für die Serverbetreiber.

Quake 3 Arena Screenshots

Paul Steed hat zwei neue Quake 3 Arena Screenshots an Bluesnews geschickt. Die Bilder entstammen einer gerenderten Video-Sequenz. Diese kleinen Videos, die einem die nächsten zu erwartenden Gegner zeigen, wird man zu sehen bekommen, nachdem man eine Gruppe von vier Levels siegreich hinter sich gelassen hat. Zu bemerken sei noch, dass die Models, obwohl sie eine höhere Polygonenzahl haben, die selben Texturen wie im Spiel benutzen!


Anmerkung 2016: Der Link funktioniert, ein Wunder.

GameStar 12.99

Für id oder Quake 3 Fans ist es diesen Monat Pflicht, die neue Gamestar (12.99) zu kaufen. Ihr findet dort einen Artikel über Quake 3 auf ca. 8 Seiten, und dann noch zwei weitere Seiten mit dem Titel „ID packt aus“.

Auf ihrer CD gibt es zusätzlich noch ein Quake 3 Video.

Dank an [AS]xxQ3xx

Chat mit John Carmack

Auf den Seiten von Thresh FiringSquad könnt ihr einen Chat mit John Carmack zum Nachlesen finden.


Anmerkung 2016: Interview addiert.

This interview was conducted by Kenn Hwang for Firing Squad on September 28, 1999

John Carmack’s recent .plan update included some exciting news for Quake 3 Arena players, consisting of gameplay changes, bug fixes, and more. In response to the sometimes technical-sounding worklog, we shot off a few questions to JC to get the straight scoop on what’s been done.

Kenn Hwang:
In your recent plan, you mentioned that com maxfps has been limited to 85. Were there still high-framerate problems that were cropping up at 100fps?

John Carmack:
Yes. Some poor modem connections still had problems.

Kenn Hwang:
Do you think this will be detrimental to people planning on buying new video cards capable of putting out twice the framerate (particularly at low detail settings)? For advanced players, more FPS makes a huge difference (being able to see and dodge fast-moving projectiles such as the hyperblaster, plasmagun, etc.).

John Carmack:
You are free to turn off com maxfps if you want, the default is just a safe level.

Kenn Hwang:
How will you fix low-fps problems such as the no-fall teleport (from the lightning room into the RL room) in q3tourney? How hard is it to fix the source of the problem (bugs occuring due to different framerates), rather than applying kludges such as arbitrary framerate limits?

John Carmack:
The way to make everything completely framerate independent is to use fixed timeslices for simulation, but that comflicts with trying to get very high framerates. DOOM used a fixed 35 hz simulation cycle, so it never varied at different speeds, but it could never run faster than 35 hz.

Quake has always used a msec variable simulation time, which allows any framerates without stuttering, but has some time dependent behavior.

In theory, all itterative behavior can be calculated parametrically at arbitrary times, but in practice there are difficulties.

I just added a maximum simulation time option, which subdivides frames larger than 66 msec into two moves, which prevents large changes in behavior.

This fixes the no-fall exploit. The simulation timeslice is definately a tradeoff – the smaller it is, the less variation is allowed, but it involves more cpu work, which can make it go even slower, feeding in upon itself.

Kenn Hwang:
You also mentioned ”removing some latency from lightning endpoint.” Could you give us a little more detail on this? Is it the slight delay between shooting and hitting sound effects, or how the shaft appears onscreen?

John Carmack:
The amount of lag when turning has been slightly (average 25 ms) reduced.

Kenn Hwang:
Currently in 1.08, walking backwards is still fast enough to produce footstep sounds. Will this be fixed?

John Carmack:
I had forgotten about that. I just fixed it. Anything else on the firing squad’s ”annoying bugs in q3test” list?

Kenn Hwang:
PS – I’m going to ask for Dennis since he’ll never ask himself – what are the chances of getting footsteps reduced/removed for 1 on 1? :)

John Carmack:
We had them out for a while, but we put them back in because the levels felt more ”dead” without player movement noises.