Quake 2 Source Code veröffentlicht

John Carmack hat nun den kompletten Quake 2 Source Code (für Visual C++ 6.0) veröffentlicht. Die Media Dateien unterliegen zwar weiterhin dem Copyright, der Source Code kann allerdings im Rahmen der GPU Lizenz beliebig bearbeitet und vertrieben werden. John Carmacks .plan:

The Quake 2 source code is now available for download, licensed under the GPL.

 

ftp://ftp.idsoftware.com/idstuff/source/quake2.zip

 

As with previous source code releases, the game data remains under the original copyright and license, and cannot be freely distributed. If you create a true total conversion, you can give (or sell) a complete package away, as long as you abide by the GPL source code license. If your projects use the original Quake 2 media, the media must come from a normal, purchased copy of the game.

Das wird, so Carmack, Cheatern vermutlich Tür und Tor öffnen. Andererseits sollte der Nutzen weitaus größer sein.

I´m sure I will catch some flack about increased cheating after the source release, but there are plenty of Q2 cheats already out there, so you are already in the position of having to trust the other players to a degree. The problem is really only solvable by relying on the community to police itself, because it is a fundamentally unwinnable technical battle to make a completely cheat proof game of this type. Play with your friends.

Download-Mirrors: (1,4MB)

Q3 Point Release 1.31

Für Quake 3 ist ein neues Point Release verfügbar. Es handelt sich dabei um die Version 1,31 und der Download umfasst rund 26,1 MB. Das Autoupdate sollte allerdings wesentlich kleiner sein, ausserdem ist es bequemer…

Windows Fixes:
– fixed Doppler effect
– changed protocol from 66 to 67
– fixed simple developer 1 cvar cheat hack
– changed a few warnings to developer warnings
– rcon commands no longer fragment, sent buffered to the rcon client
– fixed connection issues / broken userinfo
– only printing R_AddPolyToScene warnings with +set developer 1
– various dedicated server issues fixed

Linux only:
– fixed sound crash, going around memset bug in glibc i586/i686

Quake 3 Movie Banned Again

Von Mr. White (Planet-Loewe) gibt es nun den dritten genialen Quake Movie! Darin werden wie gewohnt fantastische Frags aus vielen Perspektiven, untermauert mit einer Story gezeigt.

Nachteil ist allerdings, dass die Videos alle zwischen 100 und 200 MB groß sind, daher nicht für jedermann so einfach zu saugen sind.Update: Quake.de bietet euch exklusiv von dem Video Banned again eine 22 MB große Fassung an! Benötigt wird dafür DivX 3.11 alpha, bei dem der passende Audio Codec im Gegensatz zu DivX 4.x dabei ist.

Interview mit Todd Hollenshead

Auf der NVidia Website gibt es ein Interview mit Todd Hollenshead, CEO von id Software. Es geht natürlich um das aktuelle Spiel von id Software, Return to castle Wolfenstein.

Return to Castle Wolfenstein is powered by the venerable Quake III engine. Is this the same basic engine or does it feature any enhancements or modifications?

About the only two pieces of the original Quake III Arena Engine that remain in Return to Castle Wolfenstein are the core rendering system and the network code (although throughout the development of Team Arena and subsequent point releases the network code has been optimized an incredible amount as well). Gray Matter has developed an advanced AI system where enemies will react to their surroundings, take cover, work together, and make different decisions based on the tactics with which you play. They have been able to add realism by incorporating a skeletal animation system which allows for many more animations per character, as well as the use of motion capture data to create animations that are incredibly smooth and lifelike (it’s actually a little spooky sometimes).

Leider war die Website bis jetzt wegen der großen Anfrage nicht erreichbar…

Return to Castle Wolfenstein GOLD

Return to Castle Wolfenstein ist nun offiziell „gold“. D.h., es ist jetzt in Produktion gegangen. Laut Todd Hollenshead sollte es am 1. Dezember weltweit erhältlich sein und in den USA bereits nächste Woche (21. November 2001). Todd Hollenshead in seinem .plan:

WoooHOOOO! Wolf is golden indeed. Congrats to Gray Matter, Activision and Nerve for all of the hard work they have put in over the last 2+ years we´ve been working on this game.

[…]

**Special note to our German fans: buy as soon as they come out and avoid the „rush“ ;-) I know you guys know what I mean…

Die Geschichte von Wolfenstein sollte allen bekannt sein. Am 5. Mai 1992 veröffentlichte eine kleine, bis dato unbekannte, Firma namens id Software ein Spiel namens Wolfenstein 3D. Es war der 1. flüssig scrollende 1st Person Shooter. Jetzt, rund 10 Jahre später, gibt es nun den Nachfolger, in dem man wieder als US Elite Soldat gegen die Achsenmächte (D, Ö, I) im 2. Weltkrieg kämpft. Mehr Infos zum Vorgänger findet man in der id Fansite auf quake.de unter der Rubrik Spiele.

Gray Matter´s Corky Lehmkuhl hat übrigens eine kleine Überraschung für euch: Ein ganz besonderes „gone gold“ Bild, das auf alle Fälle einen Blick wert ist…

Interview with Sten „ZTN“ Uusvali

Level Designer
2009: Quake Live – ZTN Tourney Level
1999: Wages of Sin
1998: Quake II Netpack – Extremities

 

 

 

From cyberfight.org, 9. November 2001

Jakie: Hello man. For first i want to ask whats your name, how old are you and where do you live?
ZTN: The name’s Butston Freem…I mean Sten Uusvali. I’m 30 1/2 years old and I live in a small white house up on a hill =)

Jakie: As I see making maps is a hobby for you? So, where do u work, what are u doing? :)
ZTN: I’ve been balancing with my mapmaking in between hobby and commercial mapmaking. So far it’s been more like a hobby indeed, but who knows what the future might bring. But the true profession of mine is programming. I’m a software developer in a small, privatly owned Californian company located in San Diego. As my business card says…”Senior Programmer”…but being so close to the Mexican border it sometimes translates to “Senor Programmer” ;)

Jakie: What computer languages do u know? (I mean c++, delphi, php etc.)
ZTN: I use actively C++, Delphi, x86 assembler…and that’s about it. I also know Basic and a tiny bit of Java, but I’m quite ignorant at the Web-programming field.

Jakie: What software do u use for create your brilliant maps?
ZTN: Thank you =) For Quake III I use QERadiant, for Quake and Quake2 I used an editor called WorldCraft.

Jakie: Well, you made many maps for Quake1, Quake2 and Quake3, but how about other games?
ZTN: There are some non-quake maps of mine, which aren’t widely known. Most notably some maps for SiN (which was Quake-engine based game anyway), a few unreleased Doom maps and a few bad attempts at Unreal, Also unreleased. Aside from those small sidesteps, I’m pretty much riveted to the id-produced engines.

Jakie: When did u start to create maps and which one was the first one?
ZTN: I started trying when the first publicly availabe version of the WorldCraft was released. Can’t remember when, but I think it was in late ’96. The first maps were god-awful mess of brushes which didn’t really deserve to be called as “map.” But the next serious tries were 2 Western-styled maps called “Cactus City” and “Cactus City Nights” which are downloadable from FilePlanet (or FailPlanet), but don’t have a direct link from my homepage. Have to fix that sometime when I remember… The first publicly released map was “The ZTN Base” which is a huge base-style map, downloadable from my page.

Jakie: When ztn3dm3 will be released?
ZTN: I wish I knew! That’s an omnipresent question, and can only be answered by “when it’s done” Don’t we all love that arrogant sounding answer or what? =)

Jakie: Is there any maps, which you think are perfect, but on championships they are not used? (Not only your maps).
ZTN: Oh yes, take a look at Wiebo’s “No Class!” I mean look at it, it can’t get much better than that, yet it hasn’t gained much popularity at the professional tournaments. It might be that this map wasn’t intended to be a full-blown tournament map, but then again, so wasn’t my “Blood Run.” It just happens, you never know how the online community will interpret your map.

Jakie: What do u think about “popularity” of ztn3dm2? You think there is any mistake in this map or it’s just a player’s choice?
ZTN: Oh, I’m flattered abut the popularity and acceptance this map has received. There are few places in this map I think I should have solved differently, but all in all, I am very satisfied how it turned out…and more about the wide usage of this map. Goes to show that I did most of the things “right”, a good portion of that accounts to my trusty Ramshackle team, whose comments are invaluable in process of finetuning the map.

Jakie: Your maps are universal. Ztn3dm1 was a duel map for a long time, but some months ago professional players started to play 2×2 on it. What do u think about it?
ZTN: To tell you the truth, it amazes me how versatile this particular map has turned out to be. It wasn’t intentional, actually, ztn3dm2 was supposed t be a 2×2 map. But as I’ve said before, you really can’t predict how the online community will interpret your intentions.

Jakie: Do u play on your maps? :)
ZTN: Yes, but quite frankly, I’ve got my ass kicked on my own maps more, that I’ve won. Which is funny, considering some of my early duel maps were created for the sole purpose of winning our in-house tournaments held back in my old workplace. Alas, the ploy didn’t quite work…but the hobby stayed =)

Jakie: Which map is your favorite? 2 maps: yours and in all.
ZTN: All in all, my favorite would be ztndm5 – The Vomitorium. This map in my opinion has everything just right. The layout is interesting and not too complex, it provides good ground for both duel and FFA deathmatches. And it looks nice, too. As for other people’s maps, there are so many of them, it’s hard to pick only one. I’d say Adriano “Escher” Lorenzini’s “The Messy Base” classic Quake1 map stands tall in a crowd. But on the other hand, Dennis “Headshot” Kaltwasser’s maps always make me feel incompetent, and the same goes to Phil “retinal” Chopp.

Jakie: Could u say the number of your maps released?
ZTN: Ugh…lemme count…here’s the approximate number unless I left something out (including the rebuilds, modifications and commercial maps): 35

Jakie: How long plan to create maps?
ZTN: Depends. Sometimes I just start laying brushes and everything just clicks. On other occasions I try and try and out comes only a turd. Which get flushed. It usually takes me a month and a half to produce a map from the initial planning up to the point, where the maps is ready to be released. Some of my maps have taken something like 6 months to accomplish, ztn2dm5 being a good example.

Jakie: What esle do u create for Quake?
ZTN: Some textures for my own usage, noting much else.

Jakie: When did u see Quake for the first time?
ZTN: The moment I downloaded the QTest1 from a local BBS. It might have been around early spring ’96, if I’m not mistaken. The shareware version came a bit later, on June 23th to be exact. And received my full version sometime in October the same year, I think.

Jakie: Do u have a configuration file for Quake? If yes, where can it be downloaded?
ZTN: I do have a custom cfg file for Quake, but it’s not downloadable. I use an oddball combination for navigating around: my right mouse button is for moving forwards, and z, x, c for strafing and moving backwards. I’ve used that particular combination since my Doom days and the advantage of this layout is that it leaves my lefthand middle finger free for other tasks while moving forward.

Jakie: Which Quake is the best? :)
ZTN: Which woman is the best? There are many answers to that question…some like their first love, some are endlessly searching for their true love, some like what they’ve got. From the pure fun and deathmatch standpoint, I like the original Quake the best. From the mapping standpoint, nothing beats Quake III.

Jakie: Do u have a girlfriend (or wife ;-), what does she thinks about “all this”? :) Does she use a computer for her needs?
ZTN: God forbid, NO! No woman is allowed to bring her stuff to my sacred room, let alone touch my hardware. You can’t trust women you know, sooner than you’ll be able to say “ni”, they’ve installed a 2,5MB bitmap with a picture of a fluffy kitten to your desktop and sent hundreds of “jokes” and “personality tests” from your e-mail addy to their friends. But, make no mistake, I do have a few very good girlfriends whom which I have a friendly relationship with, it’s just that the lone wolf part of me doesn’t want to settle down at the moment ;)

Jakie: What is your home pc configuration?
ZTN: Hehe, It’s a medicore PIII-450 with 384MB of RAM and 20GB harddisk, GeForce256 and a 17” monitor. Enough for me =)

Jakie: Do u have any brothers or systers? Does they play? :)
ZTN: I have an older brother, he doesn’t play, but his son does. And he has also created some maps, some of them actually quite famous. He’s nickname is “paradies” and some of his para2dmX series maps are still being used on Quake2 servers.

Jakie: Do u have friends – professional players?
ZTN: Oh, I have many friends, though not professional players, some of them would do good at any professional event.

Jakie: Have u ever played on any e-sport championship?
ZTN: No, I’m not that good of a player.

Jakie: Why don’t u participate in e-sport projects, such as XSReality, Cached or Cyberfight? And do u plan NOT to participate in future?
ZTN: But I am participating =) Not from the competition side, but I have my foot in the door by providing maps. I map better than I play deathmatch.

Jakie: What do u think about CS invasion in Quake community?
ZTN: Interesting. But I’m yet to try CS myself. Haven’t hardly had any time for playing even Quake III, let alone learning a totally new game.

Jakie: What do u think about e-sport future? It’s a sport?
ZTN: Oh it’s a sport allright. If throwing a cowshit can be a sport, e-sport will have no problem bearing an emblem “sport”. The question in my mind is however, how soon till it’ll be accepted as a spectator sport. It’ll come for sure, but when?

Jakie: Which one of professional players you think is the best? Which team and which country in all?
ZTN: well…I think I’m not applicable to answer that question since I don’t much follow the professional gaming scene =)

Jakie: Did you hear something about Russian players? About team 4z and c58?
ZTN: I don’t much follow the online tournament scene, so I have to apologize for not reckognizing any of the names. But I do know that Russian Quake plaers are doing very well. In fact, a good percentage of my “fanmail” comes from Russia. I remember an incident a few years back with a Russian top player, who was denied of US VISA for traveling there to take part of a high-class tournament. I felt sad about the guy, he lost purely by politics, which I think should be unrelated to the sports. But what can you do?

Jakie: For the end, what would u say to your fans in Russia? :)
ZTN: Nazdarovje? Hehehe =) Thank you for your support and keep holding your reputation high. Have mercy!


Blood Run (ZTN)

In 1997 Sten “ztn” Uusvali created the original version of Blood Run for QUAKE 1 as a homage to E1M5 Gloom Keep, and it became an instant hit. Following the release of QUAKE III Arena, ztn re-built Blood Run from scratch and released it in 2000 to an even greater reception. Over the years, Blood Run has become a staple of Duel competition, and a favorite of players around the world. Countless professional tournaments have been decided, and hundreds of thousands of dollars earned over the years within the halls of Blood Run.

– ZTN on wiki.quakeworld.nu
– Blood Run on lvlworld.com
– Sten on linkedin.com

Fastpath

Die Telekom startet einen flächendeckenden Fastpath-Test. Laut der Deutschen Telekom sollen keine zusätzlichen Kosten beim Kunden anfallen. Frühere Tests im Sommer verliefen positiv und nun soll ein flächendeckender Praxistest durchgeführt werden. Ganze Anschlussbereiche sollen umgestellt werden. Aktivierung von Fastpath bei DSL-Anschlüssen bedeutet kürzere Pingzeiten und damit besonders bei kritischen Anwendungen, wie Onlinespielen, große Performancesteigerungen.

Threewave CTF Quake 3 erschienen

Lange hats gedauert, aber jetzt ist es endlich soweit ! Von dem bekannten CTF Mod Threewave ist nun die Version 1 für Quake 3 erhältlich. Hier die Features:

  • Great new game mode called „CaptureStrike“
  • 5 new Threewave maps and 3 refitted maps
  • Classic CTF game mode with 8 classic maps
  • Compilation Pak 1 maps (8 maps)
  • Compilation Pak 2 maps (8 maps)
  • Portal style voting on next map and game style
  • Mini games in between maps
  • … vieles mehr

Es lohnt sich auf alle Fälle das 123MB große Pack zu ziehen !

Mirrors:
Windows (.exe):
ExThree, Executable, FilePlanet, QuakeShit, XMission, BarrysWorldUK, Blues, Shacknews, Q3CTF.de

Linux/Mac (.zip):
ExThree, FilePlanet, QuakeShit, XMission BarrysWorldUK, Blues, Shacknews