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From: Stephen
Subject: Re: Quake II
Date: 20 Jan 2016 14:48:54
Message: <569fe4a6$1@news.povray.org>
On 1/20/2016 7:26 PM, Orchid Win7 v1 wrote:
> On 20/01/2016 07:05 PM, Stephen wrote:
>> You both might be interested in this:
>>
>> http://www.bbc.co.uk/news/technology-35343089
>>
>> Wolfenstein 3D was the first 3D game I played.
>
> You might be interested in this:
>
> http://hackaday.com/2016/01/15/wolfenstein-in-600-lines-of-code/
>
> Somebody reimplemented Wolfenstein... AS AN AWK SCRIPT!
>
> The actual HELL?!

I'm lost for words. Brill!

-- 

Regards
     Stephen


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From: Orchid Win7 v1
Subject: Re: Quake II
Date: 20 Jan 2016 14:56:11
Message: <569fe65b$1@news.povray.org>
On 20/01/2016 07:48 PM, Stephen wrote:
> On 1/20/2016 7:26 PM, Orchid Win7 v1 wrote:
>> You might be interested in this:
>>
>> http://hackaday.com/2016/01/15/wolfenstein-in-600-lines-of-code/
>>
>> Somebody reimplemented Wolfenstein... AS AN AWK SCRIPT!
>>
>> The actual HELL?!
>
> I'm lost for words. Brill!

Yes. Why... WHY would you do this?! You turned a text-processing engine 
into a 3D game by way of VT-400 escape codes? Are you nuts?! IN 600 LINES??!

Respect.


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From: clipka
Subject: Re: Quake II
Date: 20 Jan 2016 15:09:34
Message: <569fe97e$1@news.povray.org>
Am 20.01.2016 um 20:56 schrieb Orchid Win7 v1:
> On 20/01/2016 07:48 PM, Stephen wrote:
>> On 1/20/2016 7:26 PM, Orchid Win7 v1 wrote:
>>> You might be interested in this:
>>>
>>> http://hackaday.com/2016/01/15/wolfenstein-in-600-lines-of-code/
>>>
>>> Somebody reimplemented Wolfenstein... AS AN AWK SCRIPT!
>>>
>>> The actual HELL?!
>>
>> I'm lost for words. Brill!
> 
> Yes. Why... WHY would you do this?! You turned a text-processing engine
> into a 3D game by way of VT-400 escape codes? Are you nuts?! IN 600
> LINES??!

That's spelt "nerds", not "nuts" :-P


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From: scott
Subject: Re: Quake II
Date: 21 Jan 2016 02:55:14
Message: <56a08ee2$1@news.povray.org>
> Well, without a 3D card, there's no texture filtering, and no coloured
> lighting. And with a 233 MHz Pentium I with MMX technology, you had to
> turn the resolution down fairly far to get sane frame rates. So running
> at something like 640x480 with a boarder (remember that feature?), the
> display was *very* grainy.

I think I had a P166 with 16MB RAM ... and then I bought a 3Dfx card for it.

> (Remember Glide?)

It's where I learned 3D graphics programming :-) The separate cards for 
2D/3D was actually really useful, as it allowed me to have a TWO SCREEN 
setup! IIRC if you didn't open a full-screen window in your program, you 
could still use the 2D Windows interface at the same time the 3D was 
running on the 3Dfx card. Useful for debugging or providing some simple 
Windows-based UI for controlling the 3D.

> Quake II is also the only game I've ever made a map for.

I was a Duke Nukem guy rather than Quake II, I used to waste my summer 
holidays with my sister over serial link on that. When we got bored we 
made maps - mine were usually full of hidden tunnels and secret ambush 
points :-) The editor was very buggy though, and would periodically get 
completely corrupted and you'd end up with several walls going through 
the middle of all your rooms and extending 32km into the distance. That 
was a sure sign it was about to crash and you better reload the last 
backup (or the one before that...).


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From: Orchid Win7 v1
Subject: Re: Quake II
Date: 21 Jan 2016 04:34:20
Message: <56a0a61c@news.povray.org>
On 21/01/2016 07:55 AM, scott wrote:
> I think I had a P166 with 16MB RAM ... and then I bought a 3Dfx card for
> it.

Ah, the days when 3D cards cost *money*. I think my step brother paid 


Mind you, remember when a graphics card with better than 256 colours 
cost money? (There's an expansion card for the Amiga called Picasso, 
which gives you true 24-bit video, as opposed to the 256 colour graphics 


>> (Remember Glide?)
>
> It's where I learned 3D graphics programming :-)

Heh. I never learned 3D programming. Well, I did read the OpenGL book 
almost from cover to cover. But that's an older version; the current one 
costs money.

I've never looked at DirectX though. (Or should that be Direct3D?)

The only time I "learned 3D programming" was when I wrote cost in 
Borland Turbo Pascal to draw a spinning fireframe cube. And then added 
surface illumination, which dropped the framerate to a crawl. And then a 
rotating torus, which required me to implement the painter's algorithm 
for correct surface occlusion. (Back-face cull is sufficient for a cube, 
or any other convex solid I suppose...)

Oh, and that time I built a ray-tracer and thought I was the only person 
in human history to have ever achieved such a feat...

> The separate cards for
> 2D/3D was actually really useful, as it allowed me to have a TWO SCREEN
> setup!

Interesting...

>> Quake II is also the only game I've ever made a map for.
>
> I was a Duke Nukem guy rather than Quake II, I used to waste my summer
> holidays with my sister over serial link on that. When we got bored we
> made maps - mine were usually full of hidden tunnels and secret ambush
> points :-) The editor was very buggy though, and would periodically get
> completely corrupted and you'd end up with several walls going through
> the middle of all your rooms and extending 32km into the distance. That
> was a sure sign it was about to crash and you better reload the last
> backup (or the one before that...).

I didn't have any problems with crashes, just that I suck at level design!

I do recall though that my dad ordered a computer from a local computer 
company, and when I tried to play Quake II, the graphics were slightly 
messed up. In certain areas of the map, it looked like a paintball fight 
went wrong; weird splotches of highly-saturated random colours all over 
the walls, like they're glowing. When me dad took it back to the shop, 
they told him they "accidentally fitted the graphics card back to 
front". Which is so obviously nonsense, you have to wonder... But 
anyway, when the PC came back, the graphics worked fine.

One of my graphics cards developed an interesting fault where after a 
while, it would start rendering polygons that extent to infinity along 
one of the coordinate axies. Makes it very hard to play CS:S when you 
can't actually see where you're going!


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From: Orchid Win7 v1
Subject: Re: Quake II
Date: 21 Jan 2016 05:09:33
Message: <56a0ae5d$1@news.povray.org>
Another thing: I remember it being *hard* to find secrets in Quake II. 
But on this playthrough, it seemed really easy. Like, most of them 
aren't even all that hidden. A few of them involve pressing a switch 
somewhere, and then a door opens on the other side of the map or 
something. But most of them, it's just a case of if you look around long 
enough, or shoot anything that sparks (or go back and *investigate* that 
cupboard the enemies just popped out of), you find a secret. Hell, I 
even found a couple of secret *levels*!

I think the only one that's really _hard_ to find is that one where you 
have to execute a rocket jump to get here. I'd never have thought of 
that on my own, but some magazine pointed it out. And when you get 
there, a little message pops up. Instead of "you have found a secret", 
it says "you crazy rocket jumpers!"

Of course, the "best" secret is on the final boss map. It *looks like* 
you need to escape before the place blows up. But actually, you can hang 
around all day if you like. Nothing bad will happen. But in the resupply 
area, if you shoot the back wall, a secret tunnel opens up. Walk through 
and there's a gallery of all the coders who worked on the game. And at 
the very far end... well, you know the rest.


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From: Stephen
Subject: Re: Quake II
Date: 21 Jan 2016 05:27:42
Message: <56a0b29e$1@news.povray.org>
On 1/21/2016 10:09 AM, Orchid Win7 v1 wrote:

> Of course, the "best" secret is on the final boss map. It *looks like*
> you need to escape before the place blows up. But actually, you can hang
> around all day if you like. Nothing bad will happen. But in the resupply
> area, if you shoot the back wall, a secret tunnel opens up. Walk through
> and there's a gallery of all the coders who worked on the game. And at
> the very far end... well, you know the rest.


Thank you very much. :-(

You could have at least put a spoiler alert before it.

I was so bad at playing it, I only walked around in God Mode.
Getting lost and not knowing where I was, was my biggest problem. No 
clipping sorted that out.



-- 

Regards
     Stephen


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From: Orchid Win7 v1
Subject: Re: Quake II
Date: 21 Jan 2016 07:40:38
Message: <56a0d1c6$1@news.povray.org>
On 21/01/2016 10:27 AM, Stephen wrote:
> Thank you very much. :-(
>
> You could have at least put a spoiler alert before it.

Dude, the game is, like, 2 decades old. ;-)

> I was so bad at playing it, I only walked around in God Mode.
> Getting lost and not knowing where I was, was my biggest problem. No
> clipping sorted that out.

Yeah, particularly the later levels have *a lot* of going backwards now 
that you get the red key or whatever. I certainly got lost for a while - 
and I've played it before!


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From: Stephen
Subject: Re: Quake II
Date: 21 Jan 2016 07:53:23
Message: <56a0d4c3$1@news.povray.org>
On 1/21/2016 12:40 PM, Orchid Win7 v1 wrote:
> On 21/01/2016 10:27 AM, Stephen wrote:
>> Thank you very much. :-(
>>
>> You could have at least put a spoiler alert before it.
>
> Dude, the game is, like, 2 decades old. ;-)
>

So! I've still not finished it.
Spoilsport! :-P

>> I was so bad at playing it, I only walked around in God Mode.
>> Getting lost and not knowing where I was, was my biggest problem. No
>> clipping sorted that out.
>
> Yeah, particularly the later levels have *a lot* of going backwards now
> that you get the red key or whatever. I certainly got lost for a while -
> and I've played it before!

Yeah, run, run, run. Back at the same spot. Grrr! :-)

-- 

Regards
     Stephen


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From: Francois Labreque
Subject: Re: Quake II
Date: 21 Jan 2016 08:12:31
Message: <56a0d93f$1@news.povray.org>
Le 2016-01-20 14:56, Orchid Win7 v1 a écrit :
> On 20/01/2016 07:48 PM, Stephen wrote:
>> On 1/20/2016 7:26 PM, Orchid Win7 v1 wrote:
>>> You might be interested in this:
>>>
>>> http://hackaday.com/2016/01/15/wolfenstein-in-600-lines-of-code/
>>>
>>> Somebody reimplemented Wolfenstein... AS AN AWK SCRIPT!
>>>
>>> The actual HELL?!
>>
>> I'm lost for words. Brill!
>
> Yes. Why... WHY would you do this?!

- Because it's there.
Sir Edmund hillary.

> You turned a text-processing engine
> into a 3D game by way of VT-400 escape codes? Are you nuts?! IN 600
> LINES??!
>
> Respect.

Indeed.
-- 
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/*    flabreque    */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/*        @        */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/*   gmail.com     */}camera{orthographic location<6,1.25,-6>look_at a }


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