3dAP | Features |
John Carmack at QuakeCon
On that note, and after some applause, the man behind the
Quake game engine took questions from the audience. Most of
the questions were fairly insightful, indicating that this was
an audience comprised of mostly the hardest core of the Quake
scene. Even more enlightening were Carmack's answers.
This part of the presentation was a great deal less
technical, so if you were having trouble understanding all
that "c_game" stuff you'll find that his answers here were a
great deal easier to understand. Porting Mods from Quake I
and II: "The game side is fairly similar," Carmack said,
and porting many pieces of a mod from Quake II to Quake 3
shouldn't be too difficult. However, he also stated that mods
will want to be able to take advantage of Quake 3, and that
they should work on things like defining trajectories to make
motions of projectiles smoother. "This won't be too trivial,"
he explained, as it will require lots of new coding.
However, as mentioned before, mod authors will have more
flexibility with the user interface and physics engine, so in
many cases they'll be able to do what they wanted to do all
along, no longer relying of hacks and workarounds.
_files/blah.jpg) No demo
editing in Quake 3? That would mean no more movies like
the critically-acclaimed
Blahbalicious!
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Demo Editing: There will not likely be any
demo-editing for Quake 3. Currently (with Q1 and Q2), game
demos work using the same networking code as the game itself,
which means the releasing the demo specs also means releasing
the network specs. That means that people can use those specs
not just to edit demos, but also to make client-side bots and
other cheating machines. In order to solve this, the demo spec
would have to be altered. Carmack said he "may get to it" but
there are a lot of tough decisions. It was pretty clear that
he was waffling on the issue (he mentioned how demos and the
movie scene were a really fun part of the community) but
cheating programs ruin the game for a lot of people,
and his current thoughts on the matter are that that's more
important. So, at least for the time being, it doesn't look
like people will be able to edit their demos in Quake 3...
Client-Hacking: On a related topic, he answered a
question about what id was doing to prevent client-side
hacking. (Hacking the client allows players to cheat in
various ways. Small changes, like people making the player
models more visible, or large hacks -- like completely fooling
the server using automated programs, or "proxy bots," that
give the player flawless aim.)
Carmack says they're doing the usual things to prevent
that, like checksumming the client data that comes in, etc.
The tough part, he admits, is verifying the player models. The
client might be checked at startup to make sure it's loading
the right data, but even that can be worked around if people
are clever enough. Carmack admits we'll probably have to live
with people making player skins more visible, etc.
100+ Player Games: The Quake 3 Engine isn't built to
support massive games of more than, say, 64 people. The
limitation is not so much technical so much as one of
preference. "We haven't seen any effective 100+ player games
developed," Carmack said. Until someone comes up with what he
calls the "Landmark modification" that makes 100+ player games
fun, he probably won't take the time to really build
that kind of optimization into the server. Carmack is really
hoping to see that modification soon, but for the time being
Quake 3 seems built around the idea of smaller games.
_files/car-5-sm.jpg) Carmack
talks about the struggles of game developers dealing
with driver issues...
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3Dfx and Drivers: Answering a question about video
cards, Carmack took a moment to talk about the current state
of 3Dfx. "3Dfx drivers aren't as good as I'd like to see right
now," he admits. While the hardware is up to standards, id
Software is working closely with them to try to get their
drivers up to the quality that Carmack would prefer.
"It used to be if the operating system let us put the
pixels on the screen, then it was all our fault [if something
didn't work]," he explained. Nowdays, when game developers
have to struggle with getting things through the renderer,
"it's always half-and-half with the drivers." While he hopes
that this will someday get better, in the meantime he admits
(with some regret) that it "will be a major issue with gamers
for years to come."
Mouse Filtering: There's no mouse filtering in Quake
3 (QuakeWorld and Quake II had an m_filter command to smooth
out mouse sampling). The reason? "Anyone who cares should just
get a USB mouse!"
Third Person View and Cheating: Someone in the
audience asked about people using the third-person view as a
"cheat," (in other words, they'd go into third person mode and
use it to look around corners without exposing their
character...) Carmack was fairly split on the issue. He knows
it can be abused, so we may or may not see third person as an
option in the final version Quake 3. "What we might do is lock
the angle so you can't look around corners," he surmised.
No Aliases: Quake 3 removed the "alias" command,
which would let people string commands together easily.
Carmack was pretty frank on the subject: "I have difficulty
feeling too much sympathy for the people who build the really
complex aliases," he explained. "Some people consider it
cheating..."
_files/q3a-arch-24-sm.jpg) Hmmm...
jumping all around Q3Test2 on a Dreamcast? Could
be!
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Sega Dreamcast: While he'd already went on the
record talking about id's relationship with Dreamcast
before, Carmack spoke some more about Sega's Dreamcast after
someone brought the issue up.
Things were moving along great between id and Sega before
there was a hitch with a mutual NDA agreement that Sega didn't
want to sign, and then things got quiet for a while. They've
recently started chatting again about a possible Q3:A port to
Dreamcast. "Hardware-wise, is't the closest thing to a PC
we've got," Carmack explained. They would be able to port
basically the entirety of Quake 3 onto the console.
Needless to say, the Dreamcast's built-in modem makes this
all the more exciting. It may be possible in a Quake 3 port to
play against other console-users over the net (it would
certainly be silly to port the game over without adding this
feature.) "Bringing console gamers on to the Internet is one
of the biggest things we need to do," Carmack said.
Next: Marks
on Curved Surfaces, Directional Sound, Locational Damage,
Brian Hook and The Doom Movie among other things!