2/2/2024 0 Comments Quake ii the reckoningEDIT (Oct 11,2011): Wow, 120,000 hits, 75,000 readers and a lot of kind comments/emails: Thanks guys ) ! First contact and compiling Quake 2 Source Code Review 1/4 (Intro) Quake 2 Source Code Review 2/4 (Polymorphism) Quake 2 Source Code Review 3/4 (Software Renderer) Quake 2 Source Code Review 4/4 (OpenGL Renderer) EDIT : Seems this article inspired someone at since they just wrote an article "John Carmack coded Quake on a 28-inch 16:9 1080p monitor in 1995" ( mirror). Publish my raw ASCII notes in the future (I am thinking of Quake3 and Doom3 source), let me know what you think. In the end I am not sure it was worth it and I may just I got a bit carried away with the "cleanup" process since there is more thanĤ0MB of videos,screenshots and drawings in this article. Marking the gaming industry's departure from software/8bits color system to hardware/24bits color system that occured around 1997.įor all those reasons, I highly recommend anyone that appreciate programming to dive into it.Īs usual I took numerous notes, cleaned them up and publish them as it may Popular (in term of licensing) 3D engine of all time. In a lot of regards Quake II is a shining piece of software history since it is the most The way modularity was achieved even though the C programming language doesn't feature polymorphism was especially Quake World and QuakeGL into one beautiful code architecture. It was a wonderful learning experience since one major improvement in idTech3 engine was to unify Quake 1, I spent about a month in my spare time reading the source code of Quake II. If you liked Quake II, definitely give it a shot.September 16th, 2011 Quake 2 Source Code Review 1/4 Some additions paid off, some don't, like the Quake I expansions, it rounds out to a solid FPS experience with some rocking music backing it. It didn't have to grow on me like the base game, and it's still mostly the same game. So it might seem like I'm being overly critical of the game, like Quake II though I did enjoy it. The trap and Ion Ripper I never really used, the trap seemed too situational, the Ion Ripper uses cell ammunition which I kept in reserve for the Energy Armour. The new weapons, I only really used the Phalanx Particle Launcher, a double barrel rocket launcher, but it felt rather weak considering its function, but I suppose that goes for most Quake II weapons. I was impressed by the Gekk though, the first enemies you will encounter in the Swamps, they remind me of Quake 1's fiends and their glowing blood that you could use to light the dark cave environments was well done and impressive. Some of those attacks are very frustrating, enemies in Quake II already had inhuman reflexes, it was almost aimbot-like how quickly they some react to your presence, but now we have several enemies with laser weapons capable of zeroing in zapping away health from miles away without much warning or tanky enemies practically doubling their health pools with shields, and some of the latter levels consist primarily of these enemies making things pretty sluggish to wade through. ![]() To be honest I don't think this would have been an issue for me if it wasn't for the new enemies themselves, most are just reskins of existing monsters with altered attacks. You might say Quake II did that, but the slight difference was there was less chance of an enemy being behind a door or crate, you had to pay attention to sound cues more, there was more apprehension, whereas here you can almost bet there's an enemy in every nook and cranny. It doesn't hurt it too much, and it's entirely subjective, but I'm of the opinion that less is more, it's not how many enemies you have it's how you use them, and in a lot of cases there's no real nuance to their placements, behind crates, doorways whatever. ![]() It's not a huge issue, but when you consider the combat one of the weaker elements of Quake II (weapons not feeling useful etc.) all this does is change the atmosphere and pace of the game. The one thing I'm not entirely keen on is the idea that "more = better", the philosophy for a lot of expansions, not just content with added new levels, weapons and enemies they have to bloat things beyond standard proportions, we see here enemy numbers range into the high 70's to the high 90's on most maps whereas in Quake II they rarely surpassed 50. They still exist, like ladders / elevators into a room full of enemies but not as bad as before. Even though The Reckoning is made by Xatrix they've done a pretty good job of emulating the kind of level design we saw from vanilla Quake II, I'd even say in most cases it's slightly improved, fewer instances of exiting into a bad situation like a narrow hallway into the railgun of a Gladiator. 70% PCPretty much more of the same Quake II, I say this with a lot of expansions and dlc but there's really not much else to say about them, they are released to provide more gameplay and that's simply what they do.
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