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Quake and II
Hexen II, by way of the Quake engine, uses OpenGL for 3D acceleration.
Id Software has developed their own game engine for each of their titles when moving to the next technological milestone, including Commander Keen, Wolfenstein 3D, Shadowcaster, DOOM, Quake, Quake II, and Quake III, as well as technology used in making Doom 3.
Some Id Software titles ported to Linux are Doom ( the first Id Software game to be ported ), Quake, Quake II, Quake III Arena, Return to Castle Wolfenstein, Wolfenstein: Enemy Territory, Doom 3, Quake 4, and Enemy Territory: Quake Wars.
After essentially founding an entire genre with this game, Id Software created Doom, Doom II, Quake, Quake II, Quake III Arena, Quake 4 and Doom 3.
The Quake series continued with Quake II in 1997.
Among these combatants are some characters either drawn from or based on those in Doom (" Doomguy "), Quake ( Ranger, Wrack ) and Quake II ( Bitterman, Tank Jr., Grunt, Stripe ).
Quake IV ( 2005 ) picks up where Quake II left off — finishing the war between the humans and Strogg.
The spin-off Enemy Territory: Quake Wars acts as a prequel to Quake II, when the Strogg first invade Earth.

Quake and 4
* Quake 4 — Raven Software ( 2005 )
A similar concept appears, although much less developed, in the game Quake 4, where the player can drive Mechs as well as other vehicles while the game is still primarily focused on ground based human combat.
Quake III Arena was released for the Dreamcast ( ported by Raster Productions and released by Sega ) in 2000 and featured 4 player online play versus Dreamcast and PC gamers.
Quake Arena DS for the Nintendo DS was announced at QuakeCon on August 4, 2007.
A direct sequel, titled Quake 4, was released for the PC ( Microsoft Windows and GNU / Linux ), and later for the Xbox 360 and the Macintosh.
Based on the success of the first Quake game, id later published Quake II and Quake III Arena ; Quake 4 was released in October 2005, developed by Raven Software using the Doom 3 engine.
Quake and its four sequels, Quake II, Quake III Arena, Quake 4, and Enemy Territory: Quake Wars have sold over 4 million copies combined.

Quake and Enemy
It should be noted that Quake IV and Enemy Territory: Quake Wars were made by outside developers and not Id.
* Enemy Territory: Quake Wars — Splash Damage ( 2007 )
A prequel to Quake II, Enemy Territory: Quake Wars, has been produced by Splash Damage.
On June 12, 2008 Intel demonstrated a special version of Enemy Territory: Quake Wars, titled Quake Wars: Ray Traced, using ray tracing for rendering, running in basic HD ( 720p ) resolution.
This gameplay was also later reutilzied in a full-fledged commercial game Enemy Territory: Quake Wars set in id Software's Quake universe.

Quake and Wars
He has pioneered or popularised the use of many techniques in computer graphics, including " adaptive tile refresh " for Commander Keen, raycasting for Hovertank 3-D, Catacomb 3-D, and Wolfenstein 3-D, binary space partitioning which Doom became the first game to use, surface caching which he invented for Quake, Carmack's Reverse ( formally known as z-fail stencil shadows ) which he devised for Doom 3, and MegaTexture technology, first used in Enemy Territory: Quake Wars.

Quake and do
This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in Quake II and the user interface for mods was entirely customizable.
Quake III Arena features an advanced AI with five difficulty levels which can accommodate both a beginner and an advanced player, though they usually do not pose a challenge to high-tier or competitive players.
Unlike previous 3D games Quake used the pipelined Pentium FPU to do perspective correction calculations in the background while texture mapping, effectively doing two tasks at once.
This wouldn't have been a big problem for the 6x86 if, by that time, Quake had a fallback to do perspective correction without the FPU like in e. g. the game Descent.
The Quake series is somewhat unusual in that its focus changes frequently ; the story of Quake II has nothing to do with Quake, and Quake III Arena has little to do with either of its predecessors.
We think that would be a more interesting direction than doing more Strogg stuff after Quake 4 … But we could do something pretty grand like that, that still tweaks the memory right in all of those ways, but is actually cohesive and plays with all of the strengths of the level we ’ re at right now .”.
Quake by default used the keyboard to turn left and right and move forward and backward, using the mouse, like Doom, to do the same movements.
The Section Chief tests Kyoya with a commando cyborg and then relates to Kyoya that the president is in a life threatening curse and only has three days to defeat Rebi Ra before the president is killed as the ritual sacrifice to bring the Demon Realm to Earth, which he failed to do years prior, causing the Demon Quake.
This presents many advantages as mod authors do not need to worry about crashing the entire game with bad code, clients could show more advanced effects and game menus than was possible in Quake II and the user interface for mods was entirely customizable.

Quake and story
continues the story of Quake II.
The Quake 4 single player mode continues the story of Quake II by pitting the player against a cyborg alien race known as the Strogg.

Quake and with
In 1999, Duke Nukem 3D was banned in Brazil, along with Quake, Doom and several other violent first-person shooters after a violent rampage in and around a movie theater was allegedly inspired by the first level in the game.
Using a modified Quake engine, it featured single-player and multiplayer game modes, as well as four character classes to choose from, each with different abilities.
Starting with the Wolfenstein 3D franchise and continuing with the Doom and Quake series, Id pushed the boundaries of video game technology — particularly 3D computer graphics technology — and creates game engines that are heavily used throughout the video game industry.
During the mid to late 1990s, " the launch of each successive round of technology it's been expected to occupy a headlining position ", with the Quake III engine being most widely adopted of their engines.
Impressive core modifications include DarkPlaces which adds stencil shadow volumes into the original Quake engine along with a more efficient network protocol.
Quake combined a cutting edge fully 3D engine with a distinctive art style to create critically acclaimed graphics for its time.
He was asked to resign after the release of Quake II, then moved to Electronic Arts where he gained industry notoriety with the development of his own game American McGee's Alice.
On October 26, 1996, a well-known gaming clan, the Rangers, surprised the Quake community with Diary of a Camper, the first widely known machinima film.
Thus, it was impractical to enhance software to work with Quake III.
The first film made with Quake III Arena, Quad God was also the first to be distributed as recorded video frames, not game-specific instructions.
Belonging to the former category, gameplay and stunt machinima began in 1997 with Quake done Quick.
Machinima has been used in music videos, of which the first documented example is Ken Thain's 2002 " Rebel vs. Thug ", made in collaboration with Chuck D. For this, Thain used Quake2Max, a modification of Quake II that provided cel-shaded animation.
However, programmers taking advantage of these changes lost backwards compatibility with the unmodified Quake engine.
Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models related to those earlier games as well as biographical information included on characters in the manual, a familiar mixture of gothic and technological map architecture and specific equipment ; for example, the Quad Damage power-up, the infamous rocket launcher and the BFG super-weapon.
Weapon balance was achieved by examining earlier games in the series, Quake and Quake II as well as extensive play testing with well-known players such as Thresh.
Quake 3 also provided support for models animated using vertex animation with attachment tags ( known as the. md3 format ), allowing models to maintain separate torso and leg animations and hold weapons.

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