Anyone want a QUAKE LIVE invite?


Recommended Posts

Well the engine used for COD4 is based on the COD2 engine, which way way back was slightly based on the Q3 engine.

But no, COD4 isn't really based on the Q3 engine at all, maybe it has some old similar code from COD2.

Actually, it is. IW has used the Quake engine as the underlying coding structure through their games, even Call of Duty 4 shares similar coding methods and file structure.

BUT, it has nothing to do with the graphics or gameplay, that is up to the developers to form and shape.

Actually, it is. IW has used the Quake engine as the underlying coding structure through their games, even Call of Duty 4 shares similar coding methods and file structure.

BUT, it has nothing to do with the graphics or gameplay, that is up to the developers to form and shape.

yup, same engine, different textures and some tweaked coding.

More than "some" tweaking, it'd be fairer to say that the engine borrows heavily from Q3's engine structure and design than anything else. I mean, Valve's source engine is based on the Half-life 1 engine, which is based on the Quake 2 engine, but you wouldn't say Source == Quake 2 outrightly.

At the end of the day, it doesn't really matter, Quake live is just as fast-paced and crazy as Quake 3 was back in the day. I should know, I suck at it!

Actually, it is. IW has used the Quake engine as the underlying coding structure through their games, even Call of Duty 4 shares similar coding methods and file structure.

BUT, it has nothing to do with the graphics or gameplay, that is up to the developers to form and shape.

Well thats what I figured, because I know the config setups are organized are very similar to Quake 3. But I really don't think the engine is based on the Q3 engine whatsoever.

Even when you look at the doom and quake engine, their file structure is pretty similar and things like cvars, etc. Although the engines are completely different.

IMO, I think it just has more to do with the developers being trained with the Q3 engine, maybe it makes it easier for them to structure the coding like Q3, idk.

The same commands work, the same tweaks work, and the same odd engine glitches exist. In quake 3, its optimal to max your fps to 125, its an odd thing, but many old schoolers will agree, it enables you to make jumps that normally you cant.

The engine seems to run the same, just that really its bigger textures and different ai and other tweaks. But other than that, the engine really still seems quite similar to the quake3 game still.

I havent played this back since 2000. Quake Con was awesome back then.

Does this version allow for Rocket Arena settings?

Whoa, settle down there tiger.

Quake 3 was and is an average hyper-shooter which only had its looks going for it back in the good old day, in my opinion. I am just afraid that when you take away the looks all you are left with is a pretty meh shooter. And don't lecture me on games, specially not with you being 14 years old, I played games before you were even born.

My age doesn't mean anything, and you should know that being how old you are. You say it like graphics means alot. It's not like we're toying with an engine equivalent to Doom's or Aleph One. This is a fully 3D and stable first person shooter. It's engine is no different from the Source engine save for its prettiness and physics. Its textures are now the equivalent to what we've seen in 2004. I'm afraid you seem to think that this shooter has absolutely no graphical value to it whatsoever.

It's about the gameplay not the graphics. And your opinion about an "average hyper shooter" is an opinion and nothing else. I recall Quake3 being used in plenty of tournaments and events, equal to that of UT.

My age doesn't mean anything, and you should know that being how old you are. You say it like graphics means alot. It's not like we're toying with an engine equivalent to Doom's or Aleph One. This is a fully 3D and stable first person shooter. It's engine is no different from the Source engine save for its prettiness and physics. It's models are now the equivilant to what we've seen in 2004. I'm afraid you seem to think that this shooter has absolutely no graphical value to it whatsoever.

It's about the gameplay not the graphics. And your opinion about an "average hyper shooter" is an opinion and nothing else. I recall Quake3 being used in plenty of tournaments and events, equal to that of UT.

Wait, are you comparing it to the Source engine and then just listing the things it doesn't feature, plus you even list two of the biggest aspects of the Source engine, pathetic :rofl:

I can't take the rest of your post serious after a comparison like that. ( Not that your post made any sense in the first place, damn :| )

It's a great game with almost near perfect online coding and hit detection.

It pits players against each other, in an equal setting, in a world with set physics to it. those who learn those physics, can become a neo sort of in the game, moving quickly from place to place, and even knowing where to track others. It really is a game of sort of learning and skill to it, which makes it great for those with a competitive nature.

Wait, are you comparing it to the Source engine and then just listing the things it doesn't feature, plus you even list two of the biggest aspects of the Source engine, pathetic :rofl:

I can't take the rest of your post serious after a comparison like that. ( Not that your post made any sense in the first place, damn :| )

..

I listed the only two things that are superior about the Source engine, thus (sadly) attempting to prove how the Source engine is simply superior in those two areas, and Quake 3 is the same thing minus a little bit on both.

Physics in Quake 3 don't matter as much as they do in Half Life 2. For instance, if you strip away the gravity gun and the ragdolls, you end up without a need for such a complex physics engine like Havoc. Quake's physics would then fit perfectly in its place.

On the other hand, you're left with the graphics. A graphics engine only plays a part in functionality to a certain point. You can only utilize the graphics to differentiate between, for example, two different enemies, or two different guns. Once you hit that point, the development of shaders and textures become virtually pointless other than to serve as eye candy. Of course, this is not entirely true seeing as Crysis takes advantage of destructable structures and hiding in grass, and Splinter Cell hides in the shadows. But if you're smart enough, you see my point. And plus, this isn't a Crysis type of shooter.

I should have revised before I posted, that was a silly comparison. So let me take that sentence out and let's see if you can read it.

My age doesn't mean anything, and you should know that being how old you are. You say it like graphics means alot. It's not like we're toying with an engine equal to Doom's or Aleph One. This is a fully 3D and stable first person shooter. Its textures are now the equivalent to what we've seen in 2004. I'm afraid you seem to think that this shooter has absolutely no graphical value to it whatsoever.

It's about the gameplay not the graphics. And your opinion about an "average hyper shooter" is an opinion and nothing else. I recall Quake3 being used in plenty of tournaments and events, equal to that of UT.

Edited by Recon415

It's back up, but my invites are gone, I was only able to give 1 of the 5 out =\

Sorry guys, particularly Blindlabel013, PricklyPoo and shakey who all literally missed out on it by a few seconds (The time between me going to the invite section and pasting their emails to the time QL went down).

If my invites return, those 3 will be the first in line.

EDIT: That was quick! You guys got your invites after all. So did Jase.

1 invite left! Next POSTER gets it!

..

I listed the only two things that are superior about the Source engine, thus (sadly) attempting to prove how the Source engine is simply superior in those two areas, and Quake 3 is the same thing minus a little bit on both.

Physics in Quake 3 don't matter as much as they do in Half Life 2. For instance, if you strip away the gravity gun and the ragdolls, you end up without a need for such a complex physics engine like Havoc. Quake's physics would then fit perfectly in its place.

On the other hand, you're left with the graphics. A graphics engine only plays a part in functionality to a certain point. You can only utilize the graphics to differentiate between, for example, two different enemies, or two different guns. Once you hit that point, the development of shaders and textures become virtually pointless other than to serve as eye candy. Of course, this is not entirely true seeing as Crysis takes advantage of destructable structures and hiding in grass, and Splinter Cell hides in the shadows. But if you're smart enough, you see my point. And plus, this isn't a Crysis type of shooter.

I should have revised before I posted, that was a silly comparison. So let me take that sentence out and let's see if you can read it.

I'm sorry but your posts are a joke. I don't think I've seen such daft arguments in my whole life? You constantly just strip away features from engines and they say "There, now you are left with the Quake engine". Yes, take engine graphics engine and remove features, you are basically going to end up with a simple 3D engine. That's how engines evolve today, by adding features and improving the graphical side of the engine by the use of advanced effects, improving textures, mimicking real-life effects etc. There's a reason why big companies like AMD ( ATi ) and nVidia pumps out out GPUs every other month and people actually buy them. There's a reason why new consoles are launched every few years, there is a reason why games are constantly pushing the envelope on the graphical side - Because people actually care. Gameplay and graphics go hand in hand, like it or not. Also, you need to reword that entire post to make me read it, I had people approaching me on messenger laughing at the post because it sounds like it's written by a seagull.

The above was aimed at FPS / TPS games mostly because they are the games trying to create user immersion by getting close to realistic looks.

And just to make it perfectly clear, I can play games with older graphics engine. My concerns about this game was the fact that I never really got into the "Quake" gameplay and combined with inferior graphics, I wasn't sure whether I'd like it or not.

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • Flameshot 14.0 Final by Razvan Serea Flameshot is a free and open-source, cross-platform tool to take screenshots with many built-in features to save you time. Using Flameshot is as simple as launching, dragging the selection box to cover the area you want to capture, making annotations as needed in on-screen and saving the shot to your computer, all with a very simple and straightforward interface. Flameshot allows users to simply upload their screenshots directly to the cloud in order to easily share it with others. You can upload your image directly to Imgur with a single click and share the URL with others. In-app screenshot editing - You can choose to add an arrow mark, highlight text, blur a section (blur or pixelate an area), add a text, draw something, add a rectangular/circular shaped border, add an incrementing counter number, and add a solid color box with Flameshot's built-in editing tools. Command-line interface (CLI) - Flameshot has several commands you can use in the terminal without launching the GUI via a command line interface. The command line interface lets you script Flameshot and use it as the subject of key binds. Flameshot 14.0 release notes: This release brings major improvements to multi-monitor support, fractional scaling support, new capture workflows, and a long list of bug fixes across all platforms. Changelog: New Multi-Monitor Capture Workflow New monitor selection screen before capture for better multi-monitor and mixed-scaling support. Option to auto-capture the monitor under the cursor (X11 & Windows). Tray menu can directly select a monitor. Linux Improvements XDG Desktop Portal is now the primary screenshot method. Added legacy X11 fallback option for minimal window managers. New D-Bus capture API for scripting and automation. Windows Enhancements Global screenshot hotkeys now supported (not limited to Print Screen). New portable mode stores settings next to the executable. Clipboard now always uses PNG format for better compatibility. CLI & Platform Updates Redesigned flameshot screen command with per-monitor capture support. Added native Nix Flake support. More compact launcher UI and improved update notifications. Major Fixes Multiple Wayland stability fixes, including KDE Plasma crash fixes. Clipboard compatibility improvements for GNOME, Wayland, X11, Windows, and macOS. Fixed D-Bus hangs, capture crashes, and HiDPI region issues. Other Changes Dropped Ubuntu 20.04 (Focal) support. Updated translations and build infrastructure. Intel macOS builds are no longer provided. [full release notes] Download: Flameshot 14.0 | 18.1 MB (Open Source) Download: Flameshot Portable | 53.0 MB Links: Flameshot Home Page | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Helium Browser 0.13.4.1 by Razvan Serea Helium is a private, fast, and honest Chromium-based web browser — built for people, with love. It offers the best privacy by default, unbiased ad-blocking, and a clean experience free from bloat and noise. Proudly based on Ungoogled-Chromium, Helium removes Google’s clutter while keeping a fast, efficient development pipeline. With thoughtful touches like native !bangs and split view, Helium is a people-first, fully open-source browser that puts control back in your hands. Privacy, security, and control come first. Ads, trackers, and third-party cookies are blocked automatically, HTTPS is enforced everywhere, and all Chromium extensions work seamlessly — while Google can’t track your activity. Helium’s 13,000+ offline-ready !bangs let you jump straight to sites or AI tools like ChatGPT instantly. Open-source, people-first, and unbiased, Helium delivers a browsing experience that’s fast, secure, and free from noise, ads, and compromises. Helium Browser key features: Performance Fast, efficient, and lightweight — built on Chromium’s optimized engine. Energy-saving and consistent — stays fast over time without slowing down. No bloat — stripped of unnecessary components for maximum speed. Minimalist interface — compact, clean, and distraction-free. Customizable toolbar — hide elements you don’t need. Smooth and stable — no flicker, lag, or animation glitches. Comfort-focused experience — intuitive and unobtrusive. Privacy & Security Best privacy by default — blocks ads, trackers, phishing, and third-party cookies. Unbiased ad-blocking — powered by community filters and uBlock Origin. No telemetry or analytics — zero background web requests on first launch. Strict HTTPS enforcement — warns for insecure sites. Passkeys supported — modern authentication made simple. No built-in password manager or cloud sync — your data stays yours. Extension Compatibility Full Chromium extension support — including MV2 extensions. Anonymized Chrome Web Store requests — Google can’t track extension installs. Extended MV2 support — maintained for as long as possible. Smart Features Native !bangs — browse faster using 13,000+ offline-ready shortcuts. AI integration — use !chatgpt and others directly from the address bar. Offline functionality — bangs work without an Internet connection. Philosophy People-first design — open source, transparent, and community-driven. No ads, no noise, no bias — privacy and honesty over profit. Helium Browser 0.13.4.1 changelog: 0a4f1149 revision: bump to 4 (#1969) 4848de1f helium/core: enable the chromium screenshot feature (#1968) e0dec3f5 onboarding: integrate strings to i18n system (#1948) 417fa5bc i18n: fix newline parsing for onboarding 7a339b39 i18n: add foraged translations for onboarding 4f090cff i18n/generate: add handling for onboarding strings bfe48d58 i18n_apply: manually override parent grd logic for onboarding strings ab214e3c onboarding: bump in deps, wire up grdp afa6a059 helium/core: disable pdf infobar feature (#1965) eba585e7 helium/ui/vertical: fix new tab button alignment and icon size (#1964) 6ecfc9e0 helium/ui/tabs: fix horizontal tab hover background color (#1963) 3db87dc0 helium/ui/tabs: fix new tab button hover/press colors (#1962) 6bbdcc3e helium/ui: improve tab group UI in all layouts (#1961) 53deb314 helium/ui/tabs: enable tab group hover cards e93aece7 helium/ui/vertical: fix tab group appearance, prevent line overlap 629f5495 helium/ui/tabs: restore solid group header colors, enable new colors 961c962e helium/ui/tabs: move horiz tab group underline to bottom, make it thick c96deab6 merge: update to chromium 149.0.7827.155 (#1959) 36db56b4 i18n: update source.gen.json 5ce006ae patches: refresh for chromium 149.0.7827.155 b4c1ea62 merge: update ungoogled-chromium to 149.0.7827.155 4e5e8671 Update to Chromium 149.0.7827.155 08a3e7da helium/ui/layout: disable mute on collapsed vertical tabs (#1778) a0a5bbaf helium/core: simplify context menu and prevent huge widths (#1951) c4732aac devutils/i18n: add forage command (#1944) 11d16986 devutils/i18n: add an option to translate using local CLI tools (#1942) d820c3a2 i18n/prompt: tighten translation rules to prevent common errors (#1940) cf827007 Update to Chromium 149.0.7827.114 6e3d5164 Update to Chromium 149.0.7827.102 Download: Helium 64-bit | Portable 64-bit |~100.0 MB (Open Source) Download: Helium ARM64 | Portable ARM64 Links: Helium Home Page | macOS | Linux | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
  • Recent Achievements

    • Reacting Well
      BizSAR earned a badge
      Reacting Well
    • First Post
      AndreaB earned a badge
      First Post
    • Week One Done
      Huge Trailer earned a badge
      Week One Done
    • Week One Done
      Classifyskilleducation earned a badge
      Week One Done
    • One Month Later
      eurospharma62 earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      579
    2. 2
      +Edouard
      182
    3. 3
      PsYcHoKiLLa
      75
    4. 4
      Michael Scrip
      73
    5. 5
      neufuse
      64
  • Tell a friend

    Love Neowin? Tell a friend!