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Quake Live Dev Says Mac and Linux Are "Top Priority"

Posted by Soulskill on Sat May 02, 2009 11:26 AM
from the quake-me dept.
AlexMax2742 writes "id's Marty Stratton notes the following in his Quake Live developer blog on the subject of the Mac and Linux port of Quake Live: 'These have proved more difficult than expected, but we're getting close. We expect to also be testing Mac and Linux versions of Quake Live internally this month and then making those publicly available just as soon as we feel they are ready. This work is being done by a separate programmer in parallel with the other work that we're doing, and is his only priority — point being, that this is a top priority for us and not being delayed because of other work.' In my humble opinion, it's awesome to see that kind of (continued) dedication from a company." The post also indicates that progress is being made on the much-awaited private server functionality, and part two makes brief mention of match broadcasting and community-made maps.
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  • by TheRaven64 (641858) on Saturday May 02 2009, @11:46AM (#27799171) Homepage Journal
    The point of browser-based games is that the end user doesn't need to install anything, but Quake Live is a browser plugin, so it's basically a complete, stand-alone game. Except that it is now dependent on browser plugin APIs for, apparently, no reason. Why is this better than a stand-alone online-only game? It seems to be 'browser' based only in as much as that the browser launches the game and the game runs in the browser's address space (and so can break it). If you want closer browser-game integration, a better approach seems to be to register a handler for a custom URL schema (e.g. quakelive://) so any links in the browser that start like that are handed off to your game.
    • The point of browser-based games is that the end user doesn't need to install anything,

      So where are these browser games that don't need anything to be installed?

      All the browser basde games I've seen require either Java or Flash and work in the same fashion as Quake live.

      • Games like Urban Dead are pure HTML, a few are JS/HTML/SVG/Canvas tag. Even for Flash and Java games, there is a big difference between using a general-purpose plugin that is used by a large number of sites, and requiring a dedicated one for just that site.
            • Who is to say Quake Live won't become a general purpose gaming plugin. Just like mod could let you play more or less any game within Quake, Quake 2, etc. The same could potentially happen with Quake live.

              As I recall this is more of an experiment for Id. If it takes off they may expand upon the plug-in to be much more. We'll have to see.

              Also given Id's habit of eventually releasing their source code means the same may happen and someone could take it some where completely different and we should be gra
      • That's not really the same fashion. You install Flash once to play all Flash games on the internet; you don't have to install a new browser plugin for each specific game. The advantage to the end-user there is that they can click around the internet and play things without installing new plugins, once they've done it once.

        Now if id was proposing a new general browser plugin that many games could use, that'd be similar. But it seems that this is a Quake-Live-specific plugin, so it really is sort of like downloading an .exe and running it, only it's in the browser for no apparent reason.

        • That's not really the same fashion. You install Flash once to play all Flash games on the internet; you don't have to install a new browser plugin for each specific game.

          Requires you install Flash 5

          Requires you install Flash 6

          Requires you install Flash 7

          Requires you install Flash 8

          Requires you install Flash 9

          Requires you install Flash 10

        • Hey, why not see it the other way: The Quake engine becoming a standard plugin that you can expect to be there.

          Imagine it being totally integrated in the site. Allowing proper 3D, and then becoming a required plugin for Kongregate. That would be so cool.

          The Quake engine has seen huge amounts of love over the decade that it's existing now. And I hope with things like XreaL and High Quality Quake, it will stay a bit longer.

          Oh, and as long as there is no complete support for CPMA and Defrag, I'm not going to r

      • Kingdom of Loathing is pretty modest in requirements. It does use JavaScript.

        It's also frankly much better than many high end, graphical games.

        • Thank you, thank you, thank you! That game is a blast. It really points out how a fun game does not need state-of-the-art graphics. It reminds me of the days playing text based adventure games on PDP-11s, including the pre-Zork game DUNGEON.

      • The difference there being that most people will have Java or Flash installed already, for the 100s of other sites that demand it. For most people, having Java and Flash installed is part of the basics of having a working computer.

        I'm not sure if that's the same for the Quake plugin. Will anything other than id games be using it, or will it be a download just for playing this game? If it's the latter, they might as well have just stuck with the normal client software platform that multiplayer games have bee

    • The want the game to be free to play, and supported by ads. Adware in executables has a bad rap, but people tolerate them in free online games.

    • I think this is largely a test bed for software as a service.

    • "The point of browser-based games is that the end user doesn't need to install anything,"

      We could have said the same thing about Adobe Flash which is now ubiquitous on the web or active x plugins, or any number of web plugins.

      I understand your point but really the issue is making the plugin installation easy and transparent. Ideally everything would be automated without user intervention but the political issues and general user and corporate, and malicious malware idiots of the world would find some way t

      • There is an "auto update" feature. You automatically download resources from the server when you don't have them locally.
      • Re: (Score:3, Interesting)

        hrm? i can log in at 5am and play with 12 other people easy. i dont think user base is a problem.

        and the browser integration is just fine .. i hate in-game server browers with a passion - the fact that quake-live's server browser is a million times better than the best other in game server browser speaks volumes about how good of an idea it was to host the server browsing in a web browser plugin. (Not that it was the first browser-plugin-based server browser, mind you.)

        dunno why people have a problem with q

  • I was wondering why they went browser based if it was only going to run on windows. Lets just hope that linux/mac support remains a priority. I seen other "cross-platform" games were linux/mac support always lag behind windows support.
  • Just Great (Score:4, Funny)

    by magsol (1406749) on Saturday May 02 2009, @11:51AM (#27799205) Journal
    Now that I'm almost completely addicted to the game, they finish up the Mac port so that I'll be able to play the game on my MacBook while I'm in lecture during the day. And as an added bonus, there will be private servers I can meet my friends on.

    I am so going to fail out of school.
  • I love ID software (Score:5, Informative)

    by bestadvocate (816742) on Saturday May 02 2009, @11:54AM (#27799225) Journal

    They've made a lot of great games, and they open source there older platforms. What more can you ask from a software company?

    On a side note Quake Live is fun

  • Private Servers (Score:2, Insightful)

    by Anonymous Coward

    I'm really looking forward to the implementation of private servers. I know all that's holding a few of my friends back is the fact that they have to play with the unwashed masses. It'd be great if several of us could hop on for some games against opponents we know and can laugh with.

    • I'm really looking forward to the implementation of private servers. I know all that's holding a few of my friends back is the fact that they have to play with the unwashed masses

      ...and a monthly fee [quakelive.com], of course.

      What about private servers and starting my own games?

      As most of you know, we currently host only public matches that all players can join. These matches are running on server boxes in various locations throughout the world that are completely controlled by us and our back-end system. There are many benefits to doing things this way - our servers run more efficiently (hosting more people per physical box), our servers are always up to date with the clients, and we can more monitor and prevent cheating, to name only a few. However, we understand that players want to be able to host private games/servers that are configured the way they choose and only accessible to their friends, clan, or others they choose. Our private game/private server integration will be the first major feature added to QUAKE LIVE in the upcoming months.

      Traditionally, the process of letting players rent private servers is something that is handed off to various game server providers (GSPs). Each of these GSPs sets their own prices, which are typically anywhere from about $15-$30/month for 16 player slots in a single, fixed location. Each GSP also typically has it's own interface for managing that server that in no way is integrated with the game.

      Our plan is to completely integrate the ability to start and manage private games directly through QUAKE LIVE, utilizing all of the friends, awareness and notification features we have available through the site. This ability will be the cornerstone of a QUAKE LIVE Premium Service that will be offered for a small monthly fee (likely less than $5 per month). So, for 1/3 to 1/6 the price that it normally costs to run a private match, we'll be offering players the ability to easily start a private match with these benefits:

      --On demand - whenever you want to play privately, you simply set it up, play, and when you're done, those slots go back into our "public pool." This is how we can offer it for a substantially lower cost than is typical.

      --Each match you set up can be in a different location. For example, if you're in NY and you want to play a friend in CA, chose a neutral location in Illinois or Texas. If the next time you play, you want to invite a friend also on the east coast, then run the match in Virginia.

      --The interface is completely integrated into QUAKE LIVE and uses all of the back-end friends and friend awareness systems that we have at our disposal. So, when setting up a match, you'll be able to select the friends you want to invite and have a pop-up automatically alert them to your invitation - allowing them to join with one click.

      --Private matches will also have access to more competitive game features that can not be practically used for public matches - like locked teams, timeouts, etc. (more on this below).

      This is a very high-level summary, but we're excited about what we'll be able to offer players. When we get closer to rolling this out, we'll include more details on what additional features will be included in the private match system as well as additional benefits included with the Premium subscription. It is important to note in all of this, that we will not at all be charging for any content - this premium fee is basically for an extended service that includes private "space" on physical hardware.

  • I wish I could get to see the numbers (or percentages) they (ID Software) estimate to be the potential size of Linux and Mac OS X users. I suspect, though I am biased, that their numbers would surpass in quality and quantity the recent estimate based on web site traffic that set Linux use at one percent. I suspect too those figures would be less prone to tweaking or to external third party pressures.

  • is not when will it be released but will it have a tux model available.

  • I've already gone through the posts and see people typing "ID" referring to the company as if they're initials or something. The damn word is id! And I'm sure you've been told that a million times, but your ignorant memory struggles to remember that! It's id - a word - not I.D. [wikipedia.org]

    What's the next one on the list to go over, how about the fact that Trolltech's (now Nokia's) toolkit is a word, not an acronym. Qt (pronounced cute) - not Q.T. grr. I could go on with you and your "unix daymon" retarded pronunciatio

    • "I've already gone through the posts and see people typing "ID" referring to the company as if they're initials or something. The damn word is id!"

      id as in lid, yes I know. But for most people who played doom it was eye-dee, I mean you can't name your company something like id (as in lid) and then expect people to know the proper pronunciations.

      More importantly eye-dee software sounds way better then "id" software. I've always referred to them as eye-dee and not 'id'.

      Quite frankly it shouldn't matter sinc

      • Now that's a bold statement from someone that has this as his sig!

        Please learn the difference: à la = "in the style or manner of" ; aka = "also known as"

        Fsckin' moron! LOL!!!

  • Quake Live works fine under Parallels; the only gotcha is you have to press fn-F3 to ready yourself.

  • Now we can play utterly boring games on other platforms. I can hardly wait.
    • Re:Interesting spin (Score:5, Interesting)

      by Artraze (600366) on Saturday May 02 2009, @11:33AM (#27799073)

      If it was designed from the start to be cross-platform compatible (e.g. using OpenGL rather than DirectX), then yes, one programmer is more than enough. All the logic, scripting, and models will carry over no matter what, which really leaves debugging whatever minor environmental and graphical inconsistencies that arise.

      • by gardyloo (512791) on Saturday May 02 2009, @12:15PM (#27799361)

        one programmer is more than enough

        So then zero is about right?

        • Re: (Score:3, Insightful)

          Should be. In an ideal world of really flawless corss-platform libs, the only thing to rewrite would be the makefiles...
      • If it was designed from the start to be cross-platform compatible

        Funny, Windows programmers always say that. But before you can port their code you always have to rewrite all their crap Windows specific code.

          • So is it Wolfenstein: Enemy Territory or Return to Castle Wolfenstein?

            • So is it Wolfenstein: Enemy Territory or Return to Castle Wolfenstein?

              RtCW is the game ID developed.
              ET is a online-only sequel to RtCW's online component, developed by Splash Damage. I'm not sure if they also worked on RtCW's original multiplayer mode or not.

              Basically, RtCW is your typical ID fps, while its multiplayer mode was a wild, class based, multiple objective, online game. ET is an expansion of that part, but also a standalone game. Free too, also with Mac & Linux ports. Go check it out.

    • Re:Interesting spin (Score:5, Informative)

      by Paralizer (792155) on Saturday May 02 2009, @11:44AM (#27799167) Homepage
      id is small. They used to have a list of everyone who worked there on their site, but I can't find it anymore. It was no more than a two dozen people, most of which were artists.
      • Re: (Score:2, Interesting)

        id Software has since exploded in size, and I think I heard they had about 40 people employed and 2 full teams going. As I under stand it currently there is a team working on Rage and another working on QuakeLive.

    • Re: (Score:2, Informative)

      by Anonymous Coward

      Given the size of the project, absolutely. AFAIK only 4 people are working on QuakeLive.

    • by thetoadwarrior (1268702) on Saturday May 02 2009, @11:56AM (#27799237) Homepage
      As I recall the Quake live team is tiny anyway and between the existing QL code and Q3's original Linux source code they probably didn't think it would take that long to knock something out.
    • Considering the fact that the team size is around 10 or so at this point, and it is one programmer with no other responsibilities while the rest of the team multitasks, I say yes.

      • Ahh so you went in off-peak. I wonder what it's like in there around midnight? Assuming they're like any other software house I'm guessing you saw their "nightshift"

          • Some people install linux who would still like to play games, WINE is a long way from a perfect solution, and rebooting is a hassle. Even though I have a dual boot system with XP, I love that I can play neverwinter nights natively in linux and play it more than my other games because of that.

    • Not when you've invested as much as id has in wooing our crowd with open sourcinq quake 3
    • Re:priority? (Score:5, Insightful)

      by Joe Jordan (453607) on Saturday May 02 2009, @12:31PM (#27799475) Homepage Journal
      Sure it does. Catering to the Linux community creates good will. The geeks that use Linux often have influence over the technology selections of others and are more likely to recommend products from a company that, in their eyes, has done something good. Every business decision does not have to equal measurable profits. Some decisions may have no effect on the bottom line today, but by doing The Right Thing by some, will reap rewards in the future.

      ... Or maybe Carmack just wants to play a little FFA on his Linux box. :)
    • Why on earth would any sane company make a linux port a priority?

      "A" priority doesn't mean a thing. If it were the priority it would have come out at the same time as the Windows support (or before) but since it didn't it's obviously one of those "when we get around to it" type things. As well it should be — they have already reached the largest part of the market.

    • Re: (Score:3, Insightful)

      What makes it better to play in a browser?

      play? nothing. But you get to have this rich beautifull interface with stats, profiles teams clans tags battles tournaments accesible from the web at no additional cost.


    • Quake as a browserplugin? What's the point? What makes it better to play in a browser? I fail to get the point, you'll have to download a binary in any case.

      Like many things it is because they can. Id is about paving the way with new gaming technologies, which usually are built around gaming graphics engines. Chances are any work that Id does here they will be able to license to other companies.

      Just one question: If they are planning on a cross-platform web based gaming solution, then I imagine C3DL is the

          • simple, gang up on the guy with the quad, so what it's ffa, I've killed the quad holder plenty of times.

            Or take advantage of that 3D sound card and your knowledge of the map's sounds, and stay out of the quad carrier's way. Hearing the quad timer count down it's end without the player having gotten any kills is one of life's small pleasures.

            You can also try a timeless classic: wait until he pulls out the rocket launcher, then leap out at him suddenly with the super shotgun. After you've removed his advantage via a bloody explosion, the following race from spawn points to where the quad and weapons are sitting