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Quake First Person Shooters (Games) Software Entertainment Games Linux

Quake Live Dev Says Mac and Linux Are "Top Priority" 117

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

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  • Interesting spin (Score:1, Insightful)

    by smallfries ( 601545 )

    So is only putting one programmer on the job a priority?

    • 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)

          by Yvanhoe ( 564877 )
          Should be. In an ideal world of really flawless corss-platform libs, the only thing to rewrite would be the makefiles...
      • by Macrat ( 638047 )

        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.

        • by xyxvv ( 1261966 )
          yeah, but this is basically a tricked out Quake 3 Arena, a game that has had native Mac and Linux ports forever. What you also have to remember is that ID only has like what, 50 people total in the company, and most of those are devoted to making Doom 4, not to this grand little experiment of selling ads in souped up browser games. They've already stated that if it catches on they'll be doing Return To Castle Wolfenstein: Enemy Territory. What sucks is that this method gets too powerful it may be the only
          • Comment removed based on user account deletion
            • by xyxvv ( 1261966 )
              Last I checked the whole thing. Wolfenstein 3d was the great grand pappy of all FPS games, they did a reimagining of the series with return to castle wolfenstein, to which enemy territory was to be an expansion. it didn't do as well as expected so the enemy territiry expansion was just released as freeware for online play only, no single player storyline mode. The original Castle Wolfenstein was a 2d game for the Apple IIe.
            • 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.

      • by Maexxus ( 970160 )

        Well the Quake 3 engine is most definitely cross platform, and is being ported to many architectures (as seen by the ioquake3 posts here), but I think the real battle id is facing is not getting the engine itself running, but getting it to run inside the target web browsers. As far as I can tell each browser platform does this in a slightly different way, and I think there are already separate builds for IE and Firefox on Windows to accommodate this.

    • That was also my first thought. One programmer? Come on!

      Anyone knows if Linux client will be free software, so I can built it fo x86_64 (assuming it'll not be available for x86_64 since beginning)?

      PS: Just yesterday tried new ioquake3 with VOIP and it's just great, wondering if people will switch to Quake Live anyway...

    • Well, you could always put ten programmers on the job and see how they all help to deliver the baby in less than 9 mythical months...
    • 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)

        by Xipher ( 868293 )

        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.
    • If you've ever been to Id's offices, you'd see that it is a tiny little place.

      I worked in the same office building as id for about a year and finally went into their offices a couple of months ago. I saw no more than five our six people working at around noon. They get things done somehow though.
      • Re: (Score:3, Funny)

        by smallfries ( 601545 )

        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"

    • 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.

  • by TheRaven64 ( 641858 ) on Saturday May 02, 2009 @11:46AM (#27799171) 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.
        • Re: (Score:1, Informative)

          by Anonymous Coward

          Isn't Urban Dead text-based? Show me the graphics, I'll show a plugin.

          • Flash and Java don't count because you already use and trust them. Web apps can take advantage of the already-installed plugins and run without executing untrusted code. But if you have to install a whole new plugin then you might as well just run Q3 standalone.
            • Re: (Score:3, Insightful)

              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
      • by Trepidity ( 597 ) <[delirium-slashdot] [at] [hackish.org]> on Saturday May 02, 2009 @12:15PM (#27799373)

        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.

        • Re: (Score:2, Funny)

          by Macrat ( 638047 )

          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

        • > That's not really the same fashion. You install Flash once [a week] to play [the latest] Flash games on the internet;

          I fixed that for you. The tendency of the flash games designers to insist on the latest version, for absolutely no performance reason, is burdensome to web clients.

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

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

        • by tedgyz ( 515156 ) *

          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

    • Exactly, they aim at cross platform but cant even deliver cross browser (doesnt work under Opera)
    • Try registering, installing and playing it. It's build to be as simple as it can. That's why, I think, marketing it as a browser game is a great idea, as it just sounds like you can try it in a few minutes.
    • 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

    • by louks ( 1075763 )

      I believe id is using the web browser/plugin for a couple of reasons. First, they want to efficiently simplify the updating system. Once you login, it always checks and updates files in the plugin to make sure they're up to date. It will also update in-game ads use. Today, this is often done by yet another program to run in the background of your computer (jusched.exe comes to mind).

      The second purpose is to unify the user experience. Since Quake Live is designed to be an on-line "community", they want t

  • 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.
    • They want it browser based so its stupid simple to set up and play. Think about a site like Kongregate or Newgrounds: the barrier to entry is minimal (just install the latest Flash plugin) and you can play all the games for free + ads. QuakeLive is an attempt to move that model to more "hardcore" games.
  • 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)

    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

  • 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.
    • Re: (Score:3, Insightful)

      by citizenr ( 871508 )

      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.

      • by Maexxus ( 970160 )

        Exactly, and this is breathing a lot of new life into the Quake community. I suspect many players will make their way to Vanilla Quake 3 and likely CPMA as well.

      • This interface could be performed inside the game too. A brower is a crude way to do it.

        • This interface could be performed inside the game too. A brower is a crude way to do it.

          can you link to a game interface from email? or online forum post?

          • I don't think so, and I don't want to. But this facility can be implemented with a website that will simply show the current state of matches, not require for me to go through the web interface to play a match.

            QuakeLive is in a web interface because of the hype around web apps.


    • 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

    • by xyxvv ( 1261966 )
      the servers are all ranked, if you suck you can get in on games you actually stand a chance in. If you pwn you get games where you are actually going to be challenged in.
  • 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.

    • by Ihmhi ( 1206036 )

      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.

  • Is that they'll be testing the versions soon. I don't get why the header is "Mac and Linux are "Top Priority", as they said it a month or so before.
  • by Herschel Cohen ( 568 ) on Saturday May 02, 2009 @01:10PM (#27799689) Journal

    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.

    • 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.

      How can software on a remote system at ID Software estimate the size of Linux and Mac users? :-P

  • by steak ( 145650 ) on Saturday May 02, 2009 @01:28PM (#27799815) Homepage Journal

    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

    • And how many people do you think have ever taken Latin classes? Most people I know don't care about linguistics. What about you?
      • 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!!!

    • "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

    • I could go on with you and your "unix daymon" retarded pronunciation habit as well, but my arm is getting tired of the cane shaking.

      Honestly, I don't really know how daemon is supposed to be pronounced. I've always pronounced it daymon.

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

  • I am happy of course to see that having a Linux native version is a priority at least for some developers.
    Too bad I really don't like Quake-like games, or any FPS.
    If only the RPG companies would have Linux in their mind. Like Bioware, which delivered Neverwinter Nights (thanks!), but now turned its back on us with Dragon Age.

  • Now we can play utterly boring games on other platforms. I can hardly wait.
  • Hats off to id software for making Linux versions of all their games!

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