Julie Stepan mingles with the nerds waiting in the BYOC registration line. If you haven''t been to QuakeCon before, you''d be surprised of the amount of crazy people which turn out for the event. We have some costumed crazies and a guy who looks like John Carmack. Sit back and enjoy...
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129.14 MB
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August 14, 2009 |
470 |
The John Carmack keynote ranges from topics such as the ZendiMax buyout of id Software, the expansion of id Software, Rage, QuakeLive, iPhone game development, and many technical topics which are beyond my capacity to outline.
Concerning the buyout of id Software by ZendiMax, Carmack said he had to lookup who ZendiMax was online when discussions on the deal started. Overall, he is very pleased with the takeover for many reasons. Carmack''s main reason was the lack of support from publishers to third party developers such as id Software. "id Software used to be Activision''s FPS guy", but now the company owns the extremely popular Call of Duty series which receives a much higher priority over any FPS title id would release. Being a small independent company, there were certain projects just could not take on themselves. They had to take a cautious approach to many projects because they were directly financing them. Being part of a larger company now, id will be free to take on larger risks and projects. What Carmack hopes will be there working relationship with also was discussed. Carmack said that id has much to learn from ZendiMax such as their success in the marketing and downloadable content arenas.
On the topic of Rage, Carmack said most of the major technical parts of the game have already been finished. Much of the working being done now involves polishing the game and designing the vast array of user interfaces the game will feature. The game has been id Software''s longest develping project to date, even beating out the time it took to produce DOOM3. Carmack did go off on a small tangent on how some of the text sizes in the game were too small for someone with bad vision such as himself. Overall, he seemed very pleased with the production cycle so far.If you were wondering if there are any Rage beta testers somewhere, Carmack let us know that a small group of people are already hard at work testing the game . He added that it will be the most rigorous testing any id game has undergone before. He made it clear though that id won''t be heavily influenced by design comments these testers might give. id already knows the direction they want to take on Rage. Some interesting notes . The first level of the game will be the last to be made. While this does have its disadvantages, it does allow the designers to have a much better idea when the designing the level that will set the tone for the entire game.
While Carmack isn't a sentimental guy at all, he did reminisce about the good old days when id Software was a much smaller company. The development of Rage has skyrocketed the number of employees at id Software to somewhere around ninety. Carmack himself does not even know all of the employees by appearance, let alone by name.If you have followed the Carmack keynotes over the past few years, you are well aware that Carmack really enjoys developing cell phone games. He said that developing these games has been both a fun and profitable endeavor for id. He really enjoys that he is able to do a vast majority of the work himself, unlike Rage which has a massive amount of team members. Currently, Carmack seems solely focused on developing games for the iPhone. The limitations they encounter on regular cell phones is becoming too much of a bother. The development cycle is so short that id plans to schedule new game releases every other month. Carmack even discussed the possibility that id would stop developing games for the Java and Brew platforms to focus solely on the iPhone.
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228.81 MB
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August 14, 2009 |
2576 |
In John Carmack''s keynote, the id Software president and technical director started off discussing the issue of id''s rapid growth. The company was tired of having very long development cycles as they did with DOOM3 and had to expand to keep up with modern development times. Carmack said the company will continue to expand even greater and hire additional help to complete Rage. Most of the keynote was devoted to mobile game development and the rewarding feeling Carmack gets from completing a game in such a short period of time. He talked about the problems associated with getting a mobile game published properly on distribution channels and that using well know game titles such as DOOM greatly helps with sales. Carmack spent a great deal of time praising the iPhone, but was unhappy that id Modile does not have a game of the platform yet. Carmack then moved on the talk about id Software''s upcoming projects such as the single player focused DOOM4. After Carmack discussed mobile gaming and QuakeLive, he reverted back to the old days of keynotes where technical ramble was the prominent topic. In this section of the keynote, Carmack said that the hardware does not even exist yet for what would need to power idTech6. Yes, that''s right, IdTech6! He also mentioned that currently the idTech5 engine is in the hands of other developers and that Linux ports of future games were very very low on their list of priorities.
Video from the question and answer session that took place immediately after John Carmack's keynote address to QuakeCon 2007. The video lasts 1 hour and 20 minutes and provides you with a plethora of interesting topics to listen to.
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293.82 MB
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August 08, 2007 |
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Video of John Carmack's keynote address to QuakeCon 2007. The video runs a little over an hour. Carmack discusses id Software's upcoming projects such as "Rage", their newly announced game using the id Tech5 engine, Quake0, a web-based version of Quake3, his experience of developing portable gaming technology, id's decision to hire a second team of developers, and much, much more.
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492.96 MB
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August 04, 2007 |
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John Carmack's annual QuakeCon keynote address. It was comparable to his down to earth speech presented last year when he focused on next generation console gaming. This year, he focused on multi-processor support in games. This video includes 1 hour and 20 minutes of Carmack's address. Sit back and relax and prepare to be blown away by the genius mind of the QUAKE creator himself, John Carmack.
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299.89 MB
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August 06, 2006 |
17837 |
John Carmack's keynote address at QuakeCon 2005. Some of the topics John discussed are how id Software has raised the bar for the industry in terms of graphics, the development of the XBox360 version of Quake4 in house, his praise of Microsoft for providing the best development environment on the XBox and his work with cell phone game design. This video runs one hour.
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243.25 MB
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August 15, 2005 |
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John Carmack's keynote address at QuakeCon 2005. Some of the topics John discussed are how id Software has raised the bar for the industry in terms of graphics, the development of the XBox360 version of Quake4 in house, his praise of Microsoft for providing the best development environment on the XBox and his work with cell phone game design. This video runs 30 minutes.
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113.32 MB
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August 15, 2005 |
1880 |
John Carmack's QuakeCon 2002 speech discussing technology of DOOM3. It is a very technical speech. The video runs 60 minutes.
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112.57 MB
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January 28, 2004 |
1414 |
The Challenge Pro Mode (CPM) project was created by Richard 'Hoony' Sandlant in May 1999 (when the 'Q3test' was released) after he realised that Quake 3 Arena was going to have a lot of "newbie-friendly" features and after John Carmack admitted a more challenging version might be better for professional gamers (which is where the name "pro mode" came from). Notes for version 0.99x8 (9 Sep 02):
add: CPM13B map config (PG -> LG)
add: cg_predict (0-2)
replaces cg_nopredict
0 = off
1 = normal
2 = optimised
the normal prediction path is extremely slow at times
(notably around curves) and can cost you 100fps on a GHz machine
this new scheme is MUCH faster, but slightly more prone to errors.
oddly enough, it's still more accurate than the original
id prediction code (i.e. before the CPMA fixes) :)
if you have a slow machine, it's definitely worth trying.
* currently very broken on lifts
add: new scoreboard for DM
needs a lot of work still, but is VERY cool for GTV :)
(accuracy icon is for RL skill: effectiveness and direct hits)
add: assorted GTV-awareness (prepping for live MVD)
add: picture-in-picture for MVD :P
(press P to cycle window positions during playback)
add: UPS in MVDs
add: support gametype-specific spawnpoints
chg: allow mappers to specify respawn times for certain types of items
not weapons (can't play id "pro" maps with polish rules or in ffa)
not powerups (cpm13 becomes awful)
chg: acc "qualifying" shot count for PG upped from 45 to 50
chg: PickedUp and DiedWith columns renamed to Take and Drop
was too much space for something so unimportant
fix: explicitly dropping the current weapon didn't switch from it
The audio version (.mp3) of John Carmack's QuakeCon 2002 speech.
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15.08 MB
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August 19, 2002 |
1417 |
ATI RADEON 9700 testimonials movie on the that includes bits of in-game footage from Asheron's Call 2, Dungeon Siege and DOOM III. The video includes comments from id Software's John Carmack on this new graphics chipset. Most of the DOOM III footage was previously available in the DOOM III: the Legacy movie but there is some new bits of video.
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77.38 MB
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July 31, 2002 |
55842 |