LINUXGAMES

Enemy Territory Map Sources; QW Stuff

July 1st, 2008 by Crusader

Quake Wars 1.5 Status

May 19th, 2008 by Crusader

Splash Damage has a new status update for the Enemy Territory: Quake Wars version 1.5 patch:

We’re currently doing some last minute testing with id Software to track down a few issues that have turned up, but we don’t anticipate this to take too much time. We really just want to make sure that all the issues we’re aware of are actually addressed rather than pushing out an update with a big asterisk and a list of It’ll-break-if-you do-this-ers attached to it.

Distribution is being sorted out at the moment as well and if there are no further complications, we anticipate having the update out next week.

Quake Miscellany

May 5th, 2008 by Crusader

Random Quake-related news:

Edit: Splash Damage updated their blog with a preview of two community-made ETQW maps: Comm Link and Meltdown. Also, while fighting to prevent mankind’s extinction in the game, you can also assist Splash Damage in preventing the extinction of the tapir, an endangered animal.

Quake Miscellany

March 11th, 2008 by Crusader

Some mod releases:

Also, Rock, Paper, Shotgun interviewed Splash Damage‘s Paul Wedgwood, Steve Gaffney; and Richard Jolly; among the topics discussed was ET:QW’s future:

Wedgwood: We’re just finishing off another update for Quake Wars. We just did 1.4, which went down really well, particularly because it had loads of accessibility stuff in there. [...] Of course we also broke something in putting out the update, so we’re also putting out an update for the update. [...] A little more tweaking this stuff, and we’re otherwise done with ETQW.

Quake Live Announced

February 19th, 2008 by Crusader

Kotaku is reporting on an advertising partnership announcement for id Software’s Quake Live (announced at QuakeCon 2007 as Quake Zero), the browser-based project derived from Quake 3: Arena:

Quake Live

IGA Worldwide Inc., the leading independent in-game advertising network announced today from the 2008 Game Developer Conference that it has partnered with id Software to manage all advertising, sponsorship and creative branding opportunities within the forthcoming QUAKE LIVE web site and free-to-play version of the popular action series.

Created by id Software as an all-new way to deliver the excitement and energy of first-person multiplayer action to a broader audience than ever before, QUAKE LIVE offers game players of all skill levels a totally free and easily accessible multiplayer gaming experience and community through a single website at quakelive.com. Every element of the experience, including friends lists and communication, sponsored events and tournaments, matchmaking, stats tracking, and even the game itself is accessed and delivered free of charge through the web browser. Integrated with IGA’s proprietary SDK, QUAKE LIVE will offer companies and agencies fresh opportunities to dynamically-target brands to audiences within a broadly accessible version of one of the world’s premiere game franchises, while also offering gamers a totally free premium game, fun events and a vibrant, active community of other players.

While Linux users missed out on Enemy Territory: Quake Wars‘ in-game advertising (as there was no Linux port of the ad middleware), that probably won’t be the case here. What do y’all think of in-game ads? Are the community features compelling enough to make you want to play Quake Live over something like, say, Warsow?

Edit: in case you were wondering, the beta signup at www.quakelive.com is just for the Windows version at present.

Quake Wars: Tactical Assault 0.11

December 25th, 2007 by Crusader

The first mod for Enemy Territory: Quake Wars that I’m aware of has been released: Quake Wars: Tactical Assault:

Quake Wars: Tactical Assault is a revamp of Enemy Territory: Quake Wars’ core gameplay, with the intention of creating a grittier, more realistic environment than the base game, while still telling the story of the Strogg invasion of Earth.

  • Strafejumping eliminated.
  • Head and neck hit locations’ damage multipliers increased slightly.
  • Unscoped/unironsighted weapon spreads increased(accuracy decreased).
  • Weapon damages against players increased.
  • Weapon damages against vehicles and deployables decreased.
  • Player respawn times increased.
  • Vehicle respawn times increased.

You’ll want to get the base 0.1 release and the 0.11 Linux patch.

Download: [ servequake.com ]

Linux Games Podcast #9: Enemy Territory Quake Wars Spectacular!

October 22nd, 2007 by TimeDoctor

The latest Linux Games Podcast episode is up. Podcast 9 is our Enemy TerritoryQuake Wars special!

Joining myself on this episode are Dustin “Crusader” Reyes, and id software’sTimothee Besset guest stars to talk about Enemy Territory Quake Wars.

URL dump from this episode:

EnemyTerritory: Quake Wars
id software
TrittonAX360 Gaming Headphones
X-FiLinux Drivers
UrbanTerror
Spring
TeamFortress
RocketArena
InHell Mod for Doom 3
LostFacility
Shambler’sCastle
Last ManStanding
HardQore
Planeshift
LinuxGames.comthrough the ages
OpenArena
NewOpenArena Patch
Get those thenconnectto wheeljack.telefragged.com so Dustin will be up in yo Grillz,sucka!

iTunes users can click the iTunes Only link below, or drag and drop the feedlink to iTunes, or click Advanced – Subscribe to Podcast and copy the feed urlthere, or just hit update if you’ve already subscribed. The podcast is also inthe iTunes Music Store. For any other podcasting programs, you’ll need to insertthe feed url into it.

Enjoy, leave feedback here,inthe new forum,oniTunes, diggus, and tell your friends!

Linux Games Podcast 9 Download: [iTunesOnly | MP3 RSS Feed |StraightMP3 ]

ET:Quake Wars Demo Server; Client Update

September 11th, 2007 by Crusader

id Software’s Timothee “TTimo” Besset updatedthe Enemy Territory:Quake Wars GNU/Linux FAQ with a demo dedicated server build and an update onthe client:

Linux client?

When it’s done. We have beta testers, they are doing a great job, you don’tneed to apply. There is still some work to be done before it matches idquality standards, and we won’t commit to any dates.

In the meantime, there was a blog post concerning the music ofET:QW, along with a Music 4 Gamesinterview with composer Bill Brown (who also did the music for the Quake 2intro cinematic and the score for Return toCastle Wolfenstein). There are also some sample tracksto download.

Gamespot interviewedSplash Damage’s Paul “Locki”Wedgwood about the sci-fi multiplayerfps:

With Enemy Territory: Quake Wars, we could really see the value in havingasymmetrical teams, as an extension of what had already been achieved by idSoftware, and asymmetrical maps as far back as Return to Castle WolfensteinMultiplayer. Having asymmetry between the two teams’ vehicles, weapons, items,deployables, tools, and rewards just opens up so many cool tactical optionsfor players, and the way their teams approach the assault of defense of anobjective.

Yahoo!has posted their impressions of a map in the retail version, which features abattle across widely separated terrain types (the Sahara and Antarctica); the areas are traversed via that classic Quake plot device, the slipgate. There’s also a newvideotrailer.

Quake Wars Interview @ ClanBase

September 3rd, 2007 by Crusader

The competition gaming site ClanBase conducted aninterview with Paul Wedgewood of SplashDamage about Enemy Territory:Quake Wars, the upcoming multiplayer FPS whose development is overseen by id Software. Specifically, league play,vehicular versus ground combat, cheating countermeasures, and future plans arediscussed.

ET: Quake Wars Dedicated Server and id Miscellany

August 16th, 2007 by Crusader

The Enemy Territory: Quake Warscommunity site has releaseda beta Linuxdedicated server for the multiplayer first-person shooter, which is due toship to retailers on October 2nd. The README mentions the new Enemy Territory : Quake WarsGNU/Linux FAQ, where eventually both client and server documentation willreside.

Eurogamerspoke with id Software’s Steve Nixwhere Quake Zero, their upcoming free Quake III:Arena-based project, was elaborated on:

Nix promised that Quake Zero would be very quick to load. “It’s modified to have a front-end in a web-browser where you launch the game. And they’ve already done a lot of the architectural work – the way the game loads – where it’s primarily just shifting the file structures and everything, but the game loads very very quickly, so basically you’ve never played it on a given machine, you can go to theweb-browser, click ‘play’ and almost instantly get into a game.

GameInformer conducted a lengthy interview with Tim Willits about id’s nextinternally-developed title, Rage:

With id Tech 5 technology, it allows us to create much larger wasteland kindof areas and it allows us to build race tracks – this world that is much muchlarger. So basically you play – and this is all teaser stuff – the settingtakes place in the future. After the Earth is mostly destroyed by a comet andcivilization is trying to rebuild itself, and in this time the lines betweengood and evil and right and wrong are kind of blurry. You play an outsider.You play someone that’s kind of a Buck Rogers guy, but not from space. It’sgot a Road Warrior feel to it, and there’s the settlers and those people thatare trying to rebuild society and then there’s this evil regime – it’s a veryclassic story. You work alongside the resistance and settlers to rage againstthe regime.

The game’s balance (“maybe 40% driving, 60% shooting”) and cooperative multiplayer mode are also discussed.

Gameriotspoke with Marty Stratton, who mentions that id’s Linux guru, Timothee “TTimo” Besset,is on the Quake Zero team:

TTimo and Scott have the game launching off a web browser, not playing in aweb browser, but launching off a web browser. That’s the idea of it. You kindof go into a web interface to see what the community is all about, let you seewhat competitions are going on, how you play the game, etc. Kind of like how apoker site works, you kind of go there and see what’s going on and with oneclick, you start your download of the game and then play in a test game ortraining mode until the download completes.After a couple minutes of practicing, you have the full Quake 3 experience andcan start playing verse anyone in the world. The whole interface is backedthrough a web portal, and we’re able to test out a lot of things that we wantto do in pushing the Arena, and the new Quake Arena game. After we getQuakeZero up and running we’re going to have part of the team spinning up onid Tech 5 and the completely new Quake Arena game. That’ll be in developmentfor a little while.

Eurogameralso spoke with Paul Wedgewood of Splash Damage about the ET:QW levelsdemonstrated at QuakeCon. The game’sserver and rendering framerate limits are elaborated on; Timothee Besset is singled out here for coming up with a solution that enhanced the Quake War’s performance.

Linux Games Podcast #8: Quake Con and LinuxWorld 2007

August 12th, 2007 by TimeDoctor

The latest Linux Games Podcast episode is up. Podcast 8 brings you QuakeCon 2007and Linux World SF 2007 commentary.

Joining myself on this episode is Dustin “Crusader” Remember tosendyour advertisements for free-as-in-either-beer-or-speech games tozacharyslater@gmail.com.

URL dump from this episode:

QuakeCon
CrusadeR’sQuake Con Wrapup
Carmack’sKeynote Audio
EnemyTerritory: Quake Wars
id software
Linux World
HAYGUYZ IM GONA BE AT LUNIX WORLDS!
LinuxGame Publishing
MotorolaMgcqkz
OpenMoko
NokiaN800/N770
ThatHideous QT Greenphone
PalmFoleo
Picturesfor all the stuff I’m talking about from Linux World
Dell
And DellsUbuntu Site
Ubuntu
Fedora
OpenSUSE
Debian
Gentoo
GentooGames
Descent 2
Slackware
Dustin’llhave to play this “tomatoes” I speak of
GentooPS3
LinuxGames.comthrough the ages
OpenArena
NewOpenArena Patch
Get those thenconnectto wheeljack.telefragged.com so Dustin will be up in yo Grillz,sucka!
MarsColony Five

iTunes users can click the iTunes Only link below, or drag and drop the feedlink to iTunes, or click Advanced – Subscribe to Podcast and copy the feed urlthere, or just hit update if you’ve already subscribed. The podcast is also inthe iTunes Music Store. For any other podcasting programs, you’ll need to insertthe feed url into it.

Enjoy, leave feedback here,inthe new forum,oniTunes, diggus, and tell your friends!

Linux Games Podcast 8 Download: [iTunesOnly | MP3 RSS Feed |StraightMP3 |StraightOgg ]

QuakeCon Wrapup

August 7th, 2007 by Crusader

First up, here’s a brief transcript of the open source exchange during theQ&A with John Carmack:

Q: I wanted to say thank you for open-sourcing the Quake 3 engine, it’s made ahuge difference to the community. I wanted to ask your opinion about thefuture of Linux and open source gaming.

A: I do take a great deal of personal pride and satisfaction with what I’vebeen able to do with getting so much of the stuff out. Sometimes I think aboutit, and while I know it’s not something I’m generally considered for, I may beone of the most prolific open source authors considering all the code thatI’ve written over the last 15 years that I’ve made open source, or have madeopen source there. I do thinkit’s very valuable. I’m very happy when I see both user gaming communitystuff, or research universities, or people doing simulation tests, or bringingup things. Every new piece of hardware ends up having Doom or Quake titlesused as an early form of test application. So I’m very happy to have donethat.It’s certainly going to continue. I mean I won’t commit to a date, but theDoom 3 stuff will be open source. We still make those decisions even todaywhen we’re doing the Rage code when we have decisions about “do we want tointegrate some other vendor’s solution, some proprietary code into this”. Andthe answer’s usually no, because eventually id Tech 5 is going to be opensource also. This is still the law of the land at id, that the policy is thatwe’re not going to integrate stuff that’s going to make it impossible for usto do an eventual open source release. We can argue the exact pros and consfrom a pure business standpoint on it, and I can at least make some, perhapssomewhat,contrived cases that I think it’s good for the business, but as a personalconviction it’s still pretty important to me and I’m standing by that.

Next, as I mentioned briefly earlier, a beta test release of the Enemy Territory: Quake Wars Linuxdedicated server was made available at the event to the BYOC LAN; of note isthis passage in the README:

You need a low latency kernel for good performance (this applies to bothclient and server installs). Mostly, make sure your kernelconfiguration has CONFIG_HZ_1000=y. You should also enable other low latencydesktop settings, such as the various preemption capabilities.

You’ve been warned; get your kernels ready! ;)

It was announced at the convention that ET: Quake Wars for Windows will shipon October 2. There’s a new preview of the game at Atomic Gamer and afew newscreenshots at Shacknews.

GameInformer has a lengthy interview with John Carmack where some additionaldetail was provided regarding their newly announced projects:

  • “[Rage is] about 50/50 racing and first person action. [...] I think there’s going to be some neat stuff in it.We’ve got the whole outdoor wasteland – big areas, going between lots of different areas. We’re doing someof the sandbox play there. [...] Then you’ve got the run and gun internal shooterstuff, id’s always done well, and we’re going to do a good job on that. Thenyou have the sort of RPG-ish elements, pimping out your ride, getting money tobuy accessories and building it up.”
  • “There will be a Doom 4, we don’t have it scheduled or a team assigned to it,but there will be a Doom 4. There’s going to be a Quake Arena sequel. There’sa Wolfenstein thing in production. We’re following along with all those. Thisgame [Rage] doesn’t have to be Doom. It’s going to be something different.”
  • “We have a kernel team and we’ve seeded it with people from our main teamand moved them over, and the plan is right now to do a bridge project thatwe’re calling Quake Zero. This is experimental and this is one of my petideas. We’re taking the Quake Arena code base data sets and repackaging it forincremental web downloads and make it a free game and we’re going to try asponsored advertising supported free version of the game. I want to try this.Where the website is the hub for everything, most of the menus are gutted outof the game. The game is something that launches instantly. You set upeverything on the web page, all of your community stuff there. You getsponsors and advertisers on there to see if we can support this. We have aunique opportunity for this because we own all the stuff on there – it’s stilla good game. We can do this with the kernel of the first six developers onhere.”
  • “The goal is here to make – after Quake Zero – then we’ll probably takeall of the lessons we learn from that interaction and make an id Tech 5 QuakeArena sequel with all the bells and whistles.”

There’s a lot of discussion about what’s changed in id Tech 5 at:

  • An AtomicGamerinterview with id’s Steve Nix.
  • GameTrailers.com’sthree-part technology walkthrough hosted by Carmack.
  • Shacknews, wherethey’ve posted video of the id Studio tools presentation conducted by id’sMatt Hooper at QuakeCon.

Speaking of, high resolution video of the Rage trailer is also up at the Shack. The idStudio tools themselves are Windows widget-based; such utilities have beenproblematic to port in the past, but maybe something akin to GtkRadiant will come together over thenext several years.

Besides our audiorecording of the Carmack keynote, QuakeUnity.com has posted avideo recording of the talk’s first hour. There’s also video of thepresentation’s initialannouncements.

Finally, QuakeCon is also a tournament, and the winners were announced at theevent’s conclusion:

Enemy Territory: QUAKE Wars 6V6 Championship

  • 1st Place: Team-Dignitas — $22,000
  • 2nd Place: Team HOT –$16,000
  • 3rd Place: Check-Six — $8,000
  • 4th Place: DEMISE –$4,000

QUAKE Quad-Damage Tournament

  • 1st Place: Johan “toxjq” Quick — $20,000
  • 2nd Place: Magnus“fojjji” Olsson — $12,500
  • 3rd Place: Timothy “DaHanG” Fogarty –$7,500
  • 4th Place: Mikael “purri” Tarainen — $5,000
  • 5th Place:Tim “naymlis” Bowes — $1,250
  • 6th Place: Chance “EG/chance” Lacina –$1,250
  • 7th Place: Rafik “LoSt-CaUsE” Bryant — $1,250
  • 8thPlace: Tom “griffin” Wall — $1,250

The Quad-Damage tournament spanned all four Quake titles; you can see videosof the matches at GGL,or download the Quad Damage demos from the QuakeCon site.

ET: Quake Wars Previews

July 4th, 2007 by Crusader

There’s a new preview of Enemy Territory: Quake Wars at Voodoo Extreme, which gives a rundown of various maps they saw on a recent visit to Splash Damage.

There’s also an extensive guide to the game, currently in beta testing for Windows, at ETQW 4 Newbies.

QuakeCon Tournaments

July 1st, 2007 by Crusader

The QuakeCon site has been updated witha tournament rundown:

The NVIDIA Championships at QuakeCon 2007will be ground zero for never-before-seen gaming competitions with the firstsanctioned tournament of id Software’s new landmark game, Enemy Territory:QUAKE Wars; and the first ever “Quad Damage” tournament spanning all fourQUAKE games. The tournaments will take place during the 12th annual QuakeConwhich is being held at the Hilton Anatole Hotel in Dallas from August 2-5.More than 6,000 gamers from around the world are expected to attend thefour-day event. The total QuakeCon Championship Tournament purse will be$100,000, courtesy of title sponsor NVIDIA.

[...]

Enemy Territory: QUAKE Wars makes its tournament debut at QuakeCon 2007. 32teams will compete in the incredible battles between Earth’s Global DefenseForce (GDF) and the invading alien Strogg. Each 6-person team will battle itout in a double-elimination bracket-style tournament, with each team havingthe opportunity to both attack and defend. With a focus on objective andclass-based gameplay, Enemy Territory: QUAKE Wars will test each team’sability to combine skill, strategy, and teamwork in tournament play like neverbefore.

This year brings a new twist to QuakeCon’s classic 1 vs. 1 competition withthe inaugural Quad Damage Tournament. Spanning all four QUAKE games, thisyear’s champion will need to be a master of a variety of weapons, maps, andplay-styles – from QUAKE’s lightening fast action and dominating rocketlauncher, to the more strategic gameplay and precision weapons found in thelater QUAKE games. 256 contestants will be divided into 4 man groups with eachplayer battling the others in a set of round-robin 1 vs 1 matches. Two phasesof round robin play will reduce the competition down to the top 32 players,who will then battle it out in a single-elimination, best of 3 bracket todetermine who is truly the QUAKE Master.

Quake Wars AI

June 28th, 2007 by Crusader

There’s a new interview @ PC.IGNwith id Software’s John Dean about Enemy Territory: Quake Wars’ botAI:

IGN: Will they pilot vehicles and hop in with multiple peoplein a vehicle?

John Dean: Yeah, they’re basically going to be able to do anything you as aplayer can imagine you would want to do or could do. They’ll drive around invehicles, they’ll team up, you’ll see a bot driving around in a tank andanother bot riding around in a turret blasting any enemies that they see.You’ll see bots flying around harassing ground units, harassing vehicles,attacking other air vehicles. You’ll see bots everywhere doing everything,anything you could imagine yourself doing.

Quake Miscellany

March 27th, 2007 by Crusader

Quake-related news from recent daysof note:

  • Shacknewspointed out that pre-orders for EnemyTerritory: Quake Wars began in the US this week. The username registrationreferred to in the pre-order is just for stat-tracking; it’s not your in-gamenick.
  • OpenArena is an open-source contentpackage for Quake III: Arena licensed under the GPL, makingQ3A a stand-alone free game. Character models, maps, sounds, and textures areincluded.
  • World of Padman is anotherstand-alone Q3A-based game project; they anticipate releasing it later thisweek. In the meantime, you can play the mod version of the game, whichrequires baseq3.
  • Yet another Q3A-based stand-alone game which began as a mod, Urban Terror, will see a release in thenext week as well.
  • A new version of DarkPlaces, an engine basedon Quake 1, wasreleased with various bugfixes.
  • The map repository ..::LVL has addedsections for DOOM 3 andQuake 4.
  • The newly-launched QuakeUnity.comhas posted an interview withid’s Marty Stratton and Steve Nix from GDC. Engine licensing, digital distribution,and other topics are discussed.

Quake Miscellany

February 6th, 2007 by Crusader

There’s been a lot of news related to the various iterations of Quake Ihaven’t gotten to yet; apologies for the delays:

  • Congratulations to id Softwareand John Carmack for winning two Emmy awards from the National Academy ofTelevision Arts and Sciences in recognition of their pioneering work in 3Dengine development and rendering breakthroughs.
  • Community level designers have submitted 34 maps to id for the Quake 4 Community Map Pak contest;the maplist will be whittled down to a dozen or so eventually, but id hasreleased all of the submissions for play prior to voting. [ Download ]
  • There’s also discussion about the map pack entries at Quake3bitsand MyLyCon’s Domain.
  • ComputerGames Online conducted an interview with Splash Damage’s Paul Wedgewoodconcerning the upcoming multiplayer shooter Enemy Territory: Quake Wars. Thegame’s backstory and gameplay nuances are discussed.
  • Finally, GameInformer recently interviewed id’s Carmack and Todd Hollenshead about amyriad of topics, such as id’s current (and unannounced) internal project.

Enemy Territory; Quake Wars Interview

August 8th, 2006 by Marv

AtomicGamer has posted an interview with id Software’s Kevin Cloud & Splash Damage’s Paul Wedgwood. Snippet from the interview:

DOOM 3 had per-pixel hit detection, and a lot of people liked that feature. Is that going to be in Enemy Territory: Quake Wars?

Paul Wedgwood: Nope. We had the per-pixel stuff for about the first year and half, and it’s very accurate, and on paper it makes a lot of sense as to why it would be that you’d shoot at somebody and would want to hit [only] the body. But the problem is that there’s actually quite a lot of “negative space” when you look at an animated player that’s running along. So to make the bullets do any worthwhile damage over a fairly decent distance, as with an assault rifle or something, you end up having to increase the power too much, and it ends up feeling random. When a bullet does hit the body it does too much damage and then when it doesn’t hit the body. So we reverted to a traditional “hitbox” approach of having the head, torso and legs, and it really improved the quality of the gameplay at the time. So we stuck with that.

QuakeCon Miscellany

August 4th, 2006 by Crusader

id Software’s annual fan convention,QuakeCon, is underway this weekend, andthere’s already been a fair amount of Linux-related information conveyed.During the Enemy Territory: Quake Wars presentation Thursday evening, id’sKevin Cloud and Splash Damage’sPaul Wedgewood mentioned that there will be a Linux client of the game(this was also reiterated by Cloud today during the id Q&A panel).Wedgewood demonstrated one of the game’s maps (I’ll have a more in-depthwrite-up later) with the help of other id-affiliated developers, where thehuman GDI had to destroy a Strogg contamination facility, with the sameemphasis on varied subgoals that was featured in Wolfenstein: EnemyTerritory.

Speaking of today’s Q&A with id, the question of Linux ports from id’sengine licensees came up during the session.id CEO Todd Hollenshead stated that while id supports Linux because it makes sense for thecompany philosophically and technically, they can only provide licensees withthe Linux source code and hope they have the time/money to use it. It was alsonoted that id maintains an OpenGL and Direct3D renderer for their unannouncedinternal project, and the OpenGL renderer exists to provide support fornon-Windows/Xbox platforms (Tim Willits, id’s lead designer, also noted thattheir dev tools are OpenGL-only). Also, despite statements in the previousyear about Xbox 360 becoming a primary dev platform for id, Kevin Cloudre-affirmed that id is first and foremost a PC game developer.

Finally, Linux ports of the ET:QW editing tools seem unlikely, as it was stated during a modding Q&A for the game that they’re MFC widget-based like previous id editors.

In addition to the new screenshots, there’s also video of the ET:QW presentation up @ PlanetQuake4.net (zip download).

QuakeCon Stuff

July 18th, 2005 by Crusader

The official QuakeCon site has beenupdated with lots of news about the upcoming convention. Here’s their list ofwhat’s planned for attendees:

  • Attend a keynote address by id Software co-founder and lead programmerJohn Carmack
  • Get a first look at QUAKE 4 multiplayer gameplay
  • Get the latest details on Enemy Territory: QUAKE WARS
  • Go to two over-the-top, wild parties
  • Check out the $150,000 Nvidia Championships at QuakeCon
  • Attend the popular overclocking workshop sponsored by HardOCP

I think it’s also likely there will be something related to the upcoming(October) DOOM movie there.

It’s also mentioned that computerrentals are available for those not bringing their own machines.

The Wolfenstein:Enemy Territory tournament brackethas been posted, which lists the 16 teams that will be competing at theconvention. Demos from the qualifiers can be found here.

The tournament rulesare online; recent changes include the Ms. QuakeCon Championship being bumpedup to 64 participants.