LINUXGAMES

Interview with Timothee Besset of id Software – 07 August 2006

December 9th, 2007 by Marv

07 August 2006 by Dustin Reyes

I had the opportunity to catch up with id Software’s resident Linux expert, Timothee “TTimo” Besset, who has been responsible for
every id-produced Linux port since Quake III: Arena, at QuakeCon this past weekend. Since Quake 4 was recently released and
Enemy Territory: Quake Wars is on the horizon, I asked TTimo if he wouldn’t mind answering a few of my inane questions:

Do you anticipate that the ET:QW client will ship at the same time as the
Windows retail?

Hopefully. We’re going to have a pretty extensive beta-testing period, so I
hope that will be enough time for me to put together the full Linux client. I
mean, in previous games when it turned out we couldn’t release the full
versions right on time, it was because we were still working on our other game
clients. Since it’s not my project directly, it’s Splash Damage’s
game, I should be able to maintain the Linux version. I
think the Enemy Territory client was right on time with the Windows version;
I’m not sure. I think it did – the only one that was delayed was DOOM 3, by two
months.

Do you still keep tabs on the GtkRadiant project?

Spog, William Joseph, has been mostly in charge of that. Since we actually
went GPL on the licensing it seems that a number of people have actually
picked it up, to much of my surprise because personally I always considered
that it wouldn’t really make such a difference between the GPL and our
license, which was already pretty open in my opinion. It depends on
what you’re doing, if you’re doing a game or end-user product, it really
matters to have the GPL, but Radiant is a project with a very strong
user-base, and most of the people want to produce maps and art for the
games they don’t care too much what kind of licensing it is. As long
as they can install it on their computers and use it, they’re fine with it.
Moving to GPL for all the Quake 3 technology tools was really good, I’m kind
of glad to have that out of the way. We have been saying for years that we
were going to release it under the GPL and it finally happened so that was
good.

It has been mentioned that Radiant has been updated to accomodate the new
technologies in Quake Wars – does id plan on helping the GtkRadiant project in
rolling these changes into the open source editor?

I really can’t say what the plan is right now as far as releasing the source
to those tools. It seemed that with the DOOM 3 technology, the company has
kind of moved away from releasing tool source. I’m not really in on those
decisions, to totally know what’s the balance between the pro and con of not
doing that.

Can you elaborate on the changes to the editor?

The Splash Damage editor has all the Megatexturing tools, so it has the
additions of laying down roads and stamping. I haven’t personally used it, so
I’m not really aware. As far as our internal project, I can’t really comment
on that. I’m not sure, I think it’s been mentioned that we use something we
call id Studio, which now goes way beyond being just a simple editor, we’ve
integrated a lot more tools with the game to make production a lot easier.
You’ll have to wait for John’s keynote to see what sort of information goes
out about that.

Is id satisfied with the utility of and community reaction to the iddevnet
site?

It’s a bit difficult to know how many people actually use it, actually go on
the website and get useful information from there. We have a pretty strong
DOOM 3/Quake 4 modding community, we’ve been using invite-only mailing lists
to get a group channel with mod developers, and I think that’s working out
pretty well. I mean, I really like the Wiki format we have on the Quake 4
stuff. I had started one that was only for Linux things or related to the
games, and when we wanted to put an iddevnet for Quake 4, we said hey, why not
do a Wiki? Raven wanted to submit some content, and we did have some content
on our own, so we said, let’s just open a Wiki format and get everyone on
there. We’ll keep putting more stuff on there, and people are going to get
used to checking that site more often. For instance, on the Wiki we have some
pretty good information on the add-on pack system that’s in DOOM 3 and Quake
4. We have some pages on the network demos which are very useful, and on
benchmarking as well. Those are recent additions, and, of course, on top of
that there’s all the mapping documentation and examples. It’s really complete.

That sort of public documentation and developer feedback for public code and
tools is rare in the industry; does id plan on continuing to maintain it for
Quake Wars and future projects?

Yeah, I would think so. Quake Wars is really Splash Damage’s project and since
they used to be a mod team they’re really into making most of their stuff
available to the public to modify and tweak the game. We also know that Quake
Wars is really the type of game where you want to get as much as possible in
the hands of the community, because they’re the ones really making the game
alive and pushing it to new things.

What are your goals and anticipated features for the YoYoDine Assets
Management
project?

I should probably sum up what it’s about: When I was still contracting in
Paris, the DOOM 3 assets were fairly big and I didn’t have such a good network
connection, so I was really looking into decentralized solutions for our
asset and code management, with some amount of versioning and branching. So I
started the YAM project, which is mostly research and documentation, putting
ideas together, and summarizing what everyone else is doing as far as
commercial solutions, open source solutions and everything. There are some
good commercial products that do asset management that work decently well when
your team is distributed. The most common ones are usually Perforce and
Alienbrain. id is using Alienbrain internally, and a lot of our sister
companies are using Perforce. I really wanted to look into something that
would be open source, because of what I’m interested in, and because I know a
lot of mod teams and, actually, commercial projects spawning off from our
Quake 3 GPL releases are facing the same type of issues of having to manage a
distributed team and a large amount of assets. So I started the YAM project to
try to find a few solutions. Most of my designs so far have been based on
using Subversion as a backend for managing assets, and then having an extra
layer on top of that to distribute the content and to replicate and mirror it.
Actually, Splash Damage deciding to use Subversion to store their assets for
Quake Wars was a pretty big step in my opinion. I was a bit suprised to see
that Splash Damage would go with Subversion for assets instead of with
Perforce because Subversion is really good, it’s a really good project for
source code but for assets we are kind of wading through a brand new path
because the files are a lot bigger and Subversion still has a few hiccups on
really large files. The Subversion repository for Quake Wars is about 20GB,
and the main repository is in the UK office of Splash Damage and we run a
mirror at id that mirrors out exactly what is on Splash Damage’s repository.
We have synchronization scripts which are based on SVK, which is a Perl
extension to SVN functionality, and we use a SVK mirror to synchronize both
and so we have id and Nerve working in Dallas, and they can check in to a
Subversion repository and it goes back to Splash Damage. I think we really
have a good setup, especially based on open source tools and on a product that
is still primarily designed for source code and shows how flexible it is. It
wouldn’t be possible if Subversion was not open source, because the SVK guys
have been digging in the SVN source and working with the Subversion people to
get some extensions in there and tweak a few things so they could do their own
extensions on top of that, so it’s really good how the project has turned out.

Are there any plans to release the source code to the id-produced
Quake 3-derived games Return to Castle Wolfenstein and Wolfenstein: Enemy Territory?

That would be nice, I guess we have to talk it through in the company
internally, and decide. It’s usually mostly an issue of spotting where we
might have a few days we can spare on going through that source and putting it
together for a GPL release. It would be nice, I’m sure eventually it’ll
happen, at least for Enemy Territory and Wolfenstein. The thing is, Enemy
Territory is still doing really good online, and really we see it a lot on the
competition scene, so I would assume there’s going to be a bit of resistance
as far as releasing the source right now, because it’s still doing so great on
competition. I love watching those ET matches.

Does id and/or Raven plan on releasing additional level packs or alternate
gameplay modes for Quake 4?

We’ve released a lot already. If you try to count how many extra maps we’ve
put out… 1.3, the patch is around 250 or 300 megabytes, the full patch. In
there you have, I think about 10-15 new maps, something like that. I think we
got a really strong extra content base at this point. I can’t really tell if
there are plans to put new maps out, but that’s really a lot to play through
already. We will see through the keynote and everything if we decide
to announce more things on Quake 4. The company is still looking at product
and looking at if we plan on any server updates and what’s going to go in the
new updates but I really can’t comment much on that.

Are there any outstanding issues/planned features that are slotted for future
point releases?

I think in 1.3 we really covered a lot of the current things. At this point,
it’s probably up to whether we decide to push the game further.

Any comments on the state of NVIDIA and ATI’s OpenGL drivers in Linux? Are
there any missing features which would aid in development/porting?

I still mostly do my development with NVIDIA cards. It’s been working
really good even for our internal project. I just fix the gcc compiling issues
and bring it up, and usually the NVIDIA drivers will work just the same as
they do on Windows. ATI is obviously doing some very good work on putting out
new updates and been very responsive to users on Linux. I’m really expecting
that their drivers are going to be really up to par with the NVIDIA ones
within a few months I think. I moved my development system to a 64-bit
machine, but I still compile 32-bit binaries and running 32-bit binaries on
64-bit machines I had to stick to NVIDIA because I couldn’t really get it
going with an ATI card. But still, I’m always ready to swap it out and try
ATI. We haven’t been really in a situation where we’ve had to test new
rendering on both cards yet.

Are hobbyist mod projects viable with modern first-person shooters, especially
with the rising cost of producing professional-quality assets (models,
textures, sounds)?

I don’t know. I’ve seen the amount of work that has to go into doing content
for mods, it has gone way up since the Quake 3 days. Maybe it’s just me not
looking with that much attention anymore at the websites and everything, but I
remember in the Quake 2/Quake 3 days there were Rust and Gamedesign, there
were a lot of websites with custom home-made maps, there was the Polycount
website, and all of those websites were really big. I’m not seeing the same
kind of thing anymore, maybe it’s just me, but I think it’s been toned down a
bit because it’s just a lot more work to put content together nowadays. We
still see a number of mods, you gotta have artists, textures, level design,
you gotta put everything together now a lot more; it used to be a very
individual thing. One guy could make character models, one guy could make
levels, it’s no longer true. Modding’s still doing pretty good on DOOM 3
technology, including Quake 4 though.

Epic sponsored UT2004 mod development with a contest – has id ever looked at
doing anything similar?

I don’t know actually, I don’t know if it’s been something that’s been
discussed or planned. We have an approach where we let people come to us and
we give them some technical advice. I think it’d be mostly up to the sponsors
we work with for events such as QuakeCon. I guess if they would ever come
forward to us and say we want to sponsor some event, then I guess the QuakeCon
guys would probably look into it.

I know Human Head and 3D Realms are only licensees, but are you aware of any
plans for a Prey Linux client port?

I’m really not involved with the Linux aspect. Obviously Ryan Gordon is
working on the dedicated server, so that’d really be a question for him. I’d
love seeing a Linux client, I’ve been holding off getting the game, waiting to
see if there’s a Linux client showing up. I know if I buy the Windows version
I’m going to play the Windows version and I’m not going to play it on Linux,
so I’m just waiting it out.

Any comments on the state of 64-bit architecture support in Linux? Will ET:QW
ship with 32-bit and 64-bit binaries?

I don’t know yet. My main problem with 64-bit binary is that it’s one extra
compile to do every time you want to release binaries, so you have to maintain
one build system for your 64-bit binary and then every time you have to make a
build you have to make sure you get both the 32-bit and 64. Really honestly,
there’s not any kind of significant performance increase. If you have good
compatibility you’re able to run 32-bit binaries on a 64-bit machine, that’s
the performance you get. If you run a 64-bit binary, it’s not going to make
much difference. The technology is cool, but there’s really not that much
point for doing it. We do use 64-bit internally, we do use some 64-bit
binaries on Windows for the extra memory, because we are hitting the limits
where we need to address more than two gigabytes of memory at the same time
for a single process. That’s really one of the main advantages, but I don’t
expect any of our games anytime soon to require a machine that has more than
4GB of RAM, that would be stretching it.

In the past year or so, the Ubuntu Linux distribution has made major strides
in community acceptance with their emphasis on ease-of-use; do you feel that
Linux in general has reached the point to where it’s a viable alternative to
Windows and OSX for the average computer user?

It seems to be really happening. I mean, my parents are using Linux. The setup
is still the tricky point, but I set the machine up last time I was in France
and they’ve been actually catching on and start to use it. They like
OpenOffice, they like having GAIM and Firefox, they’re really happy with that.
My brother-in-law, who’s really a Windows guy, just decided to install Linux
because he was tired of his machine being slow and spyware and everything. He
really didn’t need that much help from me to get his stuff running, doing mail
and chatting and all that basic web stuff, so I guess it’s really picking up.


I’d like to thank TTimo for taking the time to address these queries, and id Software for putting on another fantastic event! If you want to read more about how TTimo became id’s Linux guy, check out our QuakeCon 2004 interview.

-Dustin “Crusader” Reyes

What are you playing?

December 5th, 2007 by Crusader

What have you, our readers, been playing on Linux of late? Commercial games, indie games, open source games, titles, genres… let us know!

As for myself, Enemy Territory: Quake Wars has been taking up most of my time

Enemy Territory: Quake Wars v1.2 Update

November 19th, 2007 by Crusader

The version 1.2 client for QuakeWars: Enemy Territory has been updated by id Software’s Timothee Besset; here’sthe rundown from the Linux FAQ:

  • voice chat support (OSS and Alsa backends)
  • OSS sound: fixed the dsp device from s_dsp -> s_device
  • s_noMic to skip the mic init / voice input
  • by default, don’t require Ctrl+Alt+~ for console toggle
  • r_useThreadedRenderer hardcoded to 0 – is not supported in the Linux build atm
  • cleanup and simplify the frame timing code, hopefully fixing the fps banding problems
  • fix showFPSBandings crash, com_showFPS needs to be enabled
  • make SIGHUP shutdown more explicit, as it’s not a crashbut rather a requested shutdown (controlling terminal exited)
  • set r_useFBODestinationBuffer to 0 when detecting an NVidia card(required for 5700 series otherwise performance degrades too much)
  • misc updates to fix potential gamecode crashes
  • add zpaks to the setups

There was also a server update recently to fix a threading issue. ETQW is a multiplayer-oriented first-person shooter developed by Splash Damage set prior to Quake 2 during the Strogg invasion of Earth.

Here are a few recent documentation updates and articles of note:

  • Beyond3D, withassistance from Splash Damage, examined ETQW’sMegaTexture technology.
  • A guest blog entry at the official CommunitySite explains the game’s Experience System, which bestows rewards andrecognition on players for their achievements and skill.
  • The author of the previous article also maintains the ETQW 4 Newbiessite, which has updated guides for communication,scripting,teamwork,weapons,trickjumping,and VOIP.

Download: [ enemyterritory.com (mirror list) ]

Linux Games Podcast #10: Last Man Standing Spectacular!

November 14th, 2007 by TimeDoctor

The latest Linux Games Podcast episode is up. Podcast 10 is our Last Man Standing Episode!

Joining myself on this episode are Dustin “Crusader” Reyes, and Platinum Art’s Michael ‘calimer’ Tomaino guest stars to talk about Platinum Arts’s projects: Last Man Standing and Sandbox.

URL dump from this episode:

id software
In Hell Mod for Doom 3
Shambler’s Castle
HardQore
Asus Eee PC
XFX’s 8800 products page
Enemy Territory: Quake Wars
GP2X
Ultima Underworld Video
Lord British’s House Tour on Youtube
Freespace 2 for Linux
Beyond the Red Line
The Babylon Project
Wing Commander Saga
The Blessed Engine

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

Enjoy, leave feedback here, in the new forum, on iTunes, digg us, and tell your friends!

Linux Games Podcast 10 Download: [ iTunes Only | MP3 RSS Feed | Straight MP3 | Straight Ogg Vorbis ]

Enemy Territory: Quake Wars v1.2

October 31st, 2007 by Crusader

The version 1.2 update for EnemyTerritory: Quake Wars has been released by id Software and Splash Damage. The lengthy changelogcan be read at the officialcommunity site, but there’s one caveat, as noted by Timothee Besset at theforums:

We will release an updated linux client tonight or tomorrow. This firstversion will not have VOIP, but it will let everyone play on 1.2 servers.

I plan to work out the voicechat support within the next few days and releaseanother update. For now we are pretty busy monitoring the autoupdate processand the general 1.2 rollout.

The patch brings balance tweaks, fireteam improvements, a refined Stopwatchmode, various user interface changes, bot updates, and the usual bugfixes.

If you’re interested in watching high-level ET:QW play, Gamespothas video from a match between Team HOT and Team Exile from the Earth UnderSiege tournament at their site.

Download: [ AtomicGamer | idsoftwaretorrent ]

Phoronix Articles

October 29th, 2007 by Crusader

The Linux hardware site Phoronix has posted several interesting articles over the past week:

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 ]

Enemy Territory: Quake Wars 1.1 Retail

October 19th, 2007 by Crusader

id Software’s Timothee “TTimo”Besset has released the retail Linux client for Enemy Territory: Quake Wars:

After a few days of work, and seeing a very solid Linux demo release, we arereleasing the full client for Linux. See the new files section below fordownloads.

Our ftp will saturate pretty fastwhen we release new files, watch the QuakeWars community site foradditional mirrors.

The system requirements and recommended kernel configuration notes areidentical to those of the demo.

Screenshots/Media: [ View ]Download: [ idsoftware.com| more mirrors]

Enemy Territory: Quake Wars Demo

October 15th, 2007 by Crusader

id Software has released the Linuxdemo for Enemy Territory: QuakeWars, the multiplayer-oriented first-person shooter developed by Splash Damage set prior to Quake 2 during the Strogg invasion of Earth.Here’s the rundown from the official ET:QW GNU/Linux FAQpage:

The files are available on the BitTorrent tracker and will be on the mirrorssoon. If you have the Windows version already you can get the -update releaseand copy the pk4 files manually.

There is no full client yet, I need to merge some code, package things up andget it tested for a bit. Soon though.

The demo features a single map, Valley,and (rather intelligent) bot support. The game has considerable depth andnuances that may take some time to master; I highly recommend giving the ET:QW 4Newbies site a thorough read to be sure you pick up on everything (likethe asymmetricalgameplay).

Other notes: You’ll want to enable low latency (CONFIG_HZ_1000=y) and preemption in your kernel for optimal performance; here are the system requirements:

  • GNU/Linux x86 system:
    • x64/amd64 systems supported through 32 bit emulation layer only
    • BSD systems through Linux ABI compatibility
    • Pentium(r) 4 2.0 GHz or Athlon(tm) XP 2000+ processor
    • 512MB RAM
    • Kernel 2.6, configured for 1000Hz tick and other low latency settings
  • 3D acceleration (not required for server):
    • SDL >= 1.2 [1] ( >= 1.2.10 recommended )
    • latest OpenGL drivers – correctly configured!
    • nVidia(r) GeForce 5700 (except LE and VE)
    • ATI(r) Radeon 9700

Screenshots/Media: [ View ] Download: [ 3D Downloads | idsoftware.com | FileShack | Fileres ]

ET:QW Server Update; New Review

October 10th, 2007 by Crusader

The ET:QWGNU/Linux FAQ site has word of a new update (download: full| nomedia) for the Enemy Territory: Quake Wars Linuxdedicated server. Changes:

  • fix a possible crash on map rotation / disconnect related tothreading
  • better compatibility with BSD 6.x, not using elf TLS anymore as BSD < 7.0doesn't support it
  • fix turrets not doing any damage on some servers

Also, 1up.com haveposted their review of the multiplayer first-person shooter:

Quake Wars is dropping into the middle of a competitive genre — enemyterritory, indeed. When it comes to teaming up and shooting other peopleonline, plenty of good games come to mind. Even a middling game comes alivewhen you play with other people. But when a game is built as carefully asQuake Wars — for play online and offline, for new players and veterans, forquick thrills and long learning curves, for hyper action and careful tactics– this is as good as it gets.

ET:QW Linux Update and More

October 6th, 2007 by Crusader

The official Enemy Territory: QuakeWars community site hasan update on the status of the Linux client from id Software’s Timothee “TTimo”Besset:

On the server front, we’ve now released stable server builds for the demo andthe retail release. There are over 1,300 servers running the Linux versionalready (more than Windows in fact) so as a Linux proponent myself, I’m reallypleased with its popularity.

I’ve also been making steady progress with the Linux Client, and it’s comingalong really well. We’ve been running a closed-beta test for ‘friends andfamily’ for a little while, and for the past couple of weeks have had a fullyfunctional version of the demo running. The closed-beta testers are now ableto play alongside Windows players on the same version, with full Punkbustersupport. The major systems including the renderer and audio are working great,and performance has been good on both the NVIDIA and ATI graphics cards.

Alongside my other responsibilities at id, my focus now is on optimization forthe Linux Client. If everything goes to plan, we should have the Linux Clientready for release in just a few weeks.

TTimo also mentions in a subsequentpost that the client will not have in-game advertisements, “for the simplereason that Massive does not provide a Linux backend”.

In the meantime, the indispensable ET:QW 4 Newbiessite has had several updates for the retail version, including walkthroughsfor all of the maps.Quake Wars has a lot of depth, so be sure to give each section a read whileyou’re waiting on the client’s release. There’s also a ET:QW Maps site which provides a GMaps-style overhead perspective for most of thelevels.

Rock, Paper, Shotgunhas an interview with SplashDamage’s Paul “Locki” Wedgwood, where they discuss the studio’s historyand ET:QW’s lineage:

We knew about class-based combat, but RTCW just had so many innovations.Having everybody spawn together in spawn waves, with a spawn timer, meant thateveryone arrived together and you had a higher chance of co-ordinating theteam. It also had charge bars that allowed them to balance various classesstrengths and weaknesses. People rapidly accepted the idea that charge barscontrolled how often you could fire something, rather than depending on somekind of reload. The combination of spawn waves and charge bars meant you couldhave asymmetrical maps that worked, something that you would never havethought from playing games like Team Fortress.

Along similar lines, Gametrailers.com hasa new video demonstrating the game’s focus on teamplay; you can also viewtheir other videos for ET:QW (like this neat one about the Strogg) here.

MTV has two relevant articles: in thefirst, ET:QW’s scoring model that rewards teamplay is examined (you can”do great just by handing out medical packs or building bridges”); in thesecond, Wedgwood shares his opinions on multiplayer games.

Finally, there was a developer chat thisweek that has a lot of info; here are a few exchanges you may be interestedin:

<knarf> Hi, i’m a linux guy and I like to play Tremulous (an independant gamebased on Q3 souce code), so I’m asking : Will etqw’s engine be released underthe GPL ?
<RR2|work> Eventually maybe. That’s up to id Software though.

<CU|CUdyin> what are you using as build-tool? scons + ccache gcc/mingw?
<RR2|work> Just standard Visual Studio (2005, SP1) on Windows. TTimo uses sconsgcc (and now also nasm) on Linux. (I’m sure I’m missing some things therethough.)

Enemy Territory: Quake Wars Shipping; Linux Update

September 29th, 2007 by Crusader

id Software and Splash Damage’s team-oriented sci-fimultiplayer first-person shooter Enemy Territory: Quake Wars has beenreleased for Windows in Australia and Europe; the game also ships this coming week inNorth America. The initial patchnotes include a fix for Linux client compatibility, as the nativeexecutables are in beta testing.

That said, the retail Linux dedicated server has been released; you candownload it and find additional documentation at the ETQW GNU/LinuxFAQ:

It comes in two flavors: You can either grab the complete package includingmedia files, or you can get just the server binaries and copy the requiredmedia files off the ETQW DVD.

There have also already been several reviews posted online; many have beenaggregated here at the ETQW CommunitySite and at GameRankings.

In a recent chat withXfire, Splash Damage addressed the client’s development:

Question: Pazy: Was creating a Linux client a hindrance to the project or wasit more ‘natural’?

Answer: [SD]jRAD: idTech 4 is already setup to insulate most of the game fromwhat OS it’s running on, so overall the process is fairly straightforward(TTimo at id is in charge of handling the Linux versions of the game.) Theoverall quality of everything is usually improved because it’s run throughseveral different compilers and build processes.

Question: Pazy: Will the Linux/Mac versions have an on-disk installer or mustit be downloaded?

Answer: [SD]jRAD: The Linux and Mac versions will be available for download,shortly after the release of the PC version.

1up.com has aportion of a print interview with Splash Damage’s Paul “Locki” Wedgwoodonline, during which Locki mentions his Linux roots:

I started playing Quake, and at work, a workshop engineer said, “You can playthat on the Internet.” And I said, “What, you mean like Doom?” And he said”Yeah.” So I said, “Where do I get this ‘Internet’?” [Laughs]

Well, actually, I think I’d [gone] on holiday to Spain, and I took a laptopwith me. This was back in…gosh, this must be 1996 or something. I went overto Spain with this laptop and I bought Linux from America. They sent me thisbig book and the seven CDs and I decided I was going to build myself a TCP/IPInternet router using my laptop and Linux and a PCMCIA modem. So I spent mytwo weeks on holiday with all of the discs, reading this Linux Bible [fromYggdrasil]…and I got this laptop running with full support for this PCMCIAmodem card and a TCP/IP router installed and network address translation andeverything. I went into the office and I set it all up, and then I went intothe core control center and I said, “You guys have got the Internet now via myrouter!”

Planetquakewars.net alsoposted a lengthy interview with Locki, which mostly covers the game’s genesis.Finally, there are some new videos from the retail version up at PC.IGN thatdemonstrate class-specific abilities.

id Business Interview

September 25th, 2007 by Crusader

NextGeneration interviewed idSoftware CEO Todd Hollenshead about the FPS developer’s future titles inthe context of the game market:

Some western developers have successfully converted their games tomid-session, or pay-by-the hour…

Hollenshead: On a traditional single-player game, like a Doom 3 or a Quake 4,it’s hard to figure out how to make that game viable on a subscription method– or even on an advertising method – and have it have any longevity. Now, onan online game like Enemy Territory: Quake Wars where it’s about theinteractions and playing, server time, and things like that, I think there areareas where we can be creative. But I won’t pretend we’ve solved the problemon that yet, because we’re still trying to figure out how to do it.

The interviewer goes on to assert that single player games are dwindling inimportance; Hollenshead counters by pointing out that people create and playlevels for the original Doom even today. Advertising plans for the Quake 3-derived QuakeZero project are also discussed.

ET:QW AI Interview

September 19th, 2007 by Crusader

PlanetQuakeconducted an interview with idSoftware’s AI programmer, John Dean. It primarily covers Enemy Territory: Quake Wars, which,unusually for a class-based multiplayer-focused game, features intelligentbots that function effectively as teammates and work to completeobjectives:

John Dean: For the ETQW bot, we use an advanced version of the AAS (AreaAwareness System) that was used in Doom3 and Quake3 for their AI. This systemgives the bot a complete layout of the game world, and works for both players,and vehicles (air, water, and ground). With this system we can pinpoint agoals location in space and path to it with confidence, no matter our means oftransport (even if we pop into and out of vehicles on the way).

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.

Enemy Territory: Quake Wars Miscellany

August 30th, 2007 by Crusader

Activision issued a pressrelease today announcing that Enemy Territory: Quake Wars has gonegold for Windows. As announced earlier this month, it should arrive atretailers by October 2nd:

To date, Enemy Territory: QUAKE Wars has won more than 15 awards and has beenheralded as one of the most anticipated new titles in 2007 by nearly a dozenpublications.

“The opportunity to develop Enemy Territory QUAKE Wars has been mind-blowinglycool!” said Splash Damage Owner and Creative Director Paul Wedgwood. “Thepassion and effort put in by our team at Splash Damage, combined with theamazing direction and mentoring we’ve received from id Software has led to anaward-winning game that we’re incredibly proud of. Our team can’t wait to joinfans across the globe to fight in Earth’s battle for survival!”

Enemy Territory: QUAKE Wars for Windows PC is rated “T” by the ESRB andcarries a suggested retail price of $49.99 for the regular edition and $59.99for the Limited Collector’s Edition. To learn more about the game and tosecure a pre-ordered copy, visit http://www.enemyterritory.com/.

Enemy Territory: QUAKE Wars takes place in the year 2065 and gives gamers thechance to play as the GDF or Strogg in one of five unique character classes,either online or offline with computer controlled AI teammates and opponents.Employing an arsenal of weapons, vehicles and deployable armaments, playersengage in an action-packed test of skill and coordinated teamwork through aseries of combat objectives. Persistent character growth and achievementsreward players for teamwork, while clearly defined mission and classobjectives guide new players to meaningful contributions on the battlefield.

The community page forQuake Wars also notes that a demo and SDK for mods are being worked on.Although these announcements are Windows-centric, have no fear, for the Linuxclient is in development as well.

Speaking of, the official QuakeWars Linux FAQ has updated beta builds for the dedicated server, andsolutions for common issues encountered to date.

Some new content came out of LeipzigGC:

  • Nine screenshots@ Shacknews – in a few of them it looks like the GDF has arctic warfare camoin addition to the desert pattern we’ve seen before.
  • A new trailer@ Gametrailers.com that showcases the on-foot and vehicular combat.
  • An interviewwith Splash Damage’s Paul Wedgewoodthat details the objectives on the Island map.
  • Anotherinterview with Wedgewood @ Kotaku, where he says the game ships with 12maps divided into 4 campaigns.

Finally, if you want to get a leg up on the game’s nuances, the Quake Wars4 Newbies page has a lot of documentation on the game’sclasses, maps, weapons, vehicles, and config options.

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.