The SGI Indigo2 (stylized as "Indigo ") and the SGI Challenge M are Unix workstations which were designed and sold by SGI from 1992 to 1997.
113-506: The Indigo2, codenamed "Fullhouse", is a desktop workstation . The Challenge M is a server which differs from the Indigo2 only by a slightly differently colored and badged case, and the absence of graphics and sound hardware. Both systems are based on the MIPS processors , with EISA bus and SGI proprietary GIO64 expansion bus via a riser card. The Indigo preceded the Indigo2, which
226-497: A marketing buzz for the project). Still others (such as Microsoft ) discuss code names publicly, and routinely use project code names on beta releases and such, but remove them from final product(s). In the case of Windows 95, the code name "CHICAGO" was left embedded in the INF File structure and remained required through Windows Me. At the other end of the spectrum, Apple includes the project code names for Mac OS X as part of
339-556: A source port of the Quake engine to support hardware accelerated rendering on graphics cards using the Rendition Vérité chipset. Aside from the expected benefit of improved performance, VQuake offered numerous visual improvements over the original software-rendered Quake . It boasted full 16-bit color, bilinear filtering (reducing pixelation), improved dynamic lighting, optional anti-aliasing, and improved source code clarity, as
452-453: A "B", cargo aircraft with a "C". Training aircraft and reconnaissance aircraft were grouped under the word "miscellaneous", and received "M". The same convention applies to missiles, with air-launched ground attack missiles beginning with the letter "K" and surface-to-surface missiles (ranging from intercontinental ballistic missiles to antitank rockets) with the letter "S", air-to-air missiles "A", and surface-to-air missiles "G". Throughout
565-401: A "Ring of Regeneration". Conceived as a VGA full-color side-scrolling role-playing video game , The Fight for Justice was never released. The team briefly explored making the project in 1991 but abandoned the idea as the technology for it simply did not exist at the time. The project was only in development for about two weeks. A return to the Quake concept was raised by John Romero in
678-482: A "pivotal" role in Soviet air-strategy. Code names were adopted by the following process. Aerial or space reconnaissance would note a new aircraft at a Warsaw Pact airbase. The intelligence units would then assign it a code name consisting of the official abbreviation of the base, then a letter, for example, "Ram-A", signifying an aircraft sighted at Ramenskoye Airport . Missiles were given designations like "TT-5", for
791-415: A December 1, 1994, post to an online bulletin board, John Romero wrote, "Okay, people. It seems that everyone is speculating on whether Quake is going to be a slow, RPG-style light-action game. Wrong! What does id do best and dominate at? Can you say "action"? I knew you could. Quake will be constant, hectic action throughout – probably more so than Doom". The team entered into an R&D phase while Carmack
904-416: A SPARC Solaris port later that year also by Taylor. An SVGAlib port for Linux was created by programmer Greg Alexander in 1997 using leaked source code but was later mainlined by id, unlike similar unofficial ports for OS/2 , Amiga , Java VMs , and Mac OS . The first commercially released port was for Mac OS, done by MacSoft and Lion Entertainment, Inc. (the latter company ceased to exist just prior to
1017-494: A build-up of previously sent movement requests. John Carmack has admitted that this was a serious problem that should have been fixed before release, but it was not caught because he and other developers had high-speed Internet access at home. After months of private beta testing, QuakeWorld, written by John Carmack with help from John Cash and Christian Antkow, was released on December 13, 1996. The client portion followed on December 17. Official id Software development stopped with
1130-680: A dragon guarding the "temporal energy converter". The two new power-ups include the Anti Grav Belt, which allows the player to jump higher; and the Power Shield, which lowers the damage the player receives. Rather than offering new weapons, the mission pack gives the player four new types of ammo for existing weapons, such as "lava nails" for the Nailgun, cluster grenades for the Grenade Launcher, rockets that split into four in
1243-402: A first person shooter, as it would be faster and less risky. Romero opposed the change, but relented. The creative differences would ultimately lead to his departure from the company after completing Quake . Quake was programmed by John Carmack, Michael Abrash , and John Cash. The levels and scenarios were designed by American McGee , Sandy Petersen , John Romero, and Tim Willits , and
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#17328023748171356-542: A floating magic artefact named the Hellgate Cube which attacked his foes with lightning bolts. John Romero described fighting alongside Quake as the most fun they had playing D&D . The Silver Shadow Band did "contract work for Justice, an even more powerful group". The original campaign concluded in early 1992, after Romero's character made a deal with a demon, exchanging a book called the Demonomicron for
1469-462: A game engine that was still in development presented difficulties for the designers. Around fifty levels were developed during the R&D process, but engine changes meant that the team was frequently having to redo work. Much of this needed to be scrapped by the time the engine was completed in late 1995. The team was burned out from the process, and raised the idea of using the existing demo levels for
1582-648: A horizontal line for the Rocket Launcher, and plasma cells for the Thunderbolt, as well as a grappling hook to help with moving around the levels. Tim Soete of GameSpot gave it a score of 7.7 out of 10. To celebrate Quake ' s 20th anniversary, a mission pack was developed by MachineGames and released on June 24, 2016. It features 10 new single-player levels and a new multiplayer level, but does not use new gameplay additions from Scourge of Armagon and Dissolution of Eternity . Chronologically, it
1695-801: A lack of leadership, the majority of the team left the company after the game's release, including co-founder John Romero . An "enhanced" version of Quake was developed by Nightdive Studios and published by Bethesda Softworks and was released for Nintendo Switch , PlayStation 4 , Windows, and Xbox One consoles in August 2021, including the original game's first two expansions and two episodes developed by MachineGames . The PlayStation 5 and Xbox Series X/S versions were released in October 2021. In Quake 's single-player mode, players explore levels, facing monsters and finding secret areas before reaching an exit. Switches or keys open doors, and reaching
1808-601: A magic sword called the Daikatana, which resulted in a demonic invasion that wiped out the Material Plane . A preview included with id Software's first release, 1990's Commander Keen , advertised a game entitled The Fight for Justice as a follow-up to the Commander Keen trilogy. It would feature a character named Quake, "the strongest, most dangerous person on the continent", armed with thunderbolts and
1921-401: A meeting in late 1994, when discussing the next engine and main project after the completion of Doom II . Newer members of the team, including American McGee and Sandy Petersen , had not been present for the original D&D campaign or game project, but were on board with the idea after it was explained to them, and the team was then in agreement about the broad direction of the title. In
2034-509: A more heavy metal themed look for his levels. This second texture set was used for the Vaults of Zin. Before gameplay could be worked on in earnest, Carmack would need to build the game engine which was a significant undertaking, and took much longer than anticipated. Carmack was not only developing a fully 3D engine, but also a TCP/IP networking model. Carmack later said that he should have done two separate projects which developed those things-
2147-528: A new soundtrack composed by Jeehun Hwang, and gameplay features not originally present in Quake , including rotating structures and breakable walls. Unlike the main Quake game and Mission Pack No. 2, Scourge does away with the episode hub, requiring the three episodes to be played sequentially. The three new enemies include Centroids, large cybernetic scorpions with nailguns; Gremlins, small goblins that can steal weapons and multiply by feeding on enemy corpses; and Spike Mines, floating orbs that detonate when near
2260-424: A prototype titled Quake: Arcade Tournament Edition in the arcades in limited quantities. R-Comp Interactive published the game for RISC OS as Quake Resurrection in 1999, including the total conversion Malice and expansion Q!Zone , although community-made source ports such as ArcQuake were also available. An unreleased Game Boy Advance port of Quake was in development from Randy Linden in 2002, and
2373-405: A recurring theme of hellish and satanic imagery reminiscent of Doom (such as pentagrams and images of demons on the walls). The game's setting is inspired by dark fantasy influences, including H. P. Lovecraft 's Cthulhu Mythos . Dimensional Shamblers appear as enemies, the "Spawn" enemies are called "Formless Spawn of Tsathoggua " in the manual, the boss of the first episode is named Chthon,
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#17328023748172486-720: A score 8.6 out of 10. Quake Mission Pack No. 2: Dissolution of Eternity was the second official mission pack, released on March 19, 1997. Developed by Rogue Entertainment , it features two episodes divided into fifteen new single-player levels, a new multiplayer level, a new soundtrack, and several new enemies and bosses. Notably, the pack lacks secret levels. The eight new enemies include Electric Eels, Phantom Swordsmen, Multi-Grenade Ogres (which fire cluster grenades), Hell Spawn, Wraths (floating, robed undead), Guardians (resurrected ancient Egyptian warriors), Mummies, and statues of various enemies that can come to life. The four new types of bosses include Lava Men, Overlords, large Wraths, and
2599-801: A server (which may be a dedicated machine or on one of the player's computers), where they can either play the single-player campaign together in co-op (cooperative) mode, or play against each other in multiplayer. When players die in multiplayer mode, they can immediately respawn , but will lose any items that were collected. Similarly, items that have been picked up previously respawn after some time, and may be picked up again. The most popular multiplayer modes are all forms of deathmatch . Deathmatch modes typically consist of either free-for-all (no organization or teams involved), one-on-one duels, or organized teamplay with two or more players per team (or clan ). Players frequently implement mods during teamplay. Monsters are not normally present in teamplay, as they get in
2712-455: A standard feature of nearly all real-time online games. As with all other Quake upgrades, QuakeWorld was released as a free, unsupported add-on to the game and was updated numerous times through 1998. On January 22, 1997, id Software released GLQuake. This was designed to use the OpenGL 3D API to access hardware 3D graphics acceleration cards to rasterize the graphics, rather than having
2825-517: A total of 26 regular maps and four secret ones), as well as a hub level to select a difficulty setting and episode, and the game's final boss level. Each episode represents individual dimensions that the player can access through the Slipgate or magical portals (in the case of the latter three episodes) that are discovered over the course of the game. The various realms consist of a number of gothic , medieval , and lava-filled caves and dungeons, with
2938-540: A version of the non-OpenGL engine designed to run under Microsoft Windows ; the original Quake had been written for MS-DOS , allowing for launch from Windows 95 , but could not run under Windows NT -based operating systems because it needed direct access to hardware. WinQuake instead accessed hardware via Win32 -based APIs such as DirectSound , DirectInput , and DirectDraw that were supported on Windows 95, Windows NT 4.0 and later releases. Like GLQuake, WinQuake also allowed higher resolution video modes. This removed
3051-515: Is Ranger, who must advance, starting each of the four episodes from an overrun human military base, before fighting his way into other dimensions, reaching them via the Slipgate or their otherworld equivalent. After passing through the Slipgate, Ranger's main objective is to collect four magic runes from four dimensions of Quake ; these are the key to stopping the enemy and ending the invasion of Earth. The single-player campaign consists of 30 separate levels, or "maps", divided into four episodes (with
3164-536: Is a "low gravity" level that challenges the player's abilities in a different way). If the player's character dies, they must restart at the beginning of that level. The game may be saved at any time in the PC versions and between levels in the console versions. Upon completing an episode, the player is returned to the hub "START" level, where another episode can be chosen. Each episode starts the player from scratch, without any previously collected items. Episode one (which formed
3277-637: Is a means of identification where the official nomenclature is unknown or uncertain. The policy of recognition reporting names was continued into the Cold War for Soviet, other Warsaw Pact , and Communist Chinese aircraft. Although this was started by the Air Standards Co-ordinating Committee (ASCC) formed by the United States, United Kingdom, Canada, Australia, and New Zealand, it was extended throughout NATO as
3390-506: Is a story set in the Quake milieu and presented in the form of a slide show with voice acting. There are no multiplayer modes in the Saturn version. The Nintendo 64 version includes 25 single-player levels from the PC version, though it is missing The Grisly Grotto, The Installation, The Ebon Fortress, The Wind Tunnels, The Sewage System, and Hell's Atrium. It also does not use the hub map where
3503-439: Is named "Solid" due to its applications for solid (non-textured) modeling. When expanded by adding a TRAM (Texture RAM) module to the board, the amount of texture memory can be increased to 4 MB. Maximum IMPACT graphics require two of these modules due its two pixel units, although this does not upgrade them to 8 MB, with the two modules merely working in parallel to render twice as fast. Of all contemporaries, Maximum IMPACT graphics
SGI Indigo² and Challenge M - Misplaced Pages Continue
3616-464: Is sent into a portal in order to stop an enemy code-named "Quake". The government had been experimenting with teleportation technology and developed a working prototype called a "Slipgate"; the mysterious Quake compromised the Slipgate by connecting it with its own teleportation system, using it to send death squads to the "Human" dimension in order to test the martial capabilities of humanity. The sole surviving protagonist in "Operation Counterstrike"
3729-540: Is set between the main game and the first two expansions. The fourth mission pack, Dimension of the Machine , was released as part of the enhanced version of Quake released on August 19, 2021. Quake can be heavily modified by altering the graphics, audio, or scripting in QuakeC , and has been the focus of many fan-created modifications, known as mods. The first mods were small gameplay fixes and patches initiated by
3842-635: Is succeeded by the Octane . Indigo2 desktop workstations have two models: the teal Indigo2 and the purple IMPACT. Both have identical looking cases except color, and sub-model case badging. The CPU types, the amount of RAM, and graphics capabilities, depend on the model or sub-model variation. Power Indigo2 is a version of the teal Indigo2, with the R8000 chipset and strong floating-point arithmetic performance. The later IMPACT Indigo2 workstation model has more computational and visualization power, especially due to
3955-630: Is the world's fastest desktop visualization solution. A Maximum IMPACT with 4 MB of texture memory and the correct graphics settings can play the first three of the Quake video game series with acceptable frame rates. All graphics options for Indigo2 use the standard 13W3 connector for connecting the monitor and another connector for 3D stereoscopic glasses. It is possible to have a dual-head Indigo2 by merely adding another Solid IMPACT card. Valid configurations include Solid/Solid, Solid/High, Solid/Maximum. Although there are four GIO-64 slots available and
4068-447: Is to never have to report to anyone that their son "was killed in an operation called 'Bunnyhug' or 'Ballyhoo'." Presently, British forces tend to use one-word names, presumably in keeping with their post-World War II policy of reserving single words for operations and two-word names for exercises. British operation code names are usually randomly generated by a computer and rarely reveal its components or any political implications unlike
4181-409: The Quake series , it was originally released for MS-DOS , Microsoft Windows , and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998. The game's plot is centered around teleportation experiments, dubbed slipgates, which have resulted in an unforeseen invasion of Earth by a hostile force codenamed Quake, which commands a vast army of monsters. The player takes
4294-698: The NATO reporting name for aircraft, rockets and missiles. These names were considered by the Soviets as being like a nickname given to one's unit by the opponents in a battle. The Soviets did not like the Sukhoi Su-25 getting the code name " Frogfoot ". However, some names were appropriate, such as "Condor" for the Antonov An-124 , or, most famously, "Fulcrum" for the Mikoyan MiG-29 , which had
4407-466: The Quake soundtrack "is not music, it's textures and ambiences and whirling machine noises and stuff. We tried to make the most sinister, depressive, scary, frightening kind of thing... It's been fun." The game includes an homage to Reznor in the form of ammo boxes for the "Nailgun" and "Super Nailgun" decorated with the Nine Inch Nails logo. The idea to use Nine Inch Nails for the soundtrack
4520-562: The QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable. Quake featured music composed by Trent Reznor and his band Nine Inch Nails . Quake is often cited as one of the best video games ever made. Despite its critical acclaim, Quake ' s development was controversial in the history of id Software. Due to creative differences and
4633-512: The Rhine ) was deliberately named to suggest the opposite of its purpose – a defensive "watch" as opposed to a massive blitzkrieg operation, just as was Operation Weserübung ( Weser -exercise), which signified the plans to invade Norway and Denmark in April 1940. Britain and the United States developed the security policy of assigning code names intended to give no such clues to
SGI Indigo² and Challenge M - Misplaced Pages Continue
4746-486: The SGI Octane , has an upgraded XIO bus and the same graphics options in repackaged form. Codename A code name , codename , call sign , or cryptonym is a code word or name used, sometimes clandestinely, to refer to another name, word, project, or person. Code names are often used for military purposes, or in espionage. They may also be used in industrial counter-espionage to protect secret projects and
4859-592: The Sega Saturn . Initially GT Interactive was to publish this version itself, but it later cancelled the release and the Saturn rights were picked up by Sega . Sega took the project away from the original development team, who had been encountering difficulties getting the port to run at a decent frame rate , and assigned it to Lobotomy Software . The Saturn port uses Lobotomy Software 3D engine, SlaveDriver (also used in PowerSlave and Duke Nukem 3D for
4972-611: The USAAF , invented a system for the identification of Japanese military aircraft. Initially using short, " hillbilly " boys' names such as " Pete ", " Jake ", and " Rufe ", the system was later extended to include girls' names and names of trees and birds, and became widely used by the Allies throughout the Pacific theater of war. This type of naming scheme differs from the other use of code names in that it does not have to be kept secret, but
5085-658: The 3Com 3C597-TX 100Mbit EISA, and the Phobos G160 GIO64. The second one offers better overall performance due to using the superior GIO64 bus, which also has the effect of reducing the CPU utilization due to DMA transfers. The graphics options available for the Indigo2 can be divided in two groups: the pre-IMPACT and the MGRAS IMPACT boards. Pre-IMPACT options consist of the following options: Indigo2 XL24, Indigo2 XZ, Elan , and Extreme . These options are based on
5198-626: The American names (e.g., the 2003 invasion of Iraq was called "Operation Telic" compared to Americans' "Operation Iraqi Freedom", obviously chosen for propaganda rather than secrecy). Americans prefer two-word names, whereas the Canadians and Australians use either. The French military currently prefer names drawn from nature (such as colors or the names of animals), for instance Opération Daguet ("brocket deer") or Opération Baliste ("Triggerfish"). The CIA uses alphabetical prefixes to designate
5311-559: The High IMPACT takes up two, it is not possible to have a High/High configuration. The IMPACT boards draw more power than the GIO-64 bus can deliver, so IMPACT-ready systems have additional power connectors on the expansion riser card, with a separate connection to the power supply. An IMPACT-ready Indigo2 must have an IMPACT-ready riser card, an IMPACT-ready power supply, and a sufficiently recent PROM revision. The Indigo2's successor,
5424-552: The IMPACT10000. Each microprocessor family differs in clock frequency, and in primary and secondary cache capacity. All Indigo2 motherboards have 12 SIMM slots, for standard 36-bit parity 72-pin fast page mode SIMM memory modules seated in groups of four. Indigo2 can be expanded to a thermal specification maximum of either 384 MB or 512 MB RAM. The design of the memory control logic in R10000 machines support up to 1 GB RAM, but
5537-621: The Indigo2 front bezel. The internal SCSI bus speed of the Indigo2 is about 10 MB/s. The typical hard disks are narrow (SCSI-1) 5200rpm and 7200rpm drives. All of the Indigo2 drive sleds have a 50-pin female SCSI-1 connector and standard 4-pin power connector. Advanced U160 and U320 SCSI disk drives can also be used but then one needs appropriate adapters (80/68-pin to 50-pin SCSI). 10Mbit on-board LAN interface, 100Mbit LAN options were made by third parties, either via EISA or GIO64 expansion cards. The two most known and widely used Indigo2 network cards are
5650-522: The Maximum IMPACT provides double the performance. The High IMPACT AA option has the geometry performance of a Maximum IMPACT, but is otherwise the same as the High IMPACT including the pixel fill performance. The IMPACT graphics is the first desktop graphics system from SGI to offer texture mapping acceleration, though only the High IMPACT and Maximum IMPACT had this capability, and comes with 1 MB of texture memory as standard. The Solid IMPACT card
5763-425: The Maximum IMPACT. These newer boards have a different architecture than the earlier designs. Physically, they appear to be similar to the older graphics options; the low-end Solid IMPACT board takes up a single GIO-64 slot, the mid-range High IMPACT takes up two GIO-64 slots, and the high end Maximum IMPACT occupies three. The High IMPACT and Solid IMPACT boards provide the same performance for non-textured tasks, while
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#17328023748175876-466: The Nine Inch Nails soundtrack due to space constraints. Quake Mobile runs the most recent version of GL Quake (Quake v.1.09 GL 1.00) at 800x600 resolution and 25 fps. The most recent version of Quake Mobile is v.1.20 which has stylus support. There was an earlier version v.1.19 which lacked stylus support. The two Quake expansion packs, Scourge of Armagon and Dissolution of Eternity , are also available for Quake Mobile . A Flash -based version of
5989-437: The October 1995 issue, and screenshots showed medieval environments and a dragon. Romero revealed in 2023 that the dragon model was never actually implemented, and had simply been placed in the sky for the screenshot. The plan was for the game to have more role-playing-style elements. An Aztec style texture set was developed for the project, but the set was not used due to artistic opposition from American McGee, who preferred
6102-651: The Samsung Nexus (for which it was to be an embedded game) and the LG VX360. Quake Mobile was reviewed by GameSpot on the Samsung Nexus and they cited its US release as October 2005; they also gave it a "Best Mobile Game" in their E3 2005 Editor's Choice Awards. It is unclear as to whether the game actually did ship with the Samsung Nexus. The game is only available for the DELL x50v and x51v, both of which are PDAs, not mobile phones. Quake Mobile does not feature
6215-608: The Saturn). It is the only version of Quake rated "T" for Teen instead of "M" for Mature. Quake was ported to the PlayStation by Lobotomy Software, but the company was not able to find a publisher for it. A port for the Atari Jaguar was reported as 30% complete in a May 1996 issue of Ultimate Future Games magazine, but it was never released. A port of Quake was planned for Panasonic M2 prior to cancellation of
6328-695: The Second World War, the British allocation practice favored one-word code names ( Jubilee , Frankton ). That of the Americans favored longer compound words, although the name Overlord was personally chosen by Winston Churchill himself. Many examples of both types can be cited, as can exceptions. Winston Churchill was particular about the quality of code names. He insisted that code words, especially for dangerous operations, would be not overly grand nor petty nor common. One emotional goal he mentions
6441-470: The Symbian S60 series of mobile phones and Android mobile phones. The Rockbox project also distributes a version of Quake that runs on some MP3 players. In 2005, id Software signed a deal with publisher Pulse Interactive to release a version of Quake for mobile phones. The game was engineered by Californian company Bear Naked Productions. Initially due to be released on only two mobile phones,
6554-602: The US (just across the Bering Strait from Nome, Alaska). The names of colors are generally avoided in American practice to avoid confusion with meteorological reporting practices. Britain, in contrast, made deliberately non-meaningful use of them, through the system of rainbow codes . Although German and Italian aircraft were not given code names by their Allied opponents, in 1942, Captain Frank T. McCoy, an intelligence officer of
6667-509: The United States code names are commonly set entirely in upper case. This is not done in other countries, though for the UK in British documents the code name is in upper case while operation is shortened to OP e.g., "Op. TELIC". This presents an opportunity for a bit of public-relations ( Operation Just Cause ), or for controversy over the naming choice (Operation Infinite Justice, renamed Operation Enduring Freedom ). Computers are now used to aid in
6780-585: The air. Many of these non-realistic behaviors contribute to Quake ' s appeal. Multiplayer Quake was one of the first games singled out as a form of electronic sport . A notable participant was Dennis Fong , who won John Carmack 's Ferrari 328 at the Microsoft-sponsored Red Annihilation tournament in 1997. In the single-player game, the player takes the role of the protagonist, unnamed in Quake but referred to as Ranger in later games (voiced by Trent Reznor ), who
6893-403: The available allocation could result in clever meanings and result in an aptronym or backronym , although policy was to select words that had no obviously deducible connection with what they were supposed to be concealing. Those for the major conference meetings had a partial naming sequence referring to devices or instruments which had a number as part of their meaning, e.g., the third meeting
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#17328023748177006-544: The bread-and-butter Soldier class has medium armor, medium speed, and a well-rounded selection of weapons and grenades, while the Scout class is lightly armored, very fast, has a scanner that detects nearby enemies, but has very weak offensive weapons. One of the other differences with CTF is the fact that the flag is not returned automatically when a player drops it: running over one's flag in Threewave CTF would return
7119-405: The client would send the request to move forward to the server, and the server would determine whether the client was actually able to move forward or if it ran into an obstacle, such as a wall or another player. The server would then respond to the client, and only then would the client display movement to the player. This was fine for play on a LAN, a high bandwidth, very low latency connection, but
7232-586: The community, usually enhancements to weapons or gameplay with new enemies. Later mods were more ambitious and resulted in Quake fans creating versions of the game that were drastically different from id Software's original release. The first major Quake mod was Team Fortress . This mod consists of Capture the Flag gameplay with a class system for the players. Players choose a class, which creates various restrictions on weapons and armor types available to that player, and also grants special abilities. For example,
7345-413: The computer's CPU fill in every pixel . In addition to higher framerates for most players, GLQuake provided higher resolution modes and texture filtering . GLQuake also experimented with reflections, transparent water, and even rudimentary shadows. GLQuake came with a driver enabling the subset of OpenGL used by the game to function on the 3dfx Voodoo Graphics card, the only consumer-level card at
7458-516: The current owners of the Quake IP , released online a new expansion pack for free, called Episode 5: Dimension of the Past . Quake Mission Pack No. 1: Scourge of Armagon was the first official mission pack, released on March 5, 1997. Developed by Hipnotic Interactive , it features three episodes divided into seventeen new single-player levels (three of which are secret), a new multiplayer level,
7571-532: The damage taken by the player between the player and the attacking enemy; and the Wetsuit, which renders the player invulnerable to electricity and allows the player to stay underwater for a period of time. The storyline follows Armagon, a general of Quake's forces, planning to invade Earth via a portal known as the 'Rift'. Armagon resembles a giant gremlin with cybernetic legs and a combined rocket launcher / laser cannon for arms. Tim Soete of GameSpot gave it
7684-465: The enhanced version includes both mission packs, Scourge of Armagon and Dissolution of Eternity . It also includes two episodes created by MachineGames : the previously released Dimension of the Past and a new one called Dimension of the Machine . A port of Quake 64 was also included in its entirety via the newly implemented "Add-On" menu. Originally, there were two official expansion packs released for Quake . The expansion packs pick up where
7797-472: The exit takes the player to the next level. Before accessing an episode, there is a set of three pathways with easy, medium, and hard skill levels. The fourth skill level, "Nightmare", was described by the game manual to be "so bad that the entry is hidden, so people won't wander in by accident". Quake 's single-player campaign is organized into four individual episodes with seven to eight levels in each (including one secret level per episode, one of which
7910-810: The fifth rocket seen at Tyura-Tam . When more information resulted in knowing a bit about what a missile was used for, it would be given a designation like "SS-6", for the sixth surface-to-surface missile design reported. Finally, when either an aircraft or a missile was able to be photographed with a hand-held camera, instead of a reconnaissance aircraft, it was given a name like " Flanker " or " Scud " – always an English word, as international pilots worldwide are required to learn English. The Soviet manufacturer or designation – which may be mistakenly inferred by NATO – has nothing to do with it. Jet-powered aircraft received two-syllable names like Foxbat , while propeller aircraft were designated with short names like Bull . Fighter names began with an "F", bombers with
8023-510: The first game left off, include all of the same weapons, power-ups, monsters, and gothic atmosphere/architecture, and continue/finish the story of the first game and its protagonist. An unofficial third expansion pack, Abyss of Pandemonium , was developed by the Impel Development Team, published by Perfect Publishing, and released on April 14, 1998; an updated version, version 2.0, titled Abyss of Pandemonium – The Final Mission
8136-547: The flag to the base, and in TF the flag remains in the same spot for preconfigured time and it has to be defended on remote locations. This caused a shift in defensive tactics compared to Threewave CTF . Team Fortress maintained its standing as the most-played online Quake modification for many years. After the developers joined Valve , Team Fortress was ported to the GoldSrc engine as Team Fortress Classic . It later received
8249-473: The following years. With John Carmack as DM , the campaign featured a group of adventurers named the Silver Shadow Band. The group were named for the silver dragon on which they flew, and each represented one of the core stats of the game. Among them was a powerful character named Quake, representing strength, who fought with a magic hammer capable of destroying buildings. Quake was accompanied by
8362-554: The game by Michael Rennie runs Quake at full speed in any Flash-enabled web browser. Based on the shareware version of the game, it includes only the first episode and is available for free on the web. At the launch of the 2021 QuakeCon@Home on August 19, 2021, Bethesda released an "enhanced" version of Quake for Microsoft Windows , Nintendo Switch , PlayStation 4 , PlayStation 5 , Xbox One , and Xbox Series X/S consoles, developed by Nightdive Studios . In addition to support for modern systems and improved rendering techniques,
8475-648: The governments concerned. In the British case names were administered and controlled by the Inter Services Security Board (ISSB) staffed by the War Office . This procedure was coordinated with the United States when it entered the war . Random lists of names were issued to users in alphabetical blocks of ten words and were selected as required. Words became available for re-use after six months and unused allocations could be reassigned at discretion and according to need. Judicious selection from
8588-498: The graphics were designed by Adrian Carmack , Kevin Cloud and Paul Steed . Cloud created the monster and player graphics using Alias . Initially, the game was designed so that when the player ran out of ammunition, the player character would hit enemies with a gun-butt . Shortly before release this was replaced with an axe . id Software released QTest on February 24, 1996, a technology demo limited to three multiplayer maps. There
8701-516: The improved performance finally allowed the use of gotos to be abandoned in favor of proper loop constructs. As the name implied, VQuake was a proprietary source port specifically for the Vérité; consumer 3D acceleration was in its infancy at the time, and there was no standard 3D API for the consumer market. After completing VQuake, John Carmack vowed to never write a proprietary port again, citing his frustration with Rendition's Speedy3D API. To improve
8814-534: The introduction of the R10000 series RISC CPU and IMPACT graphics. All Indigo2 models use one of four distinct MIPS CPU variants: the 100 to 250 MHz MIPS R4000 and R4400, and the Quantum Effect Devices R4600 (IP22 mainboard); the 75 MHz MIPS R8000 (IP26 mainboard); and the 175 to 195 MHz R10000 (IP28 mainboard), which are featured in the last produced Indigo2 model,
8927-669: The last barrier to widespread popularity of the game. On July 20, 2016, Axel Gneiting, an id Tech employee responsible for implementing the Vulkan rendering path to the id Tech 6 engine used in Doom (2016) , released a source port called vkQuake under the GPLv2 . Quake was ported to multiple platforms. The first port to be completed was the Linux port Quake 0.91 by id Software employee Dave D. Taylor using X11 on July 5, 1996, followed by
9040-500: The latency over a dial-up Internet connection is much larger than on a LAN, and this caused a noticeable delay between when a player tried to act and when that action was visible on the screen. This made gameplay much more difficult, especially since the unpredictable nature of the Internet made the amount of delay vary from moment to moment. Players would experience jerky, laggy motion that sometimes felt like ice skating, where they would slide around with seemingly no ability to stop, due to
9153-601: The like from business rivals, or to give names to projects whose marketing name has not yet been determined. Another reason for the use of names and phrases in the military is that they transmit with a lower level of cumulative errors over a walkie-talkie or radio link than actual names. During World War I , names common to the Allies referring to nations, cities, geographical features, military units, military operations, diplomatic meetings, places, and individual persons were agreed upon, adapting pre-war naming procedures in use by
9266-461: The limited CPU power and ROM storage space for levels. For example, the levels were rebuilt in the Saturn version in order to simplify the architecture, thereby reducing demands on the CPU. The Saturn version omits the four secret levels from the original PC version of the game, replacing them with four exclusive secret levels: Purgatorium, Hell's Aerie, The Coliseum, and Watery Grave. It also contains an exclusive unlockable, "Dank & Scuz", which
9379-427: The main villain is named Shub-Niggurath and is explicitly stated to be an Old One , and the four episodes all have Lovecraftian names. Quake' s development was troubled, and the game went through several incarnations over the course of its development. In the early 1990s, the staff at id Software had a private Dungeons & Dragons game, which would go on to inspire a number of elements in their titles over
9492-534: The networking model first, used for a game which was otherwise in the Doom II engine, and then the 3D overhaul for a second title. The Quake engine popularized several major advances in the genre: polygonal models instead of prerendered sprites ; full 3D level design instead of a 2.5D map; prerendered lightmaps ; and allowing end users to partially program the game (in this case with QuakeC ), which popularized fan-created modifications (mods) . Working with
9605-456: The official name of the final product, a practice that was started in 2002 with Mac OS X v10.2 "Jaguar". Google and the AOSP also used this for their Android operating system until 2013, where the code name was different from the release name. Quake (video game) Quake is a first-person shooter game developed by id Software and published by GT Interactive . The first game in
9718-507: The part of the agency supporting an operation. In many cases with the United States, the first word of the name has to do with the intent of the program. Programs with "have" as the first word, such as Have Blue for the stealth fighter development, are developmental programs, not meant to produce a production aircraft. Programs that start with Senior, such as Senior Trend for the F-117, are for aircraft in testing meant to enter production. In
9831-524: The player chooses a difficulty level and an episode; the difficulty level is chosen from a menu when starting the game, and all of the levels are played in sequential order. The Nintendo 64 version, while lacking the cooperative multiplayer mode, includes two player deathmatch. All six of the deathmatch maps from the PC version are in the Nintendo 64 port, as well as an exclusive deathmatch level, The Court of Death. In 1998, LBE Systems and Lazer-Tron released
9944-707: The player. The three new weapons include the Mjolnir, a large lightning emitting hammer; the Laser Cannon, which shoots bouncing bolts of energy; and the Proximity Mine Launcher, which fires grenades that attach to surfaces and detonate when an opponent comes near. The three new power-ups include the Horn of Conjuring, which summons an enemy to protect the player; the Empathy Shield, which halves
10057-413: The port's release, leading to MacSoft's involvement) in late August 1997. ClickBOOM announced a version for Amiga -computers in 1998. Finally in 1999, a retail version of the Linux port was distributed by Macmillan Digital Publishing USA in a bundle with the two existing add-ons as Quake: The Offering . Quake was also ported to home console systems. On December 2, 1997, the game was released for
10170-537: The project was low, and developers were under crunch from December 1995 through to release in June 1996. Romero has described the process as one of the hardest grinds of his career. He was the only member of the team to attend the office on launch day to upload the files. Quake ' s music and sound design was done by Trent Reznor and Nine Inch Nails , using ambient soundscapes and synthesized drones to create atmospheric tracks. In an interview, Reznor remarked that
10283-497: The project. McGee handled the delivery of the soundtrack from there on. A legal issue that rose late in development with the record company meant that the code to play the audio from the CD was among the final changes made before release. Some digital re-releases of the game lack the CD soundtrack that came with the original shareware release. The 2021 enhanced version includes the soundtrack. In late 1996, id Software released VQuake,
10396-472: The quality of online play, id Software released QuakeWorld in December 1996, a build of the Quake engine that featured significantly revamped network code including the addition of client-side prediction . The original Quake 's network code would not show the player the results of their actions until the server sent back a reply acknowledging them. For example, if the player attempted to move forward,
10509-476: The role of a soldier (later dubbed Ranger), whose mission is to travel through the slipgates in order to find and destroy the source of the invasion. The game is split between futuristic military bases and medieval, gothic environments, featuring both science fiction and fantasy weaponry and enemies as the player battles possessed soldiers and demonic beasts such as ogres or armor-clad knights. Quake heavily takes inspiration from gothic fiction and in particular
10622-522: The same Express Graphics architecture from the original SGI Indigo , but feature improved performance. The Indigo2 XZ was launched in August 1993 at $ 25,500 (equivalent to $ 53,800 in 2023) and the Indigo2 XL was launched in third quarter 1993 at $ 18,000 (equivalent to $ 38,000 in 2023). The MGRAS IMPACT (or just IMPACT) family include the Solid IMPACT, High IMPACT, High IMPACT AA, and
10735-452: The selection. And further, there is a distinction between the secret names during former wars and the published names of recent ones. A project code name is a code name (usually a single word, short phrase or acronym) which is given to a project being developed by industry , academia , government, and other concerns. Project code names are typically used for several reasons: Different organizations have different policies regarding
10848-406: The shareware or downloadable demo version of Quake ) has the most traditional layout with a boss in the last level. The ultimate objective at the end of each episode is to recover a magic rune. After all of the runes are collected, the floor of the hub level opens up to reveal an entrance to the "END" level which contains a final puzzle. In multiplayer mode, players on several computers connect to
10961-483: The system. On March 24, 1998, the game was released for the Nintendo 64 by Midway Games . This version was developed by the same programming team that worked on Doom 64 , at id Software's request. The Nintendo 64 version was originally slated to be released in 1997, but Midway delayed it until March 1998 to give the team time to implement the deathmatch modes. Both console ports required compromises because of
11074-582: The test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30. QuakeWorld has been described by IGN as the first popular first-person shooter meant to be played online . With the help of client-side prediction , which allowed players to see their own movement immediately without waiting for a response from the server, QuakeWorld's network code allowed players with high-latency connections to control their character's movement almost as precisely as when playing in single-player mode. The Netcode parameters could be adjusted by
11187-537: The thermal output of older generation of DRAM chips necessitate the 512 MB limit. With newer, higher-density and smaller scale modules, 768 MB is easily within heat output specifications. Later 128 MB modules allow the full 1 GB with eight out of twelve sockets occupied. All Indigo2 models can accommodate two 3.5" SCSI disk drives and one 5.25" SCSI CD-ROM drive inside bays on the front of the machine, using specially designed Indigo2 drive sleds with proprietary connectors. All three drive bays are easily accessed when removing
11300-484: The time capable of running GLQuake well. Previously, John Carmack had experimented with a version of Quake specifically written for the Rendition Vérité chip used in the Creative Labs PCI 3D Blaster card. This version had met with only limited success, and Carmack decided to write for generic APIs in the future rather than tailoring for specific hardware. On March 11, 1997, id Software released WinQuake,
11413-716: The uninitiated. For example, the British counter measures against the V-2 was called Operation Crossbow . The atomic bomb project centered in New Mexico was called the Manhattan Project , derived from the Manhattan Engineer District which managed the program. The code name for the American A-12 / SR-71 spy plane project, producing the fastest, highest-flying aircraft in the world,
11526-438: The use and publication of project code names. Some companies take great pains to never discuss or disclose project code names outside of the company (other than with outside entities who have a need to know, and typically are bound with a non-disclosure agreement ). Other companies never use them in official or formal communications, but widely disseminate project code names through informal channels (often in an attempt to create
11639-420: The user so that QuakeWorld performed well for users with high and low latency. The trade off to client-side prediction was that sometimes other players or objects would no longer be quite where they had appeared to be, or, in extreme cases, that the player would be pulled back to a previous position when the client received a late reply from the server which overrode movement the client had already previewed; this
11752-464: The way and reveal the positions of the players. The gameplay in Quake was considered unique for its time because of the different ways the player can maneuver through the game. Bunny hopping or strafe jumping allow faster movement, while rocket jumping enables the player to reach otherwise-inaccessible areas at the cost of some self-damage. The player can start and stop moving suddenly, jump unnaturally high, and change direction while moving through
11865-630: The works of H. P. Lovecraft . The game went through many revisions during development, and had originally been inspired by a Dungeons & Dragons campaign held among id Software staff. The successor to id Software's Doom series , Quake built upon the technology and gameplay of its predecessor. Unlike the Doom engine before it, the Quake engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL . After Doom helped popularize multiplayer deathmatches , Quake added various multiplayer options. Online multiplayer became increasingly common, with
11978-612: Was Oxcart . The American group that planned that country's first ICBM was called the Teapot Committee . Although the word could stand for a menace to shipping (in this case, that of Japan), the American code name for the attack on the subtropical island of Okinawa in World War II was Operation Iceberg . The Soviet Union's project to base missiles in Cuba was named Operation Anadyr after their closest bomber base to
12091-555: Was "TRIDENT". Joseph Stalin , whose last name means "man of steel", was given the name "GLYPTIC", meaning "an image carved out of stone". Ewen Montagu , a British Naval intelligence officer, discloses in Beyond Top Secret Ultra that during World War II , Nazi Germany habitually used ad hoc code names as nicknames which often openly revealed or strongly hinted at their content or function. Some German code names: Conversely, Operation Wacht am Rhein (Watch on
12204-442: Was known as "warping". As a result, some serious players, particularly in the U.S., still preferred to play online using the original Quake engine (commonly called NetQuake) rather than QuakeWorld. However, the majority of players, especially those on dial-up connections, preferred the newer network model, and QuakeWorld soon became the dominant form of online play. Following the success of QuakeWorld, client-side prediction has become
12317-404: Was no single-player support and some of the gameplay and graphics were unfinished or different from their final versions. QTest gave gamers their first peek into the filesystem and modifiability of the Quake engine, and many entity mods (that placed monsters in the otherwise empty multiplayer maps) and custom player skins began appearing online before the full game was even released. Morale on
12430-555: Was pitched to id Software in that year. The port was rejected by the company, and Linden's work would remain unused until prototypes of his work were dumped in June 2022. Two homebrew ports of Quake for the Nintendo DS exist, QuakeDS and CQuake . Both run well; however, multiplayer does not work on QuakeDS . Since the source code for Quake was released, a number of unofficial ports have been made available for PDAs and mobile phones, such as PocketQuake, as well as versions for
12543-404: Was raised by American McGee, who had been listening to their album The Downward Spiral during his work on the game. Romero was initially skeptical as he had envisioned a more ambient tone, but was open to the idea of the band composing with that tone in mind. id approached the band's agents, and the group had agreed to do the soundtrack by the following day as they were Doom fans and excited by
12656-437: Was released as freeware . An authorized expansion pack, Q!ZONE was developed and published by WizardWorks , and released in 1996. An authorized level editor, Deathmatch Maker was developed by Virtus Corporation and published by Macmillan Digital Publishing in 1997. It contained an exclusive Virtus' Episode. In honor of Quake ' s 20th anniversary, MachineGames , an internal development studio of ZeniMax Media , who are
12769-408: Was working on the engine. By 1995, the outline for the game included a medieval setting, hand-to-hand combat, thrown weapons, an area of effect attack with the hammer, and feeding souls to the Hellgate Cube. Some early information on Quake was released publicly, focusing on a Thor -like character who wields a giant hammer. A close up of Quake holding his hammer was on the cover of PC Gamer for
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