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Professional Gamers League

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The AMD Professional Gamers League ( PGL ), founded in 1997, was one of the first professional esports leagues. The PGL was run by Total Entertainment Network and was sponsored by AMD . The league was officially unveiled at a press conference at Candlestick Park in San Francisco on November 3, 1997, with Nolan Bushnell as league commissioner. It was sponsored by Microsoft , Nvidia , and Levi Strauss & Co. The organization raised over $ 1.2mil USD in sponsorship money. Additionally, TEN hoped to monetize the league by allowing anyone to enter the league, as long as they paid the $ 10 subscription fee to the TEN service. PGL lasted for four seasons of competition before going inactive.

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117-444: PGL operated two competitions per season: one in the "Action" category and one in the "Strategy" category. The action category featured Quake in the first season, and Quake II for the three seasons after. The strategy category initially featured Command & Conquer: Red Alert , and later featured Starcraft . Nearly 1,400 players entered qualification for the first season's Quake competition, which took place online. After

234-448: A GPU , although it is possible for the API to be implemented entirely in software running on a CPU . The API is defined as a set of functions which may be called by the client program, alongside a set of named integer constants (for example, the constant GL_TEXTURE_2D, which corresponds to the decimal number 3553). Although the function definitions are superficially similar to those of

351-556: 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

468-401: 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

585-489: A C-style shading language was eventually completed, resulting in the current formulation of the OpenGL Shading Language ( GLSL or GLslang). Like the assembly-like shading languages it was replacing, it allowed replacing the fixed-function vertex and fragment pipe with shaders , though this time written in a C-like high-level language. The design of GLSL was notable for making relatively few concessions to

702-415: 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

819-416: 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

936-614: A Vulkan-conformant GPU. Fuchsia intends to support OpenGL on top of Vulkan by means of ANGLE translation layer. The first version of OpenGL, version 1.0, was released on June 30, 1992, by Mark Segal and Kurt Akeley . Since then, OpenGL has occasionally been extended by releasing a new version of the specification. Such releases define a baseline set of features which all conforming graphics cards must support, and against which new extensions can more easily be written. Each new version of OpenGL tends to incorporate several extensions which have widespread support among graphics-card vendors, although

1053-494: 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

1170-414: A common feature of several game-development and user-interface libraries , including SDL , Allegro , SFML , FLTK , and Qt . A few libraries have been designed solely to produce an OpenGL-capable window. The first such library was OpenGL Utility Toolkit (GLUT), later superseded by freeglut . GLFW is a newer alternative. Given the high workload involved in identifying and loading OpenGL extensions,

1287-580: A companion library called the OpenGL Utility Library (GLU). It provided simple, useful features which were unlikely to be supported in contemporary hardware, such as tessellating , and generating mipmaps and primitive shapes . The GLU specification was last updated in 1998 and depends on OpenGL features which are now deprecated . Given that creating an OpenGL context is quite a complex process, and given that it varies between operating systems , automatic OpenGL context creation has become

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1404-680: 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

1521-508: A few libraries have been designed which load all available extensions and functions automatically. Examples include OpenGL Easy Extension library (GLEE), OpenGL Extension Wrangler Library (GLEW) and glbinding . Extensions are also loaded automatically by most language bindings, such as JOGL and PyOpenGL . Mesa 3D is an open-source implementation of OpenGL. It can do pure software rendering, and it may also use hardware acceleration on BSD , Linux , and other platforms by taking advantage of

1638-468: A few modifications) released in 1997. The company's first licensed engine with OpenGL support was Quake II engine , also known as id Tech 2 . In 2016, they released an update for the id Tech 6 that added support for Vulkan, a successor to OpenGL. ID Tech 7 eliminated support for OpenGL. In March 2023, Valve removed OpenGL support from Dota 2 . Khronos has stopped providing support in OpenGL for

1755-402: 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

1872-542: 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

1989-462: 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

2106-712: A general lack of industry support, it was abandoned in 1999. In July 2006, the OpenGL Architecture Review Board voted to transfer control of the OpenGL API standard to the Khronos Group. In June 2018, Apple deprecated OpenGL APIs on all of their platforms ( iOS , macOS and tvOS ), strongly encouraging developers to use their proprietary Metal API , which was introduced in 2014. id Software has been using OpenGL in their games starting with GLQuake (port of Quake to OpenGL with

2223-648: 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

2340-601: 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

2457-401: 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

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2574-509: 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-

2691-528: 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

2808-414: A number of modern graphics technologies, e.g. Ray Tracing , video decoding on GPU , anti-aliasing algorithm with deep learning – AMD FidelityFX Super Resolution(FSR) and Nvidia DLSS. Atypical Games, with support from Samsung, updated their game engine to use Vulkan, rather than OpenGL, across all non-Apple platforms. Google's Fuchsia OS uses Vulkan as the native graphics API and requires

2925-424: 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

3042-405: 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,

3159-422: A result, certain capabilities offered by modern GPUs, e.g. ray tracing , are not supported by the OpenGL standard. However, support for newer features might be provided through the vendor-specific OpenGL extensions. New versions of the OpenGL specifications are released by the Khronos Group, each of which extends the API to support various new features. The details of each version are decided by consensus between

3276-720: 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

3393-492: A sequel, Team Fortress 2 , for which content continues to be developed. OpenGL OpenGL ( Open Graphics Library ) is a cross-language , cross-platform application programming interface (API) for rendering 2D and 3D vector graphics . The API is typically used to interact with a graphics processing unit (GPU), to achieve hardware-accelerated rendering . Silicon Graphics, Inc. (SGI) began developing OpenGL in 1991 and released it on June 30, 1992. It

3510-801: 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

3627-455: 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

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3744-517: 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

3861-540: 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

3978-643: A yearly basis, with two releases (3.1 and 3.2) taking place in 2009 and three (3.3, 4.0 and 4.1) in 2010, the latest OpenGL specification 4.6 was released in 2017, after a three-year break, and was limited to inclusion of eleven existing ARB and EXT extensions into the core profile. Active development of OpenGL was dropped in favor of the Vulkan API, released in 2016, and codenamed glNext during initial development. In 2017, Khronos Group announced that OpenGL ES would not have new versions and has since concentrated on development of Vulkan and other technologies. As

4095-515: 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

4212-458: Is a stub . You can help Misplaced Pages by expanding it . Quake (video game) Quake is a first-person shooter game developed by id Software and published by GT Interactive . The first game in 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

4329-536: 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

4446-506: 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

4563-417: Is also cross-platform. The specification says nothing on the subject of obtaining and managing an OpenGL context, leaving this as a detail of the underlying windowing system . For the same reason, OpenGL is purely concerned with rendering, providing no APIs related to input, audio, or windowing. OpenGL is no longer in active development, whereas between 2001 and 2014, OpenGL specification was updated mostly on

4680-520: 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 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

4797-464: 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"

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4914-540: 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

5031-477: Is used for a variety of applications, including computer-aided design (CAD), video games , scientific visualization , virtual reality , and flight simulation . Since 2006, OpenGL has been managed by the non-profit technology consortium Khronos Group . The OpenGL specification describes an abstract application programming interface (API) for drawing 2D and 3D graphics. It is designed to be implemented mostly or entirely using hardware acceleration such as

5148-503: The Direct Rendering Infrastructure . As of version 20.0, it implements version 4.6 of the OpenGL standard. In the 1980s, developing software that could function with a wide range of graphics hardware was a real challenge. Software developers wrote custom interfaces and drivers for each piece of hardware. This was expensive and resulted in multiplication of effort. By the early 1990s, Silicon Graphics (SGI)

5265-466: 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

5382-592: 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

5499-424: The X Window System and Sun's NeWS . And, IRIS GL libraries were unsuitable for opening due to licensing and patent issues . These factors required SGI to continue to support the advanced and proprietary Iris Inventor and Iris Performer programming APIs while market support for OpenGL matured. One of the restrictions of IRIS GL was that it only provided access to features supported by the underlying hardware. If

5616-588: The Group's members, including graphics card manufacturers, operating system designers, and general technology companies such as Mozilla and Google . In addition to the features required by the core API, graphics processing unit (GPU) vendors may provide additional functionality in the form of extensions . Extensions may introduce new functions and new constants, and may relax or remove restrictions on existing OpenGL functions. Vendors can use extensions to expose custom APIs without needing support from other vendors or

5733-501: The Khronos Group announced on October 30 that it had run into several issues that it wished to address before releasing the specification. As a result, the spec was delayed, and the Khronos Group went into a media blackout until the release of the final OpenGL 3.0 spec. The final specification proved far less revolutionary than the Longs Peak proposal. Instead of removing all immediate mode and fixed functionality (non-shader mode),

5850-464: The Khronos Group as a whole, which greatly increases the flexibility of OpenGL. All extensions are collected in, and defined by, the OpenGL Registry. Each extension is associated with a short identifier, based on the name of the company which developed it. For example, Nvidia 's identifier is NV, which is part of the extension name GL_NV_half_float , the constant GL_HALF_FLOAT_NV , and

5967-515: The Longs Peak API, object creation would become atomic , using templates to define the properties of an object which would be created with one function call. The object could then be used immediately across multiple threads. Objects would also be immutable; however, they could have their contents changed and updated. For example, a texture could change its image, but its size and format could not be changed. To support backwards compatibility,

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6084-466: 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

6201-492: 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

6318-454: The PHIGS standard, which pressured SGI to open source a version of IRIS GL as a public standard called OpenGL . However, SGI had many customers for whom the change from IRIS GL to OpenGL would demand significant investment. Moreover, IRIS GL had API functions that were irrelevant to 3D graphics. For example, it included a windowing, keyboard and mouse API, in part because it was developed before

6435-651: 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

6552-608: 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

6669-470: 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,

6786-585: 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

6903-544: 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

7020-405: 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

7137-476: The combined features of several widely implemented extensions, especially extensions of type ARB or EXT. The OpenGL Architecture Review Board released a series of manuals along with the specification which have been updated to track changes in the API. These are commonly referred to by the colors of their covers: Historic books (pre-OpenGL 2.0): OpenGL's documentation is also accessible via its official webpage. The earliest versions of OpenGL were released with

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7254-586: 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,

7371-533: The company to actively support OpenGL. On December 17, 1997, Microsoft and SGI initiated the Fahrenheit project, which was a joint effort with the goal of unifying the OpenGL and Direct3D interfaces (and adding a scene-graph API too). In 1998, Hewlett-Packard joined the project. It initially showed some promise of bringing order to the world of interactive 3D computer graphics APIs, but on account of financial constraints at SGI, strategic reasons at Microsoft, and

7488-413: 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

7605-516: 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,

7722-532: 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

7839-473: The details of those extensions may be changed. Release date : September 7, 2004 OpenGL 2.0 was originally conceived by 3Dlabs to address concerns that OpenGL was stagnating and lacked a strong direction. 3Dlabs proposed a number of major additions to the standard. Most of these were, at the time, rejected by the ARB or otherwise never came to fruition in the form that 3Dlabs proposed. However, their proposal for

7956-608: The double-elimination bracket to win $ 8500 and a new AMD computer. Season 3 again featured Quake II , and Thresh easily won the category's final. The fourth and final season took place in New York City in May 1999, featuring Quake II and StarCraft . In 2000, Gamers.com , founded by former PGL star Thresh, acquired the PGL from Pogo.com, after PGL had been inactive for a year. This article related to an esports organization

8073-465: 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

8190-472: 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

8307-510: 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

8424-547: 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

8541-473: 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

8658-434: The function glVertex2hNV() . If multiple vendors agree to implement the same functionality using the same API, a shared extension may be released, using the identifier EXT. In such cases, it could also happen that the Khronos Group's Architecture Review Board gives the extension their explicit approval, in which case the identifier ARB is used. The features introduced by each new version of OpenGL are typically formed from

8775-491: The future. In 1994, SGI played with the idea of releasing something called " OpenGL++ " which included elements such as a scene-graph API (presumably based on their Performer technology). The specification was circulated among a few interested parties – but never turned into a product. In 1996, Microsoft released Direct3D , which eventually became the main competitor of OpenGL. Over 50 game developers signed an open letter to Microsoft, released on June 12, 1997, calling on

8892-554: 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,

9009-474: The graphics hardware did not support a feature natively, then the application could not use it. OpenGL overcame this problem by providing software implementations of features unsupported by hardware, allowing applications to use advanced graphics on relatively low-powered systems. OpenGL standardized access to hardware, pushed the development responsibility of hardware interface programs ( device drivers ) to hardware manufacturers, and delegated windowing functions to

9126-498: 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

9243-516: 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

9360-449: The lack of communication by Khronos to the development community and multiple features being discarded that were viewed favorably by many. Other frustrations included the requirement of DirectX 10 level hardware to use OpenGL 3.0 and the absence of geometry shaders and instanced rendering as core features. Other sources reported that the community reaction was not quite as severe as originally presented, with many vendors showing support for

9477-669: 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

9594-556: 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

9711-510: 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

9828-430: The limits of the hardware then available. This harked back to the earlier tradition of OpenGL setting an ambitious, forward-looking target for 3D accelerators rather than merely tracking the state of currently available hardware. The final OpenGL 2.0 specification includes support for GLSL. Before the release of OpenGL 3.0, the new revision had the codename Longs Peak . At the time of its original announcement, Longs Peak

9945-427: 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

10062-724: 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

10179-534: 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

10296-463: The old state based API would still be available, but no new functionality would be exposed via the old API in later versions of OpenGL. This would have allowed legacy code bases, such as the majority of CAD products, to continue to run while other software could be written against or ported to the new API. Longs Peak was initially due to be finalized in September 2007 under the name OpenGL 3.0, but

10413-711: The online qualifiers narrowed the field to 256 players, the first-ever PGL Finals took place on January 30 and January 31, 1998, in Seattle , Washington at the Sega GameWorks super-arcade. Both the Red Alert and Quake tournaments featured 1 on 1 play with David "DeepBlue" Magro winning the Red Alert tournament and Dennis "Thresh" Fong winning the Quake tournament. Each player won $ 7,500 and new AMD computers. Season 2 took place in Atlanta, in May 1998. This

10530-430: 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 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

10647-524: 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

10764-707: 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

10881-413: 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

10998-407: 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 a lack of leadership,

11115-537: The programming language C , they are language-independent. As such, OpenGL has many language bindings , some of the most noteworthy being the JavaScript binding WebGL (API, based on OpenGL ES 2.0 , for 3D rendering from within a web browser ); the C bindings WGL , GLX and CGL ; the C binding provided by iOS ; and the Java and C bindings provided by Android . In addition to being language-independent, OpenGL

11232-537: 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

11349-497: 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,

11466-472: 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,

11583-406: 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

11700-464: The spec included them as deprecated features. The proposed object model was not included, and no plans have been announced to include it in any future revisions. As a result, the API remained largely the same with a few existing extensions being promoted to core functionality. Among some developer groups this decision caused something of an uproar, with many developers professing that they would switch to DirectX in protest. Most complaints revolved around

11817-425: The state or perform function calls that use the bound object. Because of OpenGL's use of a state system, objects must be mutable. That is, the basic structure of an object can change at any time, even if the rendering pipeline is asynchronously using that object. A texture object can be redefined from 2D to 3D. This requires any OpenGL implementations to add a degree of complexity to internal object management. Under

11934-483: 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

12051-488: 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 the QuakeWorld update and software such as QuakeSpy making

12168-582: 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

12285-484: 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,

12402-504: The underlying operating system. With so many different kinds of graphics hardware, getting them all to speak the same language in this way had a remarkable impact by giving software developers a higher-level platform for 3D-software development. In 1992, SGI led the creation of the OpenGL Architecture Review Board (OpenGL ARB), the group of companies that would maintain and expand the OpenGL specification in

12519-420: 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

12636-464: 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

12753-503: Was a leader in 3D graphics for workstations. Their IRIS GL API became the industry standard, used more widely than the open standards-based PHIGS . This was because IRIS GL was considered easier to use, and because it supported immediate mode rendering. By contrast, PHIGS was considered difficult to use and outdated in functionality. SGI's competitors (including Sun Microsystems , Hewlett-Packard and IBM ) were also able to bring to market 3D hardware supported by extensions made to

12870-442: 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

12987-404: 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

13104-555: 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

13221-416: Was presented as the first major API revision in OpenGL's lifetime. It consisted of an overhaul to the way that OpenGL works, calling for fundamental changes to the API. The draft introduced a change to object management. The GL 2.1 object model was built upon the state-based design of OpenGL. That is, to modify an object or to use it, one needs to bind the object to the state system, then make modifications to

13338-404: 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

13455-437: 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

13572-470: Was the first tournament to feature Quake II after it's 1997 release, along with Total Annihilation . Season 3 hosted the first ever Starcraft World Championship, where 128 players from around the globe competed in online qualification in August and September 6, 1998. The final eight competitors then played live in San Francisco, CA. Jay "Gadianton" Severson took first place going undefeated in

13689-408: 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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