Morality
#22116 posted by Preach on 2012/10/06 10:58:50
Having not read more than the introduction, I wanted to mention that I've always seen one aspect of quake as having an almost "moral" effect. That's (the possible bug) where monsters don't drop ammo if you gib them, which penalises the use of excessive force. Quad damage can be seen as psychopathic in this tiny moral framework: it encourages you to break this rule by changing the incentive structure, reducing your ammo consumption fourfold is ample compensation for anyone who might get gibbed in your rampage. In addition the time pressure it imposes damages your ability to properly weigh your actions.
Wow
#22117 posted by Tronyn on 2012/10/06 11:19:44
I'll bet I've made way more rants that make me seem ridiculous, which I probably am... but in the here and now I'd just like to say: 'incentive structure' and gibs vs ammo backpacks! Only grunts and enforces drop them! Someone, is even more obsessed with The Wire than I am!
PM has often informed me of the most effective way to beat a level, especially a drake level... the AI is only so good and a perceptive player can figure out these gaps etc... I guess I view things in too much of an arcade way for that.
Don't Forget
#22118 posted by Preach on 2012/10/06 12:42:10
Ogres too! Just on humanoids though, who become less frequent as each episode progresses. Does this reinforce a "The abyss gazes also" descent into a morally blank world? Joking aside, Zerst�rer crystallized that idea of the player's actions being debasing rather than triumphant, which I think helped make it a memorable mod. Anything which adds to that feeling is a good thing for quake.
In a more practical sense, there's a much more prevalent incentive in a FPS game to avoid excessive force: ammo availability per weapon. If you waste all your rockets killing grunts, you won't have the firepower to deal with the tougher enemies later in the level. From an arcade point of view, the gib bug helps reinforce this notion, training the player to use appropriate force by withholding a reward if they overdo things.
I haven't played more than the demo of Deus Ex: Invisible War, but it seems like universal ammo gets rid of this idea, which I imagine was to the detriment of the game. The idea certainly didn't catch on with other games. Did anyone experience that?
I Remember...
#22119 posted by Fern on 2012/10/06 16:52:11
way back when I was stupid enough to think my views on video game morality were worth anything.
H P Lovecraft's The Shadow Out Of Time
#22120 posted by mechtech on 2012/10/07 05:08:12
#22121 posted by madfox on 2012/10/07 22:04:16
cheers Indy!
Funny Censorship Fail
#22122 posted by RickyT33 on 2012/10/10 21:12:04
#22123 posted by Spirit on 2012/10/10 21:25:39
Morning Coffee Break ...
#22124 posted by sock on 2012/10/31 13:00:09
science explains the physics in Call of Cthulhu
...They could not live. But although They no longer lived, They would never really die. They all lay in stone houses in Their great city of R�lyeh, preserved by the spells of mighty Cthulhu for a glorious surrection when the stars and the earth might once more be ready for Them.
Of course, (quantum mechanics and cats aside) the idea that something can be both alive and dead at the same time is physically nonsensical.
We Are All Living In A Black Hole
#22125 posted by JPL on 2012/10/31 13:13:43
the idea that something can be both alive and dead at the same time is physically nonsensical
I think he didn't get the point about statistics... though...
Quake - All Sounds Replaced With My Voice
#22126 posted by Shadowdane on 2012/11/01 00:04:34
Haven't posted here in forever... but saw this and instantly thought of the Quake Community!
This guy replaced all the sounds in Quake with his voice... it's hilarious!
https://www.youtube.com/watch?v=nnPl0repskM&hd=1
#22127 posted by necros on 2012/11/01 01:00:34
TELEPORTING SOUND!
Raspberry Pi Quake
Posting this from the Raspberry Pi. I have only one question.
HOW DO I INSTALL QUAKE ON LINUX?
From What Little I Know About Linux
#22129 posted by RickyT33 on 2012/11/01 16:59:56
Shouldnt it be 'sudo apt-get install quake'?
It fuckin' should be :)
I Bet It Isn't Though.....
#22130 posted by RickyT33 on 2012/11/01 17:00:15
Linux Quake...
#22131 posted by JPL on 2012/11/01 18:59:59
.. for real geek: get Quake C codes, compile it, and run the exe...
with a little bit of luck you shouldn't suffer that much from video and sound setting that are hard to setup :P
#22132 posted by negke on 2012/11/01 19:32:21
Wine, or if that doesn't work, Dosbox, and if that doesn't work, internet.
#22133 posted by Spirit on 2012/11/01 20:07:38
Fribbles: Do you have any idea about Linux yet?
FTE should compile on ARM. DP might have been ported too. zquake is available for the Open Pandora so that is ARM ready too. Are you sure there is no Quake port available yet?
#22134 posted by Spirit on 2012/11/01 20:09:42
Wine does not work on ARM. Well, IIRC it does but only with WinCE stuff.
Quick look showed me that SDL is available for the unit so if you can, please lobby for a Quakespasm port, not some glquake rubbish or a qw engine.
Uhm
#22135 posted by negke on 2012/11/01 20:32:06
It's about the installer on the Quake CD, no?
QuakeGuy
#22136 posted by - on 2012/11/02 02:20:20
SUMO-GET INSTALL E-HONDA!
Thanks for the advice everyone! I will try... ALL. Well, most.
Shouldnt it be 'sudo apt-get install quake'?
You bet your ass I'm gonna try it. It would be so awesome if that worked. My faith in the universe would be restored.
.. for real geek: get Quake C codes, compile it, and run the exe...
That might not be my first port of call but I am in for the full nerd experience so I'll give it a go eventually.
Wine, or if that doesn't work, Dosbox, and if that doesn't work, internet.
Hold up there son, this thing has less computing power than my toaster. Besides, I gotta go for the real deal.
Fribbles: Do you have any idea about Linux yet?
Not nearly enough, I should be right as long as I don't have to recompile my colonel sanders or write my own sound drivers though. I can harness the power of righteous (but extremely helpful) zealots on the interwebs who have helpfully provided help for everything!
Quick look showed me that SDL is available for the unit so if you can, please lobby for a Quakespasm port, not some glquake rubbish or a qw engine.
Does that mean I could do that Fitzquake SDL thing? At this point I'll lobby for anything that works! (To be honest I haven't tried doing anything yet, I just booted the thing and proceeded to step 1: QUAKE).
It's about the installer on the Quake CD, no?
If you are for serious I'll take the CD out of its glass case in the vault!
#22138 posted by Spirit on 2012/11/02 14:12:58
Well, you really suck at being informative if you want help! :P
What distribution do you run? apt-get is Debian or Ubuntu. Neither has a quake package but iirc tyrquake and quakeforge at least. If you run Archlinux you could probably install tyrquake through AUR.
#22139 posted by Spirit on 2012/11/02 14:15:06
Looking at the raspberian repository there is Quakespasm 0.85.7! Install that, perfect engine (better than Fitz, as it is a fork and updated).
So "apt-get install quakespasm". .pak files into ~/.quakespasm/id1/
Ricky:
Ricky I did what you suggested and it's doing something at least. Who knows what, but this is what I got:
root@raspberrypi:/home/pi# sudo apt-get install quake
Reading package lists... Done
Building dependency tree
Reading state information... Done
The following extra packages will be installed:
dynamite game-data-packager libdynamite0 quakespasm
Suggested packages:
lhasa jlha-utils lhz-archiver quake-armagon quake-dissolution
The following NEW packages will be installed:
dynamite game-data-packager libdynamite0 quake quakespasm
0 upgraded, 5 newly installed, 0 to remove and 0 not upgraded.
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