#30814 posted by anonymous user on 2019/02/17 12:41:33
The age is irrelevant since those places aren't in Earth. Only the base maps are.
Each base has a teleporter to another dimension. The E*M2 maps are actually the first map of each dimension. The E*M1 maps are still in Earth.
E1M2➡E1M3➡E1M4➡E1M5 are physically connected through doorways, so they're all in the same planet.
All of the runic maps (including E1M6, E1M7 & E1M8) are connected through teleporting portals, IIRC. Given the amount of runic maps, it should be safe to assume that at least most of them are in a single planet. E1M8 could be in a lower-gravity planet, though.
The age is irrelevant since those places aren't in Earth
Not even the dimension which contains the Rune of Earth Magic?
Lol
#30816 posted by
Kinn on 2019/02/17 14:05:10
id software put about as much thought into the age of the quake "castles" (or whatever) as they put into the story you'll find in the printed booklet.
"While scouting the neighborhood, you hear shots back at the base. Damn, that Quake bastard works fast!"
Tolkien-level world-building, this ain't.
#30817 posted by
mankrip on 2019/02/18 12:44:51
One of Quake's game designs was about enemies invading from fantasy/fairytale worlds. Thus the ogre, knights and the cancelled dragon. Later on this was mixed with Lovecraftian horror, and zombies.
They put a lot of thought on the story, but not enough to make it cohesive when cutting features.
Age Of The Quake-universe
#30818 posted by Ultrabepis Arcade Edition on 2019/02/18 14:27:33
It seems that there is some rather Quake-inspired architecture in the upcoming DooM. I wonder if they intend to blend the universes to make them all belong to one.
^
#30820 posted by
Kinn on 2019/02/20 11:01:14
I wonder what the legality of that is
#30821 posted by
MrKilles on 2019/02/20 14:36:31
hmm, a bit of a nonsense gimmick but sure
my favorite quake 2 mp project is
http://www.coopordie.com
Cool little concept, I do wish more decent oldschool SP / coop games implemented a neat world server / persistent data thingy like this one.
These things were well more difficult and costly to implement back then in the day, an idea for the wave of "retro" modern games and beyond
#30822 posted by darude on 2019/02/21 01:52:14
I see a lot of people here saying that Dusk sucks, that game sucks, this modern sucks, etc. So, 2019: what are the essential mods/maps that one should play with Quake? And what engine? What would you install on someone's PC to enjoy Quake?
Darkplaces + AD? That's it?
No, Not Darkplaces
#30823 posted by
Kinn on 2019/02/21 02:21:54
Quakespasm is the engine recommended by most people here, including me.
Go here:
https://www.quaddicted.com/reviews/
Sort by User Score.
You also might want to prioritise the newer stuff too. A map rated 4.5 / 5 in 1997 probably isn't going to compare to a 4.5 from 2017 :p
#30824 posted by
Joel B on 2019/02/21 07:14:34
Darude
#30826 posted by
Shambler on 2019/02/21 10:46:52
Avoid darkplaces like the plague that it is. The effects and tweaks and stuff are very much out of place in the rest of Quake's aesthetics.
As for the rest......yes. Go get all the top rated maps in the last 22 years ;)
This Site Is Older Than Facebook
#30827 posted by wow on 2019/02/21 17:03:50
fuck the normies
#30828 posted by anonymous user on 2019/02/23 01:00:00
My gf is a normie does it count when I fuck her?
#30828 Anonymous Coward
#30829 posted by
Barnak on 2019/02/23 02:11:20
Was your GF the girl I banged last night? Sorry about that dude!
#30830 posted by anonymous user on 2019/02/25 00:37:58
Karl Popper famously said: “All life is problem solving.” No theory of consciousness is necessary to define the objectives of a general problem solver. From an AGI point of view, consciousness is at best a by-product of a general problem solving procedure.
I must admit that I am not a big fan of Tononi's theory. The following may represent a simpler and more general view of consciousness. Where do the symbols and self-symbols underlying consciousness and sentience come from? I think they come from data compression during problem solving. Let me plagiarize what I wrote earlier [1,2]:
While a problem solver is interacting with the world, it should store the entire raw history of actions and sensory observations including reward signals. The data is ‘holy’ as it is the only basis of all that can be known about the world. If you can store the data, do not throw it away! Brains may have enough storage capacity to store 100 years of lifetime at reasonable resolution [1].
As we interact with the world to achieve goals, we are constructing internal models of the world, predicting and thus partially compressing the data history we are observing. If the predictor/compressor is a biological or artificial recurrent neural network (RNN), it will automatically create feature hierarchies, lower level neurons corresponding to simple feature detectors similar to those found in human brains, higher layer neurons typically corresponding to more abstract features, but fine-grained where necessary. Like any good compressor, the RNN will learn to identify shared regularities among different already existing internal data structures, and generate prototype encodings (across neuron populations) or symbols for frequently occurring observation sub-sequences, to shrink the storage space needed for the whole (we see this in our artificial RNNs all the time). Self-symbols may be viewed as a by-product of this, since there is one thing that is involved in all actions and sensory inputs of the agent, namely, the agent itself. To efficiently encode the entire data history through predictive coding, it will profit from creating some sort of internal prototype symbol or code (e. g. a neural activity pattern) representing itself [1,2]. Whenever this representation becomes activated above a certain threshold, say, by activating the corresponding neurons through new incoming sensory inputs or an internal ‘search light’ or otherwise, the agent could be called self-aware. No need to see this as a mysterious process — it is just a natural by-product of partially compressing the observation history by efficiently encoding frequent observations.
[1] Schmidhuber, J. (2009a) Simple algorithmic theory of subjective beauty, novelty, surprise, interestingness, attention, curiosity, creativity, art, science, music, jokes. SICE Journal of the Society of Instrument and Control Engineers, 48 (1), pp. 21–32.
[2] J. Schmidhuber. Philosophers & Futurists, Catch Up! Response to The Singularity. Journal of Consciousness Studies, Volume 19, Numbers 1-2, pp. 173-182(10), 2012.
We Rule
#30831 posted by anonymous user on 2019/02/25 01:27:11
#30834 posted by
starbuck on 2019/03/03 12:34:34
PC Gamer interview with Tim Willits on the making of Quake 2
https://www.pcgamer.com/uk/the-making-of-quake-2/
An interesting read. They seriously considered making it into a new franchise, potentially called "Wor". I didn't know that. In so many ways Quake 2 was a step forward, but for some reason it never really connected with me. I think it's going to be hard to go back to now.
#30835 posted by
Kinn on 2019/03/03 12:45:11
Quake 2 was thematically charmless, boring and overly homogeneous.
Single player FPS games should feel like a journey. With Q2 I didn't feel like I went anywhere. Started in a concrete space dungeon, walked through a few more concrete space dungeons, beat the final boss in a concrete space dungeon.
Turn The Other Kinn
#30837 posted by anonymous user on 2019/03/03 17:12:23
Quake was thematically charmless, boring and overly homogeneous.
Single player FPS games should feel like a journey. With Q I didn't feel like I went anywhere. Started in a brown and blue dungeon, walked through a few more brown and blue dungeons, beat the final boss in a brown and blue dungeon.
So Why Are You Visiting This Board Then?
#30838 posted by
Shambler on 2019/03/03 18:01:02