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Posted by Baker on 2006/03/13 20:11:37 |
Some of us from another corner of the Quake universe got together last year and decided to create a project called http://quakeone.com/ to invigorate our community.
After some setbacks and false starts, we finally have officially launched the site.
This site is more geared towards multiplayer and more geared towards regular Quake (NetQuake ... ProQuake/JoeQuake/QRrack), but as the site evolves I want to place some emphasis on the some of the wonderful single player creations that exist in Quake which I feel are not as widely known as they should be.
Primary contributors to the effort: Steve aka Solecord, Yellow No. 5, Baker, Apocalypse, Hydrosmoke, Bam, Zop, Sputnikutah |
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Cool
#10 posted by Scragbait on 2006/03/14 14:42:03
Nice to see a fresh site that looks good to keep our favorite game within easy reach.
And let's hope for a healthy SPQ1 component with new maps and projects to come including Quake Travail!
They
#11 posted by inertia on 2006/03/14 17:22:42
didnt put my aerowalk guide on there. lamers
guess they're 2hardcore!
CSS
#12 posted by Baker on 2006/03/14 20:26:41
Our site is more functional than show-off. Solecord is a PHP/CSS-God, no kidding, but our goal is to have a solid site that has the main topics cover rather than to have a some big neon colored site with flash animations.
I know where you are coming, though.
Got To Be Kidding Me
#13 posted by megaman on 2006/03/15 00:41:59
don't want to sound whiny / bitchy, but you're using fucking tables for layout and all.
Our site is more functional than show-off.
That's entirely missing the point of using css to seperate content from presentation.
rather than to have a some big neon colored site with flash animations.
again, obviously you have no clue what i'm talking about. http://www.vkmag.com/ point me to all the flash animations. (that's just the first example of a site with similar purpose[not topic] that came to my mind. and it IS a bit neon coloured :))
http://validator.w3.org/check?uri=http://quakeone.com/
49 errors. on xhtml transitional. right.
#14 posted by Trinca on 2006/03/15 01:31:04
inertia stfu :p tonight i rape u in Aerowalk untill u have no more tears to drop...
Good To See Another Quake Site
#15 posted by on 2006/03/15 02:20:14
and I don't care if you are using tables, chairs, beds or broom closets for your layout, looks fine to me. I also don't care if you use css, fbi, cia or kgb, just keep quakin'
Keep it full of Quake goodness and most people wouldn't care about the technical side of the site. Just look at aguirRe's site,(no offense intended) hardly the pinnacle of web design, but man it's got the goods when it comes to the most important part, and thats what people go there for in the first place.
Best of luck with the site.
#16 posted by Ankh on 2006/03/15 05:07:38
Yeah. What [59.167.126.118] says. Keep it up.
...
#17 posted by Baker on 2006/03/15 07:56:27
Again Trinca solves all. In Portugal, they get straight to the point and don't beat around the bush.
http://www.quakeone.com/forums/newthread.php?do=newthread&f=2
Error ...
#18 posted by Baker on 2006/03/15 08:00:53
Regarding Css
#19 posted by Solecord on 2006/03/15 09:11:49
To the person talking about the CSS and validator issues: we're currently running a premade, freely available portal software along with vBulletin message board to run the site. The portal itself uses tables instead of css to create the pages. I didn't want to waste my time rewritting parts of the portal software to use css declarations instead of tables. The goal was to get the site up and that's what we did. If the lack of CSS really bothers you, I dunno...
And as far as the validation goes, most of the errors are due to ampersands in links that portal generates.
Somebody...
#20 posted by Fern on 2006/03/15 11:12:21
record a demo of inertia vs. trinca and put it on the site ;P
Megaman
#21 posted by Baker on 2006/03/15 11:40:07
> don't want to sound whiny / bitchy, but you're
>using fucking tables for layout and all.
OMG, you better start emailing Yahoo.com and Microsoft and Metslime because they are using tables instead of CSS divs.
> 49 errors. on xhtml transitional.
I wonder how many sites actually completely validate. I bet most don't. I guess we ought to start looking for <br> and change them to <br />.
Thanks for the advice. I know Steve uses that w3c.org site to validate sites he makes, but our first priority was getting the site up. It's not like there are javascript errors or something that would interfere with a Firefox or IE user would notice.
Inertia: Your Aerowalk Guide
#22 posted by Yellow No. 5 on 2006/03/15 13:09:17
As I told you when you IM'ed about your guide last night, we are looking for useful help and content for the site. You need to register on the site and post it to the forums, so suggestions, corrections, formating etc can be added.
Your response to this was, btw, "no i'm too lazy to register".
"didnt put my aerowalk guide on there. lamers "
Sorry to let you down I guess ;)
So
#23 posted by bambuz on 2006/03/15 17:22:58
what's the advantage of netquake over quakeworld? Last time I tried (1998), the lag was unbearable.
Depends
#24 posted by Baker on 2006/03/15 19:28:18
Our USA/Canada based community plays regular Quake because that's what we've always have played. We've got a few hundred regulars and have for years.
Some of our players have tried Quakeworld but our community is build around certain servers and sites and doesn't really interact with any other communities, the players just show up and play and bring their friends, etc.
The median ping for players on our servers is around 75, lag isn't an issue except for the occasional dialup player, and we don't have many of those left.
We're just quiet, we like to play and chat about stuff in the forums.
The main reason we started the site is that the prior Quake portal sites like TLTQ.com weren't very much into new clients and the tech advice was terrible.
http://www.gamestatus.net/archive/q1/05-Mar-2006.html
Terrible Tech Advice
#25 posted by Baker on 2006/03/15 19:33:05
And when I mean the tech advice on TLTQ.com was terrible, I mean 3 Stooges "want to poke our your eye with an ink pen" terrible advice.
God, one time I read a thread where 5 different "respected and knowledgable" people gave the most boneheaded advice and it took like 30 posts and all the stuff was SO wrong.
Well intentioned? Yes.
Bamb
#26 posted by Vigil on 2006/03/16 02:22:22
I think QW's whole idea was to make the game playable to those without broadband, which back in 97 or 98 weren't really that common. I remember playing regular Quake on a dial-up back in 96, and switched to QW pretty much immediately as it came available.
And of course all those hardcore players will point out that NetQuake and QW have totally different physics and movement. Obviously.
Good luck with the site!
80 Members, Hoping To Reach 100
#27 posted by Baker on 2006/03/16 13:51:48
We have 80 members in just 6 days, we are hoping to reach 100 within the first week.
If you like Quake, please consider registering at http://www.QuakeOne.com
Thank you.
Thanks For The Explanation
#28 posted by bambuz on 2006/03/16 15:41:00
hope you do well! A friendly community is a real richness.
#29 posted by vb on 2006/03/17 16:14:29
QW made Quake more playable for everyone, by introducing player prediction, which no longer meant movement was lagged by the amount of your ping. Every game has adopted it after QW.
QW and NetQuake don't have completely different physics and movement at all. It's just in QW, movement isn't delayed, and you don't get 1 frame of friction when you bunny-hop like in NQ.
#30 posted by vb on 2006/03/17 16:19:29
1 frame of friction when you touch ground during bunny-hop, even.
Vb
#31 posted by Baker on 2006/03/17 23:12:34
vb, have you been drinking the Quakeworld kool-aid again?
#32 posted by vb on 2006/03/18 18:59:29
Huh?
I was just explaining something.
Physics
#33 posted by Baker on 2006/03/19 20:45:48
Some players are used to the NQ physics/rules. The physics are quite different, you can bounce someone incredibly high in the air in Quakeworld.
Also, in NQ you can dodge rockets even in close quarters fights and it is a fine art that experienced players absolutely love.
In QW, due to prediction, by the time you see the rocket, it has usually travelled a significant distance towards you.
I agree QW is big improvement for competitive type of gaming and in countries where internet connection quality is a major issue -- and, in fact, there are many features in QW that need ported to NQ (map download comes to mind), but to some of us the changes in QW feel weird and some feel like cut corners to accomodate the types of internet connections that we don't use (90%++ fat pipe users = cable/DSL).
We don't play NQ because we don't know about QW. We play NQ because we like it better.
And, as you've noticed, we don't have anything against QW. I'm all for Quake in all it's forms.
Yeah
#34 posted by bambuz on 2006/03/20 17:24:26
I understand that oldskoolism, keep it up. (qw players are often whined on about it too.)
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