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Quake Modding
Based on Id Software's open stance towards game modifications, their ''Quake'' series became a popular subject for player mods beginning with '' Quake'' in 1996. Spurred by user-created hacked content on their previous games and the company's desire to encourage the hacker ethic, Id included dedicated modification tools into ''Quake'', including the QuakeC programming language and a level editor. As a game that popularized online first-person shooter multiplayer, early games were team- and strategy-based and led to prominent mods like '' Team Fortress'', whose developers were later hired by Valve to create a dedicated version for the company. Id's openness and modding tools led to a "Quake movie" community, which altered gameplay data to add camera angles in post-production, a practice that became known as machinima. Background Player modifications, or mods, change a game's art or gameplay to create alternative or entirely new games. From the age of Atari through the 1990s, ...
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Quake Series
''Quake'' is a series of first-person shooter video games, developed by id Software and, as of 2010, published by Bethesda Softworks. The series is composed of the eponymous game from 1996 and its nonlinear, standalone sequels which vary in setting and plot. ''Quake'' was created as a successor franchise to id's highly successful '' Doom'' series, which had begun in 1993. As a new series, it built upon the fast-paced gameplay, game engine, and 3D graphics capabilities of ''Doom.'' It also expanded upon the multiplayer capabilities of ''Doom'' by introducing online multiplayer over the internet. This contributed to the popularity of the ''Quake'' series and characterized it as a figurehead in online gaming. Games Every game in the ''Quake'' franchise shares a basis in first-person shooter gameplay. However, the series lacks a singular narrative across all of its entries. Two major storylines exist within the franchise, as well as the ''Arena'' series, which focuses primarily o ...
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Quake II Engine
The ''Quake II'' engine is a game engine developed by id Software for use in their 1997 first-person shooter ''Quake II''. It is the successor to the ''Quake'' engine. Since its release, the ''Quake II'' engine has been licensed for use in several other games. One of the engine's most notable features was out-of-the-box support for hardware-accelerated graphics, specifically OpenGL, along with the traditional software renderer. Another interesting feature was the subdivision of some of the components into dynamic-link libraries. This allowed both software and OpenGL renderers, which were selected by loading and unloading separate libraries. Libraries were also used for the game logic, for two reasons: *id could release the source code to allow modifications while keeping the remainder of the engine proprietary. *Since they were compiled for specific platforms, instead of an interpreter, they could run faster than ''Quakes solution, which was to run the game logic (QuakeC) in a ...
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Timothee Besset
Timothée Besset is a French software programmer, (also known as TTimo), best known for supporting Linux, as well as some Macintosh, ports of id Software's products. He has been involved with the game ports of various id properties over the past ten years, starting with '' Quake III Arena''. Since the development of '' Doom 3'' he was also in charge of the multiplayer network code and various aspects of game coding for id, a role which had him heavily involved in the development of their online game '' QuakeLive''. He has been occasionally called "zerowing", but he has never gone by that name himself. It is derived from the community oriented system zerowing.idsoftware.com, of which the Linux port pages are the most prominent. The system was actually named by Christian Antkow based on the Zero Wing meme. Life and career Besset grew up in France, and started programming in the early 1990s. In school he majored in computer science, as well as pursuing courses in chemistr ...
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GNU General Public License
The GNU General Public License (GNU GPL or simply GPL) is a series of widely used free software licenses that guarantee end users the four freedoms to run, study, share, and modify the software. The license was the first copyleft for general use and was originally written by the founder of the Free Software Foundation (FSF), Richard Stallman, for the GNU Project. The license grants the recipients of a computer program the rights of the Free Software Definition. These GPL series are all copyleft licenses, which means that any derivative work must be distributed under the same or equivalent license terms. It is more restrictive than the Lesser General Public License and even further distinct from the more widely used permissive software licenses BSD, MIT, and Apache. Historically, the GPL license family has been one of the most popular software licenses in the free and open-source software domain. Prominent free software programs licensed under the GPL include the Linux ...
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GPL V2
The GNU General Public License (GNU GPL or simply GPL) is a series of widely used free software licenses that guarantee end users the four freedoms to run, study, share, and modify the software. The license was the first copyleft for general use and was originally written by the founder of the Free Software Foundation (FSF), Richard Stallman, for the GNU Project. The license grants the recipients of a computer program the rights of the Free Software Definition. These GPL series are all copyleft licenses, which means that any derivative work must be distributed under the same or equivalent license terms. It is more restrictive than the Lesser General Public License and even further distinct from the more widely used permissive software licenses BSD, MIT, and Apache. Historically, the GPL license family has been one of the most popular software licenses in the free and open-source software domain. Prominent free software programs licensed under the GPL include the Linux kern ...
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CD-ROM
A CD-ROM (, compact disc read-only memory) is a type of read-only memory consisting of a pre-pressed optical compact disc that contains data. Computers can read—but not write or erase—CD-ROMs. Some CDs, called enhanced CDs, hold both computer data and audio with the latter capable of being played on a CD player, while data (such as software or digital video) is only usable on a computer (such as ISO 9660 format PC CD-ROMs). During the 1990s and early 2000s, CD-ROMs were popularly used to distribute software and data for computers and fifth generation video game consoles. DVD started to replace it in these roles starting in the early 2000s. History The earliest theoretical work on optical disc storage was done by independent researchers in the United States including David Paul Gregg (1958) and James Russel (1965–1975). In particular, Gregg's patents were used as the basis of the LaserDisc specification that was co-developed between MCA and Philips after MCA purch ...
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Brush (video Game)
Brushes are templates used in some 3D video game engines, such as the Quake engine, its derivatives the GoldSrc and Source game engines, or the Unreal Engine, to construct levels. Brushes can be primitive shapes (such as cubes, spheres and cones), pre-defined shapes (such as staircases), or custom shapes (such as prisms and other polyhedra). During the map compilation process, brushes are turned into meshes that can be rendered by the game engine. Often brushes are restricted to convex shapes only, as this reduces the complexity of the binary space partitioning In computer science, binary space partitioning (BSP) is a method for space partitioning which recursively subdivides a Euclidean space into two convex sets by using hyperplanes as partitions. This process of subdividing gives rise to a represe ... process. However, using CSG operations, complex rooms and objects can be created by adding, subtracting and intersecting brushes to and from one another. Additionall ...
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Half-Life (video Game)
''Half-Life'' is a 1998 first-person shooter (FPS) game developed by Valve and published by Sierra Studios for Windows. It was Valve's debut product and the first game in the ''Half-Life'' series. Players assume the role of Gordon Freeman, a scientist who must escape the Black Mesa Research Facility after it is invaded by aliens. The gameplay consists of combat, exploration, and puzzle-solving. Unlike other games of the time, the player has almost uninterrupted control of the player character, and the story is told mostly in scripted sequences rather than cutscenes. Valve co-founder Gabe Newell said that the team was disappointed with the lack of innovation in the FPS genre, and aimed to create an immersive world rather than a "shooting gallery". Valve developed using GoldSrc, a heavily modified version of the ''Quake'' engine, licensed from id Software. The science fiction novelist Marc Laidlaw was hired to shape the story and assist with design. ''Half-Life'' received ac ...
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Hexen II
''Hexen II'' is a dark fantasy first-person shooter (FPS) video game developed by Raven Software and published by id Software. It is the third game in the '' Hexen''/''Heretic'' series, and the last in the ''Serpent Riders'' trilogy. Using a modified ''Quake'' engine, it features single-player and multiplayer game modes, as well as four character classes to choose from, each with different abilities. These include the "offensive" Paladin, the "defensive" Crusader, the spell-casting Necromancer, and the stealthy Assassin. Improvements from '' Hexen: Beyond Heretic'' and '' Quake'' include destructible environments, mounted weapons, and unique level up abilities. Like its predecessor, ''Hexen II'' also uses a hub system. These hubs are a number of interconnected levels; changes made in one level have effects in another. Furthermore, the Tome of Power artifact makes a return from ''Heretic''. Gameplay The gameplay of ''Hexen II'' is very similar to that of the original ''Hexen'' ...
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Quake II
''Quake II'' is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the ''Quake'' series, but not a direct sequel to '' Quake''. The game's storyline is continued in its expansions and '' Quake 4''. The soundtrack for ''Quake II'' was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond. Gameplay ''Quake II'' is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in ''Quake'', in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons from ''Quake'' (th ...
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Lithium Software
Lithium (from el, λίθος, lithos, lit=stone) is a chemical element with the Symbol (chemistry), symbol Li and atomic number 3. It is a soft, silvery-white alkali metal. Under standard temperature and pressure, standard conditions, it is the least dense metal and the least dense solid element. Like all alkali metals, lithium is highly reactivity (chemistry), reactive and flammable, and must be stored in vacuum, inert atmosphere, or inert liquid such as purified kerosene or mineral oil. When cut, it exhibits a metallic luster (mineralogy), luster, but moist air corrosion, corrodes it quickly to a dull silvery gray, then black tarnish. It never occurs freely in nature, but only in (usually ionic) chemical compound, compounds, such as pegmatite, pegmatitic minerals, which were once the main source of lithium. Due to its solubility as an ion, it is present in ocean water and is commonly obtained from brines. Lithium metal is isolated electrolysis, electrolytically from a mi ...
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Quake Engine
The ''Quake'' engine is the game engine developed by id Software to power their 1996 video game '' Quake''. It featured true 3D real-time rendering and is now licensed under the terms of GNU General Public License v2.0 or later. After release, it immediately forked, as did the level design. Much of the engine remained in '' Quake II'' and '' Quake III Arena''. The ''Quake'' engine, like the ''Doom'' engine, used binary space partitioning (BSP) to optimise the world rendering. The ''Quake'' engine also used Gouraud shading for moving objects, and a static lightmap for nonmoving objects. Historically, the ''Quake'' engine has been treated as a separate engine from its successor, the ''Quake II'' engine. However, both engines are now considered variants of id Tech 2. Although, the codebases for ''Quake'' and ''Quake II'' were separate GPL releases. History The ''Quake'' engine was developed from 1995 for the video game ''Quake'', released on June 22, 1996. John Carmack ...
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