I intended to release the Q3 source under the GPL by the end of 2004, but we had another large technology licensing deal go through, and it would be poor form to make the source public a few months after a company paid hundreds of thousands of dollars for full rights to it. True, being public under the GPL isn?t the same as having a royalty free license without the need to disclose the source, but I?m pretty sure there would be some hard feelings.
Previous source code releases were held up until the last commercial license of the technology shipped, but with the evolving nature of game engines today, it is a lot less clear. There are still bits of early Quake code in Half Life 2, and the remaining licensees of Q3 technology intend to continue their internal developments along similar lines, so there probably won?t be nearly as sharp a cutoff as before. I am still committed to making as much source public as I can, and I won?t wait until the titles from the latest deal have actually shipped, but it is still going to be a little while before I feel comfortable doing the release.
Thunderwalker quake 1
Originally posted by: Sunner
Quake1 without a doubt.
Quake2 was so slow it could make my grandma would fall asleep.
Quake3 was a bit more like Quake1, but I still prefer 1.
This is of course talking from a multiplayer point of view, in singleplayer Quake2 was definitely the best.
His LOWEST point - so far - is Doom iii.Originally posted by: Nothinman
Q2 was terrible, it seemed like a bad attempt by Carmack's to combine Quake and Doom while he was still learning the ins and outs of OpenGL. Definately one of the low points in his career IMO.
His LOWEST point - so far - is Doom iii.
Tell me he no longer has anything to do with Quake IV.
Please try to separate the engine from the game. The diii engine is NOT Doom iii . . . . the game is his LOW point (just as Daikatana was Romero's) . . . . the engine itself seems Xlint! We'll see when Q4 and other games using it come out.Originally posted by: Nothinman
His LOWEST point - so far - is Doom iii.
I said Q2 was one of the low points, not the lowest. But I don't think DoomIII is the lowest point, the story may not be all that great but the engine is great and will most likely be the base for some great games in the future.
Tell me he no longer has anything to do with Quake IV.
If id doesn't develop Q4 it'll probably suck because things like bunnyhopping which are technically bugs will most likely get removed/fixed and then we'll just be stuck with another FPS with sh!tty physics like UT.
Originally posted by: apoppin
Please try to separate the engine from the game. The diii engine is NOT Doom iii . . . . the game is his LOW point (just as Daikatana was Romero's) . . . . the engine itself seems Xlint! We'll see when Q4 and other games using it come out.Originally posted by: Nothinman
His LOWEST point - so far - is Doom iii.
I said Q2 was one of the low points, not the lowest. But I don't think DoomIII is the lowest point, the story may not be all that great but the engine is great and will most likely be the base for some great games in the future.
Tell me he no longer has anything to do with Quake IV.
If id doesn't develop Q4 it'll probably suck because things like bunnyhopping which are technically bugs will most likely get removed/fixed and then we'll just be stuck with another FPS with sh!tty physics like UT.
Well, if his philosophy regarding Q4 remains unchanged from Doom iii, it will also be a POS . . . . i'm hoping someone ELSE - with excellent modern game development skills - are in charge of Q4.
Who knows for sure?
Originally posted by: Sunner
Originally posted by: apoppin
Please try to separate the engine from the game. The diii engine is NOT Doom iii . . . . the game is his LOW point (just as Daikatana was Romero's) . . . . the engine itself seems Xlint! We'll see when Q4 and other games using it come out.Originally posted by: Nothinman
His LOWEST point - so far - is Doom iii.
I said Q2 was one of the low points, not the lowest. But I don't think DoomIII is the lowest point, the story may not be all that great but the engine is great and will most likely be the base for some great games in the future.
Tell me he no longer has anything to do with Quake IV.
If id doesn't develop Q4 it'll probably suck because things like bunnyhopping which are technically bugs will most likely get removed/fixed and then we'll just be stuck with another FPS with sh!tty physics like UT.
Well, if his philosophy regarding Q4 remains unchanged from Doom iii, it will also be a POS . . . . i'm hoping someone ELSE - with excellent modern game development skills - are in charge of Q4.
Who knows for sure?
Exactly, I doubt Carmack had much to do with the story itself in Doom III.
The engine is superb, artwork is very good, the thing that's lacking is the gameplay, I doubt Carmack had much to do with that.
Please try to separate the engine from the game. The diii engine is NOT Doom iii . . . . the game is his LOW point (just as Daikatana was Romero's) . . . . the engine itself seems Xlint!
Originally posted by: mattsaccount
And I wouldn't blame Carmack for crummy gameplay (not that I think it was crummy--I had a blast and will definitey get the expansion). Has anyone looked at the credits for Doom III?
Artist Adrian Carmack, Kevin Cloud, Andy Chang, Seneca Menard, Patrick Thomas
Technical Director John Carmack
CEO Todd Hollenshead
Lead Designer Tim Willits
Sound Designer Christian Antkow
Programmer Timothee Besset, Jim Dosé, Jan Paul van Waveren, Jonathan Wright
Designer Mal Blackwell, Matt Hooper, Jerry Keehan, Steve Rescoe
Media Artist Patrick Duffy
Lead Programmer Robert A. Duffy
Animator James Houska, Fredrik Nilsson, Eric Webb
Office Manager and id Mom Donna Jackson
Lead Artist Kenneth Scott
Dir. Business Development Marty Stratton
Development Assistant Eric Webb
If you want to blame someone for poor gameplay, blame Willits and his cohorts, not Carmack.
Technical Director
From Wikipedia, the free encyclopedia.
Technical Director is usually the senior technical person within a single business unit of a company. This person usually possesses the highest level of competence in a specific technical field and may be recognized as an expert in that industry. The technical director provides technical direction on business decision and in the execution of specific projects. He or she may be assigned to a single project, or may oversee a number of projects with related technologies. This position is often similar to that of Chief Scientist or Chief Engineer, but perhaps more involved in business decisions. Technical Directors and Chief Scientists often report to the Chief Technology Officer of the company.
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Example
In a Production Control Room (PCR), the Technical Director has overall responsibility for the operations. Technical director is responsible for the proper working of all the equipment is in the PCR. He also matches the quality and the output of all the cameras on the studio floor through the camera control units. It is his or her responsibility to supervise all the other crew members working in the PCR. He also coordinates the working of whole crew and looks into any technical problem which arises before, during or after the shooting.
In theatre, the technical director is responsible for overseeing the construction and rigging of stage scenery. As a part of this job, the technical director creates working drawings from the scenic designer's drawings, in order to communicate construction to the scene shop.
