Tag Archives: id software

Quake Champions Early Access and Linux?

quake champions early access and linux windows games on steam

id Software’s incredible multiplayer fragfest, Quake Champions enters Early Access. Since the games only supporting Windows on Steam, the Linux demand is high. Hence the Steam Discussions requesting Linux support. Since the games brings a host of new content, including new map and features. Along with a special new Champion, the mighty DOOM Slayer from DOOM. While Doom 2016 is playable via Wine with Vulkan support. A similar demand is expected for the current Early Access release.

So players who want to jump in and frag fest should know a couple of things. Doom 2016 development uses id Tech 6 while Quake Champions uses a hybrid engine. Which seems to use part of id Tech 6 but not the full engine as Doom 2016 does. Not that I can get into any serious detail. Yet this means that a native Linux port could be more of a task. Meaning id Software would have their hands full porting the game. Since there are no developer comments at the time of writing.

id Software Talks Early Access for Quake Champions

Quake Champions Features

  • The Next Great Quake Multiplayer Game
    Quake’s signature rocket jumping, skill-based competition, and incredible speed remains intact, providing veterans with a welcome return and new players a fresh way to showcase their multiplayer skills.
  • Incredible, Diverse Champions
    Quake Champions introduces a roster of elite Champions, each equipped with unique attributes and abilities that are additive to Quake’s established gameplay. Champion skills offer a great variety to fit your play style.
  • Uncompromising Weapons, Ready for Battle
    Quake’s devastating arsenal of flesh-chewing weaponry, including fan-favorites like the thunderous Rocket Launcher, electrifying Lightning Gun, and snipe-tastic Railgun are back alongside new additions for you to master.
  • Intense Game Modes
    Established and beloved game modes return, including the gib-filled fragfests of Deathmatch and Team Deathmatch and the competitive fury of 1v1 Duel mode, while a new team-based mode, Sacrifice, joins the fray.

Quake Champions’ free-to-play version will launch at a later date. However, players who previously redeemed a Closed Beta key will be able to continue playing. Since Quake Champions will be in free-to-play mode, only via Bethesda.net. These players will play on the same servers as Champions Pack owners. And have the option of upgrading to the Champions Pack. Or buying additional Champions at any time. Players new to Quake Champions will need to either buy the Champions Pack. Or wait until free-to-play mode launches out of Early Access, at a later date.

Quake Champions players to gain global dominance will be able to buy the Champions Pack via Steam. Which will unlock all of the games current and future Champions. As well as other exclusive in-game bonuses for ‎$29.99 USD. discounted from the final retail price of £29.99.

DOOM launches support for the Vulkan API on Windows PC


DOOM does not have #official Linux support, but the latest entry in the series from #idSoftware was #released a few weeks ago Windows PC and consoles. Performing well across all formats, but today Windows PC players can expect to see an even better performance thanks to the introduction of Vulkan support. Which can also be applied to Linux, even though DOOM is only playable using WINE, similar features should apply.

The news post published on Bethesda’s Official website, id Software’s Robert Duffy has confirmed that DOOM Vulkan support is now live for Windows PC. And it has also been confirmed that some older GPU’s will now be able to play the game at decent framerates. Also that there could be some issues, despite testing, since this is the first triple A game using brand new API.

“When we were looking to adopt Vulkan for DOOM, the main question we asked ourselves was: “What’s the gamer benefit?” Ultimately the biggest benefit will be high framerates. There are a number of game-focused reasons super-high framerates matter, but primarily its movement and player feel. The game just feels amazing running that fast, so we made it a priority to try to really exploit the available hardware on PC.

We also anticipate some older GPUs will now be able to play the game at good framerates. We hope the range of GPU support widens with additional game and driver updates. That said, this is the first time a triple-A game is releasing on a brand-new API and brand-new drivers so there may be a few bumps, but our testing is showing really great performance and stability.”

DOOM is now available in all regions on Windows PC, PlayStation 4 and Xbox One. Hopefully we will have more positive news regarding Linux support coming to id Software’s popular first person game. as soon as possible, so stay tuned for all the latest news.


Doom 2016 Alpha already working on WINE in Linux


The WINE #developers and #community have typically been hard at work to fix issues, particularly with big AAA #games. Usually with a bit of a wait before we see enough supported libraries for the title to function properly. Now it appears a Linux has user already managed to get the latest Doom Alpha running on WINE.

Doom currently has a closed alpha version available a Reddit user has it running on Linux, making it easier than expected. To the point there nothing really particular was done to get the game working, including excellent framerate on an Nvidia GTX 970. With the only things missing is the lack of Vsync. Not too shabby.

I obtained an Alpha copy of Doom with the intent of seeing how well it runs on WINE. I was a little concerned with performance & stability considering that it’s a 64-bit-only game (installed to the 32-bit folder, though), but this has proved to be a non issue. Since I’m too pleased with how well this worked, here are the major points:

  • Installed flawlessly using WINE Staging 1.9.1, but this should work with any version of WINE currently shipping with popular distros, seeing as DirectX crapware is not in the picture
  • Ran without any configuration (no DLL overrides, etc…)
  • Buttery smooth
  • Worked at Ultra settings with my GTX 970
  • Only issue was the lack of a VSYNC setting

So essentially, to use Doom 2016 on Linux with native performance, you will need to do the following:

  1. Set up a clean 64-Bit WINE prefix.
  2. Run the installer
  3. Install steam
  4. (Not always needed) fix DirectWrite issues with Steam (lol)
  5. Play Doom
  • i7-4790k
  • GTX970 4GB
  • 16GB DDR3-2400
  • 4.4.0-pf5turbokoopa #5 SMP PREEMPT Tue Feb 23 00:02:03 CST 2016 (linux-pf)
  • WINE 1.9.1

So as it stands, the new engine has been optimized rather nicely, seeing more advanced hardware requirements are expected for Linux. This if not a guarantee that the final version of the new Doom will just as easily, but it does give the community hope.

Doom will be released on May 13, 2016 for Windows PC, Xbox One, and PlayStation 4.


The early ID Software game engines now open sourced

The source code for id Software’s first games, produced for disks-by-mail company #Softdisk, has been released under an open-source licence for the first time.

Gaming giant id Software has extended its practice of releasing previous-generation game engines under open source licences, going right back to the founding of the company and the titles it released under the Softdisk label.

Now owned by Bethesda, many of the co-founders and early employees of id Software – including John Romero, John Carmack, Kevin Cloud, Jay Wilbur, Tom Hall and Adrian Carmack – got their start working for a disks-by-mail organisation called Softdisk. Their biggest success was a 3D ray-casting game engine created by John Carmack and used to create a range of games that would presage id Software’s hit Wolfenstein 3D.

In recent years, id Software has got into the habit of releasing the source code to its game engines under the GNU Public Licence – allowing coders to take the engine and make their own games, or port existing games to new platforms, without having to pay royalties or suffer restrictions on the code’s use. Its very early games, however, were created while under Softdisk’s direct employ – meaning id Software has been previously unable to distribute the source code.

Thanks to [current copyright holder] Flat Rock Software,‘ John Carmack wrote in a Twitter post late last week, ‘the early code I wrote for Softdisk is going GPL.‘ The code itself is available on the company’s official GitHub repository, with the sources of the Catacomb series – Catacomb, Catacomb II, Catacomb Abyss, Catacomb Armageddon, Catacomb 3D – and Hovertank 3D – currently available.

As with id Software’s direct engine release, the source code does not come with the still-copyright game assets such as graphics and audio; in other words, you can’t just clone the repository, compile and have ready-to-play versions of the games at your fingertips. The code does, however, provide an insight into the early careers of some of gaming’s biggest names – and the potential for some clever hacks and mods to come.

Reblogged from: bit-tech.net


Full Of Regret: John Carmack On Doom 4, Quake Live, and id Software

In honor of Doom’s 20th birthday, Wired Game|Life just posted a fantastic three-page interview with John Carmack. The former id Software Technical Director, and current #Oculus VR CTO, touches on just about everything you would expect in a Carmack #interview…but some of it (the last page especially) is a bit sad.

Carmack and Wired’s Chris Kohler touch on Doom, the early days, the #FPS genre, and the like, but when it comes time to talk about Doom 4, Carmack sounds awfully regretful when talking about the prolonged development.

WIRED: Another question you probably can’t say much about but that everyone reading an article about Doom will want to hear—what’s up with Doom 4?

Carmack: That’s something I can’t really go into much in detail. It’s been hard—one of the things that was a little bit surprising that you might not think so from the outside, but deciding exactly what the essence of Doom is, with this 20-year history, is a heck of a lot harder than you might think.

that was id’s mantra for so long: “It’ll be done when it’s done.” And I recant from that. I no longer think that is the appropriate way to build games. I mean, time matters, and as years go by—if it’s done when it’s done and you’re talking a month or two, fine. But if it’s a year or two, you need to be making a different game.

Rushed game development rarely yields positive results, but the “done when it’s done” philosophy seemingly touted by many developers, particularly on the PC side — id, Valve, Blizzard, to name a few — can seriously complicate development and release down the road.

Backing up a bit, Carmack has the same kind of regretful, sad outlook on Doom 3 BFG never getting that promised Oculus support:

But I did feel really bad about the fact that I had pseudo-promised Doom 3 for the Rift when I was first talking about it, and now the fact that it didn’t get released, I felt personally uncomfortable with how that turned out.

The interview is a solid mix of calling out id/ZeniMax misfires and 90′s id Software nostalgia. Take ten minutes and read it, if you haven’t already.

Similarly, I came across this John Carmack-Quake Live tweet on NeoGAF today. It’s not from the interview, but it has the same regretful tone seen in the article.

Quake Live is/will be a standalone title of sorts by the end of 2013 — an odd move instead of exposing it to the massive Steam community. Money is a factor, as always, but why turn away from a user base of 65 million people? That question, along with any others you might have about id Software 2012-2014, will probably be answered well after those Kennedy assassination papers are declassified.

Reblogged from: gamefront.com

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