Fixing Quake's Ending - QuakeC Coding

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  • Опубликовано: 21 ноя 2024

Комментарии • 389

  • @bigbeigebox
    @bigbeigebox  Год назад +44

    I've make a follow up video where I change the ending to make it more obvious Ranger is hacking his way out of Shub from the inside using the axe - ruclips.net/video/S0OMBL5HamE/видео.html

    • @9o6h24
      @9o6h24 Год назад +1

      the final patch.

    • @orangehatmusic225
      @orangehatmusic225 Год назад

      You can't "fix" something you didn't make to begin with.

    • @sarkwalvein
      @sarkwalvein Год назад +7

      @@orangehatmusic225 ??? what? then a car mechanic can't fix your car?

    • @orangehatmusic225
      @orangehatmusic225 Год назад

      @@sarkwalvein He doesn't "fix" it. He Repairs it. Big difference. Maybe you should look up the definition of those words lol

    • @xbzq
      @xbzq Год назад +2

      Ok so you did the animation wrong which is why it looked ungood. You did the reset to zero first and then the inc/next frame next. Frame 0 is never shown because of it. Also. And this is worse. The last frame is from the next animation type. 12-15 inclusive are an animation. 16 is the next one. If the incoming frame is 15, the if condition isn't true because it checks for 16. Then it's increased the next line. To 16. So it's one too many. So that's jerky. Because you did it wrong.

  • @rolen47
    @rolen47 Год назад +379

    I think he's supposed to have the axe equipped because it looks like he's fighting his way out of the monster and tearing it up from the inside out.

    • @bigbeigebox
      @bigbeigebox  Год назад +87

      That does make sense, I'm now going to try to make a different version of the ending that shows that more 😊

    • @jag0937eb
      @jag0937eb Год назад +28

      Maybe he lost his leg in the process, but he doesn't care because he's such a badass guy, one leg is enough for him, you can see him standing perfectly up afterwards.

    • @RobertPayne556
      @RobertPayne556 Год назад +11

      ​@@jag0937ebIt's meant to be a running pose but iD forgot to put a limb on Ranger. 😅
      He is the tree of unlife now.

    • @edabean007
      @edabean007 Год назад +2

      i like the idea of that

    • @AntiPseudo
      @AntiPseudo Год назад +15

      Was about to say the same. I think that particular run frame was also chosen because it actually looks like an axe from the given camera angle. With the standing axe frame, the axe is parallel to the players view direction, so it just looks like they're holding some weird rod.

  • @coolbrotherf127
    @coolbrotherf127 Год назад +377

    I appreciate how these old games and game engines look like code made by real humans. Some code today is so abstracted and optimized that it is almost unreadable.

    • @bigbeigebox
      @bigbeigebox  Год назад +63

      It was definitely easier than I expected to get to grips with the Quake C code

    • @MrBrax
      @MrBrax Год назад +24

      Is it not the other way around?

    • @sneed1208
      @sneed1208 Год назад +24

      Don't forget that we have more powerful IDEs nowadays that automate and/or speed up a lot of programming tasks that would have taken a lot longer before those tools were available, eg. refactoring, formatting, generating template code, multiline editing

    • @empty5013
      @empty5013 Год назад +61

      i've worked on a lot of games now and had the privilege of doing maintenance work on some older titles, and I can say firmly and with conviction that the best code base I ever touched was age of empires 1, everything was simple, straightforward and easy to understand. Some complexity is necessary for modern games to exist, but I think we are in an era of massive overengineering. I hope in the future we return to the simpler solutions because imo they are just easier to work with.

    • @GALENGODIS
      @GALENGODIS Год назад +6

      I watched many speed runs of different games. All games except Quake have many exploited bugs, going through walls etc. But Quake still holds up, I think that's amazing!

  • @computersciencestudentriverbat
    @computersciencestudentriverbat Год назад +10

    It's really interesting to see Quake code in what is likely it's "intended" viewing, The older UI/UX of that IDE was very fascinating, it's a marvel they have completed so much with such barebones tools. It's also very interesting that the techno-wizards of old wrote surprisingly reasonable and maintainable code .

  • @GlowingOrangeOoze
    @GlowingOrangeOoze Год назад +151

    Neat work! for whatever it's worth, my opinion is that the music was ultimately the only improvement here. The way I see it is like this: when you teleport inside Shub Niggurath, Ranger begins hacking it apart from the inside with his axe. The final pose is supposed to depict him frozen in the moment he broke free. That's why he always has his axe out and is in an active pose. You're just meant to forgive the fact that the game world doesn't freeze around Ranger so we can still have an explosion of gibs for the finale.

    • @GlowingOrangeOoze
      @GlowingOrangeOoze Год назад +8

      @@bigbeigebox Yeah that might be cool. Definitely would've run less risk of being misread, at least. Maybe with some tinkering, one could get it to play Ranger's jump sound (as a stand-in 'exertion' sound) at slowly increasing volumes in the lead-up to the explosion? That sounds fun to me, anyway.

    • @RobertPayne556
      @RobertPayne556 Год назад +2

      huh huh HUH *BOOM!*

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @jeremybake2761
    @jeremybake2761 Год назад +2

    You got me, I was screaming (office level scream) that you needed to flip the conditionals.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      It’s weird how easy it is to miss things when it’s your own code (and also rushing to beat a timer) good thing we have code reviews 😅

    • @jeremybake2761
      @jeremybake2761 Год назад

      @@bigbeigebox 100% It felt like you were doing a coding interview challenge.
      And really interesting video, surprises me what QuakeC can do, I never got into it. Now kinda wish I had.

  • @alexfrozen
    @alexfrozen Год назад +9

    I do remember my adventures in qc 25 years ago. Most memorable self lessons. It teaches to read code, to write code and have fun with it. Homing missiles, advanced AI... Now when I asked a question how to become programmer I do recommend to start from qc.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      I can definitely see that, it may not be the most elegant or feature rich language, but it’s something you can dive into and quickly see the results of your changes 😄

    • @alexfrozen
      @alexfrozen Год назад +1

      @@bigbeigebox Yeah. Most required feature is memory allocation for some complex AI algorithmes. What about results, yes, much more than b/w bouncing balls on a line)))

  • @Christobanistan
    @Christobanistan Год назад +68

    Saw an interview with Carmack recently where he said he probably shouldn't have made his own language for Quake, which is why he went back to regular C for the next game.

    • @Christobanistan
      @Christobanistan Год назад +1

      @@bigbeigebox Isn't Quake C interpreted?That's quite easy to write, done it myself.
      These days, even fully compiled languages are easy to write, these days at least. You can compile to C and use open source tools from there. Or use something like Roslyn.

    • @the_kovic
      @the_kovic Год назад +4

      @@bigbeigebox if it was compiled, how come its compiler didn't throw an error when you called n.nextthink in a function where n was not defined?

    • @jose.inestroza
      @jose.inestroza Год назад +17

      @@the_kovic
      What a great topic.
      The correct answer is that QuakeC is compiled, generating .dat files. Those
      .dat files then are interpreted during Quake execution. Cite below from Wikipedia.
      "...QuakeC source code is compiled using a tool called qcc into a bytecode kept in a file called progs.dat. The programmers of Quake modifications could then publish their progs.dat bytecode without revealing their source code. Most Quake mods were published this way.
      QuakeC is known as interpreted because as Quake runs, it is continually interpreting the progs.dat file."

    • @UnitSe7en
      @UnitSe7en Год назад +3

      @@jose.inestroza Neat! _Really_ have to appreciate the attempt to obfuscate other people's property. Thumbs up for John!

    • @RoadPirateFilms
      @RoadPirateFilms Год назад +9

      @@Christobanistan The Quake I source code wasn't written in Quake C. It was mostly written in the C language in addition to some parts of it being written in x86 assembly language in order to get as much performance as possible out of the limited hardware of the day. "Quake C" is essentially a scripting language created by John Carmack that can be used to modify the game logic without needing to have access to the source code for the game(it is also compiled into byte-code in order to improve performance, however, so it doesn't operate like a traditional scripting language). It wasn't until over four years after Quake I was released that the full source code was made freely available to the public by John Carmack(search for his ".plan updates" (dot plan updates) from around that period of time for some interesting reading(the ones related to Quake II, III, Doom 3 and RAGE and worth reading as well)

  • @ModernStacker
    @ModernStacker Год назад +20

    I am SO GLAD I'm not the only one who found the ending anticlimactic. The music change completely fixes this, and the animation changes are a total bonus. BRAVO! 😎

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      Thanks, I'm glad you enjoyed it 😊

  • @LigH_de
    @LigH_de Год назад +3

    5:42 - and I yelled "Opposite condition!" at the screen...

  • @GavinGregoryTeeeePot
    @GavinGregoryTeeeePot Год назад +13

    The beauty of Quake being open source is, no matter the original intention(s), people can have fun and modify the game/engine as they wish. Great video - loved to see these little tweaks!

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks, I totally agree about the awesomeness of quake being open source 😄

  • @gilassp
    @gilassp Год назад +80

    Cool fix! Not sure if it was Romero who programmed the boss, as apparently some of the QuakeC was written by McGee, perhaps others as well. Willits also said that in those days even if you were a level designer, you still did a little bit of everything. One main thing to remember is that after they decided to just slap together another shooter in December of 1995, they were working in constant crunch mode for 7 months with almost no day offs, according to Romero. So a lot of the stuff was implemented quickly and sometimes not in the best way, of course. As for the frames, the player model already had these animations I think around February 1996 when QTest1 was released. The earliest Shareware version 0.91 already had .bsp files with worldspawn having values for the "sounds" key which was refering to the CD track to play. There is a leaked "Beta 3" pre-release of the full game floating around the internet, which is a build from approximately the same time as the shareware version. It has a different end level which looks more in the style of E4/Sandy Petersen, but in general was most likely a draft for testing. The Shub model is there but apparently no code to kill it yet was implemented, after some damage it just stops the model animation and that's it. Point is, Romero probably meant they didn't have Quake music during the major time frame of the development, but they most likely did have it by the time of Shareware version was released. In another interview he said that also a friend (presumably Chris Vrenna) was supplying them other dark ambient tracks while the work on soundtrack was still being done and sometimes id Software apparently listened to that "alternate" ambient stuff while developing the game. Chaotic and fast development process of Quake sure left many weird quirks and "mysteries" that are still being wondered about today.

    • @wolfgangfrost8043
      @wolfgangfrost8043 Год назад +6

      I think you must be my long lost twin! When I saw the Quad Damage HUD icon next to this comment I was like "WTF? I don't remember seeing this video before, much less leaving a comment on it!"

    • @HeDreamtOfAscension
      @HeDreamtOfAscension Год назад

      This is incredible information. I had no idea Chris Vrenna did an alternate soundtrack for Quake. I wonder if those tracks were re-used on Alice or Tweaker tracks.

    • @johnsimon8457
      @johnsimon8457 Год назад

      Those writebyte(msg_all, svc_cdtrack) calls don’t make too much sense. I wouldn’t want to teach a class on quake c development like you’d teach a class on lua or other scripting languages. Looks like it was strictly an internal tool so they squashed the code through to get it done, that’s it.

  • @davidsirmons
    @davidsirmons Год назад +1

    To this day, the music and sound design by Reznor are still hair-raisingly creepy.

    • @bigbeigebox
      @bigbeigebox  Год назад

      Definitely, it’s easily my favourite game soundtrack. I’m a big fan of the film scores he and Atticus Ross have done recently as well

  • @tiefensucht
    @tiefensucht Год назад +28

    What I missed was an victory animation of the player. It didn't felt right that the boss had an death animation, but the player model didn't move at all. Using the axe to kill the boss from the inside made sense to me, but it would have been cool if he had raised his axe into the air and maybe some blood particles sprinkling from it.

    • @justiciar1964
      @justiciar1964 Год назад +9

      A batshit shellshocked marine using nothing but an emergency tool to tear apart from the inside out an ancient god whose appearance most people's brains can't even comprehend. That's way more badass than Doom. Doom Slayer needed heavy ordinance just to deal with really really tall goat bois.

    • @bigbeigebox
      @bigbeigebox  Год назад +11

      Yeah, anything other than the standing perfectly still on one leg would have been a huge improvement

    • @clint9040
      @clint9040 Год назад +4

      Yeah! The space marine should have had an animation like him walking to where the creature was, dropping his pants, and squat down and take a shit while reading a news paper.... oh wait...

    • @RobertPayne556
      @RobertPayne556 Год назад +1

      ​@@clint9040I hear whistling.
      *Duke grins. 😎*

    • @tiefensucht
      @tiefensucht Год назад

      @@clint9040 And whistling the quake theme :D

  • @heyitsdazy
    @heyitsdazy Год назад +2

    I was so excited by "accidently" beating the boss because I had no idea what telefragging was when I beat this the 1rst time, that I didn't even notice the odd nature of the ending. Glad to see someone care enough to change the ending.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks! The first time I played through quake as a kid I didn’t figure out the ending at all, and spent ages trying to kill shub with conventional weapons. A friend had to tell me to telefrag it in the end 😂

  • @rogercruz1547
    @rogercruz1547 Год назад +2

    6:00 Me screaming "IT'S FLIPPED! THE CONDITIONAL IS FLIPPED!" at my screen

  • @PhoenixBird9000
    @PhoenixBird9000 Год назад +22

    Your fix looks great and fits. I have to agree with the "Rushed out ending" theory as it's commonly known that during development they said something along the lines of, "Let's just put Doom weapons in it and be done with it". I think a better ending would have the music fix, and Quakeguy raising his arms up in celebration before returning to the idle animation.

    • @bigbeigebox
      @bigbeigebox  Год назад +7

      Thanks, that would definitely be a good ending, not sure I could create the required animations in 5 minutes 😅

    • @PlasticCogLiquid
      @PlasticCogLiquid Год назад +1

      That was why Romero quit Id, I believe I read that somewhere. He wanted to do better than just another shooter. That's why he made us all his bitches.

  • @unraveledultimatefate
    @unraveledultimatefate Год назад +9

    That struck me so hard as a gamer who primarily played Quake 1 as a first game of any genre back in 1997 - 2000s.

  • @Go_Coup
    @Go_Coup Год назад +12

    I know it doesn’t necessarily match your experience, but I like that he has the ax. It’s as if he used all his ammo to take Shub down and then needed to go in with the ax, leading to a telefrag.
    I also like the music. It’s calming and let’s you know you have won.
    I like the pose. You see him charging in for the kill, same way he beat all of the other missions. It just so happens that he got the kill by having the courage to go in.

    • @bigbeigebox
      @bigbeigebox  Год назад +6

      All fair points, and I do like the theory that ranger had to hack up shub from the inside with the axe, a few people have mentioned that 😊

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @iyago1638
    @iyago1638 Год назад +4

    That is a cool way of fixing the ending, something I would also like to see being fixed is the unused sight sound effect when she spots the player, it is a really cool sound and I think it would make Shub more menacingly.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Good idea, I’ll try to work that into my next quake modding video 😊

    • @your.local.chunky.monkey2292
      @your.local.chunky.monkey2292 Год назад

      @@bigbeigebox bro, how can she see the player? she literally just a blob of flesh with tentacles.

  • @TomasRay
    @TomasRay Год назад +1

    I've sent John an email back in a day and he responded in a timely manner, he's truly a great guy.

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      I did also email him and didn’t get a response, but he’s probably busier and gets more unsolicited emails these days 😅

  • @jose.inestroza
    @jose.inestroza Год назад +8

    Amazing work, congratulations 👏. It's obvious that if you try again, with little effort all the changes could be done in less than five minutes, because of the know how. Thanks for, let's say, the honest approach of the video.

  • @wewahwowee
    @wewahwowee Год назад +2

    Ask Sandy Peterson why. Sandy seems to have more of an online presence, so he may be easier to reach. He will most likely give you the wrong answer, however from what I’ve seen John Romero loves to publicly correct him.

    • @bigbeigebox
      @bigbeigebox  Год назад

      Great idea, I’ll give that a go. I was just watching the Quake video on Ahoy’s channel and saw Sandy commented there 😊

  • @The_Carmine
    @The_Carmine Год назад +4

    i, for one, think that the original track is perfect for that ending. fits the presented scenario of "you just killed an elder god in its realm, good luck finding your way back".

    • @bigbeigebox
      @bigbeigebox  Год назад +6

      I can definitely see that, the “Aftermath” track definitely has a “so now what” kind of vibe to it

    • @CTimmerman
      @CTimmerman Год назад

      @@bigbeigebox Quake Champions shows that he made the orb his own and is still trying to get home.

  • @csikocska
    @csikocska Год назад +6

    I love to play Quake game since I got the game's CD disc around 11 years old. That FPS game is amazing in every way. 🙂
    When I played through Quake around 5 years ago, I noticed the incorrect music and the strange pose of the Ranger after destroying Shub-Niggurath.
    I will check out this fix with the Steam version of Quake.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      I watched through a few play throughs of different versions of Quake, and the only one I found that had a different final scene was the Sega Saturn port, which shows the ranger standing more normally, holding the gun. Of course the Saturn version doesn't run on the id tech engine, so it's not surprising they'd change it

  • @Domarius64
    @Domarius64 Год назад +1

    From what I have read, development was rushed as the game approached its end date, and this is just one of those many things that happen when things are rushed. They clearly prioritised testing the main bulk of the game, because the game released in a pretty solid state. Good on them for having their priorities straight.

  • @lemagreengreen
    @lemagreengreen Год назад +9

    You're definitely not wrong! Quake's final map always felt like someone threw it together in 20 minutes to me... I think it could have been so much more, the telefrag was cool but it definitely felt like a rushed effort to just get the game finished, mistakes included.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      From what I've heard the development was rushed, particularly at the end. I've always found it odd that the final scene/music wasn't addressed in any of Quake's updated or re-releases, which is why I thought maybe it became a bit of an in-joke at id

    • @midorifox
      @midorifox Год назад

      @@bigbeigebox quake's development was more troubled than rushed. There's an interview where, I think John Romero said that doom's engine took some number of months to make, while quake was taking at least three times as much, and that was just the engine. It's almost a miracle that Quake came out at all, despite all of its flaws.

  • @ReoL_17
    @ReoL_17 Год назад +2

    I hope I wasn't the only one screaming internally when the frame indexes for axe and non-axe were being unintentionally switched in the conditional due to cut-paste shenanigans.

    • @bigbeigebox
      @bigbeigebox  Год назад

      According to the comments there were at least two of you 😂

  • @dileepvr
    @dileepvr Год назад +5

    Make it update every 0.2 seconds instead to slow the idle animation down. It'll look more like deliberate breathing.

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      I did try that after making this video but it still looked jerky. I have actually made an error in this code that means the first frame is being skipped, which is probably making it look even more jerky

  • @krisdabrowski5420
    @krisdabrowski5420 Год назад +2

    files instantly load and instantly open in the IDE
    3D model mesh previews load and draw four angles fast
    code compiles and runs in like 4 seconds
    all on ancient hardware
    that's significantly faster than how most game projects and IDEs run, load, and compile now, on modern hardware

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      I’d not thought about that but it’s a great point. It’s probably partly due to the simplicity of the models and rendering engine, but there’s definitely a lack of bloat that you see in most modern software 😄

    • @CTimmerman
      @CTimmerman Год назад

      @@bigbeigebox *Absence of. The Quake remake on Steam starts with a version selector and a bunch of logos in the new one.

  • @appidydafoo
    @appidydafoo Год назад +2

    Very interesting, thank you for the thorough explanations throughout.
    Although aesthetically, I agree with GlowingOrangeOoze's interpretation of the way things ended originally.
    I also feel that Aftermath was the right track selection, not only in terms of mood and as a closing bracket (rather than as a "bridging theme") but also because that was the track that played at the end of all multiplayer deathmatch sessions. It seems like a fitting end.
    In that way I think "fix" is a bit of a misnomer, but that doesn't change my level of interest in the content and appreciation for the work involved in both examining the code and producing this video. Thank you.
    All that being said, loved your conjectural epilogue. Interesting to consider. Hope he responds.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks for the detailed comment 😊 glad you enjoyed the video. I can definitely understand preferring the original ending, it certainly has its own charm. And maybe calling what I did a “fix” was a bit cheeky, it got people talking though 😂

  • @tuomollo
    @tuomollo Год назад +13

    Axe ending never felt wrong to me. I have assumed that the player killed the boss from the inside using the axe.

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      A lot of people have said that, and it does make a lot of sense. One of my next videos will be making a version of the ending that makes it more obvious he’s hacking it up from inside 😊

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @kaetor2888
    @kaetor2888 Год назад +7

    The animations might look a bit janky in the idle animation as you reset to frame 12 or 17, but them immediately increment to the next frame.

    • @bigbeigebox
      @bigbeigebox  Год назад +3

      Oh yeah, you're right, good catch! I also miscounted how many axe animation frames there are and missed the last few, although that's already fixed in code I've put on GitHub.
      I'll have a go at fixing the instant frame jump and see how that looks. Thanks 😄

  • @andreasrowicki6393
    @andreasrowicki6393 Год назад +1

    So cool that you finally fixed this! I Enjoyed watching your video. Played quake (mostly online and in Lanparties) almost every day from 1996 to around 1999. Really important game to lay the foundations for modern e-sport.

    • @bigbeigebox
      @bigbeigebox  Год назад

      Thanks! I too have fond memories of quake lan parties in the last 90s, I do miss local multiplayer gaming like that

  • @alister2886
    @alister2886 Год назад +2

    QuakeC allowed me to develop a freakin' rocket machinegun. I rest my case.

  • @metallicarabbit
    @metallicarabbit Год назад +2

    i just stumbled on this channel via my recommendations and i watched all three of your vids and i like what im seeing, subbed, hope to see you put out more content like this

    • @bigbeigebox
      @bigbeigebox  Год назад

      Thank you! I've got a lot of videos planned, both in terms of game mods and more hardware stuff. Time is always the problem, especially as this isn't my only RUclips channel. If you happen to be into cars check out Engines and Unfinished Business - www.youtube.com/@EnginesandUnfinishedBusiness

  • @MGMan37
    @MGMan37 Год назад +3

    Him having the axe was intentional. He's not big enough to completely telefrag Shub, which is why Shub doesn't immediately explode. Instead the player appears in his stomach and hacks his way out with the axe. And the pose is probably just because it looks sufficiently actiony enough to be a freeze frame ending.

    • @bigbeigebox
      @bigbeigebox  Год назад

      Quite possibly, it just always seemed odd to me. I’m going to do a follow up where I try to make it more obvious that he’s hacking shub up from the inside with the axe

    • @MGMan37
      @MGMan37 Год назад

      Probably what I would do to spice up the ending is make shub's innards out of brushwork, requiring the player to manually hack a few flesh walls open in first person to then trigger the ending cutscene

    • @bigbeigebox
      @bigbeigebox  Год назад

      That would be awesome, probably a bit beyond my abilities and free time though 😅

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @GodOfBiscuits66
    @GodOfBiscuits66 Год назад +18

    I noticed the 12/17 mix up and was smiling when you fired it up. I like your comment about coders copying other code. Makes me feel better about doing it. LOL
    Would slowing down the animation make it look better? Less jerky?

    • @GodOfBiscuits66
      @GodOfBiscuits66 Год назад +2

      @@bigbeigebox At least you didn't make the mistake, spent hours compiling, hours running it to get to the point only to find the mistake. As someone who has done it many times, it can be disheartening. LOL

    • @christiangottsacker6932
      @christiangottsacker6932 Год назад +1

      I dont think it would look less jerky unless it was running in a source port. Standard base quake looks exactly like what you see. Model interpolation didnt exist. All animations were super jerky because they didnt have in between keyframes? Something like that. Sourceports fix that.

  • @marcombo01
    @marcombo01 Год назад +1

    I think at least you studied the code base of the game before recording this video. It's mind-blowing for me to think in someone able to fix a bug in a software he never has seen before.

  • @Geferulf_TAS
    @Geferulf_TAS Год назад +2

    Great video! Had no idea this bug even existed.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks! It seems to divide opinions on whether it's actually a bug or not, but either way I'm happy to have finally done something about it 😊

  • @xmaverickhunterkx
    @xmaverickhunterkx Год назад +1

    Only fix needed was the leg. Great stuff.

    • @bigbeigebox
      @bigbeigebox  Год назад

      I agree, the one legged pose was definitely the worst part of the original ending

  • @tamas_k
    @tamas_k Год назад +1

    That one-legged congratulations screen is the wallpaper on my retro pc's desktop.^^

  • @TuRmIx96
    @TuRmIx96 Год назад +2

    I'd love to see Mr. Carmack react to this.

  • @zdzichuWentyl
    @zdzichuWentyl Год назад +1

    Quake is GOAT of games that's for sure

  • @CTimmerman
    @CTimmerman Год назад +1

    Cool. The relaxed music never bothered me before, but I did change the axe to the gun in my mod. Quark looks much easier than Deacc/Reacc + Edit, but even decompiled QuakeC was much easier to understand than Unreal Tournament script.

  • @WarrenMarshallBiz
    @WarrenMarshallBiz Год назад +1

    Fantastic stuff, thank you! I love Quake and this sort of content hits right ...

    • @bigbeigebox
      @bigbeigebox  Год назад

      Glad you enjoyed it 😊 Quake is still one of my favourite games, it’s great to see it still has an active community after all these years

    • @xbzq
      @xbzq Год назад +1

      ​@@bigbeigebox This video showcases clearly how you aren't a good coder because of the mistakes you made and didn't fix it recognize. Very informative. See my other comments for details.

    • @bigbeigebox
      @bigbeigebox  Год назад

      @xbzq you again? How desperate are you for attention that you’ve commented this four separate times 😂
      I’m very happy with my coding skills, as is the company that employs me as a senior software engineer
      I made two other mistakes in this code, and as you’re clearly someone who never makes mistakes, see if you can find them 🔎

    • @WarrenMarshallBiz
      @WarrenMarshallBiz Год назад

      @@xbzq "See my other comments for details."
      Make me.

    • @xbzq
      @xbzq Год назад

      @@bigbeigebox I'm super ultra mega desperate. The reason for multiple comments is because comments get lost all the time. More is more. I am also a senior software developer and this error right there is a noob mistake. These days that title gets applied if you have just a few years of corporate coding under your belt. It's clear that it's not always deserved. I'm sure you're aware of budget overruns in software. I think I know why.

  • @C2S07
    @C2S07 Год назад +3

    Near the crash I was actually expecting a compiling error due to the function definition "standin_idle" missing an underscore (causing at least a discrepancy between the defined name and the calls). After watching the video I went back to inspect this, and it turned out the editor simply started hiding the underscore character on writing the comment line at 9:31. :-)

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      Yeah that editor isn’t great, the missing underscores confused me as well

  • @norestfortheliving
    @norestfortheliving Год назад +2

    Retro PC channels are always welcome, subbed 😊

  • @midinerd
    @midinerd Год назад +3

    The mid-run animation makes more sense because you can see an actual axe, the frame you'd chosen in the example (due to perspective) looks like a bloody stick. Still cool but you can imagine in a scanned critique that something showing the contour the axe would've been preferred.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      That’s a really good point, I hadn’t thought about that

    • @Max-xp1wo
      @Max-xp1wo Год назад +1

      but can't they just have moved the camera and have a better pose?

  • @OfflineOffie
    @OfflineOffie Год назад +2

    I love this so much, It's such a fun idea!

  • @samw1501
    @samw1501 Год назад +2

    Great vid! Although I'm firmly "he cut his way out with the axe" camp.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks! I do like the "cut his way out with an axe" theory, so I'm going to make a version of the ending that better shows that 😊

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @thedopplereffect00
    @thedopplereffect00 Год назад +2

    Great work learning Quake C. You're probably overthinking their design decision here. I'm guessing they just did the minimum needed to get the ending done and didn't put to much thought into it.

    • @bigbeigebox
      @bigbeigebox  Год назад

      That seems likely, I overthink most things 😅

    • @xbzq
      @xbzq Год назад +1

      ​@@bigbeigebox You didn't overnight that animation code you wrote. It's broken because the inc follows the comparison. That's incorrect and orifices incorrect results. A choppy animation in this case which it turns out is entirely due to your coding mistake.

  • @Fender178
    @Fender178 Год назад +1

    Very interesting mod. I beat quake once the whole way through but I didn't have the music playing when I did because you needed the CD in order for the music to play.
    Yeah unlike doom Quake had a more rocking sound track. So I can see why the quake theme is a better choice than the song aftermath. Also unlike Quake the ending song that plays at the end of Doom1 is perfect for that game.

  • @dominikfrohlich6253
    @dominikfrohlich6253 Год назад +3

    I don’t think the axe frame was a mistake. The player used the axe to wreak havoc on the insides of Shub Niggurath… so it did not need fixing. However maybe it should still be a standing frame, not running.

    • @bigbeigebox
      @bigbeigebox  Год назад

      A lot of people have said that, and it does make a lot of sense. One of my next videos will be making a version of the ending that makes it more obvious he’s hacking it up from inside 😊

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @VintageModernRemixes
    @VintageModernRemixes Год назад +1

    QuArK! Hell yea, those were the days.

  • @joel6376
    @joel6376 Год назад +5

    Given the ID guys claimed to build quake with multi in mind from early on (due to dooms success), and it shipped with both multi as well as DM specific maps (which q2 did not) I think the take on the animation frame is a bit wide of the mark. The assets would have been there. qtest, the dm test they release quite a while before the full game, had player animation etc. They were very keen on it.
    I'd like to think the axe + running was an artistic choice made in haste

    • @bigbeigebox
      @bigbeigebox  Год назад

      That’s a good point, I probably am wrong about the frame choice 🤔

  • @sanjurosama
    @sanjurosama Год назад +1

    I don't know if it'ts a false memory but I do remember hearing the Quake theme after beating the game in the 90s.

    • @bigbeigebox
      @bigbeigebox  Год назад

      I had a look at as many different flavours of Quake as I could find when researching for this video, and I couldn’t find any that played Quake theme at the end. There may well be something I’ve missed though, I’d love to know if there is a version that plays quake theme

    • @CTimmerman
      @CTimmerman Год назад

      The new version on Steam automatically switches to the credits and that theme. The old version might also return to the menu and demo, but i've replaced mine with FTE.

  • @Blake_Stone
    @Blake_Stone Год назад +2

    Considering this game was rushed out the door so fast they didn't even have time to create proper bosses for it, I'm pretty confident all of this was simply due to deadlines.

  • @hrrawr
    @hrrawr Год назад +1

    11:40 my mans fixed the final standing pose at the end of Quake in teh time it takes to run an episode of SpongeBob.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Yeah, I probably should have just watched SpongeBob instead 😂

    • @hrrawr
      @hrrawr Год назад

      No way dude! You're doing Elder Gods' work!

  • @SysOpQueen
    @SysOpQueen Год назад +1

    This feels like home

  • @privatehuff
    @privatehuff Год назад +1

    5 minutes? close enough! subbed

  • @alberts6096
    @alberts6096 Год назад +1

    cool idea to fix the ending

  • @JoesGuy
    @JoesGuy Год назад +2

    I hope this becomes a mod, or is at least doable, in the current Bethesda port of the game.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      I’ve not tried as I do this have a copy of remastered, but I suspect it will work, as it’s just a couple of small changes, and remastered does support some original mods

    • @JoesGuy
      @JoesGuy Год назад

      @@bigbeigebox Here's hoping it works. I don't think I can live with myself hopping through the monster now. XD

  • @potential900
    @potential900 Год назад +1

    I can sort of imagine the scene of him standing on one leg with the axe in hand as an attempt to show him as running or pushing out. If the intention was to create one of those "cliffhanger" shots from the ending of certain movies (the shot freezes mid-action), it can make more sense. Kinda similar in style to motion blur photography I suppose. Only issue here being the Quake engine is too limited and fails to properly capture the idea.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Yeah, the original ending definitely would have worked well if they'd been able to freeze all the gibs as well

    • @potential900
      @potential900 Год назад

      @@bigbeigebox That and such a shot would really need the scene to be moving initially for the viewers to understand feel the cliffhanger, ideally done as a quick slowdown to full freeze as opposed to instant freeze. Probably another thing that can't be done.

  • @kaurt9954
    @kaurt9954 Год назад +1

    How I love old development software, so vibe environment

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      It definitely has a certain charm, although I do miss modern features like auto indenting 😂

  • @TCrag
    @TCrag Год назад +1

    Great fixes, the Axe is intentional though as he hacks his way out from inside.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      A few people have said that, and I’m starting to agree. I’m gonna do a follow up video soon that explores this further 😊

    • @TCrag
      @TCrag Год назад

      @@bigbeigebox good to hear, to help support this opinion, the boss dose not get insta gibbed upon teleport, he roars in pain and struggles a few times before he explodes, this is the hero hacking his way out from the inside. Otherwise a Tele-frag would be instant.

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @marko-gj1uj
    @marko-gj1uj Год назад +1

    Every time I see someone use older programs like Unreal Engine 2, I want to work on them

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      There is definitely a certain charm to old game engines, although that could just be nostalgia 😄

    • @marko-gj1uj
      @marko-gj1uj Год назад

      @@bigbeigebox yeah.

  • @andrasbradacs6016
    @andrasbradacs6016 Год назад +1

    You just get a new subscriber for yourself, Sir! 😊

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks! Happy to have you on board

  • @rogerwinright2290
    @rogerwinright2290 Год назад +1

    This is awesome content! I just recently got into modding Quake 3 and am actually starting to put an old computer together for running the actual files.
    VirtualBox just isn't cutting it these days!
    Also, which editor are you using for this!?

    • @bigbeigebox
      @bigbeigebox  Год назад

      Nice! There’s something special about using era appropriate hardware 😊 I used QuArK, mostly because I used to play around with it back in the late 90s, there may well be better options

  • @AndyGaskin
    @AndyGaskin Год назад +1

    This was fun to watch

  • @faisalwho
    @faisalwho Год назад +1

    Subscribed.
    fteqcc + quakespasm source + mingw/msys + blender w/ mdl plugin + gimp, will rekindle your love for Quake.
    I’ve personally added ray mesh collision to quake for hitscan weapons and dual wield. (I have some clips).
    I want to do more, but too many side projects in flight.

    • @bigbeigebox
      @bigbeigebox  Год назад

      Thanks 😊 quakespasm looks really cool, I’m currently trying to find a quake c compiler that will work on Mac OS, as it’s either that or break out my Pentium II machine every time I want to do any modding 😕

  • @Saavik256
    @Saavik256 Год назад +1

    Back in my Quake modding days, I absolutely hated working with QuakeC.

    • @bigbeigebox
      @bigbeigebox  Год назад

      I can imagine it would be a pain to do anything complicated with quake c, it seems quite limited

    • @Saavik256
      @Saavik256 Год назад

      @@bigbeigebox Well, considering it's a version of C that Carmack put together specifically for Quake ... yeah. It's quite limited.

  • @xDShot9000
    @xDShot9000 Год назад +1

    Check out Underdark Overbright mod which also has end completely remade. It is included in Quake Remaster.

  • @peterjohnson9438
    @peterjohnson9438 Год назад +1

    The reason your animation seems to skip the first frame is.. because it skips the first frame when looping.
    When the standin_idle() routine is entered, it first checks if it's been at the last frame of the sequence. If it's at the last frame, it resets to the first frame... and then *immediately after* advances to the next one.
    The first frame of the sequence is never seen again.
    The animation also seems to be running at double speed, so maybe increase the time to next think..

    • @peterjohnson9438
      @peterjohnson9438 Год назад

      Simple fix for the animation loop: in the two checks seen at 11:41, reset to frames 11 and 16, instead of 12 and 17, respectively. Your subsequent increment beneath will correct the error.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Yeah, a few people have pointed that out, that’s what I get for rushing 😂 even with that fixed the animation still looks jerky, I tried changing the animation speed but it looked worse, the animations are designed to run at 10 fps. I’ve tried it in QuakeSpasm which does frame interpolation, and it looks way better 😊

  • @gabrielgabriel9779
    @gabrielgabriel9779 Год назад +3

    I got Quake at release when i was 10.
    Around 3 months later me and my dad beat it... i didn't understand yet about telefrag so when i see Quake guy with an axe i though that we teleport inside and axe our way out.

    • @bigbeigebox
      @bigbeigebox  Год назад

      I few people have said they thought the player was hacking shub up with the axe from the inside, which definitely makes sense as there's a few seconds of delay between the teleport and the shub exploding.
      I'm gonna try to a make another version of the ending that emphasises that theory, maybe by showing the player halfway through an axe swing when shub explodes

    • @gabrielgabriel9779
      @gabrielgabriel9779 Год назад

      @@bigbeigebox Cool, i wonder how it will turn out

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside

  • @faridkemyakov2645
    @faridkemyakov2645 Год назад

    A few hours ago I noticed that channel was gone. Something like a "the channel does not exist" message was on the page I got from the channel link above. I couldn't comment then because of that. Please check why the issue occurred. Might be somebody who reported the channel, or just a bug from the RUclips side.
    Great video by the way 😀
    UPD: I've noticed that Copper Quake mod had almost fixed that issue a year ago :)

    • @faridkemyakov2645
      @faridkemyakov2645 Год назад

      I tried to change it there too, since in Copper Quake it's based on skill, if you see player with Axe or other weapon. So far no luck.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Yeah, I noticed that too. Not sure what happened, might be because I changed from a personal channel to a brand channel (which is also why all my old comments have disappeared). I managed to get it back by adding a channel description, seems to be a weird RUclips bug. Hopefully there weren't too many people to tried to subscribe/comment but couldn't during that time
      Glad you enjoyed the video, someone on Reddit also mentioned the Copper mod doing this fix, so I'm definitely going to check out their solution 😄

  • @dewaard3301
    @dewaard3301 Год назад +3

    I really don't care much for the time boxing. But the fact that guys are going around diving into this kind of thing makes me really hopeful that humanity will survive our current troubled era.

    • @bigbeigebox
      @bigbeigebox  Год назад

      I definitely wouldn’t try the time limit again, it just lead to rushing and mistakes 😖 I still really enjoyed digging into the code though, gonna try some more Quake mods in the future

  • @SwimSwimHungry
    @SwimSwimHungry Год назад +1

    Underrated content.

  • @tech34756
    @tech34756 Год назад +2

    Usually with things like this I expect it to be because:
    1) they were in a rush
    2) nobody really cared about the ending because of the ‘like the plot of a porn film’ mentality.

  • @EMB3D
    @EMB3D Год назад +2

    Never heard the music as a kid :)

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      I used to put the quake disk in my cd player to listen to the soundtrack when I wasn’t even playing, it’s how I discovered nine inch nails, now one of my favourite musicians

  • @ibtarnine
    @ibtarnine Год назад +1

    This is sweet, but as someone who has played Quakeworld for decades, that animation cycle was jarring to see. It's definitely not the same as the normal Quake/Quakeworld animation cycle, which is more subtle. I'm not a great programmer but I definitely think you made some kind of error there with the frame timing.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Good eye! I did indeed make an error in the animation code, so the first frame is being skipped. Even with that fixed the animation is still a bit jerky - 10 fps is a little too slow for persistence of vision. I’ve also tried it in quakespasm which has frame interpolation and it looks much better there 😊

  • @K0yaanisqatsi
    @K0yaanisqatsi Год назад +1

    Ive just been playing GLQuake after the Pub. Fakn hard work but enjoyable. :D

  • @martinhardy7659
    @martinhardy7659 Год назад +1

    Great! Do u have any other details for QuakeC

    • @bigbeigebox
      @bigbeigebox  Год назад

      Thanks! There’s some good guides on quakewiki - quakewiki.org/wiki/QuakeC_tutorials

  • @RobertPayne556
    @RobertPayne556 Год назад +1

    How come Ranger didn't get the .BSP error when inside Shub-Niggurath?

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Shub is an entity like any other enemy, and not a brush. It’s a real telefrag as shub has 40,000 hit points and telefragging does 50,000 points of damage

    • @RobertPayne556
      @RobertPayne556 Год назад

      @@bigbeigebox I guess it rules out Pentagram Of Protection, as it locks health to only 666 points. That and CPU entities can't pick them up anyways.

  • @yespc
    @yespc Год назад +1

    What was the difference between self.walkframe and self.frame in the standin_idle function?

    • @yespc
      @yespc Год назад

      Was walkframe set to 0 necessary to not have broken animations before the think execution?

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Walkframe is to keep track of where you are in the current animation cycle, it doesn’t actually do anything itself. Eg: if a walk cycle had 5 frames, but starts on frame 11, you know to go back to frame 11 when walkframe reaches 5

    • @yespc
      @yespc Год назад

      @@bigbeigebox Ok, thank you for your explanation. Great video by the way.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      Thanks! 😄

  • @jibixyyt
    @jibixyyt Год назад +1

    I would be interested to see you fix the slip ups of the original Doom games (Doom 1 and Doom 2)

    • @bigbeigebox
      @bigbeigebox  Год назад

      I’m not as familiar with the doom games as I an quake, but I’ll try to give it a go sometime

  • @uconnjames
    @uconnjames Год назад +1

    This looks very interesting. Where can we find the source code and the software development tool?

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      I used QuArK to change and compile the Quake C files, which is open source - sourceforge.net/p/quark/code/HEAD/tree/

  • @alexkubrat3868
    @alexkubrat3868 Год назад +2

    Question, what program you used for coding this Quake ending fix?

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      I used QuArK, mostly because it’s what I used to use to do level editing many years ago, and because it will run on an old windows 98 machine. I’m sure there are much better options these days 😊

    • @alexkubrat3868
      @alexkubrat3868 Год назад

      @@bigbeigebox ahh, thanks.

  • @CHMernerner
    @CHMernerner Год назад +1

    Amazing

  • @StygianEmperor
    @StygianEmperor 2 месяца назад

    haha i never really thought about it but yeah these fixes are great
    *edit:* oh whoops i see there's an update video

  • @HeDreamtOfAscension
    @HeDreamtOfAscension Год назад +1

    What did the recent remaster do with the ending? Anything?

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      From the play through I’ve watched it’s still the same

  • @Kppot
    @Kppot Год назад +1

    The Axe is perfectly fine, it fits the basic Quake idea
    The Aftermath theme plays because it always plays with _intermission_camera

    • @bigbeigebox
      @bigbeigebox  Год назад +2

      That is true, however the final scene isn’t an intermission, the intermission is the screen that displays your time, kills, and secrets. The final scene is much more like the end of each episode, which plays Quake theme

  • @THE-X-Force
    @THE-X-Force Год назад +1

    Very nice.

  • @clint9040
    @clint9040 Год назад +1

    I’m sorry this is off topic... but is there a way to NOT have that generic recoil effect when firing a weapon? I don’t want to have any jerking recoil effect at all when I shot...... PLEASE

    • @bigbeigebox
      @bigbeigebox  Год назад

      I’m sure it could be removed with a Quake C mod, although if you have a source port like QuakeSpasm the console command ‘v_gunkick 0’ should sort this for you

    • @clint9040
      @clint9040 Год назад

      Oh thanks for the reply... I will see about that. I use an open GL exe called “telejano” and it just looks so good I had it saved like that for over 20 years. Oh and a mod called “Pain”. I’ll experiment. Thanks for the info

  • @bgsjust
    @bgsjust Год назад +1

    Where do you get the full source code for games and tools to work with?

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      The source code was released by id software, I started with a slightly modified version from here github.com/Jason2Brownlee/CleanFixedQuakeC
      The tool I used is QuArK

  • @househall
    @househall Год назад +1

    Great job, but to be honest, original pose is better at showing the axe. Probably you can turn the player a little bit to the left.

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      That’s true, I’ll give that a go in my next attempt 😊

  • @tr1p1ea
    @tr1p1ea Год назад +1

    This is cool!

  • @K5RTO
    @K5RTO Год назад +1

    this is the way

  • @iLikeTheUDK
    @iLikeTheUDK Год назад +2

    When did John Romero quit Id? Maybe he couldn't finish this cause he was no longer working at Id?

    • @bigbeigebox
      @bigbeigebox  Год назад +1

      From what I remember of the masters of doom book, John had decided he wanted to leave id during quake’s development, but he didn’t actually leave until after quake was finished

  • @rapappathepepper3996
    @rapappathepepper3996 Год назад +1

    While this is better, i think it is strange for him to hold the gun. Like many others here in the comments, i also think he was holding the axe because he was chopping him down from the inside to leave. Altho the fact that he explodes is, well strange for the axe but, alright...

    • @bigbeigebox
      @bigbeigebox  Год назад

      Check out my latest video (if you haven't already) I've re-made the ending so it's more obvious he's hacking his way out from the inside