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Carmack Interview Follow-up

A follow-up on the quote from John Carmack yesterday about 32-bit support from 3Dfx: As several readers pointed out that the Tiwirly the quote refers to is actually Gary Tarolli. Finally, Christopher L. Spencer sent along an exchange he had with John about the revelations in the interview.

> After listening to the interview you did with Mat Bettinson
>for Computer Gaming World, a few questions have come up. A lot of
>speculation is going around on messageboards and the like. I thought
>I might get some answers so I could write an article clarifying some
>issues raised by your interview.

Feel free to forward this around.

>1. You are taking over bot development after Q3ATest. Does that mean
>you have lost confidence in John Cash's ability to code a bot that can
>stand up to critical review?

I'm just going to start working on their tactical behavior. Cash has the navigation and strategy code pretty close to finished.

The bot code IS lagging the rest of the game's development, though.

>2. The interview sounds like it was somewhat off the record. When
>you mentioned 3DFX's future plans for a 32 bit part, that sounded like
>a breach of NDA. Was this interview meant to be off the record? If
>it was, then what are your thoughts about having your off the record
>comments posted up for wide release?

I try to operate as if everything I ever say is "on the record". 3DFX is obviously working on a 24 bit part. I am looking forward to the time when I don't have to make complex qualifications about anything I say regarding 3DFX.

>3. There are plans for a petition to put in 3D sound for Q3A. You
>are known for not bowing to public pressure. Would a petition make
>any difference at all to you?

Petitions and public outcry make absolutely no difference to me. My mind can be changed be argument or evidence, but not by vote.

The real issue is that 3D sound just doesn't excite me very much, and I have thousands (literally) of other things that I can be working on.

However, as I have been informed, A3D does work on NT, so there is a decent chance I will implement some support for that.

>4. About the "Beginner Levels". Given the fact that Quake 3 Arena
>requires a basic level of 3D accellerated hardware, what guarantees
>that your Average Joe would buy the game anyways? It seems to me that
>having basic levels to introduce your dad to 3D shooters is mutually
>exclusive with the fact that it requires that your dad may very well
>might not have any reason to have a 3D accellerator.

"3D accellerator" includes the rage pro, which is basically the standard pentium II video card by volume. Riva128 also works fine, and now permedia II can at least limp along. That covers plenty of market. You are very hard pressed to buy a computer without a 3D accelerator in the last year or so.

Anyway, a lot of experienced players will love the simple maps.

>5. Can we have a definitive answer here as to whether bots will be
>available for the teamplay modes such as CTF?

They don't function that way right now, but it is our intention that they will.

John Carmack

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