E3
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     QuakeCon 2006 (Page 4) - Speeches and Panels

I'll go ahead and admit that this page probably isn't going to be that interesting, but it does have pictures of John Carmack, as promised!  You'd probably be better off getting videos or audio of these.

id Software Panel at QuakeCon 2006

So this is what the id Software panel looks like.  People ask questions and the id employees try to answer them.

Who wants to take this one?

You want to answer this one?  I don't want to answer it.  You?  What about you?  Me?  Not me.  Fine, I'll answer it.  I can't remember what the question was, but their reaction was rather humorous.

nVidia QuickDraw at QuakeCon 2006

Just to mix things up a bit (and since my photos were in this order), here's a shot of the nVidia QuickDraw tournament.  The rules were pretty simple: when you signed up, you filled out a form that got placed in the tumbler on the right.  A couple times every day, 2 names would be drawn, and the people selected would have 5 minutes to get to the stage or another name would be drawn.  The two players would then face off in a 1 vs. 1 Quake4 match and the winner received $1000.

John Carmack at QuakeCon 2006

You're probably having difficulty identifying this man since his name tag is turned around, but this is John Carmack.  He just got up on the stage and talked... about whatever was on his mind.  He certainly had no shortage of things to talk about, from the problems of multithreaded programming for multiple cores to real life rockets.  This GameSpy article by Sluggo has a few highlights, for those that are interested.

Appendix Removal

Of course he couldn't stand up the whole time.  There was just too much to cover.  After his time slot was up, he offered to stick around and answer any additional questions.  Several gamers flocked to him like flies to rotting gibs.  Admittedly, I was one of them.  He seemed like a pretty cool guy.  All of the id Software guys were.  I must say, though, and I hope he doesn't take offense to this, he was a lot shorter than I expected.  I mean, he's this huge figure in game development, and nearly every gamer recognizes his face, but...

Where's Carmack?

... he can completely disappear in a small crowd.

Splash Damage Panel at QuakeCon 2006
Here's one of the Splash Damage panels.  They had at least 3.  One to talk about Enemy Territory Quake Wars in general, one to talk about modding for it, and one to talk about how they went from a mod development team to a commercial game development company.
Enemy Territory Quake Wars Editor

Here's a shot of their editor.  I think it's basically Radiant with support for terrain, ambient lighting, and some of the other new features they've added.  I asked plenty of questions about megatexture and came to find out that it wasn't really anything special.  Carmack even said so himself.  It's just one large texture, and the high res areas of it are loaded/unloaded based on your proximity to them.   Basically it's just a new buzzword that the media has taken off with.  id/splash damage are more focused on the gameplay than the technology here.

I will mention a potential point for concern for modders, though.  While it sounds like it's pretty easy to make megatextures with the tools they have, they're going to be very large -- like 400-500 megs (compressed), so redistributing them could be difficult.  Megatexture is not required, however.  You can make maps in the same manner as you would for Doom3 or Quake4.

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Created Aug.16.2006, Commentary and photographs (c) 2006 Nathan "jitspoe" Wulf
Names and things in the photos (c) Whoever They Belong To.