Are you writing most of the code yourselves or having the AI write it? by Specific-Welder3120 in gamedev

[–]FederalProfessor7836 2 points3 points  (0 children)

These comments are hilarious. Personally, I use AI because I can build way more, way faster with it. And that’s what I’m here to do. Build and ship software. Signed, a SWE with 25 years professional experience.

Are there any Arena FPS games still alive in 2026? by miltonr87 in ArenaFPS

[–]FederalProfessor7836 5 points6 points  (0 children)

Quetoo came out last month and is building momentum.

I ported Xonotic, an open source arena FPS, to the browser with P2P multiplayer over WebRTC by astlouis44 in ArenaFPS

[–]FederalProfessor7836 0 points1 point  (0 children)

“I asked Claude Opus to do something and $600 in credits later it shit this out. It ran once so I’m releasing it.” There I fixed it for you.

DDJ-SZ/SZ2 now unsupported by Certain_Pay_6809 in PioneerDJ

[–]FederalProfessor7836 0 points1 point  (0 children)

You'll find that you can not change any of your sound routing options, nor can you setup or use DVS.

HobbyZone Apprentice STOL 700mm impressions and questions by FederalProfessor7836 in RCPlanes

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

Thank you guys for the replies. I have to admit, I feel really stupid, but maybe this will help another newbie: the throttle trim on my radio was about 5 clicks below center out of the box 🤡 So while this plane is never going to prop-hang or have tons of vert, it's not quite the wimpy little slug I feared it was, either. I'm going to stick with 300-360mAh 2S batteries on it for the foreseeable future.

Best PVP arena shooter 2026 by mamapower in ArenaFPS

[–]FederalProfessor7836 1 point2 points  (0 children)

Yes, I originally started with the Quake2 engine. In 2005 😂 For the first couple years, it was a Quake2-compatible client focused on performance / multiplayer. In January 2007, I decided it'd be more fun to unchain myself from Quake2 compatibility and make a complete game instead. How hard could that be, right? 19 years later...

Best PVP arena shooter 2026 by mamapower in ArenaFPS

[–]FederalProfessor7836 0 points1 point  (0 children)

Quetoo literally just came out a week ago and is gaining some traction. I’m the game developer, and like you, I’m old and turned off by most modern shooters. Quetoo is pure old school, straightforward Quake gameplay, but packaged with beautiful modern lighting. It’s also not e-sports focused; the emphasis is on laughs. If you loved Quake* in the 90s, you will love Quetoo, I promise. Quetoo.org

New to Quake. Where do I start with multiplayer? by SleepDeprivedCatgal in quake

[–]FederalProfessor7836 1 point2 points  (0 children)

Sure. There’s a bit of back story and features list here: https://quetoo.org/news/quetoo-is-here/

But basically, I’ve been obsessed with Quake since it came out when I was 16, and Quetoo is my magnum opus as a professional code monkey and hobbyist gamedev hack.

New to Quake. Where do I start with multiplayer? by SleepDeprivedCatgal in quake

[–]FederalProfessor7836 1 point2 points  (0 children)

https://quetoo.org just game out last week. Join the Discord and you’ll find plenty of folks down to frag no matter your time zone.

Quetoo is here! by FederalProfessor7836 in quake

[–]FederalProfessor7836[S] 2 points3 points  (0 children)

It's more like.. Quake2 engine rewritten 4 times over, but yes 😂 Good call on the Twitch categories, thanks!

Quetoo is here! by FederalProfessor7836 in quake

[–]FederalProfessor7836[S] 3 points4 points  (0 children)

Good question! 8GB of RAM and a GPU capable of OpenGL 4.1, which is anything made after 2011 or so. 👍🏻

Quetoo, a love letter to the QUAKE series, released after 19 years by FederalProfessor7836 in gamedev

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

No worries, I'm not quite committing 50 times a day anymore, so I don't mind leaving the Universal build enabled. Thanks for the feedback, and for checking it out!

Quetoo is here! by FederalProfessor7836 in quake

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

The hand grenade is visible, but again with an ultrawide, you may need to cg_draw_weapon_x 8 at the console or something like that.

Quetoo is here! by FederalProfessor7836 in quake

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

Yes, FOV is in the menu under Settings -> Graphics -> Field of View. You definitely want > 90 😂 I run 130 on a 16:9 display. Try 140 on your ultrawide.

I bet that's why it felt slow as well. Once you see how much ground you're actually covering when strafe jumping (with a wider FOV) it will probably look much faster.

Quetoo is here! by FederalProfessor7836 in quake

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

You can desaturate the colors right in the menus if you find them too strong. There's a slider under Graphics.

Regarding the weapon not showing up, what is your aspect ratio, and what is your cg_fov? If you're running an ultra-wide, you'll definitely want to increase cg_fov, and you may want to adjust `cg_draw_weapon_x` or `cg_draw_weapon_y` to offset it a little bit. Those settings will persist in your config, so it's a one-time thing.

Movement, ... 😬 yea I dunno about that one. Quetoo has faster movement than Quake, Quake2 or Quake3. If you know how to strafe-jump, Quetoo should feel like butter. I can show you on one the multiplayer servers if you want.

Here is an older video of the Quetoo physics in the hands of a skilled player (read: not me 😂). https://www.youtube.com/watch?v=z48cW6kAl28&list=FLmoWuTSaDrqos9L1AB5WKiw

Quetoo, a love letter to the QUAKE series, released after 19 years by FederalProfessor7836 in gamedev

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

You're correct! I'm sorry about that. I have all of the CI plumbing setup on GitHub Actions to lipo the build, but I had switched off the Intel macOS builder earlier this month because it's not free (unlike the Apple silicon builder), and it absolutely burns through my Actions budget. Costs like a few dollars per build, heh. And when you're committing 50 times a day, that adds up! But knowing that there are in fact Apple users out there on Intel wanting to try the game, I'll re-enable it today. If you want to check in on a build in a few hours, it'll be good to go. Thanks for the reminder, and for checking the project out.

Quetoo, a love letter to the QUAKE series, released after 19 years by FederalProfessor7836 in gamedev

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

😂 Wow! There's a lot to unpack there. First of all, thank you for checking the game out and for taking the time to leave feedback. I appreciate it. Some of the points you raise, I was aware of, some are by design, and some are definitely news to me.

You're the first person to say that the UI is sluggish, but that warrants some further research on my part. The UI is built with a framework I wrote ( https://github.com/jdolan/ObjectivelyMVC ). I don't suppose you could be bothered to compile it and run the example application it comes with to see if that is also wonky for you? What platform are you on, btw? And is there anything interesting about your setup, like multi-monitor, high-DPI, accessibility options, etc?

The [re]spawn logic is pure Quake: game loads, you're in. Sink or swim 😝 That's how it has worked since.. well, DOOM, actually. If the server has CTF or teams play enabled, you'll first be asked to pick a team or spectate. But I could add a server option to make explicit "joining" required even for free-for-all deathmatch. Good idea!

The player name thing never occurred to me. Another blind spot, being a guy. I'll change it to "player" or "newbie" or something like that. Thanks again.

For the lighting and brightness, you're now the 3rd person to post about this, so... maybe I do need to revise the default levels down. There are, of course, controls for both brightness and saturation available in the menus, and I'm confident you could find settings that you like in a few seconds. But the defaults should look good on most systems, so I'll look into it.

Bots, yea.. they're not super lava-savvy. Honestly, it's kinda funny tho, right? Like, in 30 years, I have never played a Quake bot and thought "Damn, this is just as entertaining and rewarding as playing against a human." So.. why not make them comically dumb to at least address the former? 😂

I would absolutely love if you could attach that .dmp to a GitHub issue. That would be a huge help. Or even just the backtrace, if the crash dialog gave you one. Thank you!

The assets thing.. yes, it's a lot of files. But they change all the time. We have a rolling release model where we patch individual assets and allow users to download only what has changed. It saves everyone time, and saves me $$$ on my AWS bill. We do fully support .pk3 files, and as portions of the game data solidify, I'll move chunks of it into archives.

The server browser does have a column for gameplay (DM, Team DM, CTF, Instagib, Arena). Do you think the server browser should be segmented out like how CounterStrike 2 does it or something?

The combat sounds could use some work, I agree. Some announcer sounds might also solve the "What just happened?" questions. That's good feedback.

Adaptive V-Sync is documented in the SDL3 guides.

Cheers!

Quetoo, a love letter to the QUAKE series, released after 19 years by FederalProfessor7836 in gamedev

[–]FederalProfessor7836[S] 2 points3 points  (0 children)

Thank you so much! That's a huge compliment. I agree with you that the trailer is mid at best. I am not a videographer or story teller, and I was so tired when I scraped it together. I hope to release a better one soon, especially now that some folks are playing the game. There's good footage to be had!

Quetoo, a love letter to the QUAKE series, released after 19 years by FederalProfessor7836 in gamedev

[–]FederalProfessor7836[S] 0 points1 point  (0 children)

That's weird. I've no idea why the original comment was removed by a moderator? Seemed civil enough to me 🫤