*** Ion Storm's Finger Server
User name: romero
Plan modified: Thu Jul 27 00:50:54 2000
July 27, 2000
decided to start posting all .plan-related stuff over on my site now. http://www.johnromero.com.
The site continues to develop...
July 17, 2000
damn, that JeffK
is hilarious! I guess some people can't take a joke.
May 5, 2000
again, it's time to wish Wolfenstein 3D a Happy 8th Birthday! I was going
to copy last year's .plan update about it, but decided against it. This
should be good enough.
Happy Birthday to Adrian Carmack who was born on Wolfenstein's birthday.........uhhh,
April 26, 2000
you're having trouble getting Daikatana to run with the Diamond Viper II (S3
Savage 2000 processor), the new Viper 2 95005 drivers released Monday fix your
April 22, 2000
per the readme.txt in the Daikatana Demo: My god, it's finally
finished. And I thought working on a game for 1.5 years was
long....wow. I wish everyone would take a nice, objective look at the game
and not base their criticisms on hype, but on play value and what we've worked
to achieve: a really fun single-player experience. We did not develop
Daikatana to take on Quake 3 or UT, but we put multiplayer in the game because I
really like my single-player games multiplayerable. Is that a new
have been a few technical issues with the demo that you can fix or workaround
with the following information:
Multiplayer is laggy or extremely choppy.
The server should have its CONNECT RATE turned up to T1/LAN (in
the Multiplayer Menu). Make sure your client connect rate is turned up as
Daikatana doesn't work with a Voodoo2.
There are two fixes for this: (1) edit your config file (in the DATA
subdirectory) and change "opengl32" to "3dfxgl" or
"3dfxvgl", (2) download and install the miniGL driver from
Running the DKDEMO.EXE on Windows 2000 gives you an error (Insert
Use WINZIP to extract the DKDEMO.EXE file, then run the SETUP.EXE
program to install the demo
The game pauses for a long time when you're playing multiplayer (seems like a
This is a bug in the demo only that occurs when you are attempting to
connect to the Catacomb level (Greek time period). Just wait 20
seconds and you'll connect.
The game is too dark
Check out the README.TXT file, it has some useful tips.
far, these cover 99% of the problems that people are having. I'd like to
say thanks to everyone who has been emailing me their raves and congrats --
thanks a lot, you guys make it all worth it.
December 10, 1999
was six short years ago, down to the hour. I remember staying up the last
30 hours doing exhaustive testing before Jay Wilbur uploaded the shareware
version of DOOM to the University of Wisconsin's FTP site. We couldn't get
in -- too many people were sitting on the site, waiting for our upload.
The target directory was full of bogus files with names like "when.is.it.coming"
and "hurry.up.id", but finally we got the sysop to up the connect
limit to 250 and we barely got in. After that upload, things changed.
remember the crazy lockup bug we had the day before -- if DOOM sat running for
too long, it would just lock up. Turned out to be a value that was being
incremented by the 140-tic-per-second timer function that was wrapping around
(it takes a very long time for a LONG to wrap, even at
140-tics-per-second, but this one was uninitialized so it took even less
time). So, we finished it up and sent it out, just knowing everyone would
have a lot of fun with it. Happy Birthday, DOOM.
forgot to mention three birthdays in the past few months, the birthdays of Spear
of Destiny (Wolfenstein retail) on September 18th (7 years old), DOOM II on
October 10th (5 years old) and Hexen on October 31st (4 years old). Got
about three more birthdays coming up this month, too! And one new arrival
in the next couple weeks... :)
Congrats to the guys at id for producing perhaps the most beautiful and polished
game I've ever seen.
May 5, 1999
Happy Birthday Wolfie! Seven long years ago, the shareware version of
Wolfenstein 3-D was uploaded to Software Creations BBS. It was very late at night
(in fact, i think it was 5am) and all our exhaustive testing was done, so we uploaded the
final ZIP file and crashed. Scott Miller and Bobby Prince were there for the
shareware upload since they were just as excited about Wolfie as everyone else.
We were running id out of a 1-bedroom loft apartment in Mesquite (La Prada
Club) and the company had a grand total of 6 employees: Tom Hall, John Carmack, Adrian
Carmack, Jay Wilbur, Kevin Cloud and myself. The next couple months were spent
finishing the last 3 episodes (6 in total) and Tom, Kevin and I wrote the Wolfenstein 3-D
Hint Book using NeXT hardware for layout. That was the first and only hint book id
would ever write. Things got *very* busy after that point...
March 18, 1999
Oh my god Andrew, I'm gonna have to DESTROY YOU!!!! Heh heh... great
plan update and i agree with you... there's too much sniping out there in .plan land, the
press, and especially those damned messageboards! Really, we're all
making games because they're FUN -- not because it's great to be deeply immersed in the
politics of a company, providing grist for the rumor mill and plotting the demise of your
fellow co-worker. It's all about fun stuff. You know: killing things with
large weapons. :)
When i did that interview, i don't believe i was that destructive in
explaining the demo. I was telling the guy that most of what you see in the demo was
done by the new team. The E1DM1 map is originally created, the basic textures are
Andy Changs and the new special textures are from the new team. The E1DM2 map was
constructed from pieces of Dabug's DM map with lots more work done on it. All the
powerups, weapons, sound effects, multiplayer stuff, menu, etc etc etc was all done by the
new team from scratch or they tweaked old stuff. They did a great job in a very
short amount of time and i'm very proud of these guys. It's fun working with a
And by the way, Andrew, you did some really great work while you were here.
March 14, 1999
Late night Daikatana demoing session here at Ion Storm with Blue, Redwood,
Loonyboi and the Telefragged guys -- we're having a blast! Lots of screaming,
blood and gibs bouncing happily off the walls...
In one month, we will be releasing the Internet/LAN version of Daikatana so
everyone can bring it to your LAN parties.
March 10, 1999
First it was on, then it was off -- The Daikatana Deathmatch Tournament at
Extreme Annihilation this coming weekend. We've been really busy finishing up the
MPlayer Tournament version and didn't think we would have enough time to get the systems
all set up, etc.
The Extreme Annihilation team has been severely flooded with angry emails
about the cancellation of the Daikatana Tournament; apparently, many people are going to
Extreme Annihilation JUST TO SEE Daikatana! Well, thank you guys very much for your
interest in our game!
Well, you guys win. The EA Daikatana Deathmatch Tournament IS BACK ON
at this weekend's CPL event! :)
February 28, 1999
The modem interpolation bug was fixed just a couple hours ago. We're
finishing off some remaining polish and sending it off to MPlayer for their final testing
phase. We will be releasing the demo in the Practice Area of MPlayer first (limited
release), then into the Tournament Area when Practice is through with their testing.
When it gets into the Tournament Area, everyone can download it and try it out.
About a month or so later, we will put up the Internet Deathmatch Demo
release so you can play over LAN as well and start up your own servers. Just
remember: this demo is only for the first episode of Daikatana's deathmatch. Each of
the remaining 3 episodes have their own different deathmatch feel because the weapons are
all different. It's like 4 deathmatch games in one. (And one single-player
game in one. :)
We've been working hard on getting this demo together and I hope everyone
likes it. Sure, it's taken us a little longer to get polished, but it will be worth
the wait. No use releasing a shab demo.
February 4, 1999
(Oops, fixed that link...)
I'm a real big guitar-music nut and just wanted to tell y'all how badass
James Grote's "Quantum Rage: Songs for Deathmatch" is -- you don't even need to
play this CD while deathmatching; I listen to it all the time in my car. Get this CD
if you are into metal or into doomy-melodic guitar riffs! Samples are available on
his site....check 'em out.
Also, one of the cool features of Daikatana Deathmatch is that, depending on
the number of maxplayers your server is set for, the map can open up new areas or keep
them closed off. If you want your DM map to be scalable for 1-4 players, you just
put in a special wall that blocks off access to the other areas if maxplayers = 4.
Likewise for the other maxplayer levels (8, 16 and 32). This allows DM mappers to
create one single map that is good for 2 players to 32 players! You'll see this
feature in our Daikatana Deathmatch Demo...
January 26, 1999
GameStream knows things...
(Internet Explorer only, I'm told)
December 15, 1998
Today's the 7th birthday of id Software's second Keen creation,
Commander Keen: Goodbye, Galaxy!.
December 14, 1998
Today's the 8th birthday of id Software's very first game, Commander
Keen: Invasion of the Vorticons.
October 30, 1998
Congratulations to the entire SiN team over at Ritual! Your first full
game, now gone gold -- it was tough, wasn't it? Heh heh.
I can't wait to play SiN, it totally kicks ass!
August 28, 1998
Reports of my death are greatly exaggerated. I take full responsibility
for last night's confusion -- maybe I shouldn't have taken that morbid picture for Texas
Monthly magazine, because someone apparently called the Dallas PD and heard that a John
Romero got shot last night. Coupled with the actual picture, you have yourself a
news story (although a false one).
I was out of touch with people up here at Ion for a while last night, so they
couldn't confirm nor deny the rumors, so Adrenaline Vault ran the story and got the
"scoop" first. Too bad it was incorrect, eh? Well, don't blame them
-- I got a call from their writer who told me where and how he got his information and I
would have run the story myself, so don't slam on them, they were only doing their job.
And for all of you who really did care and got upset: I love you all!
For the Avault story, go here: http://www.avault.com/news/news_temp.asp?story=8281998-14324
August 25, 1998
Good luck, Dr. Sleep and Xatrix. The stop was short but fun while it
Now to find a fast monster of a map designer. Anyone have any leads,
send 'em my way: email@example.com.
July 9, 1998
It was sad news indeed to hear that Danielle Berry died recently.
Danielle was going to attend my Apple II Reunion Party, along with Jim Nitchals, who died
recently as well. This party is becoming dangerous, you think?
Oh yeah, the name "id Software" was spelled "ID" in the
beginning, then "Id Software" during Wolf3D, then "id Software" from
June 26, 1998
I can't BELIEVE that someone found out that Carmack and I made up! What
the hell, are there no more secrets left? Has all this .plan file madness destroyed
everyone's ability to keep information to themselves?!
Well I never! I just won't be paying him anymore special visits from
now on! ;P
June 23, 1998
Happy Birthday Quake, even if I'm late by one day. :)
Hoo boy, do I remember developing that title. All I gotta say is
"The War Room".
June 19, 1998
I'm gonna be having a massive Apple II Reunion Party here in August and there
are still a few programmers I want to invite that have eluded my investigations. If
anyone out there has information on their whereabouts, phone numbers or email addresses,
shoot 'em my way. Thanks!
David Schroeder - Dino Eggs, Crisis Mountain
Tony or Benny (Aik Beng) Ngo - Drol, Bandits
Paul Stephenson - Aztec, Swashbuckler
Tony Suzuki - Alien Rain, Alien Typhoon, Star Blazer
Larry Miller (Sirius) - Epoch, Hadron, Minotaur
June 16, 1998 : Part 2
Here's the Shockwave screenshot I promised early this morning. :)
June 16, 1998
Carmack is totally right about moving as much as possible over to the client
so as to reduce as much packet traffic as possible. We're doing this right now in
Daikatana by moving lots of animations over to the client so packet traffic is low.
For example, our Shockwave weapon (a steel ball that blasts out, hits a wall,
then explodes with tremendous force in an ever-expanding sphere of death and destruction)
has all the animation on the client side, even the expanding, rotating rings of
death and all the hit-checking is done on the server with no packets being sent out saying
which frames need to be drawn. With this BFG-style weapon, that's a good thing
because there are about 8 massive objects being drawn all at once!
<picture coming soon>
June 15, 1998
Quake was released June 22nd, 1996. I was going by the time it took to
make the next game by the same team. I've received some corrections on my times for
development from some of the developers mentioned yesterday. Dark Forces really took
18 months. Duke3D took slightly less time, while Unreal took much longer. At
least the estimates are very close, small guy crackpimp.
June 14, 1998
Damn, I'm overrated. I'm an overrated geek, not a God. An
overrated rock star AND geek AND not God. Thanks for clearing that up, GameCenter!
I don't remember telling everyone what the single-player gameplay was going to be like in
Quake 2. Too bad GameCenterLoaf didn't like Quake 2; I thought it was a pretty
badass game. And, hey, there's like hundreds of thousands of people playing it, too.
If too many people are playing your game, it's overrated. Like me.
And Daikatana's been under development for an entire 14 months now. That's a
looooooooooong time to people with a 6-month memory. What's the going development
cycle for a 3D shooter these days? Let's break it down:
||Time in Months
<Achoo!> Am I dead yet?
Rick Johnson is dead on correct. :)
June 8, 1998
An Apple II legend, Jim Nitchals, died last
Friday night of a brain hemorrhage. I was SO looking forward to finally meeting him
at the massive Apple II party in August. He will be well remembered. Follow the
May 5,, 1998
And to think it was only 6 short years ago
when Wolfenstein 3D was first unleashed upon the world...
Happy Birthday Wolfy!
April 17, 1998
Thanks Kevin. Yes, we all know how difficult
it is to get a name past the trademark office. As for the choice of name and everything
else that's Dominion, that's completely Todd Porter's game so you can all tell Todd how
cool his latest game is by emailing him at firstname.lastname@example.org. Check out the Dominion Demo
on our site at www.ionstorm.com! As for what I am personally working on, the game is
April 16, 1998
I've been agonizing about how to describe the
intense feelings within my husk, but there's no nice way of expressing my opinion of the
importance of other company's game titles.
"Let he who is without sin cast the first stone." That's what I thought when I
read both Scott and Kevin's .plans. Scott says Dominion's subtitle is bad then remembers
his cornucopia of bad game titles and exposes a couple of them.
Good thing Quake 2 wasn't named "Wor" like id originally planned. The main
character could have been the Wizard of Wor (starring Sylvester Stallone). Created by the
Wizards of id. Quake III is a good name -- I just can't wait to see where they put that
And all of this stemmed from an argument that had nothing to do with name quality, but
rather series integrity giving in to marketing greed.
March 26, 1998
Heretic II. Uh, thanks guys.
Heretic, Hexen and Hecatomb would have been the artistically "right" way to
preserve the scope and story of the Trilogy of the Serpent Riders. After i left, Hecatomb
became Hexen II and series integrity went out the window.
The sentence that was originally here was rewritten about 10 times because i'm trying to
be Politically Correct in stating my feelings for how the whole series lost its focus and
instead is just using its established brandname to sell copies.