> Turtle (noun): any of an order (Testudines synonym Chelonia) of terrestrial, freshwater, and marine reptiles that have a toothless horny beak and a shell of bony dermal plates usually covered with horny shields enclosing the trunk and into which the head, limbs, and tail usually may be withdrawn.
Turtles walk on land, too. All turtles are tortises? /s
This is not an indicator of high ping. It's an indication of loss of connectivity. Even if your ping is 2 seconds, the server should be sending you updates regularly. If you haven't received anything in 300 ms, either you're losing lots of packets or you have some epic buffering somewhere.
Hmmm. Is that a term of art? I thought you were being funny, but I found at least one paper talking about packet red-shift: https://upcommons.upc.edu/server/api/core/bitstreams/00bbf88...
Moving to a cable connection in ~2001 was shocking in comparison!
When OG games were released we were playing on LAN with BNC terminators. That's why the Q1 netcode is so bad.
When we moved to online we didn't had the infra we have today.
Bonus point: CS at one point just halved the ping in the UI so players would think it was more responsive.
Just a curious question if the authors or any maintainers read this comment:
Does this bug fix break the functionality of re-connecting the client? Or how would the client know they need to use the same port as the previous session?
(My understanding is that a new client coming from the same IP and different port will now be treated as a new player instead of a reconnect)
Indeed. It could be a gap of my understanding but I believed that in pre-QuakeWorld there was no "coming back". How would a connect differ from a reconnect from a user experience perspective? Was it expected they keep their previous score/name?
> Which would make sense for the era of quake when Ethernet wasn’t yet ubiquitous.
Also token ring was just one of a few different network protocols that supported BNC. Technically you could run Ethernet 10base2 over BNC too (In fact I used to have network cards that supported this, though I only used them for 10baseT).
TR was definitely the more common protocol for BNC hardware though.
If you download Quake 2, the server browser will show you 100s of servers. Depending on your location, you can find a DM server and start practicing, then jump on the tourney servers.
> The DISC indicator wraps HDD access done via Sys_FileRead. ... The code for this indicator is in SCR_DrawRam.
I can't find the image itself but just judging by its name SCR_DrawRam is for displaying the image for the RAM indicator.
Still a cool article though.
the fact the quake engine’s internals still live on in so many modern games is quite a feat
Text commands might seem like a impractical, though quaint interface to the game, but that terminal also lets you bind any command to any key (this includes settings-changing commands). Not just a command, you can run more than one command at once like "cl_command1 ; cl_command2; ...". The terminal has some more scripting-like features that are readily available to the player, but just with that, you could have, for example, a key bound to a bunch of commands that turn up graphics settings to make the game as beautiful as possible for a screenshot, and another that undoes those commands for situations where you need higher performance.
You can also bind the key "K" to write in chat "My people need me" and instantly respawn:
bind K 'say "My people need me" ; kill'
Almost total input freedom as it will turn out.It is basically a keyboard macroing system but offered to you on a platter by the game, making ever-crufty external macroing or bringing out something like AutoHotKey unnecessary. Though not as deep, it has just the right amount of depth. Binding keys to commands is not done through a special GUI, it is being done through a text command as well (just 'bind'), and that implies that you can nest bind commands:
> Scripting in Team Fortress 2 involves using configuration files to change keybinds, create aliases, adjust advanced graphical settings, automate complex actions, and execute sequences of console commands. Unlike hacking, scripting is an official feature built into the game and will not trigger a Valve Anti-Cheat ban. The complexity of scripts can range from simple keybindings to intricate loops and nested aliases that change themselves dynamically.[1]
Quake 1/Quakeworld gladly live on! I'm a big fan for many years so I always encourage anybody to try it. [0] Still one of the best FPS ever built imho.
The community [1] keeps on improving the game and infrastructure and we can now even spectate games straight through the browser without having to download anything. [2]
[0] Download free (and legal) at https://nquake.com
[1] EU Discord: http://discord.quake.world | US Discord: http://discord.usquake.world
[2] Check out the "Web QTV" links at https://hub.quakeworld.nu
Thought I should report since I saw Mr. Sanglard in the comments :)
In-match comms between teammates is my favorite memory. The ease of voice chat in MP games since then is underappreciated. Feeling like a dinosaur writing this but...
... before discord/mumble/ventrilo/teamspeak, the only choice to gain an edge in competitive online gaming was to be physically in the same space or team text chat binds. The binds would cover 10-15 common situations so we could communicate while playing.. In hindsight, when things got hectic, reading the team chat text spam hindered us more than helped us. But we had good intentions with those binds and boy we had a blast competing. And let's be real, that's all that really matters.
whou•2mo ago
I also wonder where is that tortoise texture from. Seems such a small thing to have the effort to create art for during development.
somat•2mo ago
There are many good source ports of quake, I always liked darkplaces but it intentionally and willfully tries to push improvements so not really for purists. There is stuff like fitzquake/quakespasm that stays much closer to vanilla quake and if you like quakeworld ftequake.
bitwize•2mo ago
mewse-hn•2mo ago
The earliest doom variants once the source code released started adding features that weren't faithful to the original dos version 1.9.
Even Boom which was a pretty conservative codebase that focused on limit removal for level editing added weird things like weapon recoil pushing the player back when you shoot a weapon.
So chocolate doom's name is wordplay on "vanilla doom" - it's the version of doom we all played in the 90s just updated with current i/o libraries (libSDL) so it can run on modern platforms.
paulryanrogers•2mo ago
anthk•2mo ago
fabiensanglard•2mo ago
And of course there is quakeworld which is a complete fork with different net protocol, prediction, and commands. Example of new features is that skins can be downloaded on the fly, you no longer needed skinpacks.