I think some of the extrapolation might have also inspired optimizations made in CPMA mod for Quake3, which to this day, I think, has the best netcode of all games. You can actually compete with 100 ping, in it, which is completely unplayable in OSP or vanilla Q3. I don’t think any other game even attempts to be so optimized for competitive online FPS.
Serious Sam handled massive amounts of enemies on 56k modem connections
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Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#112Serious Sam was always a killer LAN party game. Not necessarily because it was the sexiest title of the day, or what anyone had planned. Serious Sam won the LAN party because even when every other game died under some driver issue, thermal issue, update problem, whatever, you’d load Serious Sam and it would just work. This continued through the later series too, hell of someone’s machine was completely dead in the wa…
Serious Sam looked amazing for the shitty hardware it would run (FAST) on. On a similar note, Counter-Strike never looked good, but was popular for a long time because it ran great on toaster PCs
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#113Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#114Even now, the game mostly holds up pretty well and it still kind of impresses me.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#115Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#116I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#117Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#118I was one the developers responsible for implementing the netcode on Serious Sam. We often slept under the desks in the offices at croteam after lurking usenet. One post in particular described the QuakeWorld prediction system which inspired us. That night we coded a simplistic mvp as a colleague (hi dan) tested it over an old 486 nix machine acting as a router that we could simulate lag with. This was well before th…
I love how there's an article about how some legendary game was made, and someone in the comments casually goes "oh yeah, I built that, fun times". It's great.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#119Ouch. It’s sad to see console gaming no longer be the place to go for highly tuned software.
Re: Serious Sam handled massive amounts of enemies on 56k modem connections
#120Earlier quoted context omitted.
Exactly. See also: first headcrab fight with only a crowbar in Half-life.
This is THE one thing I remember from playing Half-life :)
It was on par with my first playthrough of the original HL so many years ago.