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Quake Engine Indicators

fabiensanglard.net

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Re: Quake Engine Indicators

#32
post #17
post #8

Earlier quoted context omitted.

Yeah. Looks like an ethernet jack. True, buts its a modem jack (rj11 maybe?)

Are you sure it’s not meant to be an RJ45 plug? The cylindrical thing to the bottom left corner of the wall socket looks like it might be a BNC plug. Which would make sense for the era of quake when Ethernet wasn’t yet ubiquitous.

RJ45 next to BNC implies a token ring network, not ethernet :)

Re: Quake Engine Indicators

#33
Always awesome content from Fabien Sanglard! +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

Re: Quake Engine Indicators

#34

The turtle/tortoise note is correct for UK English, but in the US (where Id software was headquartered during the development of Quake), tortoises are considered a subset of "turtles". Per Webster: > 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…

> Trivia: The icon doesn't actually depict a turtle but a tortoise. A turtle swims in the water while a tortoise walks on land.

Turtles walk on land, too. All turtles are tortises? /s

Re: Quake Engine Indicators

#35

When I read the title I was expecting it to talk about indicators in the inheritance sense, say how you can tell if an engine has a Quake Engine pedigree. Like looking at the graphics or the online behavior of a game and tracing it back to Quake's renderer or netcode. Still a cool article though.

along those lines, I saw a video where a light strobing pattern from quake was still used in a section half-life alyx (with much better lighting lol)

the fact the quake engine’s internals still live on in so many modern games is quite a feat

Re: Quake Engine Indicators

#36
post #25

I might be wrong but it seems the DISC part needs some correction: > 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.

You are right, the link and the text should have said `Draw_BeginDisc`. Fixed.

Re: Quake Engine Indicators

#37
post #6

Lovely read. 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)

> 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?

Re: Quake Engine Indicators

#39
post #17

Earlier quoted context omitted.

Are you sure it’s not meant to be an RJ45 plug? The cylindrical thing to the bottom left corner of the wall socket looks like it might be a BNC plug. Which would make sense for the era of quake when Ethernet wasn’t yet ubiquitous.

RJ45 next to BNC implies a token ring network, not ethernet :)

My combo 10base2/10baseT card begs to differ.
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