Cool curiosities! The chocolate quake source port is great as well. I've always wondered why there wasn't a chocolate doom equivalent for quake. It was nice to see its announcement earlier this year, so I've been quietly following its development ever since. The guy behind it did a great job, now we just need a crispy doom equivalent for quake! I also wonder where is that tortoise texture from. Seems such a small thi…
I am not familiar with chocolate doom what makes it better than any other doom source port? 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.
Quake Engine Indicators
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Re: Quake Engine Indicators
#42Engines used to be cool. The original Theme Park engine was it's own application in it's emulator. You had SCRUMM which was another interactive cool thing of it's own. DOS games amazed me as a kid.
Re: Quake Engine Indicators
#43Cool curiosities! The chocolate quake source port is great as well. I've always wondered why there wasn't a chocolate doom equivalent for quake. It was nice to see its announcement earlier this year, so I've been quietly following its development ever since. The guy behind it did a great job, now we just need a crispy doom equivalent for quake! I also wonder where is that tortoise texture from. Seems such a small thi…
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.
Re: Quake Engine Indicators
#44Earlier quoted context omitted.
I am not familiar with chocolate doom what makes it better than any other doom source port? 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.
> I am not familiar with chocolate doom what makes it better than any other doom source port? 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 c…
Re: Quake Engine Indicators
#45When 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
#46> The NET indicator is displayed when a client has not received any packets from the server in the last 300ms. This was likely aimed at players to help them determine how bad their ping was. 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 losi…
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.
Re: Quake Engine Indicators
#47Cool curiosities! The chocolate quake source port is great as well. I've always wondered why there wasn't a chocolate doom equivalent for quake. It was nice to see its announcement earlier this year, so I've been quietly following its development ever since. The guy behind it did a great job, now we just need a crispy doom equivalent for quake! I also wonder where is that tortoise texture from. Seems such a small thi…
Re: Quake Engine Indicators
#48Earlier quoted context omitted.
In practice if you have a very high ping, you're losing packets or there's buffering somewhere. Not because you have a 30,000 km long ethernet cable.
We used to play these games on dial-up where ~300ms pings were pretty common. Moving to a cable connection in ~2001 was shocking in comparison!
Re: Quake Engine Indicators
#49Earlier 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 :)
Re: Quake Engine Indicators
#50Thought I should report since I saw Mr. Sanglard in the comments :)