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Quake Engine Indicators

fabiensanglard.net

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Re: Quake Engine Indicators

#51

Engines 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.

Probably a simple virtual stack machine. Quite easy to build in ASM and any language.

Re: Quake Engine Indicators

#52
post #12

Amazing, after playing all the Quake series (still playing Quake 2 daily), I learnt something new about it. I will definitely try the turtle command and try to make it appear (somehow), maybe artificially with the maxfps command. There is no way I can organically produce it on a 32-core CPU. Maybe I can try with a VM with very low specs.

How come you are playing q2 daily?! Campaign is not that long, and multiplayer servers sucks (all are instagib thing with railguns)

Re: Quake Engine Indicators

#53
post #12

Amazing, after playing all the Quake series (still playing Quake 2 daily), I learnt something new about it. I will definitely try the turtle command and try to make it appear (somehow), maybe artificially with the maxfps command. There is no way I can organically produce it on a 32-core CPU. Maybe I can try with a VM with very low specs.

How come you are playing q2 daily?! Campaign is not that long, and multiplayer servers sucks (all are instagib thing with railguns)

There is a very loyal 1v1 / 2v2 crowd. You can find tournaments that are happening every few months. (David wins all of them.) There are even Discord channels with very active voice chat.

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.

Re: Quake Engine Indicators

#55
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 :)

That was literally what I said:

> 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.

Re: Quake Engine Indicators

#57
I'm old enough to remember all of these. Under the link below, you can still find old screenshots from deathmatch games we played in clans back in 1998. On dial-up modems with pings sometimes exceeding 400ms. It was terrible, but we played anyway :) That unplugged icon would appear when there were connection issues (not lag) and sometimes just for a moment. https://archive.quake.world/clans/ol-team/walki.zip

Re: Quake Engine Indicators

#58

I'm old enough to remember all of these. Under the link below, you can still find old screenshots from deathmatch games we played in clans back in 1998. On dial-up modems with pings sometimes exceeding 400ms. It was terrible, but we played anyway :) That unplugged icon would appear when there were connection issues (not lag) and sometimes just for a moment. https://archive.quake.world/clans/ol-team/walki.zip

I'm with you on everything except "it was terrible" :) The only problem with 300+ping, at the time, was when those damn LPBs connected

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.

Re: Quake Engine Indicators

#59
post #4

> 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…

You're assuming a consistent connection - if your ping is 2 seconds, it's unlikely you're receiving each packet precisely 1 second late - much more likely the delay will be variable over time, probably not normally as high as +/-15% to cause 300ms gaps, but certainly possible.

Re: Quake Engine Indicators

#60

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.

I think that the ingame terminal window inherited from Quake that continued onto the original Half life, onto recent games like CS2, rather than a place for entering debug/cheat commands that other game developers seem to only imagine it as, is a QoL feature that me and many other people have missed before. Any game setting (graphics options, FPS cap, FOV) can be changed by tab-completing commands from the ingame terminal. Actions like shooting, jumping, cycling weapon-in-hand are also available as text commands.

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]

[1] https://wiki.teamfortress.com/wiki/Scripting

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