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Serious Sam handled massive amounts of enemies on 56k modem connections

staniks.github.io

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Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#91

Earlier quoted context omitted.

Why did you make the guys with exploding heads who run at you and their scream gets louder as they approach? I can still hear them.

Why wouldn't they? It's called great sound design. Games of the 90s and early 2000s put a lot of effort in that. See Thief the dark project. Sound design can bring more immersiveness than graphics alone. It's something forgotten in many games of today that keep beating the ray traced graphics horse

I love Thief - I am playing new levels (I think its black parade)

One of my favourite games.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#92
post #51

Earlier quoted context omitted.

I don't agree with your implied 1:1 isomorphism between "traditional societies" and "illiterate peasants". Many would argue that the " highly educated, clerical class " of those times represented a rigidly traditional society that punished any who deviated slightly from their norms.

Orwell, in particular, via his character Goldstein, called out the highly educated, clerical class as the most likely to define deviation and punish deviants. moderately educated, owning class : these can afford (at least some privacy for) their deviations, but in order to administer the economies which support their lifestyle, have need of the highly educated, clerical class : these (having been deputised some power…

Stalinist Russia: highly educated peasants

Post-republican China: self-punishment as first resort

Current-day North Korea: traditional society

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#93

Earlier quoted context omitted.

What? You're forgetting that those traditional societies had a class with a literal cheat code to push anything into the minds of people: religion . All that "thinking for themselves" didn't happen there - historically, people have always been more than happy to outsource the spiritual to a small group of specialists. Then again, traditional societies had little to do other than farming and breeding ad infinitum, so…

The pope might have had a word with any king or priest that tried to push the wrong things into peoples head though. It wasn't like a do whatever concept. You'd had to have broad support in the ruling class.

For the big things, yes. But for matters of community, or trivialities of daily lives, the words of the clergy might as well have been words of god. You can still see this today, for example in countrysides of various Christian countries, where the local priests are given authority and respect by default, and when they e.g. start hinting that one political option is good and the other is evil, people end up voting just like the priests hinted.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#94

Earlier quoted context omitted.

Yes. Both are “deterministic lockstep” systems. Many many games have used such a system over the years. Although it’s probably less common these days for a variety of reasons.

Is this due to the heterogeneity of client hardware?

I think another issue with lockstep is that for it to work, each client needs all the input data from all the other clients to be able to simulate the next step, otherwise the simulations become out of sync. So how does the simulation handle both your input, and another clients input that comes in 100ms later? If you just pause until you get their input, your game is effectively pausing and running at 10 steps/second. For comparison Starcraft 1 ran at 42ms a step, or ~24 steps per second. You'd be playing in slow motion.

Games like Starcraft 1 would handle it by adding an artificial delay to your inputs (and all your opponent's inputs). Putting it into a buffer for future steps instead. If anyone remembers the latency option for "Extra high latency", this would increase the delay on inputs so that simulations did not have to pause while waiting for inputs from other clients. And then if any network fluctuations causes your input buffer of other clients to empty, you have to pause again.

In fighting games this is usually called delay-based netcode, and people hate it. It makes your inputs feel unresponsive, and in games that require fast reactions (like fighting games) gives you a smaller window to react.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#95
post #19

Serious 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

It was popular because it was fun.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#97

Earlier quoted context omitted.

Is this due to the heterogeneity of client hardware?

Wasn't that even worse before? Games like Warcraft and Doom played across Intel x86, Motorola 680x0 and PowerPC

Did Warcraft 1 and Doom have cross platform multiplayer back then?

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#98
post #75

I 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.

Hacker News is so special for that. I posted a question about Django a while back and sure enough, in rolled the framework's creator to answer it.

Re: Serious Sam handled massive amounts of enemies on 56k modem connections

#100

Earlier quoted context omitted.

I'm Italian and I have no clue who Zeb even is.

Zeb89, buddy you werent on youtube 15 years ago?

Always been, never seen/heard of.

I guess there's plenty of popular content on the internet or elsewhere I could name you and you'd be like "never heard of it".

Even extremely popular one.

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