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 losing lots of packets or you have some epic buffering somewhere.
Hmmm. Is that a term of art? I thought you were being funny, but I found at least one paper talking about packet red-shift: https://upcommons.upc.edu/server/api/core/bitstreams/00bbf88...
Moving to a cable connection in ~2001 was shocking in comparison!
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.
> 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plates usually covered with horny shields enclosing the trunk and into which the head, limbs, and tail usually may be withdrawn.
Turtles walk on land, too. All turtles are tortises? /s
Thought I should report since I saw Mr. Sanglard in the comments :)
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
Still a cool article though.
the fact the quake engine’s internals still live on in so many modern games is quite a feat
I also wonder where is that tortoise texture from. Seems such a small thing to have the effort to create art for during development.
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.
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.
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 chocolate doom's name is wordplay on "vanilla doom" - it's the version of doom we all played in the 90s just updated with current i/o libraries (libSDL) so it can run on modern platforms.
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)
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?
> 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.