Quake 1

No way was MegaTF was better than vanilla TF :) But I won't argue as we'll never agree. It is the case tho that no game has come close to matching Quakeworld's netcode. It played better with a 200 ping than most games do nowadays with ADSL pings.

Dude, the scout had jetpacks! and the soldier has proximity mines, and you could throw a toaster in the water to fry people! Way way better. lol. but I argued myself silly about this for hours back in the late 90's early 00's so this arguement was more tongue in cheek than anything :P
 
No way was MegaTF was better than vanilla TF :) But I won't argue as we'll never agree. It is the case tho that no game has come close to matching Quakeworld's netcode. It played better with a 200 ping than most games do nowadays with ADSL pings.

cant argue with that, last night was playing css with a ping of 7, was damaging nothing. Some nights bullet registry is so bad for me :(
 
any of you guys remember when the GL graphics patch
came out for quake 1 ?
lol that was such an awsome improvement in graphics
at the time.

so with the recent release of quake wars, which just highlights
in my opinion just how much the franchise
has lost its way, will we ever see them quake1 online days again ?
 
It is the case tho that no game has come close to matching Quakeworld's netcode. It played better with a 200 ping than most games do nowadays with ADSL pings.

pushlatency (client-side movement prediction) was a revelation for modem players. Also the Qizmo proxy had an incredible impact, as it implemented QW-specific compression between client-side and server-side proxies. This let modem players use rate 10000 and 72fps which was unheard of at the time without lagging out (even isdn could struggle with that uncompressed).

One of the reasons I still play QW is that I find nearly all online FPS just feel wrong and lagged due to shoddy netcode and poor physics/movement.

A lot of people also don't realise that halflife (and hence CS) is based on the Quake engine, not Quake2.
 
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