![]() ![]() ![]() Client-side prediction makes QuakeWorld multiplayer feel more responsive, but the occasional correction from the server can make it seem more erratic or flaky than the original Quake (now sometimes called NetQuake, to differentiate it from QuakeWorld). The client was allowed to immediately show the results of player action if it happened to be mistaken, the server could correct it later, causing the client to "jump" to comply with the correct state of the world. QuakeWorld was a dramatic revision of Quake that incorporated client-side prediction. This delay made people observe that movement in the original Quake could feel like "ice skating". This is a straightforward arrangement, but it becomes frustrating when there is a long network delay between client and server. MultiplayerIn Quake multiplayer as it was first released, the client (the player's computer) would tell the server what it wanted to do, the server would tell the client what happened as a result, and the client would then show those results. Maybe someday I'll have the time and motivation to rewrite this stuff, but in the meantime there's plenty of other good resources out there. Sorry I'm not engaging with it these days, but that's life. In any case, thanks for the comments and other feedback over the years. So I can more easily poke at it occasionally to keep it up-to-date. That's a more focussed set of tools/docs that doesn't try to cover Every Quake Thing it's just about getting a good modern singleplayer setup going as fast as possible. I had some guides errata posted on the forum a while back, which might be interesting, although that's getting stale now too.Ī more up-to-date thing that might be useful/helpful for some of you is the Quake Singleplayer Starter Pack. ![]() Modern "Quake engines" like Quakespasm, Mark V, FTE, and ezQuake are still being developed though, and so the features and behaviors of the newest versions of these engines may be somewhat different than what these guides describe now. Since Quake is a classic game, a lot of the stuff in these guides doesn't need to change. Not a lot of game time, and what I do have goes into things other than guide-writing these days. Family stuff, etc., you know how it goes. I haven't maintained these guides in a while. I'm putting this generic update on all my Quake guides here on Steam, just as an FYI: Right click on your game, go to Properties, Compatibility and ensure the box is ticked named "Force the use of a specific Steam Play compatibility tool" then select Luxtorpeda from the dropdown box that appears.Restart Steam if it's open which refreshes the Steam Play list for Luxtorpeda to show up.Extract the archive downloaded in Step 1, and place the contents into the above directory.If this folder does not exist, create it: ~/.steam/root/compatibilitytools.d/.Download the tar archive file from the GitHub releases page.Want to try Luxtorpeda? It's easy enough to download and install too with a few quick steps: ![]() Using Luxtorpeda gives you the ability to run the content with vkquake, quakespasm, and darkplaces. That said, since there are plenty of open source engines capable of running it you can also use the Steam Play tool Luxtorpeda which just got updated to support the newly bundled expansions, music, along with the brand new "Dimension of the Machine" Episode. However, it does work with Steam Play Proton. Quake officially only supports Windows still too. Really goes to show how much things have changed now. It's a serious shame that a game with such a rich history of open source thanks to early id Software releases decided to go with a proprietary system (Nightdive's KEX Engine) for the enhanced upgrade. It works with Steam Play Proton and you can also use the Steam Play tool Luxtorpeda to play the new content on an open source game engine. During QuakeCon the original Quake got an enhanced edition released, which Nightdive Studios worked on. ![]()
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