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InsideQC Forums • View topic - Differences between Q1, Quake World and Net codebases (qc)

Differences between Q1, Quake World and Net codebases (qc)

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Re: Differences between Q1, Quake World and Net codebases (q

Postby Spike » Sun Apr 15, 2012 7:26 pm

bah, fine.
For the sake of argument, I'll stop refering to quake as a dumb client.

QuakeWorld, on the other hand, is a fat client, and its also the dogs bollocks.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby frag.machine » Mon Apr 16, 2012 4:32 am

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Dirge Inferno » Mon Apr 16, 2012 4:02 pm

Alright, you can continue calling a game that made multiplayer what it is today a dumb client. Not my problem...
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Ace12GA » Mon Apr 16, 2012 7:14 pm

You are not understanding what these people are telling you. Quake itself is not dumb. The concept, the game, etc...

The architecture employed by Quake's multiplayer is a dumb-client style, where by the quake client is only responsible for displaying the game, and not the logic or physics; that is the server's responsibility. This is the "dumb-client" model. It has nothing to do with the merits of the game itself, or the impact on the industry.

Before you fly off the handle, please try to understand what people are talking about.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby frag.machine » Mon Apr 16, 2012 8:16 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Dirge Inferno » Tue Apr 17, 2012 9:55 am

Alright, if you want to continue arguing lets argue.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Spike » Tue Apr 17, 2012 1:14 pm

see, he's a troll...
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Re: Differences between Q1, Quake World and Net codebases (q

Postby JasonX » Tue Apr 17, 2012 3:52 pm

Gee, what a douche. Anyway, back to the technical and meaningful discussion: while being a dumb client certainly makes things easy for modding (less places to put your hands on), is the QuakeWorld codebase better for networking? Specifically, coop? Or the difference is not that big?
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Dr. Shadowborg » Tue Apr 17, 2012 4:10 pm

/me sighs

Listen pal, when we say "Quake is a Dumb client" we mean that in the same sense as how the rockets fired from the Rocket Launcher would be described as a Dumb-Fire Missile. You...DO know what a dumb-fire missile is, right? As in, like, the rocket flies straight ahead until it hits something.

It doesn't know how to do anything other than fly straight until it's fuel runs out or explode when it hits something. The external world is responsible for telling the rocket where the hell it is and whether or not it hit something and thus should blow up. (because without the external world, there would be no condition for it to blow up on something)

Quake's Server-Client works more or less the same way. The client is the rocket, and the Server is the world.

Now, I hope that I have sufficiently "dumbed" it down for you to understand, because if you keep trying to play "dumb" and bothering our engine programmers with your demands that they drop the technical jargon that has been standard for decades, I'm gonna have to ban you for trolling.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Spike » Tue Apr 17, 2012 4:36 pm

JasonX, the gamecode is not that different between NQ and QW. The changes are really only there because they're imposed by the engine changes. Regarding qc changes, see my first post in this topic.

the quakeworld engine will give you prediction, smaller packets, and lower latencies. but vanilla lacks interpolation so can be more jerky even when playing on a server on the same machine.
vanilla quakeworld doesn't support singleplayer (ie: you need a dedicated server and to have coop enabled to stop deathmatch getting enabled), and coop is buggy too (everything spawns as if deathmatch).
different engine projects have fixed different numbers of weak points.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Dirge Inferno » Wed Apr 18, 2012 2:27 am

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Re: Differences between Q1, Quake World and Net codebases (q

Postby leileilol » Wed Apr 18, 2012 2:47 am

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Re: Differences between Q1, Quake World and Net codebases (q

Postby Dirge Inferno » Wed Apr 18, 2012 2:52 am

No I have not, I'm not finding this funny at all. In fact I'm finding you and most of the others attacking me extremely offensive and I'd wish for you to stop. From my point of view you're the ones offending me by posting memes/images and calling me a douche, etc.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby mh » Wed Apr 18, 2012 3:31 am

Nobody started out by attacking you in this thread.

People are genuinely trying to explain to you what a dumb terminal is, and what it means in the context of Quake. You're refusing to listen, you're reading something into it that isn't even there, and you're drawing further conclusions from that. You've come barging into what could have been an interesting and useful thread, you've contributed nothing of value to it, you've annoyed productive menbers of this community, and you've annoyed one of the admins of this site. That's all entirely of your own doing, and any attacks you're getting are entirely on account of that.

You can resolve this mess yourself.

You say that you use dictionaries for word definitions - why not take yourself down your local library, look up "dumb terminal" in as many dictionaries as you can find there, and see what it says? "dumb terminal", not "dumb" or anything else. "dumb terminal". The option is there for you if you want to understand this. You can then accept the correct definition of dumb terminal, drop the "JC said Quake is dumb because he only cares about money" thing, and the whole drama will end. If you apologise for getting the wrong end of the stick you might even earn some respect.

Or you can continue down the route you've chosen in which case the consequences will be your own responsibility.

But from this point forward it's your choice.
Last edited by mh on Wed Apr 18, 2012 3:51 am, edited 1 time in total.
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Re: Differences between Q1, Quake World and Net codebases (q

Postby Ace12GA » Wed Apr 18, 2012 3:37 am

You are getting "offended" by people using the correct technical terminology, and insisting on being wrong after it has been explained clearly at least 3 times; all the while acting superior, and treating us as inferior. The fact that people are now making fun of you is not shocking.....

.... and I am wasting my time. I can't expect you to understand this concept, when you can't grasp the concept of a dumb client in the context of Quake without being literal.
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