QuakeNotch Logo: https://quakenotch.com/_next/static/media/QuakeNotch.84f1df8...
Trademarks:
https://tsdr.uspto.gov/#caseNumber=75350547&caseSearchType=U...
https://tsdr.uspto.gov/#caseNumber=75350175&caseSearchType=U...
114 karma · joined April 4, 2017
QuakeNotch Logo: https://quakenotch.com/_next/static/media/QuakeNotch.84f1df8...
Trademarks:
https://tsdr.uspto.gov/#caseNumber=75350547&caseSearchType=U...
https://tsdr.uspto.gov/#caseNumber=75350175&caseSearchType=U...
> "The experimental medical device would allegedly use AI to detect health issues from tests done on bodily fluids". - Newsweek
https://www.newsweek.com/elizabeth-holmes-partner-rakes-mill...
Especially the implication that this may be running Windows - It'd make more sense for this to be running Xbox its system and not Windows, so people could play their library of existing Xbox games, including backwards compatible games. I have a Series X and that's what I would want it to do, as some of the best games are stuck on OG/360!
People who have an existing game library on PC would have it on Steam anyway - and not the Microsoft Store.
Small price to pay - for them.
Whereas QuakeWorld uses a network update model based on acknowledgement, Quake II pumped out complete states of all visible entities/objects at a steady 10 Hz and assumes the client interpolates between those states (Primarily to make animation easier for singleplayer, as variable animation rate plus interpolation can be a lot to keep track of per-entity). As Quake II uses UDP connections and has to deal with packet loss, it was seen as easy to just keep pumping out full entity/object states with no regard for deltas. This was later seen as a mistake by John Carmack [1] and they'd try a lot harder in Quake III Arena. This is still a bit of a thorn in many peoples eyes that make modifications to Quake II as you have to break compatibility with the entire mod ecosystem if you wanted to address this. Would have been nice to see this rectified in the re-release.
With the re-release you're basically sending out 4x the rate of the original and there's still slow connections which might chug on all that data. Some parts of the US still deal with speeds that are closer to modem than broadband.
Anecdotal evidence: Some years ago I was advising a fellow Quake II modder on how they could fix some limitations of the network model. They took the easy way and changed the update rate to something higher that felt smooth enough for them and it'd render anything but listen/local games unplayable because they were sending out too much data over the network. Eventually they gave up and started on top of a QuakeWorld based engine to avoid reinventing the wheel.
Also some fun trivia: In the original Quake II, physics are rounded down to network precision. They are not rounded to nearest, mind you - which results in a drunken walk. Unless you're around the [0,0,0] vector on the map's coordinate system, you will be unable to walk forward/back in a straight line.
[1] https://github.com/ESWAT/john-carmack-plan-archive/blob/mast...
[1] https://en.wikipedia.org/wiki/Adobe_Creative_Cloud#Desktop,_...
However the projects in question are outside of US jurisdiction for that to matter. They are in violation of id software's and Valve's copyright though.
You can find the original HL SDK license here https://pastebin.com/pAVKk1NL The copy on GitHub has just a find-replace of the Source Engine license, which is not compatible as well. Seems like Human Error either way.
To clarify, this mixes proprietary code with GPL code from id software. Valve has spoken out about the engine used [1] before and has barred it from being used for mods on Steam.
[1] http://web.archive.org/web/20160701071741/http://www.moddb.c...
https://www.wired.com/story/eu-hits-google-third-billion-dol...
However as those devices aren't that powerful, you really don't want it spend a lot of time deal with remote content/media.
That's all, felt like the right place to share this thought.
While it's something cool to work with Quake II, its net-protocol has its downsides and I'd encourage anyone replace it with QuakeWorlds' networking as you'll run at a locked 10 Hz with the clients interpolating between the frames otherwise. This was done for easier handling of animations in single-player entities, but was regretted later (according to JohnC's own .plan files).
Quake 1 is nicer to work with in that regard. Also get used to wobbly model animations with the MD2 model-format as the precision of the vertex-animated models is very poor :)
It's also interesting to note that Carmack considered using a 16-bit MMX-powered SW renderer for QuakeWorld/Quake II (making it real cutting edge in 1997), but considering the global 8-bit palette was already in place, it would have resulted in a loss of precision of already paletted textures so it was decided against and they did it the old way.
Before you make any statements about his this could potentially suppress voices and opinions, you can always make your own site. Even if the government did not interfere with these sites, the sites themselves totally have the right to regulate everything that's being posted. This is only to encourage this because companies like facebook didn't seem to give much of a damn about regulation.