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Adding Quakeworld active servers?

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  • R00k
    replied
    i would play qw but only on usa servers as even with prediction
    qw lag shots fired so its like a laggy gun game vs slippery movement
    150ms ping on qw just isnt fun
    that and the mods for qw are kinda wonky its all static weapons and campers
    but the reason i wouldnt mind playing would be
    playing almost the same game with new people

    Leave a comment:


  • RL Clown
    replied
    I voted: "Why not!"

    It would be an efficient method of solving many problems in the Quake community. It would also expand the community!

    Leave a comment:


  • Mr.Burns
    replied
    Originally posted by Spike View Post
    ...I'd like to see more engines support both protocols properly, but I doubt that's ever going to happen now, people just don't care so long as they can continue as they are.
    Unfortunately you may be correct, although let's hope not , but perhaps another way to look at it is do those exact players who are set in their ways currently have the tools and know how to do this with minimum effort? If it was a little easier to join ANY server with their favourite engine, regardless of whether it was NQ or QW, perhaps the idea might get more support.
    I know you have mentioned before that FTE can connect to NQ servers, and if Baker, Rook and LH were able to make that same leap and enable us to connect to QW servers seemlessly it could be a big step in the right direction. Even though my experience previously was not good I would still be inclined to drop on to a QW server once in a while and give it a try if this were possible with a "unified" regular client.
    I wonder if a unified server might be a better way. Just off the top of my head, would it be possible to have a server engine (e.g. FTE) running RuneQuake, that would allow any Quake client to connect through the usual ports and play the selected "mode" (QW/NQ) without any client side changes?
    This is just my humble opinion aimed at understanding the problem a little better so please don't shoot the messenger

    Kind regards

    Monty
    Last edited by Mr.Burns; 04-23-2014, 01:16 PM.

    Leave a comment:


  • OMacKnight
    replied
    Originally posted by Spike View Post
    I'd like to see more engines support both protocols properly, but I doubt that's ever going to happen now, people just don't care so long as they can continue as they are.
    As Mom/Mark can confirm, I've been preaching this for a long time.

    But my latency issues are that I ping over 300 to the US on connections in this part of the country, so fiber would pull me down to 30-50ish, which would enable me to play netquake on more active servers more often. Due to how netquake handles latency, I struggle to play higher than 100 ping.

    (I'm saying 30-50 based on times I've used fiber recently in various games, I actually got about 17ms ping to a few west coast servers in CS:S)

    Leave a comment:


  • Spike
    replied
    nq's latency will never drop to 0. fibre will not help UK-US connections for instance. such packets often go via space.
    also, regarding fibre: AT&T's Gigabit Smokescreen - Slashdot
    QW has prediction, NQ has interpolation (except modern QW engines do too, so...). The only significant differences left are the bunnyhopping+mods - which are often more significant differences on their own than everything else!
    I'd like to see more engines support both protocols properly, but I doubt that's ever going to happen now, people just don't care so long as they can continue as they are.

    Leave a comment:


  • OMacKnight
    replied
    Personally I actually think Quakeworld was far more comfortable, but I was drawn to a net quake exclusive community. Funny that. :v

    (Before somebody makes a pointless comment, I already know why I would find QW more comfortable, but I also think nQ is technically the superior version. Especially now that fiber optic based internet is becoming a thing and will enable incredibly low latency across countries. Thus the issue of latency that nQ has will more or less be eliminated.)
    Last edited by OMacKnight; 04-23-2014, 05:59 AM.

    Leave a comment:


  • R00k
    replied
    mark is globalizing the "let's add qw servers to the list" when all he wants to add is a single server running a qw mod, that maybe 5 people play on a month.
    might as well add thunderwalker too...

    but as mentioned this is netquake not quakeworld site, so not much use.

    Leave a comment:


  • Bong
    replied
    Quakeworld is not the real deal !
    Netquake is :-) besides this is a netquake site !!!!

    Go to QuakeWorld.nu if you want to play quakeworldsucks.

    Leave a comment:


  • Mr.Burns
    replied
    @Mark: I'm not sure I understand the significance of the sound effects but that may be just me As this is a NetQuake website I'm not sure how many people will use the QW servers if they can't connect to them using their usual engine. It's true that it doesn't take much to download and install Spike's impressive FTE, but many people get set in their ways and sometimes become a bit... well... lazy with regard to putting effort in to setting up and trying new things. I'm not saying it's right or wrong as it's merely an observation. Personally my experience on QW servers has not been that great. It seems to be an overly competitive rather than fun experience, but again that's more down to my preference than any shortcomings of QW or the fantastic work that Spike and co have put in to the product.

    @MG: Just trying to do my bit, no matter how small That reminds me I better go upload the a couple of mods for port 26010 on the NYC server so I can bring them on line tonight.


    Kind regards

    Monty

    Leave a comment:


  • Guest's Avatar
    Guest replied
    To answer the "Why...?" voted by Polarite & Mr. Burns...

    Well because it's really fun... come hear some audio effects for example!
    https://drive.google.com/folderview?...EE&usp=sharing

    Also it is, from a NQ point of view, a "total remake" of Q1 which makes the game (mod) available for free... so why not play it hehe.
    http://www.mediafire.com/download/rp..._client_v1.zip
    Last edited by Mom; 04-09-2014, 02:46 AM.

    Leave a comment:


  • MadGypsy
    replied
    @Mr. Burns - I like your signature, very clean but packed with things to check out. I never paid attention before (apparently) GJ!

    _____

    I voted "What?" cause, I don't understand the question.

    Leave a comment:


  • Mindf!3ldzX
    replied
    I'm ready to assume my USI role.Rook, lets combine tactics for the win

    Leave a comment:


  • R00k
    replied
    ezQuake dev team has called it quits.
    Dont expect any updates if at all from 3.0.

    ZQuake is nice, has NQ compatibility but hasnt had any development in YEARS.

    If I were to use DP/FTE for something other than Quake(protocol 15), I would play on a DP7 server...

    Leave a comment:


  • Guest's Avatar
    Guest replied
    Darkplaces does the job, FteglQW and my favorite ezQuake.

    I'd like to say I'm sure us, the NetQuake community, is not awared that the QuakeWorld community is at its lowest ever... very similar to NQ... I'm sure many here were thinking they had still lot of players which is not the case at all.

    In fact, to my own opinion, it seems we now have more "active" players in NQ than QW... believe it or not... or ask someone from QW community.

    And I want to say I've been playing QW couple times these last months and it is so close to NQ and... very very funny!!




    Screenshot of quakeservers.net, taken just after this Sundays AGR game (around 2:00 GMT Monday 31st March)
    OMC
    Attached Files
    Last edited by Mom; 04-01-2014, 09:51 AM.

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  • Mr.Burns
    replied
    Hi Mark,
    Just to avoid any confusion, an I right in thinking that if I wanted to join the fun I can not connect to this server using Qrack, Proquake and EngineX, correct? I would therefore need to install and configure something like FTE?

    Kind regards

    Monty

    Leave a comment:

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