Poll

If a tree lands in the ocean, does it cause pickles?

Original 3.20
8 (13.1%)
R1Q2
30 (49.2%)
EGL
3 (4.9%)
AprQ2
8 (13.1%)
NoCheat
7 (11.5%)
Q2Advance
2 (3.3%)
Q2Max
0 (0%)
Other
3 (4.9%)

Total Members Voted: 51

Author Topic: What Quake II client do you use?  (Read 22544 times)

Offline X'tyfe

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Re: What Quake II client do you use?
« Reply #30 on: May 21, 2006, 11:27:12 AM »
its possible to do that too adam, you can set the keys up from winamp and they wont be overwritin by quake2
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Mr._X

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Re: What Quake II client do you use?
« Reply #31 on: May 21, 2006, 03:01:52 PM »
I use the standard 3.20 . Except mine was exclusively made by Be Inc for ID software. The BeOS version of quake2. I have a lot of tweaks I have in my cfg and pak files. So what, it has a few bugs but for the most part it does fine. I just need a more powerfull cpu to take advantage of the no-so optimised 3D driver that we have right now.
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Offline Fluffy Bunny [Wuss]

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Re: What Quake II client do you use?
« Reply #32 on: May 22, 2006, 07:28:27 AM »
Ok I'll admit it I just use plain old 3.20. I used R1q2 when it first came out but didn't like the movement either. I then had a major HD catastrophe and stopped playing q2 for a few months. Got a new machine reinstalled q2 and just play the way the game originally came out, I don't use many binds except for weapons and no alias's to speak of. I do not take advantage of Quake's physics at all really. So you could say I play out of the box vanilla quake.

Offline haunted

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Re: What Quake II client do you use?
« Reply #33 on: May 22, 2006, 07:38:59 AM »
man, i don't understand why some of you are so picky  I mean I can definitely jump / move than the average player, and I don't think there's too much of a difference at all. I switch from reg q2 to r1q2 (Depends what's annoying me the most, speed or djing), but that's the real only difference that I see.. which can probably be corrected somehow in autoexec/cfg.
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Ghost9

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Re: What Quake II client do you use?
« Reply #34 on: May 22, 2006, 09:21:37 PM »
« Last Edit: May 22, 2006, 09:23:39 PM by va.Ghost9 »
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Offline Jay Dolan

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Re: What Quake II client do you use?
« Reply #35 on: May 23, 2006, 05:05:01 AM »
Indeed.  I don't feel it's right to drastically alter the game as R1Q2 has.  Incompatible demos, new network protocol that alters game physics, ..and a thread like this?  Makes you wonder what the project's goal really is.  I mean.. genuine improvements to the game are fantastic.  But trying to snuff out other projects is lame..

Case in point, someone posted on the R1Q2 forum that they wanted to get it running on BSD.  I replied that someone had recently ported Quetoo to BSD, and I posted the relevent diff in order to help.  I did not even post a link to the Quetoo project.  R1CH deleted my reply, claiming it was not relevant..   :WTF:

In contrast, I provide a clear link to R1Q2 on my Retexture project page, informing potential users that they may utilize the texture pak with AprQ2 or R1Q2 if they prefer either over Quetoo.
« Last Edit: May 23, 2006, 05:15:05 AM by Jay Dolan »
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Offline console

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Re: What Quake II client do you use?
« Reply #36 on: May 23, 2006, 08:47:13 AM »
Indeed.  I don't feel it's right to drastically alter the game as R1Q2 has.  Incompatible demos, new network protocol that alters game physics

To be fair, it's doubtful r1ch was trying to alter the physics.  We already know standard q2 physics has characterstics that are framerate-dependent; so it's not surprisng to me that separating client network updates from the video framerate is going to have some impact on the physics.

In other words, cl_async is a nice idea; but I don't use it either.

However I like protocol 35.  R1q2 doesn't force me to use it (you can set cl_protocol 34) but I love the faster map downloads.  I also like the faster movement in noclip mode--a small detail, but nice.

And I like protocol 35 from the server side, too.  Here are some stats from vanilla:

  Protocol 35 netcode has saved 431075015 bytes.
  Protocol 35 compression has saved 224172036 bytes.
  R1Q2 playerstate quantization optimization has saved 267356057 bytes.
  R1Q2 entity quantization optimization has saved 1521093045 bytes.
  R1Q2 custom delta management has saved 158041528 bytes.
  Total byte savings: 2601737681 (2481.21 MB)

Two and a half gigs of bandwidth saved since I last restarted vanilla.  And I'm certain less than 10 percent of players on vanilla use r1q2 (probably 5% or less, but I'm sure it's less than 10%.)  If everybody on vanilla used protocol 35, that would be 25 gigs of bandwidth saved, not two and a half.  :eyecrazy:   [Edit: I guess only the first two lines are proto 35 specific... so that's 650 megs... which would be 6.5 gigs saved assuming 10% -> 100% usage.  Still, no complaints...]

So I'm definitely appreciative of what r1ch has done for quake2.  Not to mention the whole boatload of security fixes.

I mean.. genuine improvements to the game are fantastic.  But trying to snuff out other projects is lame..

Case in point, someone posted on the R1Q2 forum that they wanted to get it running on BSD.  I replied that someone had recently ported Quetoo to BSD, and I posted the relevent diff in order to help.  I did not even post a link to the Quetoo project.  R1CH deleted my reply, claiming it was not relevant..   :WTF:

That is unfortunate. Well... he's young.  :bigshades:  (I know it took me awhile to figure out that helping users was always a better move than restricting their choices--even if helping them meant recommeneding some competitor's product.)


Regards,

:afro:
« Last Edit: May 23, 2006, 09:15:11 AM by console »
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Offline [BTF]Defiant!

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Re: What Quake II client do you use?
« Reply #37 on: May 23, 2006, 09:37:45 AM »

R1q2 demos are only incompatible if you change from the default protocol setting.  R1q2, in my opinion, doesn't feel different it just feels faster.  R1q2 doesn't look different, if you don't want it to look different.  R1q2 has more features, such as automatic demo recording, security features, and cl_asynch which I appreciate.

Last, r1q2 is benefical since it is an open and active client which helps keep the community alive.  Put it another way, if there is no client development then an exploit or outdated features never get addressed and people are less likely to keep playing.  This doesn't mean YOU have to use it to take advantage of this effect.

Def
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Offline naymlis

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Re: What Quake II client do you use?
« Reply #38 on: May 23, 2006, 10:22:07 AM »
i switched to arq2 yesterday just to get a feel of it.. i like the new particles and directinput for mouse (like r1q2).. also celshading is nice especially after playing warsow :P

the only problem with apr2 is i had to set maxfps to 111 to make it feel like q2's 120 maxfps.. thanks to book for telling me. so far i like it, i might end up switching back to r1q2 though
« Last Edit: May 23, 2006, 10:58:10 AM by naymlis »
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Offline [BTF]adam

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Re: What Quake II client do you use?
« Reply #39 on: May 23, 2006, 10:39:08 AM »
arq2 or aprq2? if apr, rock on!  :lolup:
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Offline Om3ga

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Re: What Quake II client do you use?
« Reply #40 on: May 23, 2006, 10:53:18 AM »
me when i use aprq2 >  :WTF:  :frustration:  :help:  :raincloud:

me when i use r1q2 >  :bananaw00t:  :headbang:  :rockon: :biggungrin:

me when i know that someone else uses qprq2 >  :exqueezeme:  ::) :zzz:
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Offline naymlis

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Re: What Quake II client do you use?
« Reply #41 on: May 23, 2006, 10:57:54 AM »
ya sorry apr
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Offline Jay Dolan

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Re: What Quake II client do you use?
« Reply #42 on: May 23, 2006, 05:29:52 PM »
To be fair, it's doubtful r1ch was trying to alter the physics.  We already know standard q2 physics has characterstics that are framerate-dependent; so it's not surprisng to me that separating client network updates from the video framerate is going to have some impact on the physics.

In other words, cl_async is a nice idea; but I don't use it either.

Oh of course.  I don't think he /wanted/ to change the physics.  I just question pushing that behavior as default in R1Q2, or even encouraging it for match play.

Quote
However I like protocol 35.  R1q2 doesn't force me to use it (you can set cl_protocol 34) but I love the faster map downloads.  I also like the faster movement in noclip mode--a small detail, but nice.

Yep, good things.

Quote
And I like protocol 35 from the server side, too.  Here are some stats from vanilla:

  Protocol 35 netcode has saved 431075015 bytes.
  Protocol 35 compression has saved 224172036 bytes.
  R1Q2 playerstate quantization optimization has saved 267356057 bytes.
  R1Q2 entity quantization optimization has saved 1521093045 bytes.
  R1Q2 custom delta management has saved 158041528 bytes.
  Total byte savings: 2601737681 (2481.21 MB)

...

So I'm definitely appreciative of what r1ch has done for quake2.  Not to mention the whole boatload of security fixes.

Yea..damn impressive.

Quote
That is unfortunate. Well... he's young.  :bigshades:  (I know it took me awhile to figure out that helping users was always a better move than restricting their choices--even if helping them meant recommeneding some competitor's product.)

Agreed.  Altho I wasn't recommending that said user try Quetoo.  I simply offered "here's what I needed to change for BSD."

Ah well.  Good points, console.

Offline naymlis

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Re: What Quake II client do you use?
« Reply #43 on: May 23, 2006, 05:58:40 PM »
windows port?
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Offline Jay Dolan

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Re: What Quake II client do you use?
« Reply #44 on: May 23, 2006, 07:34:32 PM »
Still waiting for a volunteer.  It's not something I'll ever work on, personally.  But, the source is readily available, and I'm happy to answer questions in #quetoo on freenode.  Grab yourself a compiler and dig in.   :-*

 

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