Tuesday, June 15, 2010

Blazer Lighter Problem

QuakeWorld, Quake update that improves the game's multiplayer capabilities in broadband connections. LinuX-Gamers.net

QuakeWorld is an update of Quake, id Software, which improves the game's multiplayer capabilities (called support TCP / IP) to enable people with dial-up connection to get a better response when playing on Internet servers. The art of broadband connections such as cable and ADSL also benefit greatly from improved network capabilities and game physics.

The network code of Quake, the software that handles multiplayer gaming through the network, the game was designed for low latency LAN. The original Quake did not include the fact that Internet connections are generally much more latency and packet loss compared to LAN connections, and for most people, Quake was unplayable on the Internet.

QuakeWorld, written by John Carmack with the help of John Cash and Antkow Christian, was introduced in December 1996. Further development was carried out by David Kirsch (aka "Zoid" of Threewave) and Jack 'morbid' Mathews. It included a very useful program called QuakeSpy written by Mathews, which later evolved into GameSpy.

During the first four months of its existence from December 1996 to April 1997, QuakeWorld (Version 1.25) included their own global ranking system for players where users were required to identify the id master server software with their personal identification and a time to maintain a register in a central location. This created a tremendous competition among the players trying to get the highest ranking, but also controversy about the accuracy of the formula used in the calculation. This, and more significantly, the incredible workload and network servers start id software rankings system exceeded the company and led them to abandon the rankings completely with the introduction of QuakeWorld Version 1.5 in early April 1997.

The biggest improvement is clearly QuakeWorld rewriting the network code (for the predictability of the player and delta compression). The predictability of the player permitted QuakeWorld clients compensation for high latency, allowing users to dial-up connections, move correctly in the virtual world without being affected by the disorienting effects of latency. This opened the network game Quake for all, as opposed to the privileged few who had a LAN connection or broadband then.

removed some features not have been reasonably called bugs, such as rocket jumping, bunny hopping, wall-hugging, and zig-zagging. These features / bugs have shaped the newest part of life in QuakeWorld, allowing players to a new style of play.

QuakeWorld is considered even today by many gamers the best multiplayer game to the point that a whole myriad of games have copied elements as QuakeWorld game, including Quake III mod (ProMode Challenge Arena) the game (Painkiller), and a mod for Quake 4 called Quake4World.

In December 1999, John Carmack, id Software released the source code for client and server for Quake and QuakeWorld under the GNU General Public License as a Christmas gift to the world, and this generated a myriad updates to Century 21 in this famous game first introduced in 1996. Popular among customers currently have ezQuake, FuhQuake, More QuakeWorld, ZQuake, FTEQuake, and QW262, with ezQuake as the most popular.

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