Q3 Demo Impressions
This
article is a mirror from the original published column at
Barrysworld.com.
Written by 155 &
Rising
November
18, 1999
So where to start? Well big news at the moment is the step
up in the Unreal Tourney vs
Quake 3 Arena battle, with the
recent release of the Quake 3 demo
test (read as just another test made to sound a little
less dull *cough*) and the announcement today that
UT will be available world wide
by the 22nd of this month. And for lots and lots of reasons,
the race between these two has never been closer.
Now I'm not gonna sit here and spew forth my opinions of
the new Q3a test and the latest
release candidate of UT
floating round the net as many others have been, cos
basically, with so many people preaching about what's good and
what's not and which is best you must be sick of it all by
now. I know I am. J But there
are some very important things you need to know, most of which
don't effect what you'll like about either game, more how
likely it is you'll be able to find anywhere you can play it
online, and what state it will be in when you do actually get
on a server...
See it's long been obvious that although both games are
technically new releases, neither actually bring anything new
to the genre that we can't find in any of the other FPS games
currently available or in one of their many modifications,
except a pretty new engine and the convenience of having it
all in one exe. So although both games have their own
individual quirks and one may be better than the other at one
thing and worse than the other at another, neither, in terms
of game play, is that far ahead of the other. Now many people
will disagree with that I'm sure, but tbh, I'll be frank, I'm
not one for religiously following a design company now. After
having met a large proportion of the game development
community I`ve come to the conclusion that none of them are
the Messiah`s that they are described to be by the press, and
there is no one individual alive that makes or breaks a new
game. Many people worship Carmack
for being miles ahead of everyone else in terms of his
technical mind, but a good game engine is only 30% of a game,
as he himself has said. Many people think
Steed is the greatest modeler
alive, but good models on a crap engine still look poor cos
only a fraction of their total frames are seen. So through the
laws of the collective, although both
id and Epic have
particularly outstanding individuals, the effect of these
individuals is watered down by others weaknesses, and blow for
blow, both teams have created very equal games in terms of
gameplay. They both offer all the mods you'd expect people to
ask for, strong team play, a good, situation orientated weapon
selection and good graphics and presentation. In terms of game
play, which release wins over the other will come down quite
simply to personal preference. And if it weren't for a couple
of things that have come to my attention of late, I'd quite
happily sit on my fence for good. See there's some problems.
And they're quite serious.
Unreal Tourney`s netcode
being one, and Quake 3 Arena`s
memory requirements being the other. Now when the first couple
of demo builds came out for Ut
I ranted about how poor they were and after a while
Hakeem and myself came to the
conclusion there was a nasty bug somewhere which
Epic eventually acknowledged
and promised to fix. Only they haven`t. At least if they have,
it`s not done the netcode any favours. Big
UT games just don`t work.
Infact, games with more than just one opponent on the server,
don`t work. At all. The latest build we`ve messed with ran
like a dog with anymore than about four players on the server,
and that`s on a 100Mb switch on a nice P3 450 box. And
although you can quite happily fit two or three servers on the
average specifaction server machine, the net code as it stands
won`t ever allow for good, clean matches of the kinda of
standard we`d be expecting with the forth coming season of US
PGL and Euro PGL next year. Ut
atm just isn`t competition standard, and because of this won`t
develop the same league following that say,
Quake 2 id CTF has, because the
average joe won`t be able to get a game in without lagging out
at some crucial point or being flattened by an lpb fps wh0re.
And whereas Ut will prolly just
be too frustrating to play seriously,
Q3a as it stands will just be too damned big to run a
decent amount of servers. The current build uses a staggering
70Mb per server instance at it`s default hunk size, and at
lower values causes multiple server instances to page
continuely, the lowest setting for which
Carmack has admitted will rise
in the next version.
John, is there a reason the memory
usage on the demo server jumped up so dramatically from q3test
1.08? I can no longer run multiple servers on one box because
it`s so big and at least one gaming ISP I know can`t either,
effectively cutting the servers available in half. I did some
comparisons of memory usage below:
Q3Test 1.08 40,612K
Q3DemoTest 70,104K
Unreal Tournament Demo v348 Dedicated - 18,444K
Also, I heard a suggestion of using com_hunkmegs 8 instead of
the default 48. What exactly does that do? Thanks.
------
To efficiently pack memory, we allocate a single block at
startup time. By default, it is 48 megs, which is how much is
needed to run the largest map and load all the models. A
dedicated server doesn't need most of that, so you can get by
with a lot less.
Com_hunkmegs 16 should be
safe. 8 might work with the current build, but won't in the
next one, because I have moved something from a separate
memory space into the main one now.
(Ta Sean)
Now that all sounds annoyingly techie but what it means in
plain English is the largest of the reasonably small
deathmatch maps in Quake 3 Arena
will require around 70Mb of memory to run on a server without
having the server use virtual memory, which for those that
don`t know, would require the server machine to access it's
hard disk, which makes play jumpy and laggy. Now the last test
allowed us to run perhaps five or six servers on one box here
at Barrysworld, and we have
fairly well spec`ed machines. However, at 70Mb a server and
with memory prices through the roof since the earthquake in
Taiwan, no ISP will be able to
justify running more than a handful of
Q3a servers because it will mean only having one server
per box as opposed to a half dozen of any other game. Hence
for instance, the lack of Bw
servers while we wait to hear from
Xian if the paging situation can be changed. And that`s
with just the fairly small dm maps. I`ve had the privilege of
seeing some preview shots of maps that CTF mastermind
Zoid is working on for possible
release prior to Q3a going on
sale, and they're huge. And I don`t mean just big, I mean
h00ge. Vaguely reminiscent of the
two Contest Arenas in Ra2 they sport gorgeous architecture
mixing twisting turning close combat corridors with vast
cavernous rooms perfect for rail nets that you just know will
reduce your fps to rock bottom in a big fire fight... And if
Dave is gonna set a standard
like that it`s obvious that 70Mb is gonna rocket as mods push
the map size higher and higher. So although the netcode in
Q3a is miles from the laggy and
unpredictable U
T
we`ll be lucky to find a free server to play it on. Sommit is
giving me a nasty feeling these two are gonna be famous for
being great single player games...
Prior to monday morning`s release of the
Quake 3 demo (test, soz almost
forgot that ;-P) in my vegitated state I was frantically
searching for sommit less sad than irc to occupy myself with
whilst I wound down from my course work and my actual job, and
in a desperate plunge I found myself playing a large amount of
Quakeworld again. At first it
was largely fueled by my good friend
PsyGrrl`s hatred for Quake 2
and a vague curiosity as to what was keeping people playing a
game I had got bored of and quit almost two years previously.
It then turned into an epic quest to stop ppl stomping on me
so hard after having lect and
bif cane me on levels I used to rule with an iron fist.
Frustration setting in lect
eventually caved to my constant requests for help with my
config and I eventually found out what was keeping
Quakeworld alive so long after
code development ended.
You see, it`s the proxies. Now to most
Qw players I`m gonna sound exceedingly dumb and behind
the times, but in the days (*cough, shutit, I`m not *that* old
yet J) when I played
Qw we were too busy creaming
ourselves about the ability to use the mousewheel and just how
cool death32c and base32b were
to worry about the rather lame and disfunctional proxy
programs that were appearing. So when
lect sent me my new config and had me install a copy of
Qizmo 2.8 I got a rather nasty
shock.
Now time and time again I`ve heard Qw
players waffle on about how much more solid
Qw felt that it's following
incarnations, and from my experience of the classic at the
time, I found it difficult to see what I meant. But after
firing up Qizmo, connecting to
the Barrysworld terminal and
activiting the client to server and server to client
compression I suddenly understood. Possible rate settings
almost double and suddenly you`re playing on a lan quality
connection on single channel isdn. It's more than solid, it's
amazing, and in an instant I found myself transported into a
world of precision playing a world away from the one in five
on target rails you get in Quake 2.
You can times everything. Perfectly.
And suddenly my playing improved just as remarkably... Donning
my l33t #quake.uk inspired
alias of Fish I spent a good
three hours on the top of the
BarrysWorld FFA server scoreboard, disrupted only by
Qizmo dumping me for running an
unregistered copy of the proxy. Old skillz, such as bouncing
players in the air and skewering them to walls with the
lightning gun and grenade rocket jumping tremendous heights
into the air washed back to me, and once again I was lost in
that blur of frantic rocket fights and nailgun showers that
kept me playing the game for the first year odd online.
Similarities between that and the faster playing
Quake3test became evident and
old skills that were long redundant in
Quake 2 are once again applying muchos fragging power
in the new game. And for those three hours I was completely
consumed.
Until that is, I stopped for a cup of tea. And I starting
thinking again. Curiosity and journalistic rationality taking
over I deleted the proxy and reconnected to an attempt to
distinguish the actual effect of the higher rate, and suddenly
I found myself back on the bottom of the score board and
splattered across several walls. Kinda annoyed I should be
forced to use an external program just to be able to compete
on even terms with the opposition, and suffering from a minor
dent in my shield of steel ego, I wandered back to irc
pondering the whole experience.
Nostalgia being what it is, my interest in the game quickly
disappeared as the old maps became familiar again and
admittedly I was all too happy when I got word to wait up
Sunday night for the Q3a demo
release, but at least now, when people like
bigfoot rant on about how much
more solid Quakeworld feels
than newer releases I understand what he means. But if they
expect to see games that require so little data per client
that they can update at that rate again then they're fools if
they expect them to look any prettier or include more complex
features or gameplay. If that's what you call "solid" in terms
of connection quality then until the average personal
bandwidth increases, Quakeworld
I'm afraid, is what you're stuck with.
But enough ranting, I`ve more than abused my waffle quota for
this update, so time for some shouts.
A muchos gold chain and puffer jacket bigup to
Mockler for informing me that
the
For Legends Only lanparty is drawing close and looking for
entrants. Featuring names such as Momento
Mori`s Shub-Nigga and
sponorship from Diamond,
Guillemot and
AMD it`s shaping up to be a
classic, similar to the recent
EuroQuake event. Worth a look.
A 80`s retro w0rd to
Kia and
Durzel (who I might add needs to find some content of
his own rather than leeching other people`s...
J) for finally activating the
#quake2.uk website
columns. Including words from an assorsetment of familar faces
you`ll find much less family orientated rants (*evil grin*)
than you would on the BarrysWorld
page. Again, worth a look, esp if you fancy laughing at how
lame some of the regulars are... (Six days login
Kia, wtf are you like?
J)
Regular readers to the column will remember a while ago I
passed on LinX`s thoughts on
the new m$ Intellipoint
Explorer mouse, which was quickly commented on by the
community which led me to promise to test one myself. So
finally I`ve got round to doing so.
Now I`m sure you`ve all read various reviews of the laser
based mouse that drops the traditional ball and roller method
of tracking movement and ops for high tech digital emulation.
Retailing for as little as £25 I picked mine up for an
extortionate £45 at PC World
out of laziness. Having got the beast home (and believe me, if
you're used to the midgey Intellipoint mouse this will feel
like you're holding a brick for the first couple of days) and
plugged it in, (which I might add, is all you need to do to
install it bar putting the CD in the drive first...) I spent a
good two or three days playing solidly to get used to it. Now
admittedly I had to struggle with the change in sensitivity
setting that the upgrade to mouseware 3.0 caused, which had a
large effect on my ability to use the mouse for a while, but
after a few days practice I can safely say this is the one
purchase I`ve made for my PC I can say I'm completely happy
with. It's a blinder, fast, responsive, light in the hand and
fast to react. The solid 125Hz USB rate makes for ultra smooth
movement, making tracking the enemy stupidly easy on a good
network connection. The extra buttons once bound to unused
keys can be utilized in any program, giving you access to more
crucial binds and weapon switches without moving your hands
away from their default positions, and the ability to hold
all five buttons down without
slowing or altering the tracking makes the mouse stupidly easy
to use, especially in Quakeworld
where it's possible to bind a different key to switch to, and
fire each weapon separately.
And then, there's the fact it glows. Yes, my mouse F'ing
glows!!! J And you can't begin
to understand how satisfyingly f"+"r3
a glowing mouse is till you've tried it. All in all, a
struggle to adapt to, but one of the best buys available this
year. And look for bigger and better versions in the future as
m$ convert the more popular of
their range to the evil eye technology...
Anyway, life being what it is, I'm well overdue for bed. So
I think I'll wrap this up for now. I'll leave you with a
rather lush picture from the recent
Quake 3 Arena demo for those of you stuck in the lower
system settings wondering why the fuss about the new graphics
engine... Come V5 and it's own
personal power brick, you could all be looking at this kinda
pic as you cruise around fragging at 60fps. Click for the .bmp
backdrop ver currently residing on my OS...

Track of the Moment
Miranda,
Mars Needs Women
Slamming trance beats with a catch line that seems to make so
much more sense at 142mg of the good stuff.
J (And no, I still can't get
over you spending two days on a bench in Paddington station
after a night at the Fridge.
You ever triple drop again I'll kill you...)
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