QuakeLive

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Topic review
   

Expand view Topic review: QuakeLive

Re: QuakeLive

by seanality » Wed Jul 20, 2011 12:07 pm

Cooller is just so ridiculous. Smart, Fast, and Humble.

[youtube]u65C-b_Jt5M[/youtube]

Re: QuakeLive

by seanality » Mon Jul 18, 2011 11:44 am

I really like to play Clan Arena when no one is on the duel or if I want to warm up. The game is a lot of fun and is fast paced. We should all Clan Arena some time and get on the same team.

Re: QuakeLive

by joeledmunds » Mon Jul 18, 2011 9:50 am

Just downloaded and stomped some pubs, lots of fun. Add me if you want but don't expect any pro duels. ;o

joselemons

Re: QuakeLive

by scorch- » Mon Jul 18, 2011 9:34 am

motive wrote:
scorch- wrote:
blech wrote:As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.

Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M



PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.
no? did you have high ping? i think the quake animation system runs your weapon animation client-side, but the projectile animation comes after the client hears back from the server that the projectile was fired, so it looks funky if you have high ping. The game is designed to be played with <15 ping, and functions reasonably well up to about 50 ping. Anything above that and things get funky because of the way netcode works.
i dunno how the vanilla netcode is but high-ping cpma is pretty viable thanks to netcode updates like interpolation. i know q3 lacked that kind of lag compensation which valve would later add to goldsrc but idk wat

iirc id brought arqon on board to incorporate some of the changes into ql i dunno what became of that
the netcode is alright in quakelive even playing with 90 ping, but the game is designed to be played with LAN ping. with 90 ping, LG is impossible and rockets are difficult against an equally skilled player who knows how to abuse a ping advantage. it just doesn't matter how good the netcode is when latency is involved. in order for the game to operate in real-time, high ping is going to make the game do funky things.

in online games, your opponent exists in an indeterminate state for the entirety of the session. only after your opponent's information is recorded and passed along by the server is his state determined for your client, and then only for a time in the past which grows further away from the present as the combined pings rise. there is no way for netcode to change this reality. netcode tries to apply what it knows now to the game state that is determined at some time point in the past so that players can feel like their actions in the present correctly modify the game environment, even if the response to their actions occurs in the future instead of instantly.

Re: QuakeLive

by blech » Mon Jul 18, 2011 9:24 am

scorch- wrote:
blech wrote:As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.

Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M



PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.
no? did you have high ping? i think the quake animation system runs your weapon animation client-side, but the projectile animation comes after the client hears back from the server that the projectile was fired, so it looks funky if you have high ping. The game is designed to be played with <15 ping, and functions reasonably well up to about 50 ping. Anything above that and things get funky because of the way netcode works.

That could be it. I know my internet wasn't all that great when I tried playing it, but I'm pretty sure my ping wasn't too terribly high.. I guess I'll have to try it again.. I played it on LAN with some other baddies and really enjoyed it, so if it works okay now, I guess I'm going to have to learn how to play quake now!

Re: QuakeLive

by seanality » Mon Jul 18, 2011 9:13 am

All I know is CPMA is the best mod made for Quake 3. The QuakeLive guys don't want to add CPMA to the QuakeLive system because they don't want to split the already small community. I just find CPMA to be more fun due the movement and weapon switching being faster which makes the game play faster.

Re: QuakeLive

by motive » Mon Jul 18, 2011 9:09 am

scorch- wrote:
blech wrote:As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.

Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M



PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.
no? did you have high ping? i think the quake animation system runs your weapon animation client-side, but the projectile animation comes after the client hears back from the server that the projectile was fired, so it looks funky if you have high ping. The game is designed to be played with <15 ping, and functions reasonably well up to about 50 ping. Anything above that and things get funky because of the way netcode works.
i dunno how the vanilla netcode is but high-ping cpma is pretty viable thanks to netcode updates like interpolation. i know q3 lacked that kind of lag compensation which valve would later add to goldsrc but idk wat

iirc id brought arqon on board to incorporate some of the changes into ql i dunno what became of that

Re: QuakeLive

by scorch- » Mon Jul 18, 2011 8:37 am

blech wrote:As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.

Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M



PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.
no? did you have high ping? i think the quake animation system runs your weapon animation client-side, but the projectile animation comes after the client hears back from the server that the projectile was fired, so it looks funky if you have high ping. The game is designed to be played with <15 ping, and functions reasonably well up to about 50 ping. Anything above that and things get funky because of the way netcode works.

Re: QuakeLive

by blech » Sat Jul 16, 2011 5:21 pm

As someone who never really played quake and has no idea about the differences between all the different competitive mods, I really enjoyed watching Get Quaked 3.

Part 1:
http://www.youtube.com/watch?v=RxVmWaprNDY
Part 2:
http://www.youtube.com/watch?v=r3xIglL3P_M



PS: Are all the guns supposed to have a really long delay between clicking the mouse and bullets coming out? I quit playing QuakeLive after a day or two because it drove me absolutely nuts.

Re: QuakeLive

by scorch- » Fri Jul 15, 2011 3:46 pm

or just watch any quakeworld or hldm videos because those games require an insane person to be played correctly.

Re: QuakeLive

by scorch- » Fri Jul 15, 2011 3:10 pm

except cooller is actually good at quake lololoolol. the problem with CPM is that it's an orphan game. There's no game like it and there will never be another made like it. For me that meant not playing it because I didn't want to put the time in to learn a few very specific things (most importantly that ridiculous weapon-switching system) that take a long time to perfect but are the difference between being awful and being decent. I like the vanilla quake/osp mods because aim/weapons have been the same with small changes since forever and are pretty consistent with every other fps game I've played, the movement is stable and makes sense, and strategy is just as important as tactics and aim.

http://www.youtube.com/watch?v=cRV0tclxXMQ
first best quake 3 frag video

http://www.youtube.com/watch?v=fKwaI8SvTCQ
ESWC highlights. insane players. too good.

Re: QuakeLive

by seanality » Fri Jul 15, 2011 10:02 am

[youtube]iPfaQJuWGvU[/youtube]

This is actually better chuck, vo0 and cooler have to be my favorite quake players of all time.

Re: QuakeLive

by seanality » Fri Jul 15, 2011 9:59 am

motive wrote:vq3 ca is worse than aids, at least when you get aids you had sex first

cpm ca is the only acceptable choice

Re: QuakeLive

by motive » Fri Jul 15, 2011 7:47 am

vq3 ca is worse than aids, at least when you get aids you had sex first

cpm ca is the only acceptable choice

[youtube]mHo4l-qmGHI[/youtube]

Re: QuakeLive

by seanality » Fri Jul 15, 2011 5:33 am

I am trying to accept friend requests on quakelive but I don't see any in my inbox today where last night I saw 2 which I hadn't accepted yet. Maybe this is because I am at work and didn't install the plugin but just to make things more simple...

Ricky, Chuck, Dan, and whoever else just give me your damn account info so I can add you. I already have Chad and James added up.

edit: We should Clan Arena Battle it up sometime. Probably my favorite game type to play when just playing by myself.

Re: QuakeLive

by scorch- » Thu Jul 14, 2011 6:46 pm

yo do you want to duel or what? IS QL EVEN UP WTF

Re: QuakeLive

by scorch- » Wed Jul 13, 2011 2:04 pm

you shouldn't rage! i'm just a bigger nerd and have been playing longer than you. bleargh and i used to play OSP (q3 competition mod) between classes when i was at ucsd back in like 2003.

Re: QuakeLive

by Rambizzle » Wed Jul 13, 2011 1:43 pm

I don't recall ever losing to dan....... and not raging.

chuck is bad tho.

Image

Re: QuakeLive

by scorch- » Wed Jul 13, 2011 12:34 pm

rofl, relax big man. i might have time tomorrow depending on how late i stay at work.

Re: QuakeLive

by hellfire » Wed Jul 13, 2011 12:04 pm

scorch- wrote:yeah you can't play aerowalk unless you're paying the 5$ a month or whatever. bloodrun's the only good map unless you consider dm6 good.

i'll play sometime but i doubt it'll be fun for either of us :/
SCORCH... lets duel.. i hear you got skill? I challenge you !
motive wrote:
scorch- wrote:what sorts of movements
based on past duels i'd say he's still working on his +forward
CHUCK I do recall you rageQing in our duels~

Re: QuakeLive

by hellfire » Wed Jul 13, 2011 11:32 am

added

Re: QuakeLive

by james- » Wed Jul 13, 2011 11:11 am

add Kushy

I just realized I can't change my handle so I had to make a new account.

Re: QuakeLive

by hellfire » Tue Jul 12, 2011 7:36 pm

BRING IT ... i have premium, i can host any map you want @!

Re: QuakeLive

by scorch- » Tue Jul 12, 2011 6:33 pm

yeah you can't play aerowalk unless you're paying the 5$ a month or whatever. bloodrun's the only good map unless you consider dm6 good.

i'll play sometime but i doubt it'll be fun for either of us :/

Re: QuakeLive

by seanality » Tue Jul 12, 2011 5:50 pm

ztn, hub_aero, cmp3a (for cpma)... those pretty much sum it up. I will play others but I stopped playing like a year ago or more. When I came back they added a few new maps that weren't ports.

Re: QuakeLive

by scorch- » Tue Jul 12, 2011 5:24 pm

added both of you

Re: QuakeLive

by hellfire » Tue Jul 12, 2011 1:57 pm

bridge to rail is almost perfected, and with the recently added cl_mouseaccelpower function I had issues for weeks finding the proper feel with sensitivity.

Edit: I'm also in ESL for QL, add me if you are interested

Re: QuakeLive

by james- » Tue Jul 12, 2011 1:57 pm

dan will poop on your face while holding all weapons and armors.

oh and I think I'm gonna start playing quakelive since it's the only thing that can run on my computer (lol)

if someone wants to teach me the game, or just beat up on me a little add kushy

Re: QuakeLive

by scorch- » Tue Jul 12, 2011 1:53 pm

motive wrote:
scorch- wrote:what sorts of movements
based on past duels i'd say he's still working on his +forward
gathered as much when i asked about favorite maps and he didn't say ztn.

Re: QuakeLive

by motive » Tue Jul 12, 2011 1:40 pm

scorch- wrote:what sorts of movements
based on past duels i'd say he's still working on his +forward

Re: QuakeLive

by scorch- » Tue Jul 12, 2011 1:21 pm

what sorts of movements

Re: QuakeLive

by hellfire » Tue Jul 12, 2011 12:31 pm

I have premium, so any map would be great :D

timing is fine for me. I never played cpmA but movement in quakelive is something ive been trying to master.

scorch come duel us !

chadzilla @ quakelive.com
im also in xmvc.vent.nfoservers.com

Re: QuakeLive

by scorch- » Tue Jul 12, 2011 12:15 pm

what's your favorite map? do you time items?

QuakeLive

by seanality » Tue Jul 12, 2011 10:50 am

You guys should add me.

Hellfire and I played a little last night and it reminded me how much I enjoyed playing.

my name on there is Seanality do it up and message me on steam to get a game going. You can also find me and Chad in the Winnfield/CheckMate vent.

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