On Fri, 2 Mar 2001 22:07:54 -0000, WildStyle24_7
>That day, Fri, 02 Mar 2001 13:20:37 +0000 dawned fine and sunny in
>comp.sys.ibm.pc.games.flight-sim, and Jonathan Wells says to me...
>> Well I think a lot of people would argue that QuakeWorlds netcode was
>> better than Quake II's ;-)
>Really? Not heard that, although my MP days began with Q2, so I can't
>speak from experience.
>> Incidently I heard that they upgraded their code to the Quake II
>> engine midway though development. It would explain the bad netcode, I
>> thought Quakeworlds was shit hot compared to Quake IIs. Quake IIs
>> netcode was rubbish until they patched it about 20 times.
>Maybe I've confused Q1 netcode with Quakeworlds, in that case - the two
>did come up in a discussion of HL netcode, with the decision to build
>based on one of them as the source of all it's problems...
Possibly, I did a quick look and found this
http://www.planethalflife.com/half-life/guide/faq.shtm#Is%20Half-Life...
It doesnt' say whether they actually USED it or not but they could use
the Quake II engine. My point really was that I started playing
online with Quake. When Quake II came out I tried it and I found that
Quakeworlds netcode was much smoother, which basically stopped me
playing it seriously. I went back after they patched it to see how
good it was and I think tehy had improved it a lot, but like quite a
few Quake players it didn't appeal to me.
I don't think you did confuse the netcode btw, Quake without
Quakeworld was really just LAN netcode, no prediction or any of the
other saviours of the modemer we know now ;-) I don't think half life
was ever THAT bad.
If its a common misconception though I think the only way to be sure
would be to get the info off Valve and they just say "ID Software
technology" so maybe it a little but of both.
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