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#REDIRECT [[Quake (video game)#QuakeWorld]] |
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'''QuakeWorld''' (abbreviated QW) is an update to [[id Software|id Software's]] seminal [[Multiplayer video game|multiplayer]] [[deathmatch]] game, ''[[Quake (video game)|Quake]]'', that enhances the game's multiplayer features (namely [[User Datagram Protocol|UDP]] support) to allow people with dial-up modems to achieve greatly improved responsiveness when playing on Internet game servers. Modern [[broadband]] connections such as cable and [[Digital subscriber line|DSL]] can use the QW network handling and game physics as well. Official id Software development stopped with the test release of QuakeWorld 2.33 on December 21, 1998. The last official stable release was 2.30.<ref name="230release">{{cite web|url=http://www.bluesnews.com/archives/aug98-4.html|title=Blue's News - August 22-28, 1998|work=bluesnews.com}}</ref> QuakeWorld has been described by [[IGN]] as the first popular [[Online game|online]] [[first-person shooter]].<ref name="ign._TheH">{{Cite web| title = The History of Online Shooters| author = IGN Staff| work = IGN| date = 7 January 2010| access-date = 2015-11-07| url = http://www.ign.com/articles/2010/01/07/the-history-of-online-shooters}}</ref> |
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== Gameplay == |
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Other than the networking improvements, QuakeWorld's gameplay is identical to Quake's multiplayer mode. |
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The official QuakeWorld client lacks a built-in server, and can only connect to QuakeWorld dedicated servers. It also lacks singleplayer for the same reason. |
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== Development == |
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''Quake''{{'s}} network code, the part of the software that handles multiplayer gaming over a network, was designed for low-latency play over a [[local area network]] (LAN). The original ''Quake'' did not address the fact that Internet connections have generally much higher [[Latency (engineering)|latency]] and [[packet loss]] compared to a LAN connection, and over some connections, performance of this model did not provide an optimal experience.<ref>{{cite web|url=http://fabiensanglard.net/quakeSource/johnc-log.aug.htm|title=QuakeWorld by John Carmack|work=fabiensanglard.net}}</ref> Therefore, QuakeWorld introduced "client-side prediction" (CSP).<ref>{{cite web|url=http://www.gamers.org/dEngine/quake2/Q2DP/Q2DP_Network/Q2DP_Network-2.html|title=Basics of Client-Server Architecture}}</ref> |
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After months of private beta testing, QuakeWorld, written by [[John D. Carmack|John Carmack]] with help from John Cash and Christian Antkow, was released on December 13, 1996.<ref>{{Cite web|date=2006-10-16|title=GameSpy.com - Articles|url=http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm|archive-url=https://web.archive.org/web/20061016094830/http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm|url-status=dead|archive-date=2006-10-16|access-date=2020-12-21}}</ref> Further development was later taken over by David Kirsch and Jack Mathews. It included a useful program called [[QuakeSpy]], written by Mathews, which later evolved into [[GameSpy]].{{Citation needed|date=November 2015}} |
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== Legacy == |
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After the GameSpy shutdown, the QuakeWorld community host up a server and a website under the URL [https://quakeworld.nu quakeworld.nu] |
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== References == |
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{{reflist}} |
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== External links == |
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{{Refbegin}} |
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* http://www.rockpapershotgun.com/2014/07/04/quake-quakeworld-john-carmack-free-to-play/ |
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* https://web.archive.org/web/20061016094830/http://archive.gamespy.com/legacy/articles/quakeworld_a.shtm |
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* http://www.shacknews.com/article/4653/quakeworld-forever |
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* http://www.bluesnews.com/quakeworld/ |
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{{Refend}} |
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{{Quake series}} |
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{{DEFAULTSORT:Quakeworld}} |
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[[Category:Quake (series)]] |
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[[Category:Esports games]] |
Revision as of 11:44, 24 July 2023
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