[HN Gopher] Quake Engine Indicators
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       Quake Engine Indicators
        
       Author : liquid_x
       Score  : 161 points
       Date   : 2025-11-24 08:10 UTC (3 days ago)
        
 (HTM) web link (fabiensanglard.net)
 (TXT) w3m dump (fabiensanglard.net)
        
       | whou wrote:
       | Cool curiosities! The chocolate quake source port is great as
       | well. I've always wondered why there wasn't a chocolate doom
       | equivalent for quake. It was nice to see its announcement earlier
       | this year, so I've been quietly following its development ever
       | since. The guy behind it did a great job, now we just need a
       | crispy doom equivalent for quake!
       | 
       | I also wonder where is that tortoise texture from. Seems such a
       | small thing to have the effort to create art for during
       | development.
        
         | somat wrote:
         | I am not familiar with chocolate doom what makes it better than
         | any other doom source port?
         | 
         | There are many good source ports of quake, I always liked
         | darkplaces but it intentionally and willfully tries to push
         | improvements so not really for purists. There is stuff like
         | fitzquake/quakespasm that stays much closer to vanilla quake
         | and if you like quakeworld ftequake.
        
           | bitwize wrote:
           | Chocolate Doom attempts to replicate the original Doom
           | experience in a modern source port, without the
           | embellishments, bug fixes, and features offered by source
           | ports like GZDoom. It's like the difference between building
           | a modern clone of the Amiga 500, hewing as close to the
           | original designs as possible, and building a "modern Amiga"
           | with a PPC CPU, modern GPU, AmigaOS 4.x support, etc. Sure,
           | the second is neat, but some people want to work within the
           | exact constraints and quirks of the first.
        
           | mewse-hn wrote:
           | > I am not familiar with chocolate doom what makes it better
           | than any other doom source port?
           | 
           | The earliest doom variants once the source code released
           | started adding features that weren't faithful to the original
           | dos version 1.9.
           | 
           | Even Boom which was a pretty conservative codebase that
           | focused on limit removal for level editing added weird things
           | like weapon recoil pushing the player back when you shoot a
           | weapon.
           | 
           | So chocolate doom's name is wordplay on "vanilla doom" - it's
           | the version of doom we all played in the 90s just updated
           | with current i/o libraries (libSDL) so it can run on modern
           | platforms.
        
       | RodgerTheGreat wrote:
       | The turtle/tortoise note is correct for UK English, but in the US
       | (where Id software was headquartered during the development of
       | Quake), tortoises are considered a subset of "turtles". Per
       | Webster:
       | 
       | > Turtle (noun): any of an order (Testudines synonym Chelonia) of
       | terrestrial, freshwater, and marine reptiles that have a
       | toothless horny beak and a shell of bony dermal plates usually
       | covered with horny shields enclosing the trunk and into which the
       | head, limbs, and tail usually may be withdrawn.
        
         | leoc wrote:
         | The naming of the 'showturtle' command may be a Logo reference
         | https://people.eecs.berkeley.edu/~bh/docs/html/usermanual_6....
         | . It's highly likely that Carmack encountered Apple Logo on the
         | Apple II at some point. Someone should ask him ...
        
         | theandrewbailey wrote:
         | > Trivia: The icon doesn't actually depict a turtle but a
         | tortoise. A turtle swims in the water while a tortoise walks on
         | land.
         | 
         | Turtles walk on land, too. All turtles are tortises? /s
        
       | toast0 wrote:
       | > The NET indicator is displayed when a client has not received
       | any packets from the server in the last 300ms. This was likely
       | aimed at players to help them determine how bad their ping was.
       | 
       | This is not an indicator of high ping. It's an indication of loss
       | of connectivity. Even if your ping is 2 seconds, the server
       | should be sending you updates regularly. If you haven't received
       | anything in 300 ms, either you're losing lots of packets or you
       | have some epic buffering somewhere.
        
         | xeonmc wrote:
         | Example: the slow-motion replay of this demo causes the
         | flashing of the net icon due to the packet frequency red-shift:
         | 
         | https://www.youtube.com/watch?v=XdkDjsBiO58
        
           | sph wrote:
           | > packet frequency red-shift.
           | 
           | Hmmm. Is that a term of art? I thought you were being funny,
           | but I found at least one paper talking about packet red-
           | shift: https://upcommons.upc.edu/server/api/core/bitstreams/0
           | 0bbf88...
        
         | dmurray wrote:
         | In practice if you have a very high ping, you're losing packets
         | or there's buffering somewhere. Not because you have a 30,000
         | km long ethernet cable.
        
           | garaetjjte wrote:
           | Unless you are playing Quake through Iridium.
        
           | AdamH12113 wrote:
           | When Quake(world) was released, it was common to play games
           | on dial-up modems, where 250+ milliseconds was a normal ping
           | time. If you played on a distant server, you could easily get
           | over 500 milliseconds or even much worse.
        
           | toast0 wrote:
           | Geostationary satellite internet has garbage pings too.
        
           | girvo wrote:
           | We used to play these games on dial-up where ~300ms pings
           | were pretty common.
           | 
           | Moving to a cable connection in ~2001 was shocking in
           | comparison!
        
       | Sxubas wrote:
       | Lovely read.
       | 
       | Just a curious question if the authors or any maintainers read
       | this comment:
       | 
       | Does this bug fix break the functionality of re-connecting the
       | client? Or how would the client know they need to use the same
       | port as the previous session?
       | 
       | (My understanding is that a new client coming from the same IP
       | and different port will now be treated as a new player instead of
       | a reconnect)
        
       | firmretention wrote:
       | I saw that NET indicator plenty when playing on 56k back in the
       | day. Funny to see it written about as some curious historical
       | artifact.
        
         | jaffa2 wrote:
         | Yeah. Looks like an ethernet jack. True, buts its a modem jack
         | (rj11 maybe?)
        
           | hnlmorg wrote:
           | Are you sure it's not meant to be an RJ45 plug? The
           | cylindrical thing to the bottom left corner of the wall
           | socket looks like it might be a BNC plug. Which would make
           | sense for the era of quake when Ethernet wasn't yet
           | ubiquitous.
        
             | jaffa2 wrote:
             | Yes i look closer. Maybe it is a rj45.
        
             | cluckindan wrote:
             | RJ45 next to BNC implies a token ring network, not ethernet
             | :)
        
           | jandrese wrote:
           | The proportions look more like RJ11 than RJ45 to me. Not how
           | big the clip is compared to the plug. Of course this is a
           | hand drawn icon so take everything with a grain of salt.
        
         | veeti wrote:
         | I believe it still lives on in the Call of Duty series, being
         | based on id tech. There's even memes about it:
         | https://www.reddit.com/r/memes/comments/edmai1/connection_in...
        
         | system2 wrote:
         | You can still see it while playing in 2025, for Quake 2 at
         | least, on Tastypleen servers in the U.S. The servers crash for
         | some reason. Or if you connect to Chinese servers, sometimes I
         | experience it, but rarely.
        
       | system2 wrote:
       | Amazing, after playing all the Quake series (still playing Quake
       | 2 daily), I learnt something new about it. I will definitely try
       | the turtle command and try to make it appear (somehow), maybe
       | artificially with the maxfps command. There is no way I can
       | organically produce it on a 32-core CPU. Maybe I can try with a
       | VM with very low specs.
        
       | malux85 wrote:
       | When I was young I got the plans of the Titanic, and I started
       | implementing it in Quake, after an afternoon of hard work
       | building out the outer hull to scale, that was the first time I
       | saw that RAM icon :)
        
       | mtlebe wrote:
       | I might be wrong but it seems the DISC part needs some
       | correction:
       | 
       | > The DISC indicator wraps HDD access done via Sys_FileRead. ...
       | The code for this indicator is in SCR_DrawRam.
       | 
       | I can't find the image itself but just judging by its name
       | SCR_DrawRam is for displaying the image for the RAM indicator.
        
       | foota wrote:
       | ... Now I want to add these to slack.
        
       | CodeCompost wrote:
       | When I read the title I was expecting it to talk about indicators
       | in the inheritance sense, say how you can tell if an engine has a
       | Quake Engine pedigree. Like looking at the graphics or the online
       | behavior of a game and tracing it back to Quake's renderer or
       | netcode.
       | 
       | Still a cool article though.
        
       | doublerabbit wrote:
       | Engines used to be cool. The original Theme Park engine was it's
       | own application in it's emulator. You had SCRUMM which was
       | another interactive cool thing of it's own. DOS games amazed me
       | as a kid.
        
       | lgl wrote:
       | Always awesome content from Fabien Sanglard! +1
       | 
       | Quake 1/Quakeworld gladly live on! I'm a big fan for many years
       | so I always encourage anybody to try it. [0] Still one of the
       | best FPS ever built imho.
       | 
       | The community [1] keeps on improving the game and infrastructure
       | and we can now even spectate games straight through the browser
       | without having to download anything. [2]
       | 
       | [0] Download free (and legal) at https://nquake.com
       | 
       | [1] EU Discord: http://discord.quake.world | US Discord:
       | http://discord.usquake.world
       | 
       | [2] Check out the "Web QTV" links at https://hub.quakeworld.nu
        
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       (page generated 2025-11-27 23:00 UTC)