I can very clearly remember installing the card and then loading up 2Fort4 in the Team Fortress mod and suddenly being able to see THROUGH THE WATER.
Sniper's paradise!
I can very clearly remember installing the card and then loading up 2Fort4 in the Team Fortress mod and suddenly being able to see THROUGH THE WATER.
Sniper's paradise!
vis did a precalculation for where a level segment(the partition in binary space partition) could be seen from any other level segment. the end effect was that while glquake did have a option for transparent water, the geometry would not draw on the far side. making the effect useless without a bit of extra work. But I have to admit I have no idea if entities(other players) would draw or not.
update: found this https://quakeone.com/forum/quake-help/general-help/4754-visp...
Apparently there is a no_vis option to run without the visible set optimizations.
The downside to running vis patched maps on a server is it used slightly more CPU than unpatched maps IIRC. Perhaps someone that ran more servers than I did (I ran two nodes on an Intergraph InterServe with dual P6-200s) could weigh in on what the impact was at scale.
Searching for "2Fort4" in YouTube yielded some interesting videos for people curious what the original Quake Mod version of the map looked like:
https://www.youtube.com/watch?v=bJh36LuKwVQ&pp=ygUGMkZvcnQ0
As someone who still spends at least 3 hours a week playing 2Fort on the current Team Fortress 2, it's fascinating to see how the core of the map is still basically the same after 20 years.
EDIT: Another video which goes into more detail about the history of each 2fort version, going back to its original inspiration from a Doom 2 level:
The video also misses that there was a pretty popular 2fort for half life 1.
Edit: typo
Shout out to any EG players!
But yeah, those lucky people with their DSL modems and 60ms pings would wipe the floor with us.
Nowadays, everyone has a < 10ms ping.
Plus all the weird behavior with packet loss. You could see each player's ping and PL numbers in the server player list. Those were the days.
But Tribes 1 was incredible in how smoothly it handled "larger" servers. It would be so chaotic.
I remember connecting to someone's machine and just destroying everyone. Afterward I got a message from someone congratulating me, but being incredulous about my ping time being 26ms.
I happened to be on the first floor in the first dorm on campus to get wired internet access, and they had an OC3 dedicated to it. Two months earlier there were 16 of us splitting that line, with public IP addresses. (Going back to dial-up after leaving the dorm was.. difficult).
So I told him, yeah I kinda have a ridiculous internet connection here at school. He was like, "no, you don't understand - it is my machine. I am playing on the server and your ping time is lower than mine!"