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John Carmack Quake III Worklog

id lead programmer John Carmack has warmed the hearts of a bunch of us looking for some news to post this morning by updating his .plan with his latest Quake III programming worklog. He also probably warmed the hearts of many high-ping players since it offers news that he's cooked up a new option for servers called sv_maxRate that will be able to help level the playing field across pings when utilized. Here's the full list:

* spinning machinegun barrel
* changed q3data -origin option to -offset, defaulted to 0 0 24 for all player grabs
* removed second parm from -lod in q3data
* fixed 0 ping on last player killed before fraglimit
* better ping calculation right after transitions
* add time back to scoreboard
* sv_maxRate option to force all clients to play with a max rate. This can be used to limit the advantage of LPB, or to cap bandwidth utilization for a server. Note that rate is ignored for clients that are on the same LAN.
* fixed bad name vs name in tourney after first player left
* added hitch warning messages to server console
* new time clamping rules for net play
* avoid sending usercmds during connection
* send explicit heartbeats to the master server when a server transitions to or from empty or full
* shaders that aren't found will return index 0, but still keep the allocated slot to prevent rescanning if registered again
* use nextSnap for player prediction when available
* removed teleport dest invisible objects
* reduced client to server bandwidth by 35%
* changed logging for chats to guarantee parsing properly with names that conflict with commands:
from: G_LogPrintf( "%s say: %s
"
to: G_LogPrintf( "say: %s: %s
"

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