That said quake style multiplayer is still very much alive with those who still want to play it, but there is no matchmaking, you're gonna have to look people up. The reason why it was mainstream was because quakeworld was the only thing for fps that made online play reasonable with that era's internet connections and quake/quake2/quake3/unreal were your only mainstream choices until counterstrike took over and with that, slower tactical/complex fps games took over. Quake style multiplayer is never coming back as mainstream. Or maybe a classic quake just doesn't have a chance to become a decent multiplayer game anymore.
#3D EARTHQUAKE ENHANCED EDITION UPDATE#
Modern games might classify such things as cheats, but for quake this is the norm.īut just bet on yet another completely dead multiplayer game, missing where the possibility was the revitalize it, if they can update the netcode though lol. At some point someone included +mlook in their autoexec.cfg so that it's just always on by default and shared that with others and here we are.Įxperimenting with configs, writing scripts to fix limitations of the engine, playing around with the scripts and then optimizing the scripts to better fit personal gameplay was a big part of playing quake for many. In release version of quake, you had to bind a key to mouselook with a command "+mlook" and hold that key to activate mouselook. Not saying using WASD for movement was invented by quake players, but I'm saying that someone came up with it, shared it with others and it spread like crazy and because of how popular it became, it was adopted as defaults in fps games.Īnother thing that has become the norm is mouselook. It may seem strange to you, but for many players who played a lot of quake back in the day, a part of playing quake was also experimenting with settings and different ways to play the game. The only point of this, is to play the game like it was played back in 96. This method creates independent measures to validate and constrain the source sizes of deep earthquakes.And the only point of this is to cheat during multiplayer, yes? Furthermore, coherence model is established to relate earthquake source size with inter-station cross-correlation. Resolving ruptures in 3D space helps us to understand the rupture process and physical mechanisms of deep earthquakes. The correction is capable of mitigating 3D structural effects that commonly exist for M8 earthquakes.įor deep earthquakes, I introduce 3D back-projection which provides depth resolution of the rupture front.
Slowness correction is proposed to improve the source imaging of complicated rupture in conjugate fault systems. In this work, I develop array-based approach: enhanced back-projection and coherence method to provide better constraints on kinematic source imaging. The accuracy and robustness of source imaging is of vital importance to con- strain source properties and help discriminate among potential physical mechanisms. Earthquake source imaging is an efficient tool to reveal the kinematic rupture process of earthquakes.