Quake Engine Indicators
Recorded: Nov. 28, 2025, 1:02 a.m.
| Original | Summarized |
Quake Engine Indicators FABIEN SANGLARD'S WEBSITE CONTACT RSS DONATE Nov 24, 2025 I was working on a bug in Chocolate Quake netcode. The issue was an edge case where starting two clients on the same machine resulted in the second one zombifying the first one. When the bug occurred there was no disconnection but the client could no longer move. Instead the screen would show an "indicator" looking like an unplugged Ethernet cable in the upper left corner. As I dug into the code, I learned there were more of these. Located inside pak0.pak and nested in gfx.wad are files TURTLE, DISC, RAM, and NET. I could not find anything about these "indicators" so I documented them here. |
The provided documentation details a series of diagnostic indicators implemented within the Quake engine, primarily discovered during Fabien Sanglard's investigation of a network instability issue. These indicators, found within the pak0.pak file and associated wads (TURTLE, DISC, and NET), were originally intended for use by id Software developers during the game's creation and early testing phases. They were not designed for direct player interaction but rather served as internal tools to monitor system performance and network connectivity. The TURTLE indicator emerged when the framerate fell below 10 frames per second. Its presence flagged potential issues related to map complexity, specifically notifying map designers if their creations contained an excessive number of polygons. The visual representation, resembling a tortoise, rather than a turtle, underscores the animal’s terrestrial locomotion, highlighting the indicator's relevance to land-based performance. Control over the indicator's visibility is managed through the command ‘showturtle 1/0’, utilizing the `SCR_DrawTurtle` function and referencing `host_frametime`, the time taken to render the previous frame. The underlying intention was to illuminate situations where the engine's surface cache – the system's temporary memory for rendering – was being overwhelmed, leading to performance degradation. The DISC indicator’s purpose was to provide feedback to the player regarding hard drive access facilitated by the `Sys_FileRead` function. Because its visual placement overlapped with the TURTLE indicator, it was likely never used for diagnostics. Instead, its flickering appearance while `Sys_FileRead` was in operation was seemingly a purposeful effect, intended to signal the player that the game was loading data from the hard drive, a common occurrence during gameplay. The associated code is contained within `Draw_BeginDisc`. Finally, the NET indicator signaled a loss of connection to the game server. Specifically, it activated when a client hadn’t received any packets from the server within a 300-millisecond window. This was particularly relevant during the era of dial-up internet connections over PPP modems, where latency could routinely exceed 500 milliseconds. The indication was intended to aid players in assessing the quality of their connection and identify periods of disconnection. The code for the NET indicator is in `SCR_DrawNet`, however, in Quake 2, the image for the indicator has migrated from the wads to `pak0.pak`, specifically stored in the `pics/net.pcx` directory. These indicators collectively represent a sophisticated, albeit initially internal, approach to monitoring and diagnosing performance issues within the Quake engine. The architecture highlights a proactive method by id Software to detect and address potential problems related to map detail, rendering efficiency, and network latency. |