![[A screenshot from Quake with a sprinkling of odd white spots]](quake00.jpg)
Here our brave researcher has installed the brand new short/medium
range radar unit and is field testing it under real combat
conditions on tf.quake.inet.fi.
![[More of those spots]](quake01.jpg)
Sensitivity is quite good on this spot but Friend or Foe
identification is still not functioning satisfactorily (if it
shoots you it's a foe; if it shoots you back because your own
index finger was too itchy it's just a frustrated friend).
![[Cheating in action]](quake03.jpg)
Here we see how JPEGTM technology renders the blue
echoes from friendly units nearly invisible. Perhaps applying
JPEG to the units themselves would help them sneak past the
enemy lines?
![[Improper keybindings in action]](quake04.jpg)
Here we see the researcher struggling with his CTF optimised and
Swedish PeelotusTM enhanced battlestation while the
situation at the main gate heats up. Since Quake1 engine does
not support mirrors we cannot see him applying the JPEG
technology to himself.
![[When in doubt, run]](quake07.jpg)
Here we are running across the middle field, dodging friendly
fire and approaching the enemy gate.
![[This picture is too clear]](quake08.jpg)
This snapshot shows that we should have used a higher JPEG
compression factor.
![[A lone yellow spot on the radar..]](quake11.jpg)
There it is! And uh oh, we have company.
![[Death awaits you all, with nasty big pointy teeth!]](quake12.jpg)
Alas.. The dangers of software engineering.
A radar does NOT help in Rocket Arena. Not a single bit. But at least it's fun watching them circle strafe.