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I also fondly remember IPX from when I was a kid. Red Alert 2 and Age of Empires II supported it, and it was truly zero-config on a small LAN. Then, eventually it died off, and I had to learn TCP.

The author’s point about so much not being necessary today, while simultaneously having more drudge work is interesting. I’ve often thought the former, but hadn’t connected it to the latter. For example, I commandeered my family’s two PCs (a Celeron 333 MHz and a Pentium III 550 MHz – what a screamer!) at night to run distcc on, so that Gentoo builds would finish in a somewhat reasonable amount of time. This is simply not necessary anymore. Firefox, which used to be an overnight job, now compiles in 10-20 minutes for most modern CPUs.

On the one hand, this is wonderful – faster feedback loops, more time to tinker. On the other hand, getting distcc set up back then was a fairly large undertaking for a kid, and taught you a good deal about a wide range of topics. Also, since the pain level of failure was so high, you were more careful to get it right the first time, lest you awaken to disappointment.



> I also fondly remember IPX from when I was a kid. Red Alert 2 and Age of Empires II supported it, and it was truly zero-config on a small LAN.

Interestingly, I recall Red Alert 2 only supporting IPX, and that causing tons of trouble for us at one LAN party when we tried to play it. Of course I may be remembering this wrong due to the passage of time and the fact that my technical skills were rudimentary at the time.


Red Alert 2 in retrospect feels like an absolute "perfect storm" of bad luck that still produced a fantastic game

RA2 runs on the same engine as Tiberian Sun (with minor modifications)

Tiberian Sun was Westwood's first engine in C++

It was also two years behind schedule and pushed out barely functional after EA bought Westwood out in the late 1990's

While Westwood was busy putting itself back together under EA they spun off "Westwood Pacific" and tasked them to make Red Alert 2 using this same engine

Red Alert 2's engine is the most cantankerous, buggy piece of junk that ran what I would strongly argue was the pinnacle of the RTS genre. Getting it running on modern systems is an exercise in "what directdraw wrapper actually works?" and hoping that the UDP patch doesn't cause random game desyncs, even on a modern LAN


AOE2 is the pinnacle of the RTS genre. With the Definitive Edition released in 2019, it's still extremely popular today. In my opinion, no RTS title has surpassed AOE2 before or since in terms of gameplay (and, in my subjective opinion, graphics -- I LOVE the detailed pixel graphics much more than polygons).


AOE2 is the best-balanced, IMO. I don’t know that it’s necessarily the most fun, though. I love it, but I also love RA2. Agree on the graphics comment: I’ll take the isometric view any day over 3D RTS.

RA2 has some grossly OP units that you can crank out en masse and dominate with. A small army of Apocalypse Tanks is game over for the enemy, unless they’re France and have turtled with a bunch of Grand Cannons.

Or in Yuri’s Revenge, load Battle Fortresses with a Chrono Legionnaire or two, a Sniper (assuming British), and some GIs.

These, and the overall frenetic pace of RA2 makes it more like junk food than the fine dining experience of AOE2. Yes, it’s not the best thing ever, but man is it fun while it lasts.


I played AOE3 after AOE2 as well years ago, but it never had the same feeling despite having much more variety and content. AOE2 hit the balance between simplicity and variety for me, though might be an effect of childhood memories as well.

Also never really warmed up to the bonus "cards".


Supreme Commander: Forged Alliance is the pinnacle, especially with the FAForever mod.

It puts emphasis on strategy and gives a lot of options on how to approach a match. Micro can make a difference, but it's not make or break like in pretty much every other RTS.


I would say that Dawn of War 1 is the pinnacle of the RTS genre. Still has never been topped by any game I've played, even its sequels. DoW 2 was a dumpster fire that removed most of the RTS elements and cut armies down to 1/3 of the size they used to be. DoW 3 was a step back in the right direction, but still was not really at the lofty heights the first game hit.

I used to dream that Blizzard would put Jay Wilson (who was the D3 lead while he was with them, but more importantly was the DoW1 lead before that) onto a Warcraft 4. I would've loved to see that. Alas, after D3 had a fairly chilly reception (and Wilson himself sparked outrage through unwise social media posting), Blizzard quietly demoted him (and he eventually left). So it was not to be. But I still wish it had happened.


I really enjoyed DoW2 as an action RPG but share your disappointment with it as a sequel to DoW1. I think it would have been received better with a different title.


id argue that dominion storm over gift 3 is peak. Tiberian Sun and Red Alert 2 stole so much from this game it's wild. from repairable bridges to unit queues and tabs on the build bar.


I can't comment on Red Alert 2 in particular, but many early network multiplayer games predate widespread adoption of the internet so TCP/IP wasn't an option. Early online gaming services like Kali were almost a product built around a TCP/IP wrapper for IPX that allowed internet multiplayer on a platform it wasn't initially designed for. But it wasn't long before most people probably didn't even have the IPX protocol installed anymore.


IPX on DOS was amazing and easy; IPX on Windows 95 was all sorts of fun configuration hell if it didn't "just work".


Yeah I had basically the same system (Celeron 300a overclocked to a blazing 504mhz) and trying to play the same games with my dad over IPX was a huge problem. I don't remember why, just frustration and never wanting to use ipx.

Definitely had problems with one of the Warcrafts, I assume 1 but maybe 2


If you used pure DOS with a network driver, it JustWorked(tm)(r)(c). However, Windows 95 had its own implementation of IPX, and it sometimes had issues.


Warcraft 2 definitely used IPX for multiplayer. I remember struggling to get an IPX driver installed on our family computers so we could play.


> I also fondly remember IPX from when I was a kid.

IPX is the network layer and SPX was the transport layer on top. IPX can be used directly like UDP or the SPX protocol used when you need a guaranteed in-order byte pipe like TCP. Uses the MAC address as the machine address and was pretty light weight to the point where it out-performed IP in some cases.

As a silly hobby project I want to take a stab at writing a user space IPX/SPX stack on Plan 9 and model it after ip(3). The stack would mount itself after /net providing /net/ipx and /net/spx, then you bind it to one or more Ethernet adapters. Programs wanting to listen or dial on IPX or SPX just put ipx!address!service instead of tcp!address!port for their dial strings. Then you could easily build IPX networks again and even easily tunnel them over whatever using 9P by mounting the stack on other machines.


Ahhh, right. Networking is the area of tech where I learned enough to do what I needed, and then stopped. I keep meaning to get better at it. Your proposed project sounds like a fun way to do so!


distcc (for Gentoo!) still makes sense when you have some beast machines and a bunch of Raspberry Pis or similar.




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