I voted for 2, cl_timenudge 0, cl_autotimenudge 0, as well as cl_autotimenudge 1. If I'm in an 80+ ping server I'll use autotimenudge, but otherwise it's off.
I voted for 2, cl_timenudge 0, cl_autotimenudge 0, as well as cl_autotimenudge 1. If I'm in an 80+ ping server I'll use autotimenudge, but otherwise it's off.
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Why CTF4 is bad
Client side hit detection is an easy way for almost perfect hit feeling. No shot-throughs, only the rare caused by clientside errors - framerate stuttering, lost packets and blinking
There are a few problems with it, the main is that the client has to be trustworthy.
I doubt it will ever be used in QL because
1. It would require considerable amount of devs work.
2. The main effect would be a lot of whine:
- aiming with client side detection is a bit different, in QL you apply small temporal adjustment to the shots.
- it would influence lg fights, dodging with most pings would be impossible.
...
Play with timenudge 0 for hitscan weapons (smoother movement for tracking) then I play with -20 for projectile weapons
Client-side hit detection does weird things.
You can shoot your enemy, get fragmessage and immediately die because he hit you first, but his connection is slower and packets arrived few milliseconds later.
Real life? Life is real?!
Noone answered my questions. lol
There are no cvars that will allow you to shoot faster.
Many are personal preference.I was wondering what was the best network settings to play.
This is fine.I have 125 FPS on all maps, so i use cl_maxpackets 125 and rate 25000.
Me too.Is it good ? I think, yes.
They will not allow you to shoot faster.What about shooting faster with cl_timenudge ? cl_autotimenudge ? cg_projectilenudge ?
Mostly personal preference.Should i use cl_timenudge -20 or -10 or 0 ?
One of my very possibly incorrect interpretations of the q3 source suggests that with its drift control function, certain numbers might be smoother due to working with whole frames. With sv_fps 40 there is a server update every 25 ms, and at 125 fps there's a frame every 8 ms. So, 25 - 8 = 17, and 25 - 16 = 9. So tn values of -17, -9, and -1, 0, may be smoother than other values.
This very well may be totally placebo, and even if it wasn't I'm not sure the difference is that great.
I'm using -9 for all weapons except for the PG at -17, and the LG+RG at 0.
I don't know much about it, but the tiny bit of testing I did with it suggests that the effect is too strong. Some players recommended using it only on very laggy servers, above 80 ms. I'd have to personally recommend 0 at this time until I have more information.Should i use cl_autotimenudge 1 or 0 ?
The effect of this cvar is rather subtle, but I still recommend setting it to your current ping. If I pinged 50 on one server and 30 on another, I would probably just set it to 50 and forget about it.Should i use cg_projectilenudge 0 to 80 ? i have 30ping and 50 on another server.
You can use projectilenudge and any value of timenudge as they don't affect one another.Can i use all them at same time ?
I believe that cl_AutoTimenudge when set to 1 overrides the current value of timenudge whatever it may be though.
Keep in mind that traditionally there were very few options in the menu, and most settings had to be done with the console. Looks like these cvars simply haven't made it into the menu yet.I am a bit lost here, and why the commands are not in the in-game menu ?
okay new question, what if i have 28ms ping ? should i use tn -20 instead of -17 ?
with cg_projectilenudge 28 ?
edit : i will try some settings to see what's the best for me
edit2 : tn -17 looks a bit less laggy![]()
Last edited by rootsra; 11-10-2012 at 05:34 PM.