| slayer's pwnage | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: slayer's pwnage Sun Apr 11, 2010 8:30 am | |
| /serverinfo or /serverstatus (not sure which)then /tell # message to send a private message (this is an extremely useful player-to-player communication which appears on only the receiving player's display)
please, try to understand quake3's engine and take <5 minutes to adjust ownt's rifle server and your personal settings
accordingly
server(ownt rifles)...
/sv_fps 25
/sv_maxrate 25000
client(you)...
/snaps 25
/cl_maxpackets 100
/com_maxfps 125
/r_displayrefresh 125
a brief explaination...
in call of duty, player's positions are updated by default at 8 millisecond intervals
8 milliseconds is the exact amount of time between each frame when framerate(measured in frames per second[FPS]) is locked at
125
||player position update intervals can be altered by the server using "/pmove_msec #" in conjunction with "/pmove_fixed 1"
but any number other than 8 complicates the optimization/synchronization algorithm beyond what i will explain in this post||
125 FPS can be achieved by this command: /com_maxfps 125
use "/cg_drawfps 1" to assure your computer supports a steady 125 FPS and "/cg_drawfps 0" to remove the guage from your
display (note: if you cannot maintain 125 FPS then "/com_maxfps 100" is your next best option and if that fails then you're
best configuration is "/com_maxfps 50")
/snaps sets the number of updates the server sends to each client in one second(labeled 'snapshots'). "/snaps 25" allows for
smooth 50, 100, 125, 200, 250, 500 and 1000 FPS values(although, anything above 125 FPS is useless while "/pmove_msec 8".
also, numbers below 125 FPS are less efficient than 125 while "/pmove_msec 8") because this provides a steady interpolation
ratio(measured in frames:snapshots[CVAR equivelent: /com_maxfps:/snaps]). for example: 125/25 = 5/1 which means 1 snapshot
holds 5 frames
/cl_maxpackets sets the number of updates each client sends to the server per second(labeled 'packets'). "/cl_maxpackets 100"
allows for any framerate because interpolation ratios are automatically calculated/fluxuated by the game's engine(like
frames:snapshots, frames:packets[CVAR equivelent: /com_maxfps:/cl_maxpackets] is better with evenly divising ratios. for
example: 125:100 = 5/4 which means 4 packets carry 5 frames. frames must be send as complete frames(whole numbers) so
interpolation takes effect. every 4th packet carries 2 frames while packets 1, 2 and 3 each carry 1 frame
packets:snaps ratio: for our 125 FPS configuration, 100 packets to 25 snaps is functional and allows for 100 FPS users to
play without causing lag. 100:25 is 4 packets for every 1 snapshot which means 4 updates are sent to the server for every 1
update that is received by the client. thus, the server uses 4 packets to update itself for every 1 snapshot it sends to each
client and a snapshot received by a client contains 4 packets worth of information which may be 100 or 125 FPS(or another
value)
/pmove_msec 10 allows for /com_maxfps 100 to flow perfectly, /pmove_msec 9 allows for /com_maxfps 111, /pmove_msec 3 allows
for /com_maxfps 333 and /pmove_msec 1 allows for /com_maxfps 1000
idealy, every client uses the same frames, packets and snapshots | |
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AfterLife Lieutenant General
Posts : 1178 Reputation : 2 Join date : 2009-09-23
| Subject: Re: slayer's pwnage Sun Apr 11, 2010 10:01 am | |
| Surprisingly... this actually makes sense to me | |
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Guest Guest
| Subject: Re: slayer's pwnage Sun Apr 11, 2010 10:02 am | |
| y does he never post, then suddenly comes up with this........
THERE ARE OTHER TOPICS YOU KNOW!. nice text dude, i understood all 5% of it |
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Guest Guest
| Subject: Re: slayer's pwnage Mon May 03, 2010 2:01 am | |
| i lost you at slayer pwnage |
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Zilch Registered User
Posts : 212 Reputation : 0 Join date : 2010-03-28
| Subject: Re: slayer's pwnage Mon May 03, 2010 7:25 pm | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: Re: slayer's pwnage Tue Jun 15, 2010 10:56 am | |
| i've come to realize that this information is quite senseless my favorite way to play is........ com_maxfps 333 cl_maxpackets 37 snaps 37 r_displayrefresh 111 | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
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Crabby Colonel
Posts : 1003 Reputation : 1 Age : 34 Join date : 2009-09-25 Location : Arizona
| Subject: Re: slayer's pwnage Sat Jul 10, 2010 2:51 pm | |
| I Wish I Understood. Ugh.. I Need To Take Some Computer Classes So I Can At Leat Understand. <---Nub | |
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Vixen Leader
Posts : 5757 Reputation : 16 Age : 35 Join date : 2009-09-17 Location : Hidden hills of western MA
| Subject: Re: slayer's pwnage Sat Jul 10, 2010 3:25 pm | |
| LOL.. Most of all that made sense to me | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: Re: slayer's pwnage Sun Jul 11, 2010 7:16 pm | |
| - Vixen wrote:
- LOL.. Most of all that made sense to me
/cl_maxpackets 25 plus /com_maxfps 250 equal warping(lag) LOVVIES!!!!!!!!!!!!!!!!!!! | |
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vcodslayer Corporal - 1.3
Posts : 122 Reputation : 0 Age : 33 Join date : 2009-11-14 Location : Canton, Michigan
| Subject: Re: slayer's pwnage Wed Apr 20, 2011 7:34 pm | |
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Last edited by vcodslayer on Fri May 20, 2011 12:48 am; edited 1 time in total (Reason for editing : posted in haste) | |
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