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 slayer's pwnage

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vcodslayer
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PostSubject: slayer's pwnage   slayer's pwnage Icon_minitimeSun 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
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeSun Apr 11, 2010 10:01 am

Surprisingly... this actually makes sense to me Wink
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeSun 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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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeMon May 03, 2010 2:01 am

i lost you at slayer pwnage
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Zilch
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeMon May 03, 2010 7:25 pm

^
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vcodslayer
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeTue 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

Smile
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vcodslayer
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeSat Jul 10, 2010 1:47 pm

/cl_maxpackets 25


/com_maxfps 250 Big Grin Big Grin Big Grin
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Crabby
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeSat 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
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeSat Jul 10, 2010 3:25 pm

LOL.. Most of all that made sense to me Lick
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vcodslayer
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeSun Jul 11, 2010 7:16 pm

slayer's pwnage 793901
Vixen wrote:
LOL.. Most of all that made sense to me Lick



/cl_maxpackets 25 plus /com_maxfps 250 equal warping(lag)

LOVVIES!!!!!!!!!!!!!!!!!!!
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vcodslayer
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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitimeWed Apr 20, 2011 7:34 pm

pssh!


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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PostSubject: Re: slayer's pwnage   slayer's pwnage Icon_minitime

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