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Wednesday, July 13 2005, 03:21:15 #27263 Experimenting with Battle I just set up Turbo as an X-Battle server. I'm with you all in trying to help move people over there. It's like everything all in 1, and it totally has options and features that we used to just wish for in the IU1.2 portion of X-Bat....the server IP is turbo.servequake.com.
=ELITE= clan leaders are also joining in the campaign to promote X-Battle also....they will be converting there server also. Contact cloud @ cloud2424@hotmail.com to speak to him. Anyhow, I hope we can put all the bullshit behind us wartex. Seems we have a lot in common with pushing the public to this mod. I hope we can just push the hard feelings aside, and get this X-Battle mod going. Feel free to go there and play around. I'm still experimenting with the config set up, and kinda noob with it, so you might have to help me with settings and cvars. Take care. -Jimbo |
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Wednesday, July 13 2005, 05:34:16 #27267 How are you setting your server up? iu1.2 style ctf1?
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Wednesday, July 13 2005, 09:53:34 #27278 Nice to see you here Jimbo. Ill take a swing by there sometime.
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Wednesday, July 13 2005, 23:47:05 #27293 |DRC| SLIM wrote: How are you setting your server up? iu1.2 style ctf1? Yeah. It's all screwed up though. I might have to look at wartex's config as a guide to see what I'm doing wrong. |
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Thursday, July 14 2005, 03:04:40 #27296 Nice to see everyone finally coming to their sences! I think it would be awesome if you could migrate more over to the mod and open more peoples eyes to the great features this mod has to offer! Something I know I would like to see is the mod being used to its full potential which would be awesome! Just imagine having a config setup something like the following: 1. All weapons with VQ3 physics on your map of choice 2. All weapons with CPMA physics on your map of choice 3. IU CTF on q3ctf1 4. All weapons with CPMA freezetag on your map of choice 5. Rail only with CPMA freezetag on your map of choice I think you get the idea by now |
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Thursday, July 14 2005, 04:16:26 #27305 I'd like to play some more battle freeze. I played it once a looooong time ago.. was fun. |
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Sunday, July 31 2005, 03:46:09 #27866 Is it possible to have game-type rotation, like there is map rotation? Every third map is freeze, every fifth is all weapons, etc. And if so, would it be something worth doing?
And, what is the cg_projectilenudge client setting for xbattle? The docs say nice things about it - set it to your average ping and it will advance your projectile by that much. Another unlagged feature. If you combine timenudge with that, will your shots advance too much or something wierd like that? |
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Sunday, July 31 2005, 04:19:42 #27867 I have played other mods (can't think of the names atm, am pretty wasted) that do that. I really like that feature; it keeps things interesting.
I have nooo clue about the cg_projectilenudge, but i am sure Wartex does.. |
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Sunday, July 31 2005, 13:43:51 #27872 What is cl_timenudge?
What your quake knows based on packets from the server and what it draws on the screen is offset by 50 milliseconds, to use 50 ms as a "smoothing" buffer. On our server its lower because we run higher server fps. Example: our server runs at 25 FPS - it sends 25 updates per second to each client. 1 second is 1000 ms. 1000 / 25 = 40 ms, between updates (aka "snapshots" aka "snaps") Your game will hold the snapshot in the buffer (for 40 ms) before drawing it until the next snapshot arrives, then it interpolates (adds few calculated values in-between) to make the movement of other players, projectiles more smooth on your screen. Therefore everything you see, really happened 40 ms ago, PLUS your ping. So if you ping 100 ms, client "smoothing" adds that 40 ms so you effectively ping 140. N00b servers than run at default 20 fps have 50 ms prediction lag: 1000 / 20 = 50. So if you ping 100, with 50 ms buffer you effectively ping 150! If you are on a non-unlagged server, and set a negative timenudge, your client will draw the snaps earlier, and because it has nothing to work with to interpolate, movement will become jerky. Go to xto.zfrag.com:27960 and set timenudge to -50, you will see what I mean. If you are on an unlagged server, unlagged code uses extrapolation (i.e prediction based on prev values), so even if you use negative timenudge, movement will still be smooth. What is cg_projectilenudge? When someone fires a projectile (rocket, plasma, bfg, grenade), you don't see it until you actually receive info about it from the server. So if you ping 150 and someone fires a rocket at you, you will see it 75 (half of round-trip) ms later, sometimes when it's 2 feet in front of your face. When you set cg_projectilenudge to some POSITIVE value X, your client will visually advance all projectiles by X milliseconds on your screen, making it more close to "real". Your lag is still there, but rockets on your screen will be where they "really are". When you use projectilenudge, because of advancement, it will appear as if projectiles are shot some distance from the gun OF OTHER PLAYERS. If you ping 80, and you see me fire a rocket at you and you have cg_projectilenudge 80, you will see it appear 1 foot away from my gun, and not at the tip of the gun as with cg_projectilenudge 0, however it's better for you because this is where the rocket really is. There is no point using negative cg_projectilenudge, and there is no point using positive cl_timenudge in online gameplay. _________________
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Sunday, July 31 2005, 13:45:39 #27873 PS: When you spec someone, and you have negative cl_timenudge, your client DOES NOT use extrapolation, and other players will be jerky. So set it to 0 when specing.
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