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That's for <a href="http://wolfwiki.anime.net/index.php/MullET">MullET</a>!
Got any old idtech3 tutorials you made or saved? Send them my way.
i still see alot of people bothering for the antilag ...
and this is a fact not a personal opinion
and this is a fact not a personal opinion
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I suspect what you may be seeing is people with unstable connections complaining about the antiwarp, but I don't even see much of that here. Maybe it's just your little clique that cares.MorsTua wrote:i still see alot of people bothering for the antilag ...
and this is a fact not a personal opinion
Zinx Verituse http://zinx.xmms.org/
But do you have any evidence that the increased ping you see at higher packet values is real? I've heard that it is most likely not an accurate representation.
As long as a player sends >=20 packets they should be perfectly smooth and hittable, because the server only updates player positions 20 times per second anyway. When they don't, b_antiwarp will help keep things smooth.
P.S. ETPro needs "realping"!
As long as a player sends >=20 packets they should be perfectly smooth and hittable, because the server only updates player positions 20 times per second anyway. When they don't, b_antiwarp will help keep things smooth.
P.S. ETPro needs "realping"!
Please direct all gameplay-changing feature requests here.
ETTV already has that - but it's not quite correct all the time.ouroboro wrote:P.S. ETPro needs "realping"!
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
well on whatever which server i go , even if its etmain/etpub/etpro/whatever else, a higher maxpackets makes my ping move a bit up. It can be like + 10 ping on good servers, to extremely +50 (mostly when ping is already just high when i connect). For others i notice the same. When hole server lags completely i sometimes ask to go a bit less packets, and it generally improves the situation.ouroboro wrote:But do you have any evidence that the increased ping you see at higher packet values is real? I've heard that it is most likely not an accurate representation.
As long as a player sends >=20 packets they should be perfectly smooth and hittable, because the server only updates player positions 20 times per second anyway. When they don't, b_antiwarp will help keep things smooth.
P.S. ETPro needs "realping"!
cl_maxpackets controls the maximum amount of packets the clients send the server, so if there are enough players sending flooding the server with full 100fps worth of packets (maxpackets 100, with a framerate >= 100), this isn't surprising.Xeon_vl wrote:well on whatever which server i go , even if its etmain/etpub/etpro/whatever else, a higher maxpackets makes my ping move a bit up. It can be like + 10 ping on good servers, to extremely +50 (mostly when ping is already just high when i connect). For others i notice the same. When hole server lags completely i sometimes ask to go a bit less packets, and it generally improves the situation.
Ping increase may be a side-effect of how the ping is calculated though - if you send later in the server frame, you get "higher" ping, even if you sent packets earlier that frame too. If you're sending more packets, you're likely to hit closer to the end of the frame.
Zinx Verituse http://zinx.xmms.org/
about the evidences the answer is yes, i have evidences about what i say.
try yourself and see what happens when u put snaps 20 and 40
with 20 ping and lag >
with 40 ping and lag <
cl_maxpackets <100 = more lag
rate <18000 = more lag
and if u think that they dont make any difference,well from my 6 years in wolf and 2 in et, i can say you are wrong or just a noob.
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Anothe thing, etpro hitboxes SUCK! and THIS DEMO made yesterday night, proof it..
And now, try to deny what i said.
try yourself and see what happens when u put snaps 20 and 40
with 20 ping and lag >
with 40 ping and lag <
cl_maxpackets <100 = more lag
rate <18000 = more lag
and if u think that they dont make any difference,well from my 6 years in wolf and 2 in et, i can say you are wrong or just a noob.
------------
Anothe thing, etpro hitboxes SUCK! and THIS DEMO made yesterday night, proof it..
And now, try to deny what i said.
|
|
|======My song, B O O M h e a d s h o t is out === Download it! ==== >> use ID guest pass guest or register, it's free
|
|======My song, B O O M h e a d s h o t is out === Download it! ==== >> use ID guest pass guest or register, it's free
With sv_fps 20 the server will send 20 snapshots in either case.MorsTua wrote:try yourself and see what happens when u put snaps 20 and 40
with 20 ping and lag >
with 40 ping and lag <
cl_maxpackets is fps dependent. So saying "<100 = more lag" is a pretty stupid statement as you don't know how many packets someone really sends.MorsTua wrote:cl_maxpackets <100 = more lag
rate <18000 = more lag
With the server creating 20 snapshots/s, 20+ packet/s by the client should be perfectly fine.
Too low rate will only make "your world" lag.
When will he be reunited with his long lost brother LilleBror?
I deny what you say with my 6 years in Wolf and 3 years in ET.MorsTua wrote:and if u think that they dont make any difference,well from my 6 years in wolf and 2 in et, i can say you are wrong or just a noob.
------------
Anothe thing, etpro hitboxes SUCK! and THIS DEMO made yesterday night, proof it..
And now, try to deny what i said.
Our servers now run on 64 bit steroids. Point your ET to:
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem
- Forgotten Ground StopWatch Server with occasional wolfrof 1
- Fraggle Rock ETPub Server - Mix up ET/UT & Duke Nukem