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| EA Sports Cup Finals |
| TBD, Belgium |
| 2008/12/13 |
Teams attending
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Promod 1.8
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iM.tEEKK - posted on: 2008-07-07 12:32:08
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User

points: 405
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Hmm, interestingly enough there isnt a new thread for the 1.8 release.
Anyway, regarding the new release of beta 1.8c, Does anyone feel that the rego has significantly changed since maxpackets isnt locked on 63? It is ALOT more random now, sometimes the rego is amazing the others it isnt
I am not raging you raf1 (you get affended quite often) I'm just interested as to why the rego feels so different now? |
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#1 -
W . reject - posted on: 2008-07-07 12:38:45
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User

points: 46
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promod sux with antilag 0
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#2 -
Lidner - posted on: 2008-07-07 12:39:51
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User

points: 30
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Off topic: is it normal for sv_fps to be set to 20 client-side? Does it make any difference setting it to 30? |
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User

points: 593
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wtf is this maxpackets rules? |
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User

points: 251
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The "sv_fps" in your config_mp is only used when you create your own lan server. The client-sided command for "sv_fps" is "snaps".
By the way the reg issue could be because of sv_fps 30... The q3 engine is optimized for sv_fps 20.
| | Google said: | | | You can’t fix a majority of the problems with scripting, you’d need engine source to properly fix it, instead of using bandaids (scripting)
When you raise sv_fps to 30, quite a few things happen, and there are more downsides to raising it than upsides.. also; there are more issues with it being anything other than 20.. I just post the signifigant ones.
- Physics get whacky. Some/most/all physics that are hard coded to sv_fps 20 wake up too early/too late. They can be fixed, but they won’t be as accurate as they would be with it being 20, since 30 doesn’t divide evenly. Timers are the most common thing to get broken.. Any animations that are controlled server side can also be broken.
- G_RunFrame() is called at 33.3ms intervals on the server. Sometimes, it will get called a frame or 2 late, or 2 early, because of rounding errors.
- Prediction gets fubared, since the built-in engine lag of 50ms is reduced to 33ms, which means there isn’t as much data to predict/interpolate for. High pingers notice this more than low pingers (you can even debug prediction errors to see for yourself)
- Antilag is affected, but nobody uses it because it’s broken. I think IW used/uses a point release from ID with busted antilag.
I’ve always told people to stick with using sv_fps of 20, because things are hard coded around it, and fixing them gets messy.
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User

points: 842
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| | reject said: | | | promod sux with antilag 0
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PAM does have antilag 0, i mean codqcup, which everyone is using... so where is the problem? Noone ever was playing with antilag 1 in cups. Only CB mode have antilag 1. |
#6 -
Rake - posted on: 2008-07-07 13:30:31
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User

points: 367
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hitreg differs in most parts due to ppl not aiming in frot of moving targets. |
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points: 593
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but cant unblock the cl_maxpackets? till 125 |
#8 -
tomzki - posted on: 2008-07-07 14:15:09
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User

points: 1761
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ever since promod has been released everyone is worrying about this antilag when codqcup etc hasnt had antilag 1 on.. now its been mentioned everyones gettin ther knickers in a twist |
#9 -
Rake - posted on: 2008-07-07 14:24:18
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User

points: 367
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raf1 1:45 rountime(qcup-setting) and yes 125 maxpackets would be emazing |
#10 -
W . reject - posted on: 2008-07-07 14:34:44
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User

points: 46
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promod 1.8 with helicopter attacks is really really PRO |
#11 -
Froster - posted on: 2008-07-07 14:44:24
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User

points: 1729
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I dont like how Promod forces me to use sm_enable 0, which means Shadows off.
Please dont force it... |
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User

points: 1137
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I like shadows also, but at least forcing off and prmod in general is going to render clientside configs less important.
It creates more of a universal game as opposed to being able to gain advantage over someone who isn't as clued in about certain commands ingame. |
#13 -
Froster - posted on: 2008-07-07 15:13:36
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User

points: 1729
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Ye but u can turn them back on
So either make it so u cant turn it back on
or
Dont force it
Because atm theres not much of a point, it sets it to 0, but u can change it back to 1 ingame, as far as i know |
#14 -
Bond- - posted on: 2008-07-07 15:13:51
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BANNED

points: 635
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This comment has been removed. |
#15 -
Froster - posted on: 2008-07-07 15:33:34
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User

points: 1729
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I dont like the removal of the +5 +3 etc, it was easier to see if you really killed someone, and if your teammate kills one, you could see if it was the one u tagged if you got an assist or if there are 2 enemies at a certain spot.
Or remove hitblip as well, COD1 style ;D
edited 2008-07-07 15:50:26
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#16 -
iM.tEEKK - posted on: 2008-07-07 15:39:13
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User

points: 405
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basically from what tigii said, with fps 30 the game is broken LoL~ |
#17 -
ciberr - posted on: 2008-07-07 16:09:35
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User

points: 311
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#1 agree |
#18 -
scott - posted on: 2008-07-07 16:10:51
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User

points: 425
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whats with the slow running after the countdown at start of each round? it takes like half a second to build up ur speed to sprint even though ur holding it down.
and add the +5, +2, +10 ect back in
edited 2008-07-07 16:12:43
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#19 -
Glave - posted on: 2008-07-07 16:13:54
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User

points: 55
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#18 agree.
edited 2008-07-07 16:14:50
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#20 -
iM.tEEKK - posted on: 2008-07-07 16:15:43
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User

points: 405
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Just tested sv_fps 40 in a server with an E-BuDdY
Just like cod1, it feels really good. Would be cool if you could implement it into the next release just to test it raf1. |
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