Network settings
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- Stormcrow
- Posts: 990
- Joined: Mon Nov 13, 2006 1:00
- Location: World -> Europe -> Germany -> Swabia
Network settings
Here a short overview:
Modem users
ISDN users
DSL
If u have DSL u can test if your ping is getting lower a bit with trying that command
ATTENTION my-pen*s-is-bigger - command
You can set it from -20 up to 20, but it does not take effect on your game-behaviour, it only simulates a better ping
And if you think Punkbuster causes lags try
Feel free to add your own network settings here, maybe it helps other ppl
So long,
Stormy
Modem users
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seta cl_maxpackets "30"
seta snaps "20"
seta rate "5000"
ISDN users
seta cl_maxpackets "60"
seta snaps "40"
seta rate "7000"
DSL
- Code: Select all
seta cl_maxpackets "60"
seta snaps "40"
seta rate "25000"
If u have DSL u can test if your ping is getting lower a bit with trying that command
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seta cl_packetdup "0"
ATTENTION my-pen*s-is-bigger - command
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seta cl_timenudge "-20"
You can set it from -20 up to 20, but it does not take effect on your game-behaviour, it only simulates a better ping
And if you think Punkbuster causes lags try
- Code: Select all
pb_sleep 500
Feel free to add your own network settings here, maybe it helps other ppl
So long,
Stormy
- Stormcrow
- Posts: 990
- Joined: Mon Nov 13, 2006 1:00
- Location: World -> Europe -> Germany -> Swabia
My settings are (just copied from my config)
DSL 3000 with FastPath
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//Connection
set cl_packetdup "1"
set cl_timenudge "-20"
set rate "30000"
set snaps "40"
set cl_maxpackets "100"
//set net_noipx "0"
//set net_noudp "0"
set pb_sleep "500"
set pb_security "0"
DSL 3000 with FastPath
i try urs with
must i change somethin from ur config, cause i havent fast path?
- Code: Select all
set rate "140000"
must i change somethin from ur config, cause i havent fast path?
Vanhaomena wrote:Ahh this is why I have trouble hitting anyone.
indeed.
negative nudging does have an effect on in-game behavior. "simulation of low ping" is one way to describe it. but as far as i understood, this simulation happens by changing your model projection. so in effect the nudge value is also the amount of time in milliseconds that separates the model you see from the actual hitbox position. model and hitbox dont correspond when you timenudge - and on close 1on1's the whole thing just warps. in etpro it's considered cheating. and actually, it IS a form of deception, because the only effect it has is that your hitbox is not where your model is. your ping doesnt ever change (it only shows a different number), it has no effect on your connection.
i read somewhere that the existence of the actual command was originally meant to simulate pings for bots. it was never supposed to be a connection setting for clients.
i used to push my ping of 20 to 0 as well by nudging -20. but now that i understand what it is, i can only say:
!ban timenudging
look at other serious servers. it's normal there. B2 manages to force client nudges to 0 without pb kicks - so there must be a way^^
and if there is a 2 minute pb kick, so what? - players who get kicked for negative nudge values obviously set it themselves. so they will surely be able to set it to 0 and reconnect.
Not exactly like that. If u study the code timenudge is used in the antilag routine. And yes it was used for the bots, so they are not sitting ducks, and to emulate a network link.
Timenudge is affecting not the projection of the model, but makes a simple equasion complete.
here is how it works:
Take the timestamp of client 1, and client 2. Client one firing, do timeshifts(-20 timenudge for example, of lagged packet flow), and see if that exact moment the bullet hit the player. The moment a player presses the firing button, a timestamp is created for that bullet, no matter how late the network packet arrives at the server.
Thats why players with high ping sometime notice they are instantly dead.
For example cause there where 3 bullets fired since the network packets reached the server, and cause of lag they reached the server the same moment. So server makes timeshifts, calculates damage and brodcast to client. CLient dead.
So you would say that timenudge has an effect on gameplay. But it doesnt.
Because:
Every player has a different ping, evrytime u target a player his ping affects your aim, and of course ur ping too.
So something like timenudge is there for all players.
Generally in pings below 60-70 there is no difference, timenudge or not.
The real difference is there only if ur ping is higher than the guy ur aiming.
If u have lets say a ping of 120-130 and the guy ur aiming has 40(and timenudge -20), his bullets where fired 2 times more before he actually hit the fire button. It means that timenudge does what it says, makes timestamps have a small time -- nudge(shift).
So if everybody is using it, and all pings on server are below 100, things are pretty equal.
So generally:
Timenudge is not a benefit cause ur client actually fires before u press the button, but human eye adapts to it, like u adapt when u play with high ping.
Timenudge is affecting not the projection of the model, but makes a simple equasion complete.
here is how it works:
Take the timestamp of client 1, and client 2. Client one firing, do timeshifts(-20 timenudge for example, of lagged packet flow), and see if that exact moment the bullet hit the player. The moment a player presses the firing button, a timestamp is created for that bullet, no matter how late the network packet arrives at the server.
Thats why players with high ping sometime notice they are instantly dead.
For example cause there where 3 bullets fired since the network packets reached the server, and cause of lag they reached the server the same moment. So server makes timeshifts, calculates damage and brodcast to client. CLient dead.
So you would say that timenudge has an effect on gameplay. But it doesnt.
Because:
Every player has a different ping, evrytime u target a player his ping affects your aim, and of course ur ping too.
So something like timenudge is there for all players.
Generally in pings below 60-70 there is no difference, timenudge or not.
The real difference is there only if ur ping is higher than the guy ur aiming.
If u have lets say a ping of 120-130 and the guy ur aiming has 40(and timenudge -20), his bullets where fired 2 times more before he actually hit the fire button. It means that timenudge does what it says, makes timestamps have a small time -- nudge(shift).
So if everybody is using it, and all pings on server are below 100, things are pretty equal.
So generally:
Timenudge is not a benefit cause ur client actually fires before u press the button, but human eye adapts to it, like u adapt when u play with high ping.
RAmpaGE wrote:So you would say that timenudge has an effect on gameplay. But it doesnt.
Because:
Every player has a different ping, evrytime u target a player his ping affects your aim, and of course ur ping too.
makes sense - so in other words, timenudging is just pointless?
anyway, thx for the explanation not much info around about this.
- DarkDragon
- Posts: 10
- Joined: Sun Aug 10, 2008 0:00
Thank you for all these tips...
But i am a bit confused...
Should I use cl_timenudge or not?
Thank you and sorry for reopening an old thread.
Greetings DarkDragon
But i am a bit confused...
Should I use cl_timenudge or not?
Thank you and sorry for reopening an old thread.
Greetings DarkDragon
- FALBIK
- Posts: 2641
- Joined: Sat Apr 14, 2007 0:00
- Location: .....POLAND............ -|PS|- repository
Evil wrote:timenudge issnt allow on ps1 right ?
cause i saw a reply from bowdown and if iam correct it issnt on ps1
BOWDOWN wrote:Anyway , about the timenudge , i made my own opinion, i ve also used it in the past and honestly it stay a kind of crap and usless setting for me, so better avoid eventual problems and put all players in same and fair level. No timenudge except 0 in PS1 .
post : timenudge PS#1 rulez
"Don't walk in front of me, I may not follow; Don't walk behind me, I may not lead; Walk beside me, and just be my friend."
FALBIK wrote:Evil wrote:timenudge issnt allow on ps1 right ?
cause i saw a reply from bowdown and if iam correct it issnt on ps1BOWDOWN wrote:Anyway , about the timenudge , i made my own opinion, i ve also used it in the past and honestly it stay a kind of crap and usless setting for me, so better avoid eventual problems and put all players in same and fair level. No timenudge except 0 in PS1 .
post : timenudge PS#1 rulez
correct but issnt a bit fustrated for the ps admin to watch over it.
i shall say timenudge just forbidden on each every ps server.
to make ik regular rule if ppl make mistakes with it ?
- DarkDragon
- Posts: 10
- Joined: Sun Aug 10, 2008 0:00
LuxoFluxe if you mean about cl_timenudge -20 yes it seems that it lowers your ping a litle... For me from 90-120 ping it gave me 40-65.
But as many have already said this is some kind of virtuall ping that gave you and has no effect so it is waste of time to use it not to mention that by using it in Ps 1 it can offer you a great !warn !kick !ban
I hope i am right in what i have said please feel free to correct me if i am wrong.
Or you are joking about the pen* thing and i have been writing for no reason...In that case feel free to laugh
Greetz DarkDragon
But as many have already said this is some kind of virtuall ping that gave you and has no effect so it is waste of time to use it not to mention that by using it in Ps 1 it can offer you a great !warn !kick !ban
I hope i am right in what i have said please feel free to correct me if i am wrong.
Or you are joking about the pen* thing and i have been writing for no reason...In that case feel free to laugh
Greetz DarkDragon
- Limitbreaker
- Posts: 43
- Joined: Tue Jul 29, 2008 0:00
Hello,
I doubt cl_timenudge simulates higher or lower ping... There is no such crap and I haven't heard that Quake3 engine could have such an absurd command. At least this is what I think...
What it is propably is prediction (in most games prediction CVAR has negative value or hardcoded, but still negative) which is bad done - hardcoded, but wrong, which causes intense lag for server (from what I heard from BOWDOWN).
I personally use cl_maxpackets 100 on my 1Mbit downline and works nicely, tho I don't see any real difference between 100 and 50.
Greetings.
I doubt cl_timenudge simulates higher or lower ping... There is no such crap and I haven't heard that Quake3 engine could have such an absurd command. At least this is what I think...
What it is propably is prediction (in most games prediction CVAR has negative value or hardcoded, but still negative) which is bad done - hardcoded, but wrong, which causes intense lag for server (from what I heard from BOWDOWN).
I personally use cl_maxpackets 100 on my 1Mbit downline and works nicely, tho I don't see any real difference between 100 and 50.
Greetings.
- BlackKiller
- Posts: 167
- Joined: Thu Aug 24, 2006 0:00
- Location: the Netherlands
Rainbow, don't be to harsh on him. He comes all the way down to our forums. Suscribes and leave 1 message in this Forum, in this particular topic. I find that amazing, but all you do is telling him the topic is outdated :/
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