need help with reducing my ping.

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James
Posts: 41
Joined: Mon Jul 25, 2005 11:19 am

need help with reducing my ping.

Post by James »

i have dial up and i seem to have an abnormally high ping is there any thing you could sugest?

:icon32:
JbLiSt
busetibi
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Post by busetibi »

axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

ping is ping and in most cases you can't change that

however you can tweak quake3 so that is uses dial-up settings
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James
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Joined: Mon Jul 25, 2005 11:19 am

Post by James »

how do i do that?
JbLiSt
James
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Joined: Mon Jul 25, 2005 11:19 am

Post by James »

how do i tweak the game to do that?
JbLiSt
^misantropia^
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Post by ^misantropia^ »

Try:

/rate 3000
/cl_maxpackets 10
/cl_timenudge -50
CrinklyArse
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Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

i think i may try to :icon32:
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busetibi
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Post by busetibi »

^misantropia^ wrote:Try:

/rate 3000
/cl_maxpackets 10
/cl_timenudge -50

im not doubting you or having a go at you, does timenudge still work in VQ3?
i havent played vq3 for ages, (ospctf player for last 4 years,) i know timenudge is redundant in osp, was surprised to see /cl_timenudge -50 is all :)
^misantropia^
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Post by ^misantropia^ »

Yep, still works in VQ3 and most mods. OSP, CPMA and some Unlagged mods are the only exceptions that come to mind. Note that -50 is as effective as -30 (see below). A rather large excerpt from the Unlagged FAQ for those who are uncertain about what cl_timenudge does exactly:

What's this built-in lag I keep hearing about?

Common Answer

If the client game has only one set of information about a player – his current position, heading, and speed – it can't represent very well what's going on on the server. It needs two sets, so it can draw the player between them.

If it needs two sets, it has to wait before releasing the information to be drawn. That means what you see is a perpetually a little behind what's actually going on, in addition to those same effects being caused by your ping. That's what the “built-in lag” refers to.

Since most servers run at 20 FPS, they send information every 50ms. Because of this, the built-in lag is usually said to be 50ms.

Technical Answer

In order to accurately represent what's happening on the server, the client game needs to interpolate player states. It can't interpolate without two states to interpolate between, so the client engine always holds a server snapshot until the next one arrives. Then it will release the earlier one to the client game.

Most servers run at 20 FPS, so the amount of time the snapshot is held is usually 50ms.


I've heard a million conflicting explanations about what cl_timenudge does. What is it, really?

Common Answer

This is directly related to the previous question, so please digest that part first. If you don't get that part, you might as well skip this answer.

cl_timenudge tells your client to either 1) wait less, or 2) wait more, before releasing information to be drawn. Remember how the client game needs two sets of information to draw a player accurately? A negative cl_timenudge setting will cause your client to release information earlier, at the expense of accuracy. A positive cl_timenudge setting will cause it to wait more, effectively simulating Internet lag.

As it is, setting cl_timenudge negative in vanilla Quake 3 and most mods will make other players look “jerky.” Unlagged fixes that tendency, which makes negative cl_timenudge values a much more viable way of reducing the effects of Internet lag. As far as I know, only one non-Unlagged mod, CPMA, does the same thing. (The fix may also make it into OSP in the future sometime because of that.)

Settings below -30 and above 30 are absolutely meaningless. Yes, that means even a negative cl_timenudge setting can't rid you completely of the built-in lag.

If you are playing a mod with 50ms lag correction (like OSP, CPMA, or an Unlagged mod with full lag compensation switched off), using a large negative cl_timenudge can screw up your weapon visuals a bit. However, if you want extra lag compensation, you might just choose to do it anyway at the expense of those things.

Also, if you have cl_timenudge set to a large negative value in any mod, be aware that where you see other players will not be as correct as if you had it set to 0. That's what you pay in order to lead your instant-hit attacks less – though what you pay is much less in Unlagged.

Technical Answer

For the most part, the Common Answer will suffice. I have a few things to clarify, though.

When cl_timenudge has a negative value, every non-player entity is simply extrapolated earlier. This is just fine, because these entities only require one set of information for extrapolation anyway, and those entities were going to be processed late because of the “built-in lag.” That means, with a negative cl_timenudge everything you see except players is perfectly accurate – it's just a little earlier than it would be otherwise.

Now, by default, when the player entities are run through the trajectory function (and they will be because the client game will assume they need to be extrapolated), the output origin is the same as the input origin. They'll only move when a new snapshot arrives. That's what makes players look like they're moving at 20 FPS while everything else is smooth.

The change Unlagged and CPMA make is to turn those player entities into extrapolating entities if they don't interpolate, so that the trajectory function will extrapolate them properly. In this way, with a negative cl_timenudge value, they'll be extrapolated just like every other entity.

The trade-off is occasional extrapolation error, but that's much, much better than having the players move at 20 FPS. Personally, I believe Unlagged's behavior is more correct. It's definitely more useful.

Doesn't using cl_timenudge make you look jerky to other players?

No, definitely not, in any way, shape, or form. It does not suppress commands, nor does it put inconsistent timestamps in them. (Those are the only two ways in which it could.)

If you perceive it to be so, you are perceiving the effects of something else – probably the “jerky” player's problematic outgoing connection.
S@M
Posts: 1889
Joined: Wed Mar 16, 2005 3:11 am

Post by S@M »

u can increase your snaps also,
but these are connection tweaks only
What you need to do is use simple items only, fast sky, vertex light, no hud, no gun, no shadows, no rocket smoke/trails, low quality sound, high picmip (5) etc,
thats stuff in your cfg file, which the upset chaps guide explains pretty well, but rate 3000, or 4300 and snaps 30, packetdup 0. I still get shitty lag, but my fps is a rip roaring 43 and mostly my connection is stable
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axbaby
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Post by axbaby »

me thinks the best single connection tweak for HPB's is

com_maxfps 60

the higher the frames the more imformation you need to send and recieve.
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James
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Post by James »

[quote] /rate 3000
/cl_maxpackets 10
/cl_timenudge -50 what does al this mean
how can i do what u are telling me?
JbLiSt
CrinklyArse
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Post by CrinklyArse »

you bring down the console while in game (by pressing the key next to the 1, above tab) and then type in
/rate 3000 (then enter)
/cl_maxpackets 10 (then enter)
/cl_timenudge -50 (then enter)
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axbaby
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Post by axbaby »

James wrote:
/cl_timenudge -50 what does al this mean
there is like a whole book on this command a few posts up .

can you read?

did you manage to get a valid cdkey yet
dzjepp
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Post by dzjepp »

timenudge -50? You'd be hard pressed to find a server that custom-fitted that variable :) Most are prolly (at least from my experience) only up to -20.
James
Posts: 41
Joined: Mon Jul 25, 2005 11:19 am

Post by James »

no i havent managed to get a valid cd key yet can you help me?
JbLiSt
axbaby
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Post by axbaby »

James wrote:no i havent managed to get a valid cd key yet can you help me?
buy the game
http://www.quake3world.com/forum/viewto ... 801#174801
Last edited by axbaby on Tue Aug 02, 2005 6:10 am, edited 1 time in total.
tnf
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Post by tnf »

oh dear god - if all else fails, James try what you see in the pic below.

And seriously - what the hell is wrong with you?
KISS-ArmY
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Post by KISS-ArmY »

timenudge -50? You'd be hard pressed to find a server that custom-fitted that variable Most are prolly (at least from my experience) only up to -20.
True up to -20


plus punk buster will catch it......its a form of a cheat!!! Im surprized that some of you use timenudge...... :icon28:
Must not be playing PB enabled......
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If I kill you then I call it vengence...
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^misantropia^
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Post by ^misantropia^ »

Timenudge isn't a cheat.
prince1000
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Post by prince1000 »

James wrote:no i havent managed to get a valid cd key yet can you help me?
no cd key requests junior
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