I won't mention 333 cuz my poor box can't get up to that
Settings for a lan...
Settings for a lan...
If I was to run a small lan (dedicated), would it make sense to set sv_fps 125? Or when on a listen server by yourself, can you use sv_fps 142? Can you sync snaps up also so all 3 (maxpackets/snaps/sv_fps) are at the same value (125-142)? 
I won't mention 333 cuz my poor box can't get up to that
I won't mention 333 cuz my poor box can't get up to that
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D'Artagnan
- Posts: 468
- Joined: Sun May 14, 2000 7:00 am
Ahh so it's hardlocked at 30, meaning you would have to modify the source to allow other variables?riddla wrote:I believe that misantropia has already stated the source code shows the max attainable sv_fps is 30 so anything over that is pointless
maxpackets should be 125 though
Would it make any sense setting snaps/maxpackets/ at 142-333 on a listen server then? Or have both @ 125 on a dedicated lan?
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
snaps gets capped at 30 with the standard Q3A binary (the icculus binary contains a patch from the hand of yours truly that removes the limit). cl_maxpackets gets clamped at 125.dzjepp wrote:Would it make any sense setting snaps/maxpackets/ at 142-333 on a listen server then? Or have both @ 125 on a dedicated lan?
Last edited by ^misantropia^ on Thu Feb 09, 2006 10:31 pm, edited 1 time in total.
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Tx.
Hehe me lies though, as this should be the last q.
I've been playing around with the speed dlls online lately (the ones that come with icculus that rtz compiled) cuz they give me like 30fps extra. Mostly smooth sailing, but I did once experience an anomaly playing on fjoggs custom maps server... it's like osp wasn't loaded at all, no custom hud/xhair/models o_0
Then a while ago I was on a server and got booted because of 'missing cgame' - is there a server-side check to see if a client is running these dlls, because some servers let me in and one or two did not.
Hehe me lies though, as this should be the last q.
I've been playing around with the speed dlls online lately (the ones that come with icculus that rtz compiled) cuz they give me like 30fps extra. Mostly smooth sailing, but I did once experience an anomaly playing on fjoggs custom maps server... it's like osp wasn't loaded at all, no custom hud/xhair/models o_0
Then a while ago I was on a server and got booted because of 'missing cgame' - is there a server-side check to see if a client is running these dlls, because some servers let me in and one or two did not.
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^misantropia^
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
You shouldn't be able to load DLLs when connected to a pure server, unless rtz removed that check in his build (it should say "cgame loaded in x bytes on the hunk" in the console).
An unpure server will allow you to mix QVMs and DLLs but then you end up playing part OSP, part something else, causing the erratic behaviour you described.
An unpure server will allow you to mix QVMs and DLLs but then you end up playing part OSP, part something else, causing the erratic behaviour you described.