speed

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INIMINI
Posts: 81
Joined: Sat Dec 31, 2005 6:37 pm

speed

Post by INIMINI »

hi there,
i want to speed up the game a little bit by using pm_speed in console and / or in the server.cfg
but everytime a new map loads it goes back to default speeds.
:confused:

any idea how it also will work AFTER every mapchange so the gamespeed stays a little faster?

:shrug: :icon23:
Ver1tas
Posts: 71
Joined: Tue Jan 31, 2006 12:42 pm

Post by Ver1tas »

Type into console:

net_allowcheats 1
Quake 4 GameType Revolution mod
http://gtr.quakedev.com
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

noh, I dont think that will work..
the pm_speed is set everytime you spawn from the player.def file.
so the only possible solution would be to create your own mod.
(just a .pk4 file with a changed player.def file)
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

or play q4max, and use the cvar g_speed "340"
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

q4max replaced the pm_speed cvar with g_speed ? for what reason ? :confused:
kleeks
Posts: 161
Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

at first they unlocked pm_speed - then in a later release they changed it to g_speed (i'm not entirely sure of their reasons, but i'm sure there's logic in it somewhere - maybe someone else can elaborate ?)

after the 1.3 release however, I found it to be too quick, so settled back to 320
AnthonyJ
Posts: 130
Joined: Wed Nov 15, 2006 7:51 pm

Post by AnthonyJ »

If you dont keep resetting the values to those in the .def you'd think it'd revert to using the defaults in the cvar. This is true, but the problem is that q4base defaults the cvars to the SP pre-stroggification values - ie, sloooow.

If the game is started with "+set fs_game MODDIR" it uses the default values from the mod (in q4maxs case, the correct MP values). However if anything else creates those cvars (eg q4base when starting normally and then switching via the mods menu), they're left at q4bases default values.

If the client has incorrect but "default" values, the fact that the cvars are marked as netsynced doesnt seem to help, and so the client gets a bunch of prediction errors and the server continually pulling them to the right place, resulting in players describing the movement as laggy.

The only reason we renamed the cvar is because nobody reads the readme.htm / client page, and so ends up with the wrong values. Same as we're renaming g_clientProjectileCollision in 0.77.
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

ic
thx for the info =)
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