Settings for a lan...

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dzjepp
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Settings for a lan...

Post by dzjepp »

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)? :paranoid:

I won't mention 333 cuz my poor box can't get up to that :p
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Foo
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Post by Foo »

I always set 125 for 1v1 games we play here. The difference isn't that huge from the regular 20fps, and it makes demos a lot larger, but it's a pleasant small improvement.
D'Artagnan
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Post by D'Artagnan »

I know sv_fps 30 give better ping to other player by my own experience...
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dzjepp
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Post by dzjepp »

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
Ahh so it's hardlocked at 30, meaning you would have to modify the source to allow other variables? :paranoid:

Would it make any sense setting snaps/maxpackets/ at 142-333 on a listen server then? Or have both @ 125 on a dedicated lan?
^misantropia^
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Post by ^misantropia^ »

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?
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.
Last edited by ^misantropia^ on Thu Feb 09, 2006 10:31 pm, edited 1 time in total.
dzjepp
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Post by dzjepp »

Allright thanks. So most people running snaps 40 online experience a placebo effect?
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Post by ^misantropia^ »

Yep, because snaps 40 is really snaps 30.
dzjepp
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Post by dzjepp »

Can you use a higher cl_packetdup than 1? Some people said it's better for rails.

Ok, this concludes the q3 questionaire for today. Thanks everyone. :paranoid:
^misantropia^
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Post by ^misantropia^ »

Yep, see this post.
dzjepp
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Post by dzjepp »

Tx.

Hehe me lies though, as this should be the last q. :ninja:

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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Post by ^misantropia^ »

Were these all pure servers?
Oeloe
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Post by Oeloe »

dan1407 wrote:I know sv_fps 30 give better ping to other player by my own experience...
sv_fps 25 is supposedly best for VQ3 and mods that use VQ3 netcode (cl_timenudge -50 should be more effective). For CPMa it's 30 fps.
dzjepp
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Post by dzjepp »

^misantropia^ wrote:Were these all pure servers?
Well I just checked one of my regular servers and indeed sv_pure was 1... unless that's not how you check it. So then that would not be at fault?
dzjepp
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Post by dzjepp »

Well it definately causes some problems offline/etc Tested in osp and /stats /topshots didn't work, and trying to playback a cpma demo gave me a cpm1a mismatch or something, but I put vm_ back at 2 and it worked.
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Post by ^misantropia^ »

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.
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