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Settings for a lan...
Posted: Thu Feb 09, 2006 6:20 pm
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)?
I won't mention 333 cuz my poor box can't get up to that

Posted: Thu Feb 09, 2006 8:00 pm
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.
Posted: Thu Feb 09, 2006 8:58 pm
by D'Artagnan
I know sv_fps 30 give better ping to other player by my own experience...
Posted: Thu Feb 09, 2006 9:20 pm
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?
Would it make any sense setting snaps/maxpackets/ at 142-333 on a listen server then? Or have both @ 125 on a dedicated lan?
Posted: Thu Feb 09, 2006 10:28 pm
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.
Posted: Thu Feb 09, 2006 10:30 pm
by dzjepp
Allright thanks. So most people running snaps 40 online experience a placebo effect?
Posted: Thu Feb 09, 2006 10:32 pm
by ^misantropia^
Yep, because snaps 40 is really snaps 30.
Posted: Thu Feb 09, 2006 10:36 pm
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.

Posted: Thu Feb 09, 2006 10:42 pm
by ^misantropia^
Posted: Thu Feb 09, 2006 11:08 pm
by dzjepp
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.
Posted: Fri Feb 10, 2006 12:52 am
by ^misantropia^
Were these all pure servers?
Posted: Fri Feb 10, 2006 5:44 am
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.
Posted: Fri Feb 10, 2006 6:16 am
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?
Posted: Fri Feb 10, 2006 11:09 am
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.
Posted: Fri Feb 10, 2006 2:42 pm
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.