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speed
Posted: Sat Nov 11, 2006 1:52 pm
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.
any idea how it also will work AFTER every mapchange so the gamespeed stays a little faster?

:icon23:
Posted: Mon Nov 13, 2006 2:11 am
by Ver1tas
Type into console:
net_allowcheats 1
Posted: Mon Nov 13, 2006 7:39 am
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)
Posted: Mon Nov 13, 2006 5:49 pm
by kleeks
or play q4max, and use the cvar g_speed "340"
Posted: Mon Nov 13, 2006 8:07 pm
by TTK-Bandit
q4max replaced the pm_speed cvar with g_speed ? for what reason ?

Posted: Mon Nov 13, 2006 9:00 pm
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
Posted: Wed Nov 15, 2006 8:05 pm
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.
Posted: Wed Nov 15, 2006 8:17 pm
by TTK-Bandit
ic
thx for the info =)