63Maxpackets

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rUnThEoN?!
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Re: 63Maxpackets

and you use xp_delagweapons 0 Happy

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

triv'
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Re: 63Maxpackets
rUnThEoN?! wrote:

D3L1GH7 wrote:
Fact is that 90ms because of cheap internet provider? C'mon Skull, in german in 2014?

Connection from 2003 (or earlier) and never changed.

german internet is piece of shit.

playing on
[mouse]: ie 3.0
[mousepad]: corepad eyepad xxl
[keyboard]: Steelseries 6gv2
[headphones]: SteelSeries Siberia v2
[monitor]: Samsung Syncmaster 1000s 21"

ghost wrote:


its the people whos piss me of not the game, im never ever played an game on wich all is perfect to mine preferences there are always things to wich im must get used and acept them as they are no mater i like them or not i will try to understand thier mechanism and use for mine adventage

//▲~ GMZ ~▲\\
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Re: 63Maxpackets

Nice try for long writings, and thanks for the infos Skulla..

For this one

rUnThEoN?! wrote:

GMZ:
High ping and artificial high ping are ways too different.. when low pingers spec high pingers or watch MVDs of high pingers in general the delag system makes it look like if one could shoot anywhere near target.. however, high pingers see different than what MVD records or what low pingers see while specing..
->
try XP_delagdemo 0/1/Ping (Off/On with Autoping/Manual Setting)

Setting the value to ping number kind of help simulating it close to what was actual.. but not at all moments.. not precise and kind of greatly messy.. as comparing them to video would show how messy.. not to mention that with such high ping even monitor itself doesn't cast all the updates in game exactly as they were performed.. "from client side..!"

And for the rest of what you said..

rUnThEoN?! wrote:


PS:
if you guys think I prepared this for days or something, I do such
stuff on the fly and therefor take no warranty of the informations being
valid Tongue

!!!!

One simple note for what SHANKEY and OVER said, I wanted to respond earlier, but I guess I already explained that at my own thread, however as long as I am already writing here: at my side, I seen nothing other than the higher the ping the worse the game is and the more disadvantage I get.. and the lower the better..

The answer is within your hands already with regards to whether a high pinger gets advantage or not (who has worse connection and higher ping than I do? !!).. go watch the videos and demos I provided, use xp_delagdemo.. try 0/1/ping value.. etc and see by yourself..


Have fun at E+ and never take it with hard feelings no matter how much you lose nor how much stupid or dump or punk or bad or blithering idiot the player you are playing with really is, it's just a game and we are here to have fun and enjoy our times!!

D3L1GH7
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Re: 63Maxpackets
rUnThEoN?! wrote:

and you use xp_delagweapons 0 Happy

My default value for xp_delagweapons in my config' is 15.

"Skill is when luck becomes a habit".

rUnThEoN?!
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Re: 63Maxpackets

which means you are actually seeing the rail the way your client think its displayed, not server.

lagstard wrote:


What it does is to remove the delay that between the time you shot these weapons and the time you see the shot on the client, as if you would have 0 ping. This is a client command, so it wont affect unlagged or anything alike. I like the concept of the feature, but currently it has too many bugs, so i would suggest to turn it off.

Devquote, there was one already elsewhere.
According to changeslog it was never Updated/fixed.

Also it prints your rail even if you didn't shoot according to server, you get false railprints while walking on slopes/jumps and so on.

Anyways, do you have demos of the record game?

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

SHANKEY
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Re: 63Maxpackets
rUnThEoN?! wrote:

Shankey:
they will see the game a bit delayed as is the usual theory which helps in timing shots better
->
this is the only true advantage a high pinger can have, congratz. Since people see you late they also react late by exactly your Ping (if they have ping zero).

True and its easy when people move in groups or crowd around in a congested corridor like sitting ducks Big grin
Also i got one disadvantage Tongue At 300+ ms while playing vs players with 15 ms or 50 ms who move really fast like lightening with help of bfg and grenade jumps, its hard to shoot them in mid way of their jumps because of their low ping its like they come and shoot you and instantly take cover and you won't know where the shot came from xD

rUnThEoN?!
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Re: 63Maxpackets

funny how noone protests that bfg jumps generally mean a ping advantage, haha.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

mago**
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Re: 63Maxpackets

Btw what the snaps and cl_maxpackets of QL use ?

Here my pov on subject and why i think there unsyncing
when everyone use different snaps or cl_maxpackets

lets say the server do 30 frame per sec
that's mean

it calc like this

0.0333 sec
0.0666 sec
0.0999 sec
0.1333 sec
and so on

and there no way he can sync it self to my packets sending or anyone else or everyone together

so if u send packet and its arrive at 0.0444 lets say so the calc of 0.0333 is already made
its mean my packet will wait for next calc
so thats why the higher packets and snaps or [same snaps for all] is the best
my next packet will create sooner when i use higher snaps or packets
and will calc at the server much sooner

and also avoiding frame drop
this effect mostly the other players
when i see someone with snaps 30 or 63maxpacket
i see less frames and sometime its move so fast and never been between

even i calc to my self the speed of movement i will miss 100% cos he never been between server just jump him off to someplace else cos lower snaps

so the chance to loss frame is higher cos no-one have great connection

the more snaps u send to server the more chance to sync better with the calc server
the less snaps u send the more chance to loss packet or packet get delay in delivery and make it more effective on gameplay
packet delayed 1/30 sec with snaps 30 -> more time i wont know where u are
packet delayed 1/40 sec with snaps 40 -> less time i wont know where u are -> less effect on the gameplay

there connections that need to use lower setting cos their line cant handle it or make the packet delayed more then

usual so there no point for this

I will try to give example to how i think of it

talking in the phone
if it make 30 snaps each snap will have more information
then 40 clacs system

each of the system send same amount of data to server
but if i miss data at 30 snaps system it will have more info
that's mean the person that hear me have a more chance to misunderstand/hear me

that's one problem the system can do

another problem is the lag
like in TV news when ppls on satellite need to wait a same time to voice to come in

that's happened a lot when packet is delay with lower setting

unlagging game can bring so much happiness

rUnThEoN?!
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Re: 63Maxpackets

don't forgett quake is udp based, means packets are being send the moment they are created.
Since snaps isn't a downstream to a client but a upload by the server, a snap is send the moment the server has it created. There is no Sync, there is just constant sending and adapting.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

mago**
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Re: 63Maxpackets

udp packets get delayed or get less priority in routers around the world

server get more snaps then it can calcs it make that delayed/drop-packet proof

also packets that send the server based on them[snaps] the more server get the more i see clearly the player

connetion today is mostly shared with familty or neighborhood [like cable connection]
there always delays here there and server ... when they come together its makes it unplayable

in the fiber age and router with 1T iops is lagfree Happy

unlagging game can bring so much happiness