Should we allow using of cl_timeNudge -10 on PB servers?
wrote:
considering his cheating past, his untrustable storys, his kick for wallhack cvar, his railjumpscript and latest accusations together with this behaviour i cant say he reablished as good as faceless wrath and kind of deserves to be banned IMO.- LoL shut the fuck up, dont make me laugh.. You wanna say that if i'd be a good person in community, and prove again what i did already prove, you'd unban me ?or smb else? .. haha, Lie to me again, 2-faced-kurwa.. by saying 'yes'
i just say there is no need for an "ex" cheater who isnt even an addition to the community
I tested cl_timenudge at -30 on some servers and I need to admit that I feel little less delay, for ex. at dm17 with bots I feel like with ping 0 on localhost server
But this works only with this new beta6 version, ping on scoreboard is changing but when you looking over some web browser or hlsw ping is normal or higher, well doesnt matter, I just wanted to say that it makes less delay as far as I see.
i really hate to say it... but it must be a problem with the mod code... cos in theory it shouldnt be like that. maybe mr dev beast can look at it... or if a merger was on the cards, i know a place where the code really is unlagged...
someone please start a nice, intelligent, understanding conversation without the hate and the bitterness?
I tested cl_timenudge at -30 on some servers and I need to admit that I feel little less delay, for ex. at dm17 with bots I feel like with ping 0 on localhost server
But this works only with this new beta6 version, ping on scoreboard is changing but when you looking over some web browser or hlsw ping is normal or higher, well doesnt matter, I just wanted to say that it makes less delay as far as I see.
placebo effects?
I tested cl_timenudge at -30 on some servers and I need to admit that I feel little less delay, for ex. at dm17 with bots I feel like with ping 0 on localhost server
But this works only with this new beta6 version, ping on scoreboard is changing but when you looking over some web browser or hlsw ping is normal or higher, well doesnt matter, I just wanted to say that it makes less delay as far as I see.
That is the expected behavior (did you red the link i posted at the end of first page?!). You do get less delay but at the cost of extrapolation errors since the server doesn't have the last snapshot to interpolate with. Then, the player with cl_timenudge (but only him, by no means the other ones) will often see some jerky movement because of the error corrections what happens when the next snapshot comes.
If in 1.03 and all the other beta versions /cl_timenudge -10 was like.. a liiiitle bit laggy, .. then in 1.04 beta6 cl_timenudge -10 is TWICE,maybe TRICE less laggy than before.. Think about it
ps: lalala, i edited a bit I'll just ask.. who is friend with Mircwar ?
Actually cl_timenudge was disabled in previous versions, so the original baseq3 implementation was the one that took place, which is the one that makes your player jerky and stuff. I enabled unlagged cl_timenudge it (and cg_projectilenudge too btw) in beta6.
wrote:N!X wrote:lol i got 7 ms :oops:9-11ms from uk
7-10 ms from nl
2-4 from germany
ps: lalala, i edited a bit I'll just ask.. who is friend with Mircwar ?
mircwar is an old, respected player in this community and as more as i see u post, as more it looks like u feel superior to everyone else around since u managed to make people belive u dont cheat.
im still up for banning u, if u continue like this, just a question of time.
wrote:I tested cl_timenudge at -30 on some servers and I need to admit that I feel little less delay, for ex. at dm17 with bots I feel like with ping 0 on localhost serverBut this works only with this new beta6 version, ping on scoreboard is changing but when you looking over some web browser or hlsw ping is normal or higher, well doesnt matter, I just wanted to say that it makes less delay as far as I see.
That is the expected behavior (did you red the link i posted at the end of first page?!). You do get less delay but at the cost of extrapolation errors since the server doesn't have the last snapshot to interpolate with. Then, the player with cl_timenudge (but only him, by no means the other ones) will often see some jerky movement because of the error corrections what happens when the next snapshot comes.
Ive readed it, and yes I know about that errors, and I see it especially when speccing others or with flying dead bodies
but still I feel little difference anyway
If in 1.03 and all the other beta versions /cl_timenudge -10 was like.. a liiiitle bit laggy, .. then in 1.04 beta6 cl_timenudge -10 is TWICE,maybe TRICE less laggy than before.. Think about it
ps: lalala, i edited a bit I'll just ask.. who is friend with Mircwar ?
What u lookin' at, bra ? I'm back !