q3 settings for vid cards...
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Running the server at 125 FPS won't hurt since clients can send off that amount of snapshots per second (cl_maxpackets is capped at 125). From client/cl_input.c:
PS: I've filed bug reports over at quakesrc.org and icculus.org about the snaps quirk.
Code: Select all
// check for exceeding cl_maxpackets
if ( cl_maxpackets->integer < 15 ) {
Cvar_Set( "cl_maxpackets", "15" );
} else if ( cl_maxpackets->integer > 125 ) {
Cvar_Set( "cl_maxpackets", "125" );
}
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@foo:
I've submitted a (very trivial) patch that fixes the bug to both websites. Here's the diff, apply it to server/sv_client.c:
@dzjepp:
Not quite. The client accumulates data until it's time to send off a snapshot. Say you have a steady 250 FPS and the server runs at 125 FPS, then the client will stuff commands from two consecutive frames into a single snapshot.
I've submitted a (very trivial) patch that fixes the bug to both websites. Here's the diff, apply it to server/sv_client.c:
Code: Select all
1156,1157c1156,1157
< } else if ( i > 30 ) {
< i = 30;
---
> } else if ( i > sv_fps->integer ) {
> i = sv_fps->integer;
Not quite. The client accumulates data until it's time to send off a snapshot. Say you have a steady 250 FPS and the server runs at 125 FPS, then the client will stuff commands from two consecutive frames into a single snapshot.
That was 333 on a listen server.menkent wrote:again, 333fps is bad. your movement will be <a href="http://uts.cc.utexas.edu/~peh/333.zip">all fucked up</a>
125 is bad on a listen server too, that's why you need to use ~140.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
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Correct, CPMA separates the physics from the framerate (the system somewhat fails with very low framerates, though).dzjepp wrote:Ahhh so you would still want to cap at 125 client side. Does CPMA have any of these trivial framerate/connection issues? I'm guessing you could cap your fps at other values in CPMA?
No rail spawnrape anymore though, since v1.31. More importantly the spawn system is much less predictable than in VQ3/OSP, where spawnrape is much easier (watch a ztn duel demo). The pace of the game is just higher in promode and the only reason you spawn with 125 hp in VQ3/OSP is that rail and rocket do 100 dmg. Easy enough to finish that last 25 with MG or any other weapon. When you're getting spawnraped in a CPMA it just means you (or your team) have lost control of the map (no access to armor).menkent wrote:well, except that promode is sort of lame. too much spawnrape

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arq to me always seemed like a person who thought everything was his word and that's final. He had a very elitist attitude about him.
Anyone know whats going to happen with cpma now? Is it moving to Q4? I won't even mention OSP in this batch, because it's clear they left it to die and no merger will ever happen.
Anyone know whats going to happen with cpma now? Is it moving to Q4? I won't even mention OSP in this batch, because it's clear they left it to die and no merger will ever happen.

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I think OSP has about 2 or so coders that are semi-regularly (frequented). Not counting arqon. Doom 3 OSP was scrapped because the mp never got popular, and coding for it wasn't as nice as Q3 anyway. There might be a possibility OSP could be made for Q4, depending how solid the code is. Those guys could probably use the help too, seeing as their staff isn't very big.
Misa can code and knowns the ins-and-outs of gameplay mechanics pretty well. Me thinks he should apply to code for the OSP team. :icon32:
Misa can code and knowns the ins-and-outs of gameplay mechanics pretty well. Me thinks he should apply to code for the OSP team. :icon32:
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Meh. I'll need a video card that can handle Q4 first (I don't think my trusty GeForce FX 5900 will cut it, even if it has 256 MB memory onboard). Seeing how broke I am right now, that won't happen in the upcoming month or two. Meh (2x).dzjepp wrote:Misa can code and knowns the ins-and-outs of gameplay mechanics pretty well. Me thinks he should apply to code for the OSP team. :icon32: