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Posted: Sat Oct 15, 2005 1:55 pm
by ^misantropia^
Depends. The client won't receive more than 30 snapshots a second. However, a higher sv_fps - obviously - means the game state (physics, etc.) is evaluated more often. Which is good since clients can send more than 30 snapshots per second.

Posted: Sat Oct 15, 2005 3:32 pm
by dzjepp
Is running /sv_fps 125 on LAN overkill? Should it be in the 40 range like online?

Posted: Sat Oct 15, 2005 3:51 pm
by ^misantropia^
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:

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" );
    }
PS: I've filed bug reports over at quakesrc.org and icculus.org about the snaps quirk.

Posted: Sat Oct 15, 2005 4:27 pm
by Foo
Is there a reason the snaps quirk can't be fixed by just removing that check, or making the value it checks for higher?

BTW thanks for the info, this is gold stuff to someone who likes to tweak connection settings.

Posted: Sat Oct 15, 2005 6:46 pm
by dzjepp
So OSP will drop you down to 125fps if you have /com_maxfps 333? I only ask because it would be good to have it at 333 at least for VQ3/based mods since that value is allowed there.

Posted: Sat Oct 15, 2005 7:17 pm
by ^misantropia^
@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:

Code: Select all

1156,1157c1156,1157
<               } else if ( i > 30 ) {
<                       i = 30;
---
>               } else if ( i > sv_fps->integer ) {
>                       i = sv_fps->integer; 
@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.

Posted: Sat Oct 15, 2005 7:19 pm
by dzjepp
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?

Posted: Sat Oct 15, 2005 7:33 pm
by menkent
again, 333fps is bad. your movement will be <a href="http://uts.cc.utexas.edu/~peh/333.zip">all fucked up</a>

Posted: Sat Oct 15, 2005 7:43 pm
by Foo
menkent wrote:again, 333fps is bad. your movement will be <a href="http://uts.cc.utexas.edu/~peh/333.zip">all fucked up</a>
That was 333 on a listen server.

125 is bad on a listen server too, that's why you need to use ~140.

Posted: Sat Oct 15, 2005 8:04 pm
by menkent
at best you'll hang in the air forever and get destroyed by anyone with a mg or rail

Posted: Sat Oct 15, 2005 8:07 pm
by ^misantropia^
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?
Correct, CPMA separates the physics from the framerate (the system somewhat fails with very low framerates, though).

Posted: Sat Oct 15, 2005 8:18 pm
by dzjepp
It's a shame the popularity of OSP/CPMA wasn't reversed from the start, eh? =p

Posted: Sun Oct 16, 2005 2:44 am
by menkent
well, except that promode is sort of lame. too much spawnrape- nothing's less interesting to see a match between two good clans end at 200 to 13 (ie- abuse vs anyone). promode duels are fun though :up:

Posted: Sun Oct 16, 2005 9:28 am
by Oeloe
menkent wrote:well, except that promode is sort of lame. too much spawnrape
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). :p

Posted: Sun Oct 16, 2005 10:27 am
by ^misantropia^
Yep. menkent, you're probably thinking of the PM1ruleset (CPM) but we're already at PM2 (CPMA). :)

Posted: Sun Oct 16, 2005 3:57 pm
by menkent
so it's a shame promode wasn't good from the start. no argument there. i was thinking of the current rules and i still think promode tdm would need significant tweaking to be really interesting, but it would have been nice to have the vastly improved netcode and various other fixes unique to cpma.

Posted: Sun Oct 16, 2005 4:23 pm
by Fjoggs
It would have helped if arQon was a bit more open-minded aswell.
IIRC correctly he left this board highly unpopular.

Posted: Sun Oct 16, 2005 6:10 pm
by dzjepp
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. :p

Posted: Sun Oct 16, 2005 8:59 pm
by menkent
i thought i heard that Rhea was going to work on q4osp... assuming raven provides similar opportunities to modders that id has in the past.

Posted: Sun Oct 16, 2005 9:11 pm
by dzjepp
Where'd you hear that? Rhea has been MIA for almost 3 years. He's working with Microsoft's Gaming Zone division. With the money they pay him now, he's probably more busy playing with his Yachts than thinking about OSP. :)

Posted: Sun Oct 16, 2005 10:38 pm
by ^misantropia^
dzjepp wrote: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.
Spot on.
dzjepp wrote:Anyone know whats going to happen with cpma now? Is it moving to Q4?
There are no plans to port CPMA to Q4 so far.

Posted: Mon Oct 17, 2005 2:02 am
by menkent
i'd only heard people chatting in various forums, certainly nobody that would have any reliable info though :( guess we'll have to rely on the next generation of modders?

Posted: Mon Oct 17, 2005 2:41 am
by dzjepp
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:

Posted: Mon Oct 17, 2005 4:26 am
by bitWISE
If the Q4 multiplayer is strong like Q3 I'll be digging into the source. I had no motivation to make anything for D3...

Posted: Mon Oct 17, 2005 11:46 am
by ^misantropia^
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:
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).