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about cl_timenudge
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Falkland
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PostPosted: Tue Jan 27, 2009 6:35 pm    Post subject: about cl_timenudge Reply with quote

Using cl_timenudge -50 or -100 is meaningless in oa081 'cause in the ioquake3 revision used for oa081 cl_timenudge limit was hardcoded to a range between -30 and 30

Code::

// code/client/cl_cgame.c ... line 1015 ( or so )

/*
==================
CL_SetCGameTime
==================
*/
void CL_SetCGameTime( void ) {

...

		// cl_timeNudge is a user adjustable cvar that allows more
		// or less latency to be added in the interest of better 
		// smoothness or better responsiveness.
		int tn;
		
		tn = cl_timeNudge->integer;
		if (tn<-30) {
			tn = -30;
		} else if (tn>30) {
			tn = 30;
		}
...


I hope they'll remove this CVAR or they'll introduce a server CVAR for allowing/denying cl_timenudge and how much allowing it ( like in CPMA or X-battle )

I hope they will adjust also snaps CVAR to be set serverside only or at least to allow setting it clientside not lower than server sv_fps.
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Falkland
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PostPosted: Wed Jan 28, 2009 7:19 pm    Post subject: Re: about cl_timenudge Reply with quote

Other information about cl_timenudge quoted from unlagged documentation

Quote::

...
cl_timeNudge

In really technical terms, the client engine uses this setting to determine
when to release snapshots to the client game. If you set it negative, it
releases them early. If you set it positive, it releases them late.

In other words, negative values reduce lag, and positive values add lag.
There's a down side to reducing lag, though: prediction error. The client
has less to work with, so it has to guess about a few things. It's usually
pretty close to reality when it does guess. Another down side is that, if
you're opting out of full lag compensation (cg_delag 0), the rail trail can
look completely off.

The big change in Unlagged is that, if you set cl_timeNudge to a negative
number, other players will still look like they're moving smoothly. (In
vanilla Quake 3 and every other mod for it that I know of, they look jerky
- like they're moving at 20 FPS while everything around them is moving your
client's framerate.)
...
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Falkland
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PostPosted: Sun Feb 01, 2009 10:25 pm    Post subject: Re: about cl_timenudge Reply with quote

Falkland wrote:

...
I hope they'll remove this CVAR or they'll introduce a server CVAR for allowing/denying cl_timenudge and how much allowing it ( like in CPMA or X-battle )


Xbattle settings : q3eu.com/docs-xbattle/...-vars.html

Quote::

...

server_maxpackets_min - cl_maxpackets min. for the client : default 0 ( no limit, except the minimum limit of 30 )

server_maxpackets_max - cl_maxpackets max. for the clients : default 0 ( no limit, except the maximum limit of 125 )

server_timenudge_min - cl_timeNudge min. for the clients : default 0

server_timenudge_max - cl_timeNudge max. for the clients : default 0

server_rate_max - defines the maximum rate clients can vote via the maxrate vote option : default 25000

server_rate_min - defines the minimum rate clients can vote via the maxrate vote option : default 3000
...


but nothing about snaps client setting enforcement :/
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Falkland
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PostPosted: Mon Feb 02, 2009 1:10 am    Post subject: Re: about cl_timenudge Reply with quote

Falkland wrote:

but nothing about snaps client setting enforcement :/

This should solve the problem : ( thanks to tetrachrome showing an ioquake3 commit in irc that makes me know where to get a look )

// sv_client.diff

Code::
--- code/server/sv_client.c	2009-01-18 18:42:24.000000000 +0100
+++ code/server/sv_client.c	2009-02-02 00:59:04.000000000 +0100
@@ -1378,8 +1378,8 @@
        val = Info_ValueForKey (cl->userinfo, "snaps");
        if (strlen(val)) {
                i = atoi(val);
-               if ( i < 1 ) {
-                       i = 1;
+               if ( i < sv_fps->integer) {
+                       i = sv_fps->integer;
                } else if ( i > sv_fps->integer ) {
                        i = sv_fps->integer;
                }

Is there anyone that can ask for committing this for the next oa-version/revision ?
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