Fluid player movement


(kUUh) #1

i guess you must know this one already, but are you able to fix it for the full release? please try the best you can because that’s basically the only big thing separating this from wolfy. i mean of course how with my constant 76 fps the playermodels animate at about 5 fps ( i’m slightly exaggerating i know, but thats how it feels :wink: ) or less depending on the ping of the player im watching move i guess, also the animations seem very simplistic and jumpy. this makes shooting feel like lotto and closeup fights very frustrating compared to pure fun like in wolfenstein, because youre never really sure where to shoot. so plz tell me youre at least trying to make it better.
otherwise the game is pure gold :smiley:
thanks!


(BoltyBoy) #2

I’d like to know if there’s an official line on this issue. Maybe this is a fundamental issue that can not be resolved, or maybe it varies depending on the complexity of each map.


(raibs) #3

try setting rate to higher values. it seems that helped a lot of ppl


(BoltyBoy) #4

Setting what rate exactly? Council Tax rates?

Do you mean lower the display settings so as to get higher FPS. I tried this and the jerky movement didn’t improve.

Or do you mean change the connection speed? I also tried this to the DSL setting for the connection I have and this also made no noticable improvement.


(chavo_one) #5

There’s a cvar called rate. Maybe he’s talking about that?

rate - the maximum number of bytes to be sent to the client per second (default 3000)


(BoltyBoy) #6

Isn’t that a server side setting?


(pack) #7

client/server. See some other thread.

Just pick cable/dsl in options. I have my rate at 10.000 but. But I am dependent off course of the setting of sv_maxrate.


(kUUh) #8

its not my settings, server or my connection, and yes it does not destroy gameplay, but it does make it look cheap for a lack of better word and removes some of the atmosphere. for example when you run side by side with someone they seem to flicker back and forth though they are running in the same direction and at same constant speed as you. in my uneducated eyes it seems like the playermodels are only drawn on screen when a packet arrives from the player youre watching or shooting at, and the movement between the packets isnt animated at all.
make it as fluid as wolfy and the game will be perfect in my eyes :slight_smile:


(Kermit) #9

If you’ve got a BB connection (not sure bout isdn & 56k) but adding/editing this line

seta rate “15000”

in your c:\Program Files\Wolfenstein - Enemy Territory Map Test\ettest\profiles\Profilename\etconfig.cfg file will smooth things out

as std it appears to default to 5000 dispite choosing a BB connection type in the menu’s.

there is a server side equivelant for server admins called sv_rate which will determine the max rate you are allowed, and since it uses which ever figure is lowest as your rate you may as well set it at 15000-20000 as most servers have at least 10000 set as their sv_rate

if that makes sense :bash:


(BoltyBoy) #10

I just checked that out and I found mine was set at 25,000. I’d changed my connection setting to DSL.

The players are moving in an unpleasent jerk like fashion for me so I guess this isn’t a “fix” for the problem.


(alexwryt) #11

Yeah the movement is very “Rainbow-Sixish” or “Battlefield 1942ish”, which is not a good thing.


(BrainPr0n) #12

Yeah, I thought it was weird that only the player animations seemed to be lagging.