smartass needed


(Shelly) #1

so recently i ve started playing on euro servers again and noticed how different each is. im not talking about the players but the hit-registration. e.g. on oh my strogg i cant hit **** on jp server i can. so far best for me to play on are villa and jp, although i ping on all the euro servers the same.
ive never understood the technics of this game, so pls could someone explain this phenomenon to me (with simple words pls) and if there is anything i can do about it from my side? cheers.


(king_troll) #2

if you have a autoexec, add

seta net_clientLagOMeter “0” //shows lame little graph
seta net_clientMaxPrediction “24”//needs to be a few ms above you average ping
seta net_clientMaxRate “16000” //shuuld be synced from server
seta net_clientPrediction “0” //use client prediction
seta net_clientUseroriginTime “8” //how far players will move when prediction is used


(Shelly) #3

[QUOTE=king_troll;383891]if you have a autoexec, add

seta net_clientLagOMeter “0” //shows lame little graph
seta net_clientMaxPrediction “24”//needs to be a few ms above you average ping
seta net_clientMaxRate “16000” //shuuld be synced from server
seta net_clientPrediction “0” //use client prediction
seta net_clientUseroriginTime “8” //how far players will move when prediction is used[/QUOTE]

i didnt have seta net_clientLagOmeter, nor clientMaxPrediction or clientUseroriginTime in my autoexec. I guess I´ ll add that now then. My clientMaxRate was on 25000 is that wrong then? and clientPrediction I have on 0.

Oh and thx btw. =)


(light_sh4v0r) #4

you don’t really need clientlagometer, it does nothing other than drawing a fancy graph on your screen while playing. You can see lagspikes on it but you can usually see those anyway :tongue:


(.Chris.) #5

Thats why it’s set to zero.


(light_sh4v0r) #6

Yeah I see that, but shelly said she didn’t have it in her config at all so the graph shouldn’t be drawing anyway. Just explaining what it does.


(Seanza) #7

This thread needs more TimeStar.


(Shelly) #8

i totally agree.

i added all the stuff i did not have in my autoexec, but it messed everything up. whenever i d connect to a server i could not move and if i did manage to move it was in slow motion plus i was kinda floating as if no gravity at all. so i chucked it all out again and now all is bk to normal. not sure if king troll trolled me there ?


(JinxterX) #9

[QUOTE=Shelly;383884]so recently i ve started playing on euro servers again and noticed how different each is. im not talking about the players but the hit-registration. e.g. on oh my strogg i cant hit **** on jp server i can. so far best for me to play on are villa and jp, although i ping on all the euro servers the same.
ive never understood the technics of this game, so pls could someone explain this phenomenon to me (with simple words pls) and if there is anything i can do about it from my side? cheers.[/QUOTE]

My smartass response: both JP and Villa servers are located in Germany but OMS is in London. Reduced packet loss and probably more efficient routing to servers closer to your home most likely results in greater hit registration, regardless of reported ping response time.

My emotional response: oooh! it’s good to see you finally back on euro servers <3 :tongue:

My robot response: bleep! bleep! bloop! bloop! bleeeeep! :eek:

My zombie response: gaarrrrrgurlah! uuhhurrrr! splurgurrlaaaarrrreeuuch! :wink:


(Shelly) #10

[QUOTE=JinxterX;383926]My smartass response: both JP and Villa servers are located in Germany but OMS is in London. Reduced packet loss and probably more efficient routing to servers closer to your home most likely results in greater hit registration, regardless of reported ping response time.

My emotional response: oooh! it’s good to see you finally back on euro servers <3 :tongue:

My robot response: bleep! bleep! bloop! bloop! bleeeeep! :eek:

My zombie response: gaarrrrrgurlah! uuhhurrrr! splurgurrlaaaarrrreeuuch! :wink:[/QUOTE]

lol. i like your emotional response best ^^ ty


(timestart) #11

[QUOTE=Shelly;383920]i totally agree.

i added all the stuff i did not have in my autoexec, but it messed everything up. whenever i d connect to a server i could not move and if i did manage to move it was in slow motion plus i was kinda floating as if no gravity at all. so i chucked it all out again and now all is bk to normal. not sure if king troll trolled me there ?[/QUOTE]

Edit: sorry this paragraph is all completely wrong :slight_smile:
That was probably setting net_clientMaxPrediction too low causing the game to not predict ahead enough to cover the time between snapshots. The ETQW server by default sends snapshots of the game state at intervals of 99 ms (33 ms * net_serverSnapshotDelay) so using less prediction than that even with a perfectly stable ping (such as on a LAN) will cause the game to just stop while waiting for the server.

The default client network settings are basically fine and all have good reasons for their values so fiddling with them won’t help much. Connection quality is what matters and it’s the interaction between a bad connection and the game’s latency compensation methods that causes problems.

Edited to add:
Setting net_showAsyncStats to 1 gives you some nice information on the HUD showing actual client prediction, ingoing and outgoing data rate and packet loss. From this we can see that the game never goes anywhere near the default data rate of 16000 bytes/sec (or it didn’t in my testing) so increasing net_clientMaxRate won’t help. What this also shows is that net_clientPrediction (as its description says) sets additional prediction time. I’m not entirely sure what units the client prediction value on the HUD is in though.

If you’re getting high packet loss you can set net_clientUsercmdBackup to a non-zero value to send that many additional input packets to the server per frame so there’s more chance of it receiving your input. This won’t do anything to help with losing snapshots from the server though so don’t expect it to completely hide packet loss.


(Shelly) #12

[QUOTE=timestart;383939]That was probably setting net_clientMaxPrediction too low causing the game to not predict ahead enough to cover the time between snapshots. The ETQW server by default sends snapshots of the game state at intervals of 99 ms (33 ms * net_serverSnapshotDelay) so using less prediction than that even with a perfectly stable ping (such as on a LAN) will cause the game to just stop while waiting for the server.

The default client network settings are basically fine and all have good reasons for their values so fiddling with them won’t help much. Connection quality is what matters and it’s the interaction between a bad connection and the game’s latency compensation methods that causes problems.

Edited to add:
Setting net_showAsyncStats to 1 gives you some nice information on the HUD showing actual client prediction, ingoing and outgoing data rate and packet loss. From this we can see that the game never goes anywhere near the default data rate of 16000 bytes/sec (or it didn’t in my testing) so increasing net_clientMaxRate won’t help. What this also shows is that net_clientPrediction (as its description says) sets additional prediction time. I’m not entirely sure what units the client prediction value on the HUD is in though.

If you’re getting high packet loss you can set net_clientUsercmdBackup to a non-zero value to send that many additional input packets to the server per frame so there’s more chance of it receiving your input. This won’t do anything to help with losing snapshots from the server though so don’t expect it to completely hide packet loss.[/QUOTE]

i luv you ts but i did not understand a single word :D. you can tell me all this in simple lang when i get on irc again.


(_Megabyte) #13

I tried command: net_clientMaxClitorisSize “?” and got response: We are confused, please wait for response… what’s suspicious - in green color.


(DrFunkenstein) #14

I uncovered a secret cvar some time ago that will cure all your lag ills and here’s my proof:


Dr. Funkenstein


(light_sh4v0r) #15

lol, gæk :slight_smile:


(Shelly) #16

[quote=drfunkenstein;384079]i uncovered a secret cvar some time ago that will cure all your lag ills and here’s my proof:


dr. Funkenstein[/quote]

lol…


(jopjop) #17

Ima smartass where do I repost?! You need to have configs so you can enable enemyunhit mode. This is the opposite to the now common trend of being unhit but still hitting everyone philosphy. True pros challenge themselves by getting the enemy as unhit as they can while keeping themselves as hittable as they can. This way it feels like christmas+birthday combined when you find the foes hitbox and kill him. It is also as rare…


(Violator) #18

heh nice :slight_smile: I have have enemyunhit mode permanently on, TFA also patented the ‘missbot’ a few years ago in Q2 which has similar features.

The slowed down ‘frying pan’ headshot sound should be standard.


(Dthy) #19

Everyone knows that the feet are the new head! :smiley:


(jopjop) #20

I’d suggest that you stick with sniping Shelly. I’ve found that it has for some reason unknown to me the best hitreg. Sure it fails sometimes and if you start to use the autosniper glitch about half of your bullets you shoot are blanks… the sound is there but server doesn’t register anything. Other facts are that the sniper is the best weapon in the game… if you hit the head… or manage to do the autosnipe everytime. RL is arguably the best weapon too but it has loooooooooooooong reload time, loong firing time and looong rocket airtime. Also I’m not a fan of that ‘when in doubt shoot the ground’ stuff that people pull alot in pub. NAO with sniper it’s so pleasing to barely escape a duel behind a corner turn around… they always come…