Of interest, would ‘sv_fps 40’ work without problems?
stop with the 'sv_fps 30' ffs
no… flamethrower is fps dependent.
not to mention the incredible bandwidth that would require…
And I never even made it too my seat… its like a Mike Tyson bout of old!
On a side note. I really don’t think it pays to jump on any forum and start dictating opinions as facts. Ninemil was basically throwing out information he had collected over some period of time. It appears to be out-of-date information. He then proceeds to badger bani on the quality of his tourneymod for no apparent reason. Ninemil would have been better served to post his opinion and the basis for it rather than try to be some sort of expert and one-up bani. By doing so, he has come off as an immature ass.
If you are going to rely on the research or work of others and cite their opinions, you must note the circumstances of those opinions. Smart people realize when they have made an error and are willing and able to change their minds - witness Lock’s post refuting his past suggestions on the issue. As time changes, factors previously unknown before arise. Unrecognized details become important and have unexpected side effects. The only constant is change.
Dawg
waaaaay to philosophical for this forum and not true…
the only constant is n00bs 
Some of us work for a living 
You’re right on sv_fps 50 inded, anything above 30 really gets very screwy, and the extra bandwidth it requires really fucks up any benefit you’d have gotten by using higher sv_fps.
And it’s generic; if you’re claiming sv_fps is a bad thing TM, then you must have poorly researched your work. Every other fucker is all for it. Tho that said, looking back at Q3 engine mods a year ago, most people might have agreed with you.
A lot’s happened since, a lot of research into how the engine actually works has been done, and as a result a lot of suggestion settings have changed.
Look at timenudge for instance, half the community still thinks it actually does something useful
And it was only six months ago GibbaTheHutt realised snaps was banded in the same way cl_maxpackets is.
More than anything, wide sweeping posts like the topic of this one are damaging to the extreme, and because of your obvious status in the community people take your word as gospel, the yes boy posts here are a perfect example. It’s due to that very same reason that the l33t kiddie configs that have ruined competitive RTCW are widely accepted, despite their exceedingly under hand content. Rather than the knee jerk reaction, perhaps if you stood back a bit, did a bit of reading then you might find that you were wrong, and as a result take the wonderful oppourtunity you have in ET Pro to set the situation right and everyone in the community would benefit as a result…
Ninemil… either put up or shut up.
You have offered no proof whatsoever for your position. If you are correct, we will never know it because you cannot bother yourself with making a coherent argument. If you are not going to do so, then just back off.
Bani made a solid argument, Locki agreed with him on the technical aspects. You cite… well… noone really. You make some vague references to some stuff you might have heard or read. Just because many people believe it to be true does NOT make it fact. That makes it a ‘commonly held misconception’. Until you actually present some data or evidence to back up your argument, this debate belongs to bani.
Dawg
Missed Paul’s post, cheers.
Then that leaves just about everyone in disagreement Paul
What aspects are hard coded? Are they ET specific stuff, are they id locked content? When we spoke on the subject you were adament that both the netcode (in similar style to cpm and other q3 mods) and antilag was compatible. What’s changed since then?
the guys that programmed the game said code depends on 20. it doesn’t seem so hard to me… :banghead:
i think its about time for a public apology ninemil.
you were more than happy to insult me in public, i think the least you could do is apologize in public too.
and that ridiculous jab at my mod. where the hell did that come from?
Then I apologise humbly bani 
But seriously, this is a complete turn aroud in SD’s recommendations. I consulted Paul previous to setting the league up, and now I’m really quite concerned having gone to the lengths of setting up pb restrictions and moving server instances to allow for the bandwidth. People like arQon have been promoting sv_fps for ages, I’m now interested to know what’s suddenly changed.
And why, if it is broke, does it feel so much better than the soup that is 16 player sv_fps 20?
cuz… ET/RTCW != Q3 …
afaik arQon has never written an ET or RTCW mod… am i correct?
you cant apply Q3 rules universally to all ID games. for example the engine in ET has changed quite a bit from Q3. not to mention how much qagame has changed since Q3.
stop treating ET/RTCW as if it were Q3…
For the same reason it feels better in Q3: Most of the code ISN’T broken. ET and RtCW have definite gameplay-affecting borkages, though, although we’re hoping to fix them in a future version of ET Pro so that sv_fps can safely be changed again.
So if most of it isn’t broken, what is? 
At least then someone like myself can gauge whether the toss up between the two settings is worth while.
Up until the recent ET patch, the mod felt much much better with higher sv_fps, response time seemed much lower, warpy players in large firefights were rare, ‘hiccups’ during air strikes stopped. It’s only since 1.02 went live that I’ve started questioning it again…but then it’s difficult to tell if that’s a generic thing with the patch itself.
So please, techy as you like, what’s broken? 
[ul]
[li]flamethrowers
[/li][li]referee match pausing
[/li][li]covert ops uniform stealing
[/li][li]…likely others
[/li][/ul]
also, there are timing issues with events no longer happening on exact frame boundaries, but rather events happening a frame too late.
i’d say it isn’t worth it under any circumstances. not yet anyway.
Ah, I’d heard something about flamethrowers, and the covert uniform thing I can relate to myself. The progress bar doesn’t show immediately, despite you actually progressing through taking it.
Referee match pausing: in what respect? Is that why we have to lock then unlock to get players to be able to join? That in itself is easily worked round.
Likely others?
We’re getting somewhere now, cheers 
And if you can incorporate sv_fps 30 into ET Pro safely, you’ll see it on Savage almost immediately, that I can assure you. Even HL is capable of sending the client more updates per sec than default Q3 engine games, that’s embaressing 
A shame you modified your last post detailing items. (was it 1 extra frame to put on a uniform if your a covert op or something, can’t remember and its gone so i can’t quote you now)
Is it really that big a differance if you get an extra 1 m range with a flamethrower (its still hardly long range) or if it takes 1 extra frame to don a unifrom (hell i throw about 125 of those frames at my screen every second so its really not that big a deal). I would much rather have low latency myself.
OMG, this can’t be!! I’m out of popcorn YIKES!
…and can I get a refill please? I finishe my beer like… 12 posts ago
Um, pauses fine m8. Has done since we started playing ET the week the test came out.
Did I miss something?