After a lot of searching on the forums I can understand how cl_timenudge works, but what I want to know is what are the actual results of using a negative cl_timenudge (for example, -10).
The obvious result is that player animations become jerky, but are there any others?
For example, with a cl_timenudge of - 10, do my bullets take less time from me pressing the mouse button to the game registering a hit? Do I have a slight time advantage (although presumably very very slight) over people with a timenudge of 0 (i.e. do I see an enemy player turn a corner before someone standing behind me seems them come round)?
After seeing people talking about using negative timenudge values, I was just wondering if there were any actual advantages to using it, other than being able to get a ping of 0 (even though opposing players are too jerky to aim at them properly).
Thanks…
Yet another cl_timenudge question...
There is 50 ms of delay which is used to interpolate player positions. With cl_timenudge, you can increase or decrease that 50 ms, up to 30 ms either way.
The behavior of negative timenudge also depends on the game/mod. The above description is correct for vanilla Q3, but I believe W:ET includes Unlagged code, in which case it probably treats negative timenudge the way Unlagged does (rather than interpolating less, it begins extrapolating):
“. . . with a negative cl_timenudge value, [player entities will] be extrapolated just like every other entity.”
See the Unlagged FAQ for more info.
It’s a murky topic, but with decent antilag it becomes moot; you don’t really need negative timenudge when your shots are backward-reconciled.
I found that with negative timenudge the players became jerky, with the ‘jerkiness’ increasing as you increased the negative number. This was on etpub. But then again, the jerkiness was only experienced during ‘dogfights’, when the opposing players would be doing their best to randomise their movement, presumably making it harder for ET to do any extrapolating, and increasing the jerkiness… I think the players moving in straight lines or in simple patterns of movement were very nearly as smooth as normal.
I have few questions too (i asked on Bani’s forum but everebody ignored theese questions
):
If pmove_fixed 1:
- it is affecting b_antiwarp, isn’t it?
- it isn’t affecting b_antilag, is it?
- it is affecting g_antilag, isn’t it?
- it isn’t affecting b_realhead 1, is it?
If sv_fps 20:
- changing snaps from default hasn’t any point, has it?
And here is few bugs:
If i make local host it sometimes write:

…this error is generated sometimes when i change server settings (cg_thirdperson, config, map, etc.) too but if this error on runnig server it don’t crush server.
If i wanted use new .script for some maps:
et_beach - map is appeared that map is loaded in console but loading screen was still there - if “loading strip” reached “full-load” it returned back for cca 2 cm and if “loading strip” reached “full-load” it returned back for cca 2 cm and again and again.
fueldump - .script where axis can sapwn near truck work only in warmup… :lol: (i solve this switching between 2 etpro and 2 etmain folder)
If i want to make ETPro localhost (non dedicated)… while map is loading it crush and there is Windows error report. (i solve this that i’m switching between 2 etmain folders - one with custom packs and one is fully pure)
ETMain folder has 595 files and 1,37 GB.
ETPro folder has 338 files (1/3 are .cfg files
) and 393 MB.
Here is some strange bug on ET and ETPro pure instalation and with default client configuration (without any additional packs, i think). It was only once. If i pressed ESC there was “loading screen” as you can see it this video:
http://pictures.wolfenstein.cz/bug.avi 14 MB
Thanx
[quote=<Your>Father<CZ>]If pmove_fixed 1:
- it is affecting b_antiwarp, isn’t it?
- it isn’t affecting b_antilag, is it?
- it is affecting g_antilag, isn’t it?
- it isn’t affecting b_realhead 1, is it?[/quote]
pmove_fixed 1 does all kinds of bad things to the user. You should avoid using it except on trickjump servers.
[quote=<Your>Father<CZ>]If sv_fps 20:
- changing snaps from default hasn’t any point, has it?[/quote]
The value of snaps on the client should = the value of sv_fps on the server. If you’re on dialup, snaps < sv_fps might help you, if the server allows it. Setting snaps > sv_fps is pointless and maybe even detrimental to the user, because your rate may be throttled prematurely.
The reason you see snaps 40 is because servers sometimes ran custom sv_fps values in Q3. People still use it due to ignorance.
On ETPro servers, sv_fps is always 20. All other servers should set sv_fps 20, because other values are bad.
[quote=<Your>Father<CZ>]I have few questions too (i asked on Bani’s forum but everebody ignored theese questi?
3) it is affecting g_antilag, isn’t it?
[/quote]
g_antilag doesn’t do anything under etpro. Each client is free to choose if their shorts are unlagged or not, using b_antilag.
Your problems running a server are due to having too much custom stuff in your et install. The solution is to use a clean install with only the things you need it in to host your server.
Wanna see negative timenudge in action? Set it at like -50, load et_tram and get in the tram… i think ull notice 
P.S.: Did anyone try sv_fps 40? Wouldnt the timer still land on boundaries then? Not that it think i would be a “good thing” then… im just curious. I tried tried sv_fps 30 once and axis stopped spawning xD
I have seen it “in action”, hence this post…
I found that with negative timenudge the players became jerky, with the ‘jerkiness’ increasing as you increased the negative number. This was on etpub. But then again, the jerkiness was only experienced during ‘dogfights’, when the opposing players would be doing their best to randomise their movement, presumably making it harder for ET to do any extrapolating, and increasing the jerkiness… I think the players moving in straight lines or in simple patterns of movement were very nearly as smooth as normal.
Can we stop hijacking the thread I started without answering the questions in my original post? Thanks.
Did you read the first reply? Did you click the link therein? Did you read the relevant portions of that document? Every little detail of your post doesn’t need to be addressed, because all your questions will answer themselves once you know how timenudge works.
No. The server processes your commands when they arrive, regardless of your timenudge.
Do I have a slight time advantage (although presumably very very slight) over people with a timenudge of 0 (i.e. do I see an enemy player turn a corner before someone standing behind me seems them come round)?
You might see them sooner, but what you see is more likely to be wrong.
You wanted me to reply to you?[/quote]
Not particularly. I wanted someone to take the knowledge being dropped in their lap and actually educate themselves with it, for once.
High hopes, I know.
My, how humble of you to stoop to my level and deign to reply to someone such as myself in the first place…
