Post by camel on Sept 14, 2007 9:56:54 GMT 1
This text is for advanced users
u can change this settings and look at lagometr.
all comands use in console ~
Internet connection commands:
"cg_lagometer" - This is a very useful utility which lets you monitor your connection on-line. With this enabled while you are playing on-line you will see 2 boucing lines. The first line displays the conjunction between your graphics card updating the frames in sync with the gameworld updates recieved from the server. Idealy, this should be a straight blue line. If it has bouncing yellow spikes then your display will stutter and be more difficult to view. To combat this, first ensure you have followed my tweaking techniques and then change your snaps setting. Usually, this means lowering it by 1 or 2 until your screen is stable and you have a nice flowing blue line in your lagometer. The second line shows if packets are being recieved from the server. This should be green. If it is yellow or red, try increasing your rate or try lowering your snaps. If this does not help, you may be on a dodgy server and so try another.Additionaly, ensure the lagometer is turned OFF when you are not on the internet, and/or when you have a stable connection.
"cl_timenudge" - This interesting setting is identical to the pushlatency setting in Half-Life. This is very user determined and impossible to judge for every machine and every connection. I find this setting works well if you set the cl_timenudge setting to minus the ping you currently have with the server. For example if your ping is 100 then set your cl_timenudge setting to -100. I have heard people set this to plus what your ping is ( say 100 ) but this reacted badly when I was playing on-line. If you cannot find a decent setting then leave it at default (0). Use this in conjunction with the lagometer for best results. Remember, plus means you will get a slower response and minus means the computer will try to predict what your next move is in an attempt to reduce lag - this can cause anomalities to occur. However, I would not recommend setting either number higher than 100.
"rate" - This setting controls packets to ensure a good connection. If you have an ISDN modem ( 128K ) then this can be set to around 12000. If you have a 56K modem then this should be around 4000-5500 depending on your connection speed. If you are on a LAN or have a ADSL modem ( lucky bastard ) then this can be around 25000 or perhaps even higher. Remember, it is best to experiment to find a suitable number but don't get too carried away or you may cap performance.
"snaps" - This is possibly the most important setting for getting a good connection. As everyone knows, in Quake 2, your gameworld updates depended on your current FPS so slower computers were at a disadvantage. Now, in Quake 3, your snaps setting determines how many updates you recieve from the server. 56K modems should have a setting of around 20 - 30. ISDN modems (128K) should be around 40 as should any other fast connection devices ( LAN, T1 etc.... ). Remember to read my cg_lagometer section for tips on "snaps".
"cl_packetdups" - As the name suggests, this setting is used to send multiple packets to compensate for lost packet drops. This setting should be set at 1 unless you have a VERY good connection in which case set this to 0. Use the lagometer to decide on which setting to use.
"cl_maxPackets" - This setting puts a limit on the maximum amount of packets that can be sent to the server via the client. This setting is useful for people with slower modems. The default setting is 30 ( comparable to a 56K modem), but lower this if you have a 33.6K modem or less, and higher this setting if you have an ISDN or higher modem.
"com_maxFPS" - This command limits your maximum FPS. You may ask why you would want to do this, and the answer is that it will help the server from having lag confusion when your frame rate has a sudden rise or fall. Run a timedemo, collect your average FPS and use that as the limit for when you play on-line. While you are playing off line, keep this setting at its default ( 85 ).
"cg_deferPlayers" - A nice simple setting. With this set to 1, new player skins will only be loaded when you are either fragged or when you look at the scoreboard. With this set to 0, new player models are loaded as soon as a new player joins the server. I like this set to 1 as the screen could stutter at a potentialy crucial time meaning frustration.
"cg_predictItems" - This setting determines whether the server or the client decides on whether a weapon has being collected. a setting of 1 means the client decides and a setting of 0 means the server decides. I would keep this set at 1 to prevent any un-neccessary confusion.
"cg_forceModel" - If you want to use only the same model or skin throughout, then set this to 1. Every character ( human, or bot ) will have the same character model as yourself. However, if you are using a custom model with a large polycount, this can hinder performance slightly. Default is 0.
REDs are importand
copy from: members.tripod.com/~quake3tweaks/commands.html
u can change this settings and look at lagometr.
all comands use in console ~
Internet connection commands:
"cg_lagometer" - This is a very useful utility which lets you monitor your connection on-line. With this enabled while you are playing on-line you will see 2 boucing lines. The first line displays the conjunction between your graphics card updating the frames in sync with the gameworld updates recieved from the server. Idealy, this should be a straight blue line. If it has bouncing yellow spikes then your display will stutter and be more difficult to view. To combat this, first ensure you have followed my tweaking techniques and then change your snaps setting. Usually, this means lowering it by 1 or 2 until your screen is stable and you have a nice flowing blue line in your lagometer. The second line shows if packets are being recieved from the server. This should be green. If it is yellow or red, try increasing your rate or try lowering your snaps. If this does not help, you may be on a dodgy server and so try another.Additionaly, ensure the lagometer is turned OFF when you are not on the internet, and/or when you have a stable connection.
"cl_timenudge" - This interesting setting is identical to the pushlatency setting in Half-Life. This is very user determined and impossible to judge for every machine and every connection. I find this setting works well if you set the cl_timenudge setting to minus the ping you currently have with the server. For example if your ping is 100 then set your cl_timenudge setting to -100. I have heard people set this to plus what your ping is ( say 100 ) but this reacted badly when I was playing on-line. If you cannot find a decent setting then leave it at default (0). Use this in conjunction with the lagometer for best results. Remember, plus means you will get a slower response and minus means the computer will try to predict what your next move is in an attempt to reduce lag - this can cause anomalities to occur. However, I would not recommend setting either number higher than 100.
"rate" - This setting controls packets to ensure a good connection. If you have an ISDN modem ( 128K ) then this can be set to around 12000. If you have a 56K modem then this should be around 4000-5500 depending on your connection speed. If you are on a LAN or have a ADSL modem ( lucky bastard ) then this can be around 25000 or perhaps even higher. Remember, it is best to experiment to find a suitable number but don't get too carried away or you may cap performance.
"snaps" - This is possibly the most important setting for getting a good connection. As everyone knows, in Quake 2, your gameworld updates depended on your current FPS so slower computers were at a disadvantage. Now, in Quake 3, your snaps setting determines how many updates you recieve from the server. 56K modems should have a setting of around 20 - 30. ISDN modems (128K) should be around 40 as should any other fast connection devices ( LAN, T1 etc.... ). Remember to read my cg_lagometer section for tips on "snaps".
"cl_packetdups" - As the name suggests, this setting is used to send multiple packets to compensate for lost packet drops. This setting should be set at 1 unless you have a VERY good connection in which case set this to 0. Use the lagometer to decide on which setting to use.
"cl_maxPackets" - This setting puts a limit on the maximum amount of packets that can be sent to the server via the client. This setting is useful for people with slower modems. The default setting is 30 ( comparable to a 56K modem), but lower this if you have a 33.6K modem or less, and higher this setting if you have an ISDN or higher modem.
"com_maxFPS" - This command limits your maximum FPS. You may ask why you would want to do this, and the answer is that it will help the server from having lag confusion when your frame rate has a sudden rise or fall. Run a timedemo, collect your average FPS and use that as the limit for when you play on-line. While you are playing off line, keep this setting at its default ( 85 ).
"cg_deferPlayers" - A nice simple setting. With this set to 1, new player skins will only be loaded when you are either fragged or when you look at the scoreboard. With this set to 0, new player models are loaded as soon as a new player joins the server. I like this set to 1 as the screen could stutter at a potentialy crucial time meaning frustration.
"cg_predictItems" - This setting determines whether the server or the client decides on whether a weapon has being collected. a setting of 1 means the client decides and a setting of 0 means the server decides. I would keep this set at 1 to prevent any un-neccessary confusion.
"cg_forceModel" - If you want to use only the same model or skin throughout, then set this to 1. Every character ( human, or bot ) will have the same character model as yourself. However, if you are using a custom model with a large polycount, this can hinder performance slightly. Default is 0.
REDs are importand
copy from: members.tripod.com/~quake3tweaks/commands.html