Emon Posted November 16, 2003 Share Posted November 16, 2003 The hit detection isn't buggy, but sv_fps shouldn't default to 20, it leaves gaps in the hit detection. Go complain to the server admin and have him set it to 60... Link to comment Share on other sites More sharing options...
KaiaSowapit Posted November 16, 2003 Share Posted November 16, 2003 Originally posted by Emon The hit detection isn't buggy, but sv_fps shouldn't default to 20, it leaves gaps in the hit detection. Go complain to the server admin and have him set it to 60... Thanks Emon! I'm going to experiment with this tip. Hopefully this will put the nay-sayers to rest for awhile. Link to comment Share on other sites More sharing options...
TK-8252 Posted November 16, 2003 Share Posted November 16, 2003 Originally posted by Emon The hit detection isn't buggy, but sv_fps shouldn't default to 20, it leaves gaps in the hit detection. Go complain to the server admin and have him set it to 60... Hmm... What exactly does sv_fps set to 60 do? Would it affect other models? Or just the Jawa...? Link to comment Share on other sites More sharing options...
razorace Posted November 16, 2003 Share Posted November 16, 2003 *sigh* I've been telling people about the sv_fps setting for the last 6 months and noone listens to me. Â Basically, sv_fps controls the frame rate of the server side of the game. The higher the setting the faster the server updates. Since all the weapon hit detection is dependant on the server fps, increasing the sv_fps will improve the hit detection, especially for the sabers. Â There are some downsides since this increases the demands on the CPU and runs the server faster than it was designed for, but I've found that it doesn't really make performance impact as even when you double (40) or triple (60) the fps. Plus, there's some other minor things: Â - In SP, NPCs can look a bit jerky since the AI is updating faster than they are suppose to. Â - severed limbs seem to do the ground bounce more often than normal. Â IMO the payoff is well worth it. However, since I'm on a dail-up most of the time, I have NOT been able to test this on a real MP server. Link to comment Share on other sites More sharing options...
Kurgan Posted November 17, 2003 Share Posted November 17, 2003 If you guys think that "tall Jawas" are "strange" then let me just say SOME STAR WARS GEEK YOU ARE!!! Â Â Watch A New Hope Again sometime, you'll notice that not all Jawas are the same height, in fact some are nearly average human height (2 meters)! Â This is in the Special Edition as well, so don't give me any "budgetary SFX glitches" excuses. The fact is, "tall Jawas" are canon! Link to comment Share on other sites More sharing options...
emorog Posted November 17, 2003 Share Posted November 17, 2003 Originally posted by KaiaSowapit Does no one ever read my posts? Â If you want speculation as to why the Jawa by default has no icons or team skins, perhaps the folks at Raven merely felt that a six-foot-tall Jawa looked dorky. Â spot on. Link to comment Share on other sites More sharing options...
Wudan Posted November 17, 2003 Share Posted November 17, 2003 Originally posted by emorog spot on. Good sir, you hit the GD nail on the MF head. Â As for this petty line of argument, let's hear from Yoda: "Fear leads to Anger. Anger leads to Hate. Hate leads to suffering." Â Of course, I'm also beaming because Kaiasowapit is one of my 'peeps'. Link to comment Share on other sites More sharing options...
CortoCG Posted November 17, 2003 Share Posted November 17, 2003 kaia! did you pinch my ass? you naughty bastardo! I think my phone is bugged, someone has been listening to my dirty talking... hmmm. Â Hey! who farted?! was it you emorog? Link to comment Share on other sites More sharing options...
KaiaSowapit Posted November 17, 2003 Share Posted November 17, 2003 Originally posted by emorog spot on. Ahh... the sweet taste of vindication. Â Thanks Mr. Monroe, you're my hero! Link to comment Share on other sites More sharing options...
Kurgan Posted November 18, 2003 Share Posted November 18, 2003 Mike seems to concur that it's not a cheat, but that all models use the Kyle model for hit detection. Â Strike two! Â Perhaps that's reason enough to lift the practice of banning people for using it now? Link to comment Share on other sites More sharing options...
Azymn Posted November 19, 2003 Share Posted November 19, 2003 Originally posted by razorace *sigh* I've been telling people about the sv_fps setting for the last 6 months and noone listens to me. Â There are some downsides since this increases the demands on the CPU and runs the server faster than it was designed for, but I've found that it doesn't really make performance impact as even when you double (40) or triple (60) the fps. ... IMO the payoff is well worth it. However, since I'm on a dail-up most of the time, I have NOT been able to test this on a real MP server. I believe the reason it's set to 20 is because the server attempts to send packets to each client for each frame, so doubling the frame rate to 40 would theoretically double the packets sent, and could result in heavy lag on less-robust connections. But yeah, on a local server it's a great idea. Link to comment Share on other sites More sharing options...
razorace Posted November 19, 2003 Share Posted November 19, 2003 Well, that's possible but we can't know until someone at least tries it. If it does alter the number of packets sent, you could probably change the max packet size to account for that. Link to comment Share on other sites More sharing options...
Azymn Posted November 19, 2003 Share Posted November 19, 2003 I can't think why else they'd compromise hit detection. What would changing the packet size do? You still need to send the same amount of data, in as steady a stream as possible or you lose what you gained in server hit detection by way of packet loss and congestion. Link to comment Share on other sites More sharing options...
razorace Posted November 19, 2003 Share Posted November 19, 2003 Well, I meant that you could reduce the packet size to maintain a similar stream of data if you increased sv_fps. I honestly don't know much about the network packeting so I'm probably wrong. Link to comment Share on other sites More sharing options...
TK-8252 Posted November 19, 2003 Share Posted November 19, 2003 Originally posted by Kurgan Mike seems to concur that it's not a cheat, but that all models use the Kyle model for hit detection. Kurgan, ask Mike (Someone working for Raven Software I assume...?) why the Jawa was not given a bot, team colors, or an icon. I'm just curious. Link to comment Share on other sites More sharing options...
razorace Posted November 19, 2003 Share Posted November 19, 2003 Originally posted by TK8252MJL Kurgan, ask Mike (Someone working for Raven Software I assume...?) why the Jawa was not given a bot, team colors, or an icon. I'm just curious. Â Originally posted by KaiaSowapit Does no one ever read my posts? Â If you want speculation as to why the Jawa by default has no icons or team skins, perhaps the folks at Raven merely felt that a six-foot-tall Jawa looked dorky. Â Originally posted by emorog spot on. Link to comment Share on other sites More sharing options...
KaiaSowapit Posted November 19, 2003 Share Posted November 19, 2003 Article worth reading about Quake & sv_rate: http://www.ukgamer.com  Some highlights: So a higher sv_fps basically gives you a much better picture of what the REAL state of the game is, as much for your OWN player as the other ones. Since the key aspect of lag is exactly that separation of your view from the reality of the server, going from 20 to 40 *effectively knocks 25ms off your ping. There are some other benefits as well (that are rather less than obvious). For people who are not you, Q3 sends one "event" per player per frame. Events are things like firing a weapon, jumping, picking stuff up, etc. If TWO of those things happened in the last frame, one of them is lost...  So, that's all the good stuff. What's the downside?  Scoreboard pings become even more bogus than usual, which will doubtless confuse some people.  There's a STRONG "dimishing returns" principle at work in this. Once you go over 40, you're wasting resources and typically HURTING the system as a whole, for no actual gain in client perception. Thanks to Amidala from Chop Shop for originally posting this link. Link to comment Share on other sites More sharing options...
TK-8252 Posted November 19, 2003 Share Posted November 19, 2003 Razorrace... I think a 6 foot tall Ugnaught looks odd too. If they let the Ugnaught in, why not the Jawa? Link to comment Share on other sites More sharing options...
razorace Posted November 19, 2003 Share Posted November 19, 2003 Razorrace... I think a 6 foot tall Ugnaught looks odd too. If they let the Ugnaught in, why not the Jawa?I have no clue. I'm not working at Raven. Maybe it's because ugnaughts are on average taller than Jawas. Or maybe they felt that the model looked better at human size. Article worth reading about Quake & sv_rate: http://www.ukgamer.com Awesome. Thanks guys. Link to comment Share on other sites More sharing options...
Kurgan Posted November 19, 2003 Share Posted November 19, 2003 Thanks for the info guys. Â They obviously made the Jawa "tall" so that it would grant no special advantages by having him short. He looks funny and it's fun, that's why people like it. But there are tall Jawas in the Star Wars canon films, so it's really no big deal. And yeah, good point about the tall Ughnaught, duh. ; ) Â The fact is, the Jawa, like the other 12 skins not listed in the in-game profile menu, is just a BONUS HIDDEN SKIN. Â It gives you no special powers, advantages or exploits. It's simply there FOR FUN. Â Why didn't they make profile pics, team colors, unique taunts and etc for each one? Probably because they didn't have time. Just like the flyable ships, which were unfinished features they just threw in for fun for those who wanted to check them out and find them. Â I'm glad they left them in rather than just deleted them from the build, which they could have easily done. Â Sort of like the Bespin Secret Level hidden on the MotS disc, or "the pit" map in Jedi Outcast, or Max the Rabbit in JK1, or the ewoks in Dark Forces. Easter eggs, friends, easter eggs... Link to comment Share on other sites More sharing options...
Emon Posted November 19, 2003 Share Posted November 19, 2003 Originally posted by Azymn What would changing the packet size do? Â Sending smaller, more frequent packets can take more processing for routers and other devices, but kind of increases reliability, because a lost packet (which occurs often with UDP, like JA uses), but that difference is probably neglibable. Link to comment Share on other sites More sharing options...
Azymn Posted November 19, 2003 Share Posted November 19, 2003 Originally posted by Emon Sending smaller, more frequent packets can take more processing for routers and other devices, but kind of increases reliability, because a lost packet (which occurs often with UDP, like JA uses), but that difference is probably neglibable. Well, making the packets smaller would force you to segment server frame snapshot information, regardless of the protocol. You'd need at least 2 packets per frame - I doubt this would enhance reliability. Link to comment Share on other sites More sharing options...
razorace Posted November 19, 2003 Share Posted November 19, 2003 We need to get someone to test all this instead of just speculating. Link to comment Share on other sites More sharing options...
Azymn Posted November 19, 2003 Share Posted November 19, 2003 Not it! Link to comment Share on other sites More sharing options...
razorace Posted November 19, 2003 Share Posted November 19, 2003 Well, I can't do it because I'm on a freakin' dail up. I might be able to do this while at home for Turkey Day but don't count on it. Link to comment Share on other sites More sharing options...
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