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Is the jawa model bugged? (Raven says "no")


Tarus

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Originally posted by me in another thread

I've tried adjusting sv_fps to 60 (too much packet loss), 40 & 25. To be honest, I've yet to notice a world of difference - then again I never really noticed much of a problem to begin with.

 

IMHO (keeping in mind I'm no coder/network specialist), getting the best in-game results appears as dependent on your hardware (video card, cpu, etc.) as your online connection. I suspect most people complaining about "buggy" hit-detection are lacking in one or more of those areas (and/or their opponents/server host are).

 

There are those who may argue things seem less "accurate" than they appeared in JK2. Personally, as I see it, there's more "stuff" going on in Academy (isn't that why most of us bought it?), so it only seems fitting there's bound to be more "stuff" being crammed down the pipe (locally and over the 'net).

 

Frankly, truly elite competitive gaming over the internet strikes me as an ill-conceived idea in the first place. IMO, that's best left to Local Area Networks with evenly matched machines.

 

For the rest of us, whacking some virtual jedi "d00dz" should just be a fun diversion in-between doing homework and/or paying off your mortgage. Taking it more seriously than that will probably just lead to a premature heart attack, stroke, hemorrhoids, or acne.

 

Just my two cents! :D

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Originally posted by Kurgan

The fact is, the Jawa, like the other 12 skins not listed in the in-game profile menu, is just a BONUS HIDDEN SKIN.

 

It gives you no special powers, advantages or exploits. It's simply there FOR FUN.

 

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.

 

I'm glad they left them in rather than just deleted them from the build, which they could have easily done.

 

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...

Hmm... Good point, Kurgan. I'll be bringing up the Jawa issue with the other server admins at JK3Files. Hopefully I can get them to accept the Jawa.
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Unfortunately, the topic of sv_fps, snaps, and their effects on hit detection is spread among 3 threads including this one, so sorry for the cross-posting but I want to help tie this together:

 

Originally posted by Amidala from Chop Shop

Kurgan, there is another thread on sv_fps here: http://www.lucasforums.com/showthread.php?s=&threadid=114308&highlight=svfps

 

Values must go evenly into 1000 (milliseconds) so choose between 20 (default), 25, 40, and 50. I am using 25 for my Jedi Academy servers (due to host restrictions) and 40 on my Jedi Outcast servers. Modest increases may not only improve hit detection but also reduce lag.

 

UPDATE: in order for clients to take advantage of increased sv_fps, their snaps must be equal to or greater than the server's sv_fps. Since there is no harm in a client setting a high level (it's a maximum rate), clients should /set snaps 50 or higher. Perhaps the reason KaiaSowapit didn't see any difference is because the default snaps is 20 (I think). Raising sv_fps above 20 with client snaps set to 20 would have no effect. See this thread: http://www.lucasforums.com/showthread.php?s=&threadid=103919&highlight=snaps

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By the way, remember that most of those Q3 documents were written around 1999, or based off information from around 1999. So sv_fps 40 isn't going to kill a JA game like it would a Q3 game. Hardware has changed a lot in the past four years; the lowest end systems of JA users were some of the best in 1999.

 

Heh, it's like old mapping tutorials that tell you not to take the r_speeds tris count over 10-15K, when an average machine could easily do 30K or more in MP now. :)

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Originally posted by razorace

Amidala, do you want to start a new thread about this? It's a pretty important topic...

 

I agree it's important, but there is already a thread (your guys') in the Dedicated Server forum, and a new one would probably get moved there as well.

 

Two things need to happen:

1. Server operators need to increase sv_fps to 25, 40, or 50.

2. Clients (players) who use those servers need to be told to /set snaps 40 to take advantage of the increased sv_fps.

 

I just broadcasted messages on all my servers for players to /set snaps 40. I will add it to my automated server messages.

 

Originally posted by Emon

By the way, remember that most of those Q3 documents were written around 1999, or based off information from around 1999. So sv_fps 40 isn't going to kill a JA game like it would a Q3 game. Hardware has changed a lot in the past four years; the lowest end systems of JA users were some of the best in 1999.

 

Heh, it's like old mapping tutorials that tell you not to take the r_speeds tris count over 10-15K, when an average machine could easily do 30K or more in MP now. :)

 

If your server is fortunate to have a box to itself, that's true. But I use hosts that run several servers on a box, so if they all increased sv_fps you might start getting CPU-induced lag. There is already a problem with this if your server is on a box with Siege servers. The Siege servers are causing CPU-induced lag on every other server on the box, that can cause pings to go >500 for minutes at a time, and that's with them all at sv_fps 20 (I assume).

 

One of my hosts restricts sv_fps to 30 or less, but I might be able to talk him into increasing it to 40. The host with my JK2 servers doesn't restrict sv_fps, and one of them has been running sv_fps 60 for months, although I have changed both to 40 because of my recent research.

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sv_maxrate is often restricted by the hosts, because they must pay for the bandwidth they use. Client max rates are 4000 for dialup and 25000 for broadband (DSL, cable).

 

Traditional recommendations for sv_maxrate for Q3 engine servers is 8000-10000, but I have read articles that say there is no detectable difference in pings above 4000-5000. One of my hosts restricts sv_maxrate to 6000 for that reason, confirmed by their own testing, so that's what I use with them and pings are good. That allows that host to reduce their bandwidth cost, which they pass on to server operators as lower rental costs. My other host allows 25000, but I am using 10000 because I don't want too much discrepancy between dialup and broadband users.

 

If you are running a server from home, use 4000 so you can maximize the number of players you host. If you are renting a server, the host may make that decision for you, but 6000-10000 is enough.

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I was in a server a few days ago, or was it yesterday....anyway I was usin the Jawa model and this guy called *Holy* (replace the asterix' with the other parts of his name..only remember the bit that said Holy as that's what I referred to him as)....right so he started on me, we were running SG4RealJA so it kindof was obvious when my name is WadeV1589 that I was the creator and know a fair bit about the engine...neverthless he started up saying how I knew sh*t (literally saying that) about netcodes and that the jawa model screws it up and that I should dload the one from JK3Files to fix it...I didn't have the heart to tell him the "fix" is actually just to make it show up in the menu and changes nothing of the model.

 

This is ridiculous though, not only do people run around screaming lamer (see other thread I started about that) but someone planted this foul believe about Jawa's that meant I had, for lack of a better term, a script kiddie ranting at me on a server about how he was so sure he knew best and trying to kick me for not changing! (By the way he was not the admin, the kicks were votes that failed - everyone else had sense!)

 

As for why I use jawa, as others said, just listen to them, they're soooooooooo cute, I must admit the photorealistic Yoda is pulling me away from it slowly tho...have you heard him when he dies? He makes this uouououooooo noise that makes me crack up every time I hear it.

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Originally posted by razorace

Ok, if sv_maxrate is the max rate for the server, what sets the rate for the clients? "rate"? I've found that varible in MP but not in SP. Weird.

 

Yes, "rate" sets the client data rate. If I run status and see a player with a data rate of 3000 or less, I'll say "player x, type in the console '/set rate 4000' if dialup, '/set rate 25000' if broadband", and then watch their ping drop after they change rate.

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