razorace Posted July 12, 2006 Share Posted July 12, 2006 I've discovered that OJP is right at the cusp of the maximum serverinfo cvars (CVAR_SERVERINFO) that the game can handle. Does anyone have any suggestions on which cvars could have the serverinfo flag removed without anyone really caring? In addition, is there a way to boost the limit without forcing players to run the mod clientside? Link to comment Share on other sites More sharing options...
Tinny Posted July 12, 2006 Share Posted July 12, 2006 Are all the g_ cvars considered server info cvars? Link to comment Share on other sites More sharing options...
razorace Posted July 12, 2006 Author Share Posted July 12, 2006 Only the ones with the CVAR_SERVERINFO flag set. Link to comment Share on other sites More sharing options...
stubert Posted July 13, 2006 Share Posted July 13, 2006 are you sure all of them need to be set as serverinfo? i doubt anyone would go browsing for a server with all 30 (or whatever) settings just the way they like Link to comment Share on other sites More sharing options...
razorace Posted July 13, 2006 Author Share Posted July 13, 2006 That's my point exactly. I'm looking for suggestions of what can be cut. Link to comment Share on other sites More sharing options...
ensiform Posted July 13, 2006 Share Posted July 13, 2006 which ones are exactly? my mod adds 10 and it still works fine, and 2 systeminfo cvars. Email: Not Needed URL: Not Needed ojp_cutscenes: Not Needed g_allowBotLimit: Not Needed g_maxBots: Not Needed g_minHumans: Not Needed This is just what i could see from meatgrinder running on basic in ASE. edit: from latest cvs update: g_saberDamageScale: Not Needed g_saberanimspeed: Why is this both SERVERINFO and SYSTEMINFO ? they can both be accessed via client if you want to. sv_fps: Should be kept as base style and you really shouldn't set it higher than 20 because it messes with things other than the lightning bug that was fixed. ojp_allowBodyDodge: Not Needed Link to comment Share on other sites More sharing options...
razorace Posted July 18, 2006 Author Share Posted July 18, 2006 Hold on, what other things does sv_fps mess up? Link to comment Share on other sites More sharing options...
Vruki Salet Posted July 18, 2006 Share Posted July 18, 2006 When you're back from checking out the sv_fps issue, do you really need to keep g_saberWallDamageScale? It seems you've also designed the enhanced saber system around pretty specific values for g_forceRegenTime and g_dodgeRegenTime so maybe you could remove those too. Link to comment Share on other sites More sharing options...
ensiform Posted July 18, 2006 Share Posted July 18, 2006 alt fire rocket think is one thing off the top of my head, in the other q3 engines it is also affected and recommended/and or things require it to be at 20. Link to comment Share on other sites More sharing options...
razorace Posted July 18, 2006 Author Share Posted July 18, 2006 Well, the sv_fps really helps with saber hit detection. As for the alt fire rocket, I can look into fixing it so that it can operate correctly with different sv_fps settings. Link to comment Share on other sites More sharing options...
ensiform Posted July 18, 2006 Share Posted July 18, 2006 sv_fps 20 is the best setting for the engine overall. Link to comment Share on other sites More sharing options...
Blµb Posted August 6, 2006 Share Posted August 6, 2006 if you don't run anything clientside, then none of the mod cvars need to be serverinfo anyway!? and if it's for clientplugin users then group the true/false stuff into a few bit-value vars if that's not done i dunno if that's done tho, just trying to help ^^ Link to comment Share on other sites More sharing options...
ensiform Posted August 6, 2006 Share Posted August 6, 2006 actually sending a command and parsing it in cg_servercmds would be best or a config string (but raven kinda screwed things up with the config strings that makes it impossible to add anymore and still be a server-side mod) Link to comment Share on other sites More sharing options...
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