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ut_timenudge

#1 User is offline   49er (old) Icon

  • Joined: 07-February 04
  • Posts: 130

Posted 12 July 2004 - 08:28 PM

Quote

ut_timenudge - lets you swap ping for a smoother world view. Useful for
people who are having hitting issues/jerky other player issues. If not,
leave it on 0. Range (0-50ms)



can someone explain this to me?

#2 User is offline   Aarsbuds0r (old) Icon

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Posted 12 July 2004 - 08:31 PM

Twentyseven can do it well, I can give it a try =]

It makes you have a higher ping, wich somehow could make it better if you experience laggy/jerky gameplay.

#3 User is offline   Stryder (old) Icon

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Posted 12 July 2004 - 11:26 PM

Quote

ut_timenudge - lets you swap ping for a smoother world view. Useful for
people who are having hitting issues/jerky other player issues. If not,
leave it on 0. Range (0-50ms)



cl_timeNudge 0 effectively adds local lag to try to make sure you interpolate instead of extrapolate




I would just like grab my ankles and then give SID a big thank you kiss for enabling Timenudge :D I am truly a happy man :twisted:

Now how bout unlocking cl_maxpackets :twisted:

#4 User is offline   Aarsbuds0r (old) Icon

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Posted 12 July 2004 - 11:29 PM

Okay, so you are actually using this and its giving you better gameplay? What value have you set it to? Can you describe what it actually does?

Edit: Never mind :D

#5 User is offline   tr!ckn0l0gy (old) Icon

  • Joined: 19-January 04
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Posted 13 July 2004 - 12:33 AM

So basically what you are saying is:

The following sentence is wrong.
The aforementioned sentence is correct.


:twisted: :twisted: :twisted: :twisted: :twisted:

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#6 User is offline   HoboHumpinSlut (old) Icon

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Posted 13 July 2004 - 01:46 AM

This sentence is a lie.

#7 User is offline   NakedAssassin (old) Icon

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Posted 13 July 2004 - 03:04 AM

This might give some explanation to the new ut_timenudge feature.

(from #urbanterror a couple of weeks ago)

<@TwentySeven> I need to find a poor son of a bitch player to help me test a small code mod for UrT 3.7
<aa-keeper-work> for when?
<@TwentySeven> its come to my attention that theres still one more thing I can do to fix peoples net connections via internal tweaking
<@TwentySeven> basically, if your green on your net graph isnt smooth
<@TwentySeven> you're going to be shooting at something different then the server sees
<aa-keeper-work> for when?
<@TwentySeven> and by smooth, i mean almost pixel perfect flat
<@TwentySeven> for whenever
<@TwentySeven> probably this weekend
<aa-keeper-work> I can later today
<@TwentySeven> maybe later in the week
<aa-keeper-work> and this weekend
<@TwentySeven> well, whoever I get to help
<@TwentySeven> needs to have a green netgraph that is consistantly lumpy
<aa-keeper-work> mine pends on the server
<@TwentySeven> my connection here in aus has always been excelennt
<@TwentySeven> even to overseas
<@TwentySeven> so i'd never really considered exploring what'd happen if your downstream was fluxy
<@TwentySeven> only upstream
<@TwentySeven> which was what let players warp
<aa-keeper-work> well if its lag ur looking for, ask Vex
<@TwentySeven> basically, you'll be able to trade up ping for stability
<@TwentySeven> how it'll work is you can roll up to 49ms of ping
<@TwentySeven> say you flux between 40 and 100
<@TwentySeven> (baad)
<g7|MrCoffee|it> mmm
<@TwentySeven> but if you capped it, your ping would be 90-100
<@TwentySeven> so its much stabler
<@TwentySeven> but higher overall
<g7|MrCoffee|it> oh I see
<@TwentySeven> see its not that Urt's hit detection is fucked
<@TwentySeven> i mean, quite the opposite
<@TwentySeven> its just really god damn fragile
<@TwentySeven> unless your connection is really damn clean and the servers happy
<@TwentySeven> it can get inconsistant pretty quick
<g7|MrCoffee|it> yah I have probs playing on the euro servers
<@TwentySeven> yeah well, thats the long n short of it

#8 User is offline   TwentySeven Icon

  •   former FS member   
    Lead Engine Developer
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Posted 13 July 2004 - 03:34 AM

yeah, it lets you trade a tiny bit of "ping" for a smoother view of the world.

The server/antilag accounts for whatever ut_timenudge you set - so you still just aim and shoot at the players as per normal.


If you'd like to try it out, try stepping it up in 10ms increments -

ut_timenudge 10 .. play for 10 minutes
ut_timenudge 20 .. play for 10 minutes
ut_timenudge 30

When I play in the USA from aus I set it to 10 or so. removes the occasional tiny bits of skipping. My ping is always pretty horrendous anyway so 250 vs 260 effective ping isnt that big a deal.

#9 User is offline   rashly (old) Icon

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Posted 13 July 2004 - 03:40 AM

great job 27. great idea and implementation.

#10 User is offline   Kr0m Icon

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Posted 13 July 2004 - 04:55 AM

This is a great idea and all, I'll be checking it out due to the fact that the green in my graph is rarely smooth.

My only concern is, could the 'idiot tweakers' out there some how 'exploit' this to their advantage in any way that would be deemed improper? Or is 20-50 not that big of a deal to worry about?

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