Optimized .exe; builds of ioq3 engine
With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
#41
Posted 18 November 2009 - 01:26 PM
s_useOpenAL - use the OpenAL sound backend if available
s_alPrecache - cache OpenAL sounds before use
s_alGain - the value of AL_GAIN for each source
s_alSources - the total number of sources (memory) to
allocate
s_alDopplerFactor - the value passed to alDopplerFactor
s_alDopplerSpeed - the value passed to alDopplerVelocity
s_alMinDistance - the value of AL_REFERENCE_DISTANCE for
each source
s_alMaxDistance - the maximum distance before sounds start
to become inaudible.
s_alRolloff - the value of AL_ROLLOFF_FACTOR for each
source
s_alGraceDistance - after having passed MaxDistance, length
until sounds are completely inaudible
s_alDriver - which OpenAL library to use
s_alDevice - which OpenAL device to use
s_alAvailableDevices - list of available OpenAL devices
I can't claim I understand them all.
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#42
Posted 18 November 2009 - 02:30 PM
It's equivalent to ping meter. It can show max FPS drop (instead of ping spike) and goes again through standard deviation and mean drops as in equivalent values in ping meter.
It may be more accurate than the mod's FPS meter (on its base value on the top) because it goes through the calc each global loop (each frame) while the mod probably goes through it every 4 frames (if judged by the cgame code).
Also, it should be taken into account that frames per second in the game are very related to networking and generally the way the game works; if there is no frame, there is no information send for example (this relation of FPS with gameplay is the reason the mod has FPS limited).
source 7z also updated.
zip in 1st post updated with the above change.
their positioning can be a tough issue but they can be moved around a lot with cl_drawfps/pingposy/x (their resolution can be highered but it's already a bit high). I've put them by default above the 'health status' pic at the moment. I personally have them on the top left (assuming hit msgs disabled) though the second may have to go a bit lower 'cause its distracted by the voting text.
note: a 'this might be built with a buggy compiler' is a wrong warning which has been fixed by ioq3 and will be uploaded next update. no point doing it before since it's just a warning text changing.
This post has been edited by mitsubishi: 18 November 2009 - 09:35 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#43
Posted 20 November 2009 - 03:08 AM
An extra indication is 'Delayed' snaps, those are the throttled snaps by the server to save bandwidth based on sv_maxrate and rate (e.g. you will a lot on 10000 rate / sv_maxrate on a big server).
Extrapolation and dropped packets can not be shown, at least not easily. This is because those are handled by the cgame portion which is mod code, not easily accessible by the client.
A very interesting indication coming from this meter is that snaps locked at 20 in urt (or on baseq3) show a constant deviation of 2-3 SPS. This is not the case on 25 or 125 where the number is solid and it again trembles on 40 or 60. I suspect it may be better for the mod to put it on 25 or something else stable but not sure. a thread for this is here: http://forums.urbant...haps-important/
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#44
Posted 20 November 2009 - 03:41 PM
ioquake3-urt 1.36-urt win_msvc-x86 Nov 20 2009
----- FS_Startup -----
Current search path:
C:\Documents and Settings\myusernamewascencoredfromhere\Application Data\Quake3/q3ut4
E:\UrbanTerror41\q3ut4\zpak000_assets.pk3 (7933 files)
E:\UrbanTerror41\q3ut4\zpak000.pk3 (99 files)
E:\UrbanTerror41/q3ut4
----------------------
8032 files in pk3 files
If someone has an idea how to fix this then would be greatly appreciated.
#45
Posted 20 November 2009 - 04:04 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#47
Posted 20 November 2009 - 07:42 PM
this only needs:
- exe and dlls anywhere
- q3ut4 dir with its proper urt files in it
well, I heard program files may be wierd in behavior, a x:/urt/q3ut4 (with .exe/dlls in x:/urt) should be fine.
it has no difference from iourt.exe in that, it just goes in same place.
i can't think what else to add in this thing. meters probably reached their limit.
This post has been edited by mitsubishi: 21 November 2009 - 01:49 AM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide
#50
Posted 21 November 2009 - 12:42 PM
DP, on 21 November 2009 - 05:34 AM, said:
no. there's nothing that needs to be set differently for common gameplay.
edit: btw, oops. interval 2 for drawping was considered the same with 1 after a recent update. fixed.
This post has been edited by mitsubishi: 21 November 2009 - 04:32 PM
- Optimized exe; builds of ioq3 engine for urt With GoogleTranslate, Bumpy, dmaHD, iKALiZER, Raw Mouse, Bug Fixes, ..
- Networking, lag meter, and gaming consistency guide