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Optimized builds of Urt 4.2 client Rate Topic: ***** 4 Votes

#91 User is offline   ObScUrE Icon

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Posted 28 February 2014 - 03:43 PM

It works on the official build and the problem appeared under mitsu's development.

Have you confirmed this 100hz over the monitor OSD?
Maybe even try to lower it from game when your CRT runs default @ 100Hz.

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BenQ-XL2420T|Filco-Ninja-TKL-MXRed|Logitech-G403|AKG-K70201000010 01101100 01110101 01110100 01010010 01100001 01110101 00100100 01100011 01101000~The quieter you become, the more you are able to hear.~

#92 User is offline   w4rth0g Icon

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Posted 28 February 2014 - 04:09 PM

Howdy,
just adding a Thank You to r00t for his custom build efforts!!
It has helped make my rig much more playable and smoothed out the crazy fps jitter.
My only complaint is the first server I logon to, I need to do a reconnect before my client will actually connect.
Muff!e gave me the suggestion to reconnect 'cuz it could be a timeout issue.
The custom build takes longer to load in general.
Thanks again,
w4rty

#93 User is offline   Muffie Icon

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Posted 28 February 2014 - 09:26 PM

com_singlecore is in the default .exe and it works so why isn't it included in your build?

also is VBO always on in this build or is there a cvar to mess with different VBO settings like in 27's build?

This post has been edited by Muffie: 28 February 2014 - 09:27 PM

.:| Win10 x64 | AMD R5 2600 | 16Gb G.Skill cL16@3ghz | ASUS STRIX Vega 64 |:.

#94 User is offline   r00t Icon

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Posted 03 March 2014 - 08:43 PM

I may add singlecore in next version, can't say when that may happen. It's not included because no one really needed it.

r_ext_vertex_buffer_object tweaks how VBO works. When not-zero, VBO is used.
If you want to experiment with different cvars, you can always get source and look for them.

Not sure about 1st server connection issue, never seen that before. There were no changes in network code for a long time, so hard to say why it happens.

#95 User is offline   Muffie Icon

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Posted 03 March 2014 - 09:27 PM

the server connection timeout issue was in 27's original VBO/bumpy, something about it causes load times to increase, so some older pc's will hit the timeout limit of the server, but doing a reconnect right away loads faster then the initial connection

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r_ext_vertex_buffer_object tweaks how VBO works. When not-zero, VBO is used.
If you want to experiment with different cvars, you can always get source and look for them.


what do different values do for r_ext_vertex_buffer_object do? mines at 2 right now

does the source include information on what the cvars and values do?

why is fs_homepath and basepath different? it seems counter-intuitive.

This post has been edited by Muffie: 09 March 2014 - 02:15 AM

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#96 User is offline   Muffie Icon

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Posted 01 April 2014 - 02:02 AM

after testing with the optimzed bumpy build I can confirm there is a problem with hits while using it.

I used it for a little over a month and I get better hits with the laggy default build.

Player w4rth0g reported this earlier to me so I continued my testing with it even after he switched back.

All I can really say is that it seems like the hits are delayed more in rootz build.

This is the build we were using http://www.r00t.cz/f...-r00t-v0.34.rar
.:| Win10 x64 | AMD R5 2600 | 16Gb G.Skill cL16@3ghz | ASUS STRIX Vega 64 |:.

#97 User is offline   Fenix Icon

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Posted 01 April 2014 - 03:51 PM

View PostMuffie, on 01 April 2014 - 02:02 AM, said:

after testing with the optimzed bumpy build I can confirm there is a problem with hits while using it.

I used it for a little over a month and I get better hits with the laggy default build.

Player w4rth0g reported this earlier to me so I continued my testing with it even after he switched back.

All I can really say is that it seems like the hits are delayed more in rootz build.

This is the build we were using http://www.r00t.cz/f...-r00t-v0.34.rar


Just so you understand: hits are computed server side so the client engine cannot affect them. Whan can be affected is your perception of object being hit, but not the real collision

#98 User is offline   Pilou42 Icon

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Posted 15 September 2014 - 06:00 PM

Could anyone recompile this for 4.2.019 please ?
I'm afraid r00t is not active right now.

#99 User is offline   Nitro Icon

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Posted 15 September 2014 - 06:41 PM

r00ts latest version is working fine for me. although i have yet to try FreezeTag.
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#100 User is offline   Clear Icon

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Posted 15 September 2014 - 07:31 PM

There haven't been any major engine changes in 4.2.019, so r00t's client should work without any problems.

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