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CL_PACKETDUP ??

#1 User is offline   L3mMinG (old) Icon

  • Joined: 20-February 04
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Posted 04 May 2004 - 05:27 AM

So this duplicates your network packets eh... doesn't this severely mess up a server if you dup each packet a few times ??
Sure, it might help you get some packet loss out of the way, but what about the servers getting overloaded or something ?

In practice I played people that would just totally own me, hitting every shot, being unhittable while shooting... then after a quick chat seemed he had packetdup set to 2... so I put mine to 3 or 4 and the owning was gone, I fragged him every time... this seems weird, and there's quite a few players out there that seem near impossible to hit when they are actually firing somewhere.

Am I right that this could influence the game in weird ways or is it something totally different ??

#2 User is offline   Muffie Icon

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Posted 04 May 2004 - 06:07 AM

All of this is taken from the Upset Chaps quide.
http://ucguides.sava...connection.html
cl_packetdup This setting determines if duplicate commands are sent, range is 1 to 5 and is 1 as default. if a packet gets lost then a 'backup' command may still be received. Set to 1 as default which is recommended if you have packet loss. If you have an excellent connection with very little or no packetloss at all then this could be set to 0 and cl_maxpackets possibly raised. However, as with all settings experiment to see which is best suited for your connection - See cg_lagometer for a guide on how to determine if you need to adjust this setting.

cg_lagometer Set this to 1 to monitor your connection - The first line is related to your graphics card updating displayed frames in time with received gameworld updates from the server. It will be blue if frames are being rendered in time with the world updates. If it has a lot of yellow then gameworld updates are not being displayed and are being dropped. In this case reduce your snaps or tweak your visual settings to raise your average framerate so it is always above your snaps setting. Another option is to increase cl_timenudge by a very small value, note that if you are using a negative value for cl_timenudge the first line of the graph may be mostly yellow. See cl_timenudge section for more information.

The second line is similar to the Quake2 netgraph in that green means packets are being received okay, yellow that capping is causing your client to reject packets and red that the packet was lost. In the case of yellow increase your rate or try lowering your snaps. If you have a lot of red then change ISP or server. If you have to play on the server or use the ISP then make sure that your cl_packetdup is set to 1 and try adjusting snaps and cl_maxpackets to compensate for the lost packets.


Suggested settings are in the table that follows. They are however guidelines, adjust them as needed by monitoring your connection using cg_lagometer and alter settings based on its information. See the description of how to use and interpret the information that cg_lagometer shows in the above table. It is very important that you read the cg_lagometer, snaps and cl_packetdup notes before you use these settings. If you do not see an exact connection speed setting then use the closest. Example, perhaps you connect at 53333 or 52000 on modem, use the 50000 setting from the table.

* Note: The snaps settings shown in the table are the suggested maximum for your connection type. Default is 20 and is the suggested setting. See the snaps description in the table above for a link to a snaps setting cycle script and information regarding some servers deviating from id software's standard server setting for sv_fps.

** Note: The cl_maxpackets settings shown in the table are the suggested maximum for your connection type, other settings may be optimal for your connection. See the cl_maxpackets description in the table above for more information on setting this cvar.

If you are using voice communication programs such as RogerWilco, Battlecom, Teamsound etc. then please adjust settings accordingly. Allow 1024 bytes for downstream and 512 bytes for upstream usage by the voice communication program.



LAN ** seta cl_maxpackets "125"
seta cl_packetdup "0"
* seta snaps "40"
seta rate "25000"



ADSL / Cable / Wireless ** seta cl_maxpackets "100"
seta cl_packetdup "1"
* seta snaps "40"
seta rate "25000"



ISDN Bonded ** seta cl_maxpackets "60"
seta cl_packetdup "1"
* seta snaps "40"
seta rate "(See Table Below)"
128000 BPS: seta rate "14000"
112000 BPS: seta rate "12250"



ISDN Single ** seta cl_maxpackets "60"
seta cl_packetdup "1"
* seta snaps "40"
seta rate "(See Table Below)"
64000 BPS: seta rate "7000"
56000 BPS: seta rate "6200"



56K Modem seta cl_maxpackets "30"
seta cl_packetdup "1"
* seta snaps "20"
seta rate "(See Table Below)"
50000 BPS: seta rate "5500"
48000 BPS: seta rate "5200"
46000 BPS: seta rate "5000"
44000 BPS: seta rate "4800"
42000 BPS: seta rate "4500"
40000 BPS: seta rate "4300"
38000 BPS: seta rate "4100"
36000 BPS: seta rate "4000"



V34 Modem
seta cl_maxpackets "25"
seta cl_packetdup "1"
* seta snaps "20"
seta rate "(See Table Below)"
33600 BPS: seta rate "3500"
31200 BPS: seta rate "3300"
28000 BPS: seta rate "3000"



28.8 Modem seta cl_maxpackets "25"
seta cl_packetdup "1"
* seta snaps "10"
seta rate "(See Table Below)"
28000 BPS: seta rate "3000"
26400 BPS: seta rate "2800"



Minimum Bandwidth Settings - Testing purposes or temporary settings while lag settles. seta cl_maxpackets "15"
seta cl_packetdup "0"
seta snaps "10"
seta rate "(See Table Below)"
64000 BPS: seta rate "6000"
56000 BPS: seta rate "5000"
50000 BPS: seta rate "4600"
48000 BPS: seta rate "4400"
46000 BPS: seta rate "4000"
44000 BPS: seta rate "3800"
42000 BPS: seta rate "3600"
40000 BPS: seta rate "3500"
38000 BPS: seta rate "3200"
36000 BPS: seta rate "3000"
34000 BPS: seta rate "3000"
33600 BPS: seta rate "3000"
31200 BPS: seta rate "2800"
28000 BPS: seta rate "2600"
26400 BPS: seta rate "2400"

#3 User is offline   -SATAN- (old) Icon

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Posted 04 May 2004 - 08:27 AM

phew n1 explain blankman 8) couldnt agree more :)

#4 User is offline   Tung Icon

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Posted 04 May 2004 - 09:53 AM

Ye except SID recommends cl_packetdup "2", correct me if i am wrong.

#5 User is offline   dead (old) Icon

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Posted 04 May 2004 - 01:46 PM

if I'm not wrong snaps and timenudge are locked from UrT 3.0 ...

#6 Guest_Childe

Posted 04 May 2004 - 03:52 PM

Range is 1-3 in UT. And yes those are both locked.

http://www.urbanpixi...longdescr&d=205

#7 User is offline   L3mMinG (old) Icon

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Posted 04 May 2004 - 04:46 PM

Damn, nice explenation, think I came by that one a few years ago sometime :)

Doesn't quite answer the question as to whether the server could act weird wit a packetdup of 5 (it is locked 1-5 in urt imo)

#8 Guest_Childe

Posted 04 May 2004 - 10:44 PM

Quote

Damn, nice explenation, think I came by that one a few years ago sometime :)

Doesn't quite answer the question as to whether the server could act weird wit a packetdup of 5 (it is locked 1-5 in urt imo)

You can only do 1, 2, or 3 packetdup in urt. You'll have to hope 27 will reply to your specific question. However, I dont think packetdup is making players unhittable or making servers particularly laggy.

#9 User is offline   TwentySeven Icon

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Posted 05 May 2004 - 03:40 AM

nein on both counts.

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