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Challenge promode arena









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Note these colors do NOT apply to the SuperHud which uses rgba Chat Tokens CPMA ColorsĬPMA uses a-y to display colors, with a-x being an HSV table and y being white. Tends to increase how much other players warp to you. Note that prediction errors, such as players in walls, are likely to occur. Fine if you're a LPB.įine if you have cg_nudge 0, worthless otherwise. It's typically easier to hit a smooth target that's a few pixels misplaced than it is to hit one that looks like it's teleporting all over the map, so this combined with cg_nudge is the best option for HPBs.Ġ : No extrapolation. This smooths players out when you use high timenudges, at the cost of some accuracy. It's annoying when the client predicts that you picked up RL, only to notice a bit later that you did not pick up anything.ĭoes not exist in CPMA - see cg_xerpClients instead. If you get many false pickups (due to lag, packetloss or high ping) you should definitely use 0. 0 option to not do local prediction of item pickup. Note: Do not use cg_predictItems 1 with cg_predict 2.

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Today's computers will not notice any difference at all.

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Note that cg_predict 2 was introduced, the definition of a "slow machine" has changed since then. If you have a slow machine, it's definitely worth trying.

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Oddly enough, it's still more accurate than the original id prediction code (i.e. This new scheme is MUCH faster, but slightly more prone to errors. The normal prediction path is extremely slow at times (notably around curves) and can cost you 100fps on a GHz machine.

  • cg_predict (default: 1) (Replaces cg_nopredict).
  • Potentially huge random delays on them, so even if you're LPB the server may not see that you fired until up to 100ms after the fact, effectively making your weapons act like you have an unstable and much laggier connection, and without cg_nudge's ability to smooth it out. Understand that if you're warpy and you choose to NOT set this because you like the advantage you get from warping, you're screwing YOURSELF. Essentially, if you're on dialup or one of those Belgian Warp connections. Use this if your connection is UTTERLY starved for upstream bandwidth (i.e. Though, just in case you end up on a server that's changed it to 0. It's probably worth setting it to 1 anyway Servers can, and by default do, force this on for all clients. Small price to pay though for the HUGE difference it makes to team games. Regrettably, this also makes you unable to see players through portals, thanks to a bug in the Q3 engine. Significantly reduces the amount of non-critical data sent to you. This give you a "consistent worldview" that cl_timenudge can't, and generally helps regardless of your connection. If you spike to 40ms for a few seconds, you get -40 during the spike. Allows you to use nudges beyond -25, and automatically adjusts them to your ping: if you use -50 with a 20 ping, you get -20.

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    If you use this, any form of nudging will generally make you LESS accurate if your ping's under 100ms, because it'll screw up the adaptive calculations.Īn updated and much improved version of id's crippled cl_timenudge. This doesn't suffer from the CS/etc problems of "total BS" shots that piss everyone off it's not trying to be some panacea for modemers and I'm honest enough to call it the hack that it is instead of pretending that it magically makes lag suddenly not exist, but all in all it's a pretty nice end result. You'll lose some of your "feel" for lag, which messes up your RL aim, etc. Never be as current as the changelog, so you should always check thatĪ combination of adaptive prediction and an updated version of the famous "50ms hack" we introduced way back in 99v6 that also does small amounts of lag compensation.Ĭapped at 100ms no matter what: this is intended solely to make European / EastUS v WestUS / etc games a bit less of a hassle, not to hack dialup players into aimgods at the expense of everyone else. This document explains some of the client-side support for CPMA.











    Challenge promode arena