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Posted

Players on jay1 complaining of -50 time nudge usage . So just like to discuss and talk about it . As I remember it was -20 was the allowed limit.

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Posted

Yes i have seen this to many times so curious as well to see what people say

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Posted

IIRC it was changed to -50 a long time back.

 

Tipsy, do you lag more or less with -50 timenudge? Can you try to test it? Would like to see result of that with 350 ping. :)

Posted (edited)
Negative values of timenudge make you harder to hit, just like low maxpackets.

 

How does that work?

Edited by ge_f
  • Administrators
Posted

Negative values of timenudge make you harder to hit, just like low maxpackets.

 

= lame

 

It also makes it harder for you to hit anyone.

Posted

IIRC it was changed to -50 a long time back.

 

Tipsy, do you lag more or less with -50 timenudge? Can you try to test it? Would like to see result of that with 350 ping. :)

 

I don't use time nudge , I go and give it a try . but just few players were complaining over -50 time nudge users unhit , So thought of discussing .

Posted

Yet another cl_timenudge explanation

 

cl_timenudge <negative value> effectively changes that behaviour by reducing the time available for interpolation.

 

Since the interpolation time window is 50ms (on servers that use the default 20hz), you can effectively remove it by doing cl_timenudge -50 or you can half that time by doing cl_timenudge -25.

 

By removing all or part of the interpolation time, you are forcing the client to show the latest position of your opponents much quicker than it would normally. That means when you shoot at them on screen you have a better chance of hitting before they've moved far enough for you to miss.

 

Splash Damage Forums > Editing and Modding > Editing Wolfenstein: Enemy Territory > cl_timenudge observations

 

In etmain, timenudge is purely client side (in the sense that the server doesn't do anything with your cl_timenudge value. Since it affects your command times, it does have some effect on information on the server.) The only reason the value is sent to the server is so the server can display it in /players.

 

It appears that when the pings involved are extremely low (< 10 ms) using -50 timenudge can have a small impact on how you show up on other peoples screens. This is due to another bug, but from my testing it happens rarely, even on a 100mbit LAN. The timenudger must have high FPS, high maxpackets, and a sub 10 ms ping. Even then, the resulting delta is quite small. If the timenudger is playing on the internet, this will never be factor. (note: this is due to the g_smoothsclients thing, but in practice, should be a non-issue)

 

Previous versions of the rules have restricted timenudge, to 0, -20 and -50 at various times. The current rules do not restrict it at all.

 

Note: Unlike 99% of the information floating around the net about timenudge, the above is based on actually printing out the values used by the etmain game/cgame, not hearsay, speculation, or feel. Of course it is still possible that I have missed something important.

Posted (edited)

Say what you want, but it's true. A negative value for timenudge f***s with the antilag system already in place, which makes your player model appear more choppy on your enemies' screens. Yeah, it also makes your opponents appear more choppy, but people can get used it and play well anyway, just like Euros can get used to a high ping on a NA server.

 

EDIT: http://www.fatalpunishers.com/fpclan/forums/viewtopic.php?f=79&t=6113

 

You can check it this topic if you'd like (dunno if I'm allowed to link to other forums?):

 

 

 

It's simply common knowledge. There's a reason that most ETPro servers restrict cl_maxpackets to 100 and cl_timenudge to 0.

Edited by daredevil
FYI Allowed if it's useful info.
Posted

You can PM me with the link. As far as I know, it is clientside setting and has nothing to do with antilag. It doesn't even effect the packets that are sent between server and client. Antilag is server side only.

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Posted

Straigh quote:

 

"The Q3 client likes to have two snapshots active. The latest one and the previous one and it uses them both to interpolate player movement.

 

Most servers default to 20hz (meaning a packet is sent out every 50ms). A server sends out a packet containing a snapshot of everything in the server (that is visible to you), players, rockets, items etc and the client receives it then another is sent out 50ms later and so on.

 

Once the client has received two packets, it starts to interpolate other players in the game from their old position (contained in the first snapshot) to their new position (contained in the second snapshot).

 

cl_timenudge <negative value> effectively changes that behaviour by reducing the time available for interpolation.

 

Since the interpolation time window is 50ms (on servers that use the default 20hz), you can effectively remove it by doing cl_timenudge -50 or you can half that time by doing cl_timenudge -25.

 

By removing all or part of the interpolation time, you are forcing the client to show the latest position of your opponents much quicker than it would normally. That means when you shoot at them on screen you have a better chance of hitting before they've moved far enough for you to miss."

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Posted

Cl_timenudge has never been part of the antilag.

 

Antilag only tries to make the traces so that it traces to what you have seen at the moment of fire. In other words, what was your knownledge of other players when you fired. It does this by storing player positions for some maximum amount of time and making the bullet trace with positions closest to the time the bullet was fired. Though antilag implementations vary between the mods and indeed, the cl_timenudge belongs to the engine and not to the mod.

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