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Client Talk
2006-02-18, 06:15
Member
810 posts

Registered:
Jan 1970
sup fellas,

ok new to quakeworld, though i have played q3 etc...

basically after setting up both fuh and eZ, i need to get the proper settings for something. Now hopefully i can explain this. When strafing and shooting rl, the missile appears to be shot from my side not the gun :shock: opponents move around but as they move and hop or just strafe, the time between each frame skips as if they are blinking from origin_A to origin_b now the distance between the origina might be a mere second but it looks really sad, almost worse than monster movements in singleplayer. if this is a "get used to it" issue then ill just pass on quakeworld altogether. and move on to q3/q4/etc..

any ideas?
2006-02-18, 08:13
Member
1754 posts

Registered:
Jan 2006
first of all, if you're strafing and shooting with the rl, after you have fired the rocket, you are still moving. ofcourse it will look like its coming from your side since you are still moving.
if you dloaded equake you'll have a bonuses-folder wich contains cfgs that might help.
2006-02-18, 09:45
Member
248 posts

Registered:
Jan 2006
hm, what ping/packetloss you have?
2006-02-18, 11:47
Member
171 posts

Registered:
Jan 2006
For me everything is ultra smooth so it should really be possible to fix. Paste your command-line and cfg maybe?
2006-02-18, 14:37
News Writer
2260 posts

Registered:
Jan 2006
have u tried defs quakewrold setup ?

try it out and try equake aswell
2006-02-18, 14:44
Member
485 posts

Registered:
Feb 2006
:idea: Check some QW video clips for how it should look like.
2006-02-19, 00:08
Member
810 posts

Registered:
Jan 1970
Kewl,
Thanks for all the responses, this gives me more motivation to try to get this going.
Peppe, load up netquake in single player mode, play the game for a few maps, strafe and shoot... in realtime. Then load up a NETQUAKE multiplayer game on a server near you, sub 80 ping, the rockets come out your gun not your left foot I'm trying to get the netquake ~=50 ping feeling on a QW server. My 1st atempt was ~42 ping and thus u know the result. I'll dig thru the dox for this. I'm sure trhere are settings i need for my connection like rate etc...


I did download Def's cfg and weeding thru his silly style of keyboard layout
im more of the esdf q= impulse 6 w = impulse 7 r = impulse 8 g= +movedown t= +moveup mouse is of course AIM
thanks again fellas hopefully i can get this configed to my standards and play u sometime...
2006-02-19, 01:29
Member
1754 posts

Registered:
Jan 2006
heh, netquake multiplayer? does that still exist?
2006-02-19, 02:11
News Writer
2260 posts

Registered:
Jan 2006
guest, u can start up with saying what ur nick is, might just register so we can all see?
then were r u from etc?
I played NQ for ages... in europe that is...
2006-02-19, 10:36
Member
248 posts

Registered:
Jan 2006
and if you register here tell us your nick on irc to, irc is a good way to help (#quakeworld @quakenet)
2006-02-20, 21:22
Member
447 posts

Registered:
Jan 2006
plus, we can all go home to your place and have a good time! (gangbang)
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-02-20, 23:28
Member
108 posts

Registered:
Jan 2006
now now ui, we know you're too much a christian to have gangbangs before marriage
Spell "mogul," Bateman. How do you spell mogul? M-o-g-u-l. Mo-gul. Mog-ul. Ice, ghosts, aliens-
2006-02-21, 03:02
Member
447 posts

Registered:
Jan 2006
Well, uh, we could sort of not talk about it. And keep the lights off...
Teamplay is nothing. Aim is everything. OBEY YOUR AIM

http://img178.imageshack.us/img178/9017/end2ub.jpg
2006-02-22, 00:45
Member
810 posts

Registered:
Jan 1970
well, quite frankly...

I've tweak it in and out.

NetQuake at 28ping, with friends at same ping, plays smoother on dm3 than quakeworld, at the same host. The prediction code of QW make all entities even the "lifts outside" jitter as they raise and lower. As do all player movements. This is due to the fact that the server polls players not in a sequential order but based on ping, "rate" etc... something I am sure an avid QW player cant see cause its become standard. Same as 75fps vs 500fps
sadly QW was written for the 200ping eurpoean to play with someone in california :# who the fuck cares, Qw has nice features like autoDL but the rest is sadly under developed.

Best was to play Quake is on a LAN with friends. Fuhquake, Ezquake, whatever... MINUS prediction code
2006-02-22, 08:33
Member
171 posts

Registered:
Jan 2006
There must clearly be something wrong with your setup or the server.
2006-02-23, 14:08
Member
810 posts

Registered:
Jan 1970
when playing q2, q3, battlefields, cs or whatever i've always been terrified with the unsmoothnes

qw is a smooth like my gf ass ffs
2006-02-23, 14:14
Member
1754 posts

Registered:
Jan 2006
Quote:
when playing q2, q3, battlefields, cs or whatever i've always been terrified with the unsmoothnes

qw is a smooth like my gf ass ffs


haha
2006-02-23, 17:03
Member
810 posts

Registered:
Jan 1970
Using DSL, 3mb bandwidth, on a server with about 50 ping

using ezquake, cl_predictplayers 1, /rate 8192, /pushlatency 0, etc..

it is getting a bit smoother. but i can still see the lerping of client updates. Not "perfect" but thats the internet

what are the best cvar settings for best net results?

btw i am also using client side physics, so i'm getting 100fps
  18 posts on 1 page  1