time nudge

G

Guest

Guest
Archived from groups: alt.games.quake3 (More info?)

i was wondering if anyone can tell me what timenudge does for sure.
tks
rX
 
Archived from groups: alt.games.quake3 (More info?)

timenudge simulates lag. while a positive value will make your "felt ping"
higher, a negative value lowers it.
example:

real ping: ~70
timenudge: -20
felt ping: ~50
 
Archived from groups: alt.games.quake3 (More info?)

"Phillip Kortlang" <-carn-@web.de> wrote in message
news:2rqb05F1c2822U1@uni-berlin.de...
> timenudge simulates lag. while a positive value will make your "felt ping"
> higher, a negative value lowers it.
> example:
>
> real ping: ~70
> timenudge: -20
> felt ping: ~50

Okay, super - it's simple to artificially delay the game information coming
from the server to simulate a higher timenudge / 'felt ping', but how does Q
simulate *less* ping? Theoretically if you're connected straight to the
server (ping of 0), set timenudge to -50, you should be seeing players
making moves they haven't even decided to do yet. (groovy)

Does it affect accuracy (i.e. does Q give your shots a bit more
benefit-of-the-doubt if you're running on a high-ping connection)? I
understand there are naughty (ie disapproved-of by PB) settings for
timenudge - why is this if timenudge is only a perception thing?

URL appreciated if this is in a FAQ somewhere,

h
 
Archived from groups: alt.games.quake3 (More info?)

i run no timenudge on my ra3 server, and i hear people crying abought how
there aim is better with nudge on.
humm
interesting, i also hear people can bind timenudge to there weapons, so as
to play on a pb enabled server with nudge off, and still use it.
rX
 
Archived from groups: alt.games.quake3 (More info?)

cl_timenudge is used for client side predicition. What that means is that
your quake3 on your machine attempts to predict where every thing on the map
is going to be in how ever many milliseconds that you set it for. So if you
set your timenudge to -30 its looking at all the models on the map the
weapons that have been fired like rox nades plasma and predicting where they
will be in 30 milliseconds. And drawing where they will be based off the
last information that your q3 client recieved from the server. This is to
simulate a lower ping. The only drawback to this is that your q3 client
doesnt know if the other models are going to strafe one way or the other so
if it draws it 30 milliseconds ahead in a straight line based of the last
trajectory and your enemy decides to start strafing then your q3 client just
showed you the wrong thing. When this happens your q3 client then has to
correct what it has predicted. This results in you seeing the models in the
game vibrate or shake as this is being update somewhere like 10 times a
second. The shake unerves some people and they cant play with it. Others its
of no matter and they perform better. In the end it will be your personal
preference.
Some servers disable or limit timenudge as well. Some narrow minded people
think its cheating simulating a lower ping. Its usually the people that have
30 ping that dont want the 70 to 100 pingers to be able to have a more level
playing field.
Thats it in a nut shell
"OTHracerX" <OTHracer@hotmail.com> wrote in message
news:r2M5d.31253$He1.9867@attbi_s01...
>i was wondering if anyone can tell me what timenudge does for sure.
> tks
> rX
>
>
 
Archived from groups: alt.games.quake3 (More info?)

tks
rX
"kong" <kong@myrapidsys.com> wrote in message
news:TAe7d.2820$GT4.999@news.flashnewsgroups.com...
> cl_timenudge is used for client side predicition. What that means is that
> your quake3 on your machine attempts to predict where every thing on the
map
> is going to be in how ever many milliseconds that you set it for. So if
you
> set your timenudge to -30 its looking at all the models on the map the
> weapons that have been fired like rox nades plasma and predicting where
they
> will be in 30 milliseconds. And drawing where they will be based off the
> last information that your q3 client recieved from the server. This is to
> simulate a lower ping. The only drawback to this is that your q3 client
> doesnt know if the other models are going to strafe one way or the other
so
> if it draws it 30 milliseconds ahead in a straight line based of the last
> trajectory and your enemy decides to start strafing then your q3 client
just
> showed you the wrong thing. When this happens your q3 client then has to
> correct what it has predicted. This results in you seeing the models in
the
> game vibrate or shake as this is being update somewhere like 10 times a
> second. The shake unerves some people and they cant play with it. Others
its
> of no matter and they perform better. In the end it will be your personal
> preference.
> Some servers disable or limit timenudge as well. Some narrow minded
people
> think its cheating simulating a lower ping. Its usually the people that
have
> 30 ping that dont want the 70 to 100 pingers to be able to have a more
level
> playing field.
> Thats it in a nut shell
> "OTHracerX" <OTHracer@hotmail.com> wrote in message
> news:r2M5d.31253$He1.9867@attbi_s01...
> >i was wondering if anyone can tell me what timenudge does for sure.
> > tks
> > rX
> >
> >
>
>
>
 
Archived from groups: alt.games.quake3 (More info?)

On Fri, 01 Oct 2004 15:20:19 GMT, "kong" <kong@myrapidsys.com> wrote:

> cl_timenudge is used for client side predicition. What that means is that
>your quake3 on your machine attempts to predict where every thing on the map
>is going to be in how ever many milliseconds that you set it for. So if you
>set your timenudge to -30 its looking at all the models on the map the
>weapons that have been fired like rox nades plasma and predicting where they
>will be in 30 milliseconds. And drawing where they will be based off the
>last information that your q3 client recieved from the server. This is to
>simulate a lower ping. The only drawback to this is that your q3 client
>doesnt know if the other models are going to strafe one way or the other so
>if it draws it 30 milliseconds ahead in a straight line based of the last
>trajectory and your enemy decides to start strafing then your q3 client just
>showed you the wrong thing. When this happens your q3 client then has to
>correct what it has predicted. This results in you seeing the models in the
>game vibrate or shake as this is being update somewhere like 10 times a
>second. The shake unerves some people and they cant play with it. Others its
>of no matter and they perform better. In the end it will be your personal
>preference.
> Some servers disable or limit timenudge as well. Some narrow minded people
>think its cheating simulating a lower ping. Its usually the people that have
>30 ping that dont want the 70 to 100 pingers to be able to have a more level
>playing field.
> Thats it in a nut shell
>"OTHracerX" <OTHracer@hotmail.com> wrote in message
>news:r2M5d.31253$He1.9867@attbi_s01...
>>i was wondering if anyone can tell me what timenudge does for sure.
>> tks
>> rX
>>
>>
>
>

Actually, Quake3 has a 50ms buffer in the code to help smooth out
internet "inconsistencies". The theoretical maximum or minimum
depending on how you look at it is -50. In the real world though, -50
is no better than -30 and may cause some problems if your connection
isn't real good. Basically whatever -number you use just takes time
out of the buffer, if you use a +number, that can help on overloaded
gtv servers sometimes. so whatever number you add or subtract changes
how your ping feels. I either use -30 or nothing depending on other
players ping.
DFM_MasterTech
www.dafonemen.com
www.punksbusted.com

I'm not camping, I'm resting 😀
 
Archived from groups: alt.games.quake3 (More info?)

if you want to know what timenudge does and how it works, i suggest
consulting the unlagged FAQ at
http://www.planetquake.com/alternatefire/unlagged_faq.html this FAQ is
written by the author of unlagged, and timenudge being directly related to
what the unlagged mod does, the author has much experience and has put out a
great description.

"h" <h@howiem.dontspam.meee.com> wrote in message
news:csg6d.3$tm4.0@text.news.blueyonder.co.uk...
> "Phillip Kortlang" <-carn-@web.de> wrote in message
> news:2rqb05F1c2822U1@uni-berlin.de...
> > timenudge simulates lag. while a positive value will make your "felt
ping"
> > higher, a negative value lowers it.
> > example:
> >
> > real ping: ~70
> > timenudge: -20
> > felt ping: ~50
>
> Okay, super - it's simple to artificially delay the game information
coming
> from the server to simulate a higher timenudge / 'felt ping', but how does
Q
> simulate *less* ping? Theoretically if you're connected straight to the
> server (ping of 0), set timenudge to -50, you should be seeing players
> making moves they haven't even decided to do yet. (groovy)
>
> Does it affect accuracy (i.e. does Q give your shots a bit more
> benefit-of-the-doubt if you're running on a high-ping connection)? I
> understand there are naughty (ie disapproved-of by PB) settings for
> timenudge - why is this if timenudge is only a perception thing?
>
> URL appreciated if this is in a FAQ somewhere,
>
> h
>
>