| Network game settings
To change the value of these variables (as any others) you should either set them directly from console or by “set variable value” command or just set them in your config file.
com_maxfps - maximum number of frames, sent from server to the client. Accordingly your FPS can’t exceed this number. The change of this variable won’t improve the connection quality, but can prevent the problems with FPS jumps, connected either with connection lags or with lags of the system itself. The most optimal com_maxfps value is your average FPS. Choose it having played for a while with the FPS meter on - "cg_drawfps 1".
cg_lagometer - now you should test your connection at work. In order to do it you should turn the lag-meter on by means of "cg_lagometer 1" command. You’ll have a small oscillograph. The first line on a diagram shows as your system reacts to the data, sent from server about changes in game situation. If the line is blue then it’s ok, your screen refreshes as the situation in a game changes. If it’s yellow, then it means that your system fails to process some data sent from server. In this case you should either stop sending this additional information by means of "snaps" command, or follow the recommendation on videoparameter setting to increase the system output.
The second line is a network graph similar to the one used in Quake2. The green color indicates that connection is ok; yellow – that you don’t have enough rate to send all parcels ; red color shows that some network parcels are lost due to the low connection quality. Conclusion: if yellow color prevails, then try to increase rate and decrease snaps.
If red prevails, then I would recommend switching to another server or searching another connection alternatives.
Try to change settings at least. Set "cl_packetdup 1" and try to adjust snaps and cl_maxpackets, in order to make up/compensate parcel loss.
Âòîðàÿ ëèíèÿ - ýòî ñåòåâîé ãðàôèê, àíàëîãè÷íûé òîìó, ÷òî áûë â Quake 2. Çåëåíûé öâåò ïîêàçûâàåò ÷òî ñâÿçü â ïîðÿäêå; æåëòûé, ÷òî âàì íå õâàòàåò rate äëÿ ïåðåäà÷è âñåõ ïàêåòîâ; à êðàñíûé ãîâîðèò î òîì, ÷òî èç-çà íèçêîãî êà÷åñòâà ñâÿçè òåðÿþòñÿ ñåòåâûå ïàêåòû. Âûâîäû: åñëè ìíîãî æåëòîãî, òî ïîïðîáóéòå ïîâûñèòü rate èëè óìåíüøèòü snaps. Åñëè ó âàñ ìíîãî êðàñíîãî, òî ðåêîìåíäóþ ïåðåéòè íà äðóãîé ñåðâåð èëè ïîèñêàòü äðóãèå âàðèàíòû ñîåäèíåíèÿ.  êðàéíåì ñëó÷àå ïîïðîáóéòå ïîýêñïåðèìåíòèðîâàòü ñ íàñòðîéêàìè. Ïîñòàâüòå "cl_packetdup 1" è ïîïðîáóéòå îòðåãóëèðîâàòü snaps è cl_maxpackets, ÷òîáû êîìïåíñèðîâàòü ïîòåðþ ïàêåòîâ.
snaps - this variable defines the number of “snaps” with information about game situation is sent from server to the client.
cg_predictitems - defines whether it is a server or a client that makes the decision about an item being picked up.
I’d recommend setting “0” here, i.e. let the server define whether you’ve taken armor (weapon, health and etc.) or not. If you set “1” then there are situations when you think that you’ve picked an item up, though you haven’t actually.
cg_nopredict - this variable defines whether the player system can make a prediction – i.e. try to determine what changes have really occurred on server if there is a network parcel loss due to the connection problems. It is “1” by default, i.e. prediction is allowed. I’d recommend to leave it as it is.
rate - size of the network parcels. I’d recommend setting the values depending on your connection speed. In the end of this section there is a summary table with values advisable for each type of connection. Don’t forget that if you have data compression connection then you can increase the rate parameter. Read how to use lag-meter and try experimenting with rate value to improve it.
cl_timenudge - if you’ve played QuakeWorld, HalfLife, then you should remember "pushlatency" command. So, "cl_timenudge" is its synonym. I won’t explain the meaning of this variable, I’d rather say that "cl_timenudge" value should be some 30-50 points lower than your average ping. You can try experimenting with it using lag-meter to check the results.
cl_packetdup - if you turn this variable on, then every network parcel (minimal data block) sent between server and clients is duplicated in case of bad connection data loss. If you have a good connection (see the lag-meter), then turn duplication off with "cl_packetdup 0", if according to the lag-meter you loose your parcels constantly, then turn "cl_packetdup 1".
cl_maxpackets - this variable sets the maximum number of parcels that your system can send to the server. Changing its value can help those with low outgoing traffic speed. It’s “30” by default. Sometimes with modem connection you should decrease its value. And playing with digital connection you should increase it.
cg_forcemodel - if "1" is set, then all players on server will have standard model “to you” (or Sarge in old version, or your model in the latest version), accordingly allowing your system not to keep in mind other models. It’s “0” by default, i.e. all players have chosen models.
Optimal network game settings examples
LAN
rate "25000"
snaps "40"
cl_maxpackets "100"
cl_packetdup "0"
ISDN Bonded
snaps "40"
cl_maxpackets "40"
cl_packetdup "1"
rate "(see list below)"
128000 BPS : rate "12400"
112000 BPS : rate "10000"
ISDN Single
snaps "40"
cl_maxpackets "30"
cl_packetdup "1"
rate "(see list below)"
64000 BPS : rate "6200"
56000 BPS : rate "5400"
Ìîäåì 56K (stac/microsoft compression)
snaps "30"
cl_maxpackets "30"
cl_packetdup "1"
rate "(see list below)"
48000 BPS : rate "5800"
46000 BPS : rate "5500"
44000 BPS : rate "5200"
42000 BPS : rate "5000"
40000 BPS : rate "4800"
38000 BPS : rate "4600"
36000 BPS : rate "4400"
Modem 56K (hardware compression)
snaps "20"
cl_maxpackets "30"
cl_packetdup "1"
rate "(see list below)"
48000 BPS : rate "4600"
46000 BPS : rate "4400"
44000 BPS : rate "4200"
42000 BPS : rate "4000"
40000 BPS : rate "3800"
38000 BPS : rate "3600"
36000 BPS : rate "3400"
Modem V34 (stac/microsoft compression)
snaps "20"
cl_maxpackets "30"
cl_packetdup "1"
rate "(see list below)"
33600 BPS : rate "4000"
31200 BPS : rate "3800"
28000 BPS : rate "3200"
26400 BPS : rate "3000"
Modem V34 (hardware compression)
snaps "20"
cl_maxpackets "20"
cl_packetdup "1"
rate "(see list below)"
33600 BPS : rate "3200"
31200 BPS : rate "3000"
28000 BPS : rate "2600"
26400 BPS : rate "2400"
For the purpose of testing – an example of the worst possible connection. Or as a variant for temporary settings for lags.
snaps "10"
cl_maxpackets "15"
cl_packetdup "0"
rate "(see list below)"
64000 BPS : rate "6000"
56000 BPS : rate "5000"
50000 BPS : rate "4600"
48000 BPS : rate "4400"
46000 BPS : rate "4000"
44000 BPS : rate "3800"
42000 BPS : rate "3600"
40000 BPS : rate "3500"
38000 BPS : rate "3200"
36000 BPS : rate "3000"
34000 BPS : rate "3000"
33600 BPS : rate "3000"
31200 BPS : rate "2800"
28000 BPS : rate "2600"
26400 BPS : rate "2400"
By Goblin and Littleb |