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ping cmds
Started by phil, Sep 16 2009 08:56 PM
11 replies to this topic
#6
Posted 24 September 2009 - 08:09 AM
rate “xâ€. x determines the maximum number of bytes that the game server can send to the client per second. The default value for 56k connections is 4000. Similar to the snaps “x†option, the greater your download bandwidth the more you should be able to increase this value. Cable/DSL users should be able to set this to 10000 or perhaps more without issue, though should you find latency increasing or a good deal of Red & Yellow bars in the Bottom half of the lagometer then lowering this value by several hundred should help resolve it. Don’t set this too high however – other players need bandwidth too you know.
cl_maxpackets "x". x specifies the maximum number of packets that get sent to the game server, by you. The default is 30 for 56K connections, though much like the rate & snaps settings if you have greater upload bandwidth then try increasing this value, or vice versa. Upload bandwidth is generally a bit more consistent than download bandwidth, so this shouldn’t require too much changing.
snaps “xâ€. x sets the maximum amount of packets that are sent from the game server to you, the client, per second. The default amount is 20 (For 56k connections), though if you have a better, or worse, download bandwidth you should change this value accordingly. Those of you with Cable/DSL or other similarly bandwidth excessive connection should try setting this to 35 or greater to receive a greater number of world updates. As per the previous information, use the Top half of the lagometer to determine a more suitable value for this, should you get a good deal of Yellow bars try lowering the value though.
Also you can use these:
cl_packetdup "x". When x is set to 1 this enables the re-transmission of lost data packets, which is recommended for Internet multiplayer games, though on LAN multiplayer games this shouldn’t be an issue – no data should be getting lost.
cg_predictItems "x". This option specifies whether the client or game server decides if an object has been collected. Setting x to 1 can sometimes lead you to believe you’ve collected an object incorrectly & so is generally best left set to 0, except perhaps for those with slow dial-up connections so as to minimize visual weirdness that can be caused by high latency.
cg_smoothClients “xâ€. When x is set to 1 this enables more predictive code to be used for interpreting player movement, which is most useful when playing with those with less than perfect Internet connections & will result in less model warping from position to position, though as you may be aware prediction isn’t faultless & at times the location may be incorrect. You should only really consider setting this to 0 if you’re playing the game on a LAN only (No external connections to the game server).
cg_lagometer “xâ€. Set x to 1 to enable the rendering of the lagometer in Multiplayer games, a useful diagnostic utility. Setting this to 0 will disable it however (Which is mainly recommended for those playing the game on a LAN as latency shouldn’t be an issue).
Max FPS. The value here sets the maximum frame rate that SOF II Multiplayer can run at. This also affects how much data gets sent to the game server, on lower bandwidth connections you should lower this value to 35 – 45 for a more stable connection, though those with digital connections should be able to allow higher frame rates without compromising your connection performance.
All that related to network commands
cl_maxpackets "x". x specifies the maximum number of packets that get sent to the game server, by you. The default is 30 for 56K connections, though much like the rate & snaps settings if you have greater upload bandwidth then try increasing this value, or vice versa. Upload bandwidth is generally a bit more consistent than download bandwidth, so this shouldn’t require too much changing.
snaps “xâ€. x sets the maximum amount of packets that are sent from the game server to you, the client, per second. The default amount is 20 (For 56k connections), though if you have a better, or worse, download bandwidth you should change this value accordingly. Those of you with Cable/DSL or other similarly bandwidth excessive connection should try setting this to 35 or greater to receive a greater number of world updates. As per the previous information, use the Top half of the lagometer to determine a more suitable value for this, should you get a good deal of Yellow bars try lowering the value though.
Also you can use these:
cl_packetdup "x". When x is set to 1 this enables the re-transmission of lost data packets, which is recommended for Internet multiplayer games, though on LAN multiplayer games this shouldn’t be an issue – no data should be getting lost.
cg_predictItems "x". This option specifies whether the client or game server decides if an object has been collected. Setting x to 1 can sometimes lead you to believe you’ve collected an object incorrectly & so is generally best left set to 0, except perhaps for those with slow dial-up connections so as to minimize visual weirdness that can be caused by high latency.
cg_smoothClients “xâ€. When x is set to 1 this enables more predictive code to be used for interpreting player movement, which is most useful when playing with those with less than perfect Internet connections & will result in less model warping from position to position, though as you may be aware prediction isn’t faultless & at times the location may be incorrect. You should only really consider setting this to 0 if you’re playing the game on a LAN only (No external connections to the game server).
cg_lagometer “xâ€. Set x to 1 to enable the rendering of the lagometer in Multiplayer games, a useful diagnostic utility. Setting this to 0 will disable it however (Which is mainly recommended for those playing the game on a LAN as latency shouldn’t be an issue).
Max FPS. The value here sets the maximum frame rate that SOF II Multiplayer can run at. This also affects how much data gets sent to the game server, on lower bandwidth connections you should lower this value to 35 – 45 for a more stable connection, though those with digital connections should be able to allow higher frame rates without compromising your connection performance.
All that related to network commands

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