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PostPosted: Sat Apr 03, 2010 5:43 am Post subject: delag problem Reply with quote
mininoob
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 hey.  i  have  problem  with  this  stupid  delag.  
 i  play  with  low  ping  like  30-50  at  EU  servers  and  i  have  some  problem...  no  matter  how  gelag  i  set  this  dont  give  any  result.  cg_delag  0-5  also  g_delag  0-2.
 
 any  1  who  got  this  problem  and  found  some  light  in  tunel  pls  help.
 
 when  i  shoot  directly  to  enemy  Sad  nothing  happens.  i  fell  so  there  is  latency  more  than  30ms  but  when  i  shoot  in  his  "shadow"  i  got  frag.  
 
 i  dont  se  any  problem  if  this  will  work  to  all  players  but  this  didnt
 some  players  can  kill  shooting  directly  some  players  cant.  
 
 is  some  additional  option  what  can  solve  this  problem?
 meybe  i  shuld  mess  with  other  settings?  what  settings?  cmd  pls  Very Happy
 
 sorry  4  english.  and  NP  always  i  bring  some  lol  to  ur  home  Very Happy


Last edited by mininoob on Sat Apr 03, 2010 5:30 pm; edited 1 time in total
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PostPosted: Sat Apr 03, 2010 6:31 am Post subject: Re: delag problem Reply with quote
killa|poo
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 g_delag  doesn't  do  anything  unless  your  hosting  your  own  server.  cg_delag  is  only  cosmetic  cvar.  I  always  had  cg_delag  0  in  instagib  and  it  doesn't  change  my  shots  or  my  aim  in  any  kind  of  way
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PostPosted: Sat Apr 03, 2010 7:18 am Post subject: Re: delag problem Reply with quote
ThEOLdGuY
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 Hi  mini,  in  my  experience  delag  has  never  worked  properly  period.  I've  tried  everything  and  came  to  the  conclusion  that  it's  result  &  function  is  100%  server  side.  Client  side  enabling  or  disabling  produces  little  to  zero  effect.
 
 I  had  tested  this  many  times  using  a  dialup  account  against  my  20mbit  broadband  account  and  found  that  with  high  ping  my  acc  was  at  the  higher  end  of  30%  better  which  means  I  missed  way  less  shots  and  was  harder  to  hit.  (many  factors  for  the  outcome)
 
 I  suspect  the  real  problem  to  be  in  the  (so-called)  unlagged  part  of  the  mod.  (my  opinion)
 
 Certain  rates/snaps/max_packets  can  create  high  amounts  of  lagged  misses  even  when  directly  aiming  at  an  opponent.  What  I  will  never  get  used  to  is  the  noghost  lag  factor.  Almost  seems  it's  Asynchronius  not  Synchronous.
 
 Also  problems  with  some  ISP's  border  routers  and  subscriber  congestion  can  also  create  lag  pockets  in  low  pinged  broadband  networks  resulting  in  low  ping  high  lag.  In  that  case  you  at  the  mercy  of  your  ISP..  As  I  said  earlier  their  are  many  factors.
 
 Gl  my  friend!  Keep  testing.
 
   Rolling Eyes
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PostPosted: Sat Apr 03, 2010 4:14 pm Post subject: Re: delag problem Reply with quote
K!kyo
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 I  too  have  encountered  this  issue  quite  a  number  of  times  and  felt  terribly  annoyed  by  it..
 
 The  cg_delag  command  for  the  client  side  mod  believe  it  or  not  has  nothing  to  do  with  server  delag,  but  rather  just  delags  your  shots.  For  instance,  your  railgun  shots  normally  would  appear  as  lagged,  but  with  cg_delag  on,  it  makes  it  seem  like  your  shots  have  0  lag.  This  does  not  mean  that  hitting  enemies  with  a  high  ping  will  change  how  fast  they  die.
 
 Other  than  that  though,  there  is  actually  a  method  for  what  you  are  looking  for  that  allows  you  to  help  fix  your  shots.  Although  it  is  rather  crude  and  relys  upon  ping,  it  still  can  help  alot  if  you  find  it  better  to  be  shooting  directly  over  a  body  rather  than  behind  one.
 
 There  are  two  commands  in  which  you  can  use.  One  of  them  is  the  noghost  client  command  "cg_delag_cmdtimenudge"  which  goes  from  0  to  999  in  value.  I  assume  that  range  may  somehow  correlate  to  your  ping.  If  you  slightly  increase  the  value  on  this  command,  the  hitbox  area  will  be  altered  to  account  for  the  estimated  amount  of  lag  entered.
 
 It  technically  is  suppose  to  shift  it  forward,  the  more  you  raise  the  value.  However,  if  you  put  it  too  high,  you  may  find  it  rather  hard  to  hit  your  enemies,  so  just  play  around  with  it  a  bit  if  anything.
 
 As  for  the  other  command,  this  is  a  quake  default  command  known  as  "cl_timenudge".  With  the  current  noghost  client  mod,  it  has  been  limited  down  to  the  range  of  0  to  50.  What  it  is  capable  of  doing  is  changing  the  snaps  relayed  to  your  screen  to  either  account  for  lag  or  add  lag.  This  means,  what  you  see  might  be  either  delayed  or  improved  upon.  Normally  this  command  could  be  set  to  a  negative  number  to  account  for  lag,  but  that  can't  be  done  with  noghost  anymore.  You  can  only  technically  add  lag  to  your  screen  so  it  can  be  kind  of  useless  if  you  ask  me.
 
 Hope  this  helps.  Smile
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PostPosted: Mon Apr 05, 2010 10:07 am Post subject: Re: delag problem Reply with quote
mininoob
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 hmmm  i  reset  cfg...  and  looks  like  problem  gone.  i  play  on  default  settings  except  rate  and  maxpackets  and  snaps...  all  delag  cmd  are  default...
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PostPosted: Mon Apr 05, 2010 6:33 pm Post subject: Re: delag problem Reply with quote
sketch
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 It  sound  like  you  had  timenudge  set  to  something  other  then  1.
 
 If  that's  not  the  problem  then  I'm  not  sure,  glad  to  hear  it's  sorted  out.
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PostPosted: Tue Apr 06, 2010 3:54 pm Post subject: Re: delag problem Reply with quote
__Smokey__
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 lol  when  all  else  fails...  reset  config  back  to  basics  and  start  over  :P
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PostPosted: Tue Apr 06, 2010 5:11 pm Post subject: Re: delag problem Reply with quote
K!kyo
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 Lol  I  thought  that  is  where  hackers  come  in..  xD
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