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[ 4 posts ] |
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Duck!
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Post subject: Nudge, nudge... Posted: Sat Mar 10, 2012 12:19 am |
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Joined: Sat Dec 03, 2005 11:46 am Posts: 33
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Meant to ask this the other day...
What's 'nudge'? I saw a few players with it set at -10 the other night. Obviously it's not illegal, but what does it do? How does it help? Does it contribute to the 'shooting around corners' thing I seem to experience so often, or is that just the way the game is?
Yours questioningly, Duck
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BinaryStar
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Post subject: Re: Nudge, nudge... Posted: Sat Mar 10, 2012 2:14 am |
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Joined: Tue Sep 26, 2006 6:42 pm Posts: 1785 Location: Ljubljana
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_________________ He is able who thinks he is able. by: Buddha
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Duck!
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Post subject: Re: Nudge, nudge... Posted: Sat Mar 10, 2012 4:08 pm |
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Joined: Sat Dec 03, 2005 11:46 am Posts: 33
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Thanks...something of a can of worms, it seems.
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-=LostcausE=-
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Post subject: Re: Nudge, nudge... Posted: Sat Mar 10, 2012 8:45 pm |
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Joined: Thu Mar 08, 2012 5:55 pm Posts: 5
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Well to be honest, I've played quake 3 professionally for several years back in my home country, and yes some people seem to think that the timenudge is crap and makes everyone a bit "dodgy" yes it is the quake engine/ osp style, however etpro have done a fine job at preventing all the anti-lag hax as well.
It's all the other network setting you need to take into account as well,
Rate Snaps cl_maxpackets cg_nudge cl_timenudge
and a few others which I can't remember out of the top of my head, nudge is there to "slow" the visual side of things down and try and negate a bit of lag which comes from having a high ping 70+
Now the biggest inconsistancy that would make a player seem unhittable is the packet loss that he recieves on his actual internet connection (dsl / 3g / wireless) If the quality of your actual line is down then that will cause you to lag to your opponents thus rendering them unhittable because server side of things will only be able to get the odd consistant packets and then maybe 3 inconsistant packets at a time. So you might have a stable 50ms ping but your packet loss and line attenuation noise margin on your router / line could be crappy causing the issues.
John Carmack / creator of quake wrote an article about it and I'll try and dig it out of the internet archive.
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