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    PlanetQuake | Features | Tech Tips | 3-18-2000
   

Tech Tips Mailbag

This is where your gaming and hardware needs are met. Be all that you can be or get out of the game! This won't be a forum for techno-geeks to find more ways to impress their non-technical friends, it's for plain folk who need help to better their gaming experience. But don't blame us if you blow your machine sky high; we're offering tips, not the Bible on computers. The mailbag is alive and well - send in those questions to TechTips. !

by Love2Play


Subject for Debate

The following is an e-mail from someone who takes great issue with the subject of using push latency binds. I'll leave it to you readers to see what you think and welcome any counterpoint or agreeances.


From: Hal Raymond
Subject: Push Latency

If you look at the quakeworld source code it is very clear that pushlatency actually LIMITS the amount of latency correction. If you set pushlatency to a high negative number, such as -999 (which is btw the default for linux users) qwcl will always use the exact amount of latency correction required, as long as it never exceeds 999 milliseconds. This was recently confirmed by Valve's Jan Bernier, but as I said, it has been in the quakeworld code all along, and now that the code is publicly available you can see it for yourself. It's in the file cl_pred.c, if you're curious. This is, btw, equally true of Half-Life, which is based on quakeworld network code. This is of course why Jan Bernier made the statement had commented on it. I've lost the link, but it was in his "Ask Jan" column.

You really don't need to get on-line, check your ping, and adjust your pushlatency accordingly. As long as you set it to a high enough negative value, it gets adjusted automatically for you. Neither Quakeworld nor Half-Life will ever predict ahead by an amount more than your actual current latency, no matter what you set pushlatency to. This is determined on a per packet basis, so it is always right. This is not simply a matter of idle curiousity, or I wouldn't have bothered to write you about it. Telling people to adjust pushlatency to the negative of their ping is a bum tip that will only get them in trouble if their ping spikes up higher than that. If you set pushlatency to -200 and your ping spikes up to 400, your latency correction will be off by 200 msec. If on the other hand you set it to -999 your ping would have to go up to 1000 or higher before the correction would be wrong. Just set it to -999 and forget about it. That's the right tip to give people. I swear it works. Try it.

See Hal? I was listening :) let's see who else agrees or disagrees...

Another reader tip

From: Schmerm
Subject: GLQuake & TNT2

I have found a way to solve the TNT darkness problem with GLQuake. There's a program called IDGamma that works for a few games including Quake1/2 that brightnens the pallete file that GLQuake uses, making everything brighter. You can choose the intensity and gamma settings of normal textures and fullbright textures. But once you brighten your pallete, things look like utter crap in software rendering (winquake and qwcl exe's). To solve this, rename the highest-numbered pakfile in your ID1 dir (created after running IDGamma, contains gamma-corrected pallete) from pakX.pak to pakX.bak. Then create a batch file for glqwcl.exe and/or glquake.exe that renames the pakfile back to pakX.pak, runs glquake/glqwcl, and then renames it back to pakX.bak. That way, the software rendering quake executables will use the normal pallete and the ones that use GL will use the brightened one.

For those of you who get it, try it. For those of you who don't, stay tuned for Part II of Classic Quake Info & Resources.


More simple issues

From: Solo17
Subject: Reintalling Windows

Hello, I'm thinking of reinstalling windows. What should I do? Will it hurt if I just simply install it on top of the other one?

It depends on the reason WHY you are reinstalling. Normally, users reinstall windows because they are experiencing a problem. Getting too many Fatal error exceptions or the kernel keeps crashing. This is an occasion to do a format and reinstall a fresh Windows.

When you install Windows on top of the other, all it basically does it resets your desktop setting. It still copies the old drivers and their location in some cases in the registry which is where the problem is usually stored. So it doesn't aleviate the problem, just covers over it so to speak. To completely rid yourself of troubles, a fresh Windows install on a newly formatted hard drive is the best way to go.


From: Vincent L
Subject: Severe server lag

Hello, well here is my problem, i use a 56k modem and i get decent connections, i can play many other games online such as UT but when it comes to quake 1, it does not even work.....when i connect to a server the ping starts low until it rises up into the thousands to the point where i push up and 10 secs later i go up.....would u have any idea why its doing this?? for your information, i used to be able to play quake fine until i reinstalled win98, ever since that and after many re-instlations, it still does not work, any help would be greatly appreciated, thanx -Vin

I can't say exactly that a reinstall of Windows is what caused the problem but I can tell you that in our last article Classic Quake Info & Resources, we covered the fact that Quake 1 is a laggy game all on it's own. That is why they made QuakeWorld. It is pre-disposed to eliminate as much lag as possible. Please download it and give it a try. You will be much happier.

 




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