Subject for Debate
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
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.
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.
Hal? I was listening :) let's see who else agrees or disagrees...
GLQuake & TNT2
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.
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.
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?
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.
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
Severe server lag
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
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.