[cod] Could this be a bug?

Kenny Southpark afp_kenny at hotmail.com
Tue Oct 5 15:03:44 EDT 2004


clients would also need to adjust their snaps setting to reflect the sv_fps 
setting of the server


----Original Message Follows----
From: "Jay Vasallo" <haze at clanwarz.net>
Reply-To: cod at icculus.org
To: <cod at icculus.org>
Subject: Re: [cod] Could this be a bug?
Date: Tue, 5 Oct 2004 09:37:58 -0700

fps server side is the same at tickrate for those of us who install Unreal 
Engine games. If you have a great cpu at home, then adding 5 or making 20 to 
25 should help you receive a smoother game but will lag the living shit out 
of dsl connectors and  toast all 56k'ers. Not suggested to go over 25 and 
over 45 is pointless, and will just flutter the cpu with uselss info causing 
pre-mature brain meltdown! ;-)

Lets leave UO out of this senario for a second. Try this on a regular COD 
game. Raise the sv_maxfps "25" .& Maxrate to 15,000
Now connect to your game and give the following commands in your game 
console and type the following:
\rate 15000
\com_maxfps 0

You will notice your ping shift to a higher number, but it will be quite 
smoother. Most people who connect to your server, will receive lag if their 
system is poor or their client configs are misconfigured. Keep it at 20 for 
all to be happy. Hope this helps ya understand the server side fps a bit.




Jay Vasallo
Clanwarz Network
Office: 1-314-495-4840
Fax: 1-618-277-3244
www.ClanwarzGamingServers.com
----- Original Message ----- From: "Jase" <shoefly at sover.net>
To: <cod at icculus.org>
Sent: Tuesday, October 05, 2004 6:58 AM
Subject: Re: [cod] Could this be a bug?


>Joe Hunkeler wrote:
>
>>I'm not too sure if this is considered an engine issue, or a server issue, 
>>but this is what I experienced...  A few days ago one of my server 
>>administrators revamped the file structure and rewrote the config files 
>>for our UO servers.  Even though he said he didn't change anything, he 
>>did, and what we found was interesting.
>>
>>seta    sv_fps   "25" (or any number other than 20) causes severe 
>>vehicle/sound/movement slowdown for the clients.  So I set it back to 20 
>>(which was the original number we had) and everything worked normally. So 
>>is this an engine issue, or a server bug?  I wasn't aware that a variable 
>>that seemed so harmless could empty our servers in a matter of minutes due 
>>to frustration and slowdown.  The vehicles literally moved at 5-10mph and 
>>the mounted machine guns fired 5 times slower than they should have.
>>
>>It was really wierd.  I guess I'm just warning anyone that wants to mess 
>>with the sv_fps cvar as you WILL get very odd results.
>>
>sv_fps isnt harmless. its in fact one of the most important server 
>variables. I wont explain it here. try googling for it theres plenty of 
>info on it out there. anything higher than 20 would probably make servers 
>lag out even more.
>--Jase
>

_________________________________________________________________
Express yourself instantly with MSN Messenger! Download today - it's FREE! 
http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/




More information about the Cod mailing list