[quake3] cl_packetdelay

Neil Toronto ntoronto at cs.byu.edu
Tue May 30 16:06:20 EDT 2006


Yeah, that could work. You could either push some of the mod code stuff 
up (I think the client-side delay is in cg_snapshot.c and the 
server-side delay is in g_active.c) if you want it in the engine, or 
just leave it where it is.

Its only problem is resolution. You get 1000/sv_fps millisecond (usually 
50ms) resolution from delaying snapshots, and usually about 8ms 
resolution from delaying client commands.

On the plus side, the effects of lag on the game are exactly the same no 
matter which direction it happens in (client->server or server->client), 
so you could combine the two for a decent approximation.

Neil

Zachary J. Slater wrote:

> Tony J. White wrote:
>
>> The 2.60 patch for Enemy Territory added the following 
>> cheat-protected cvars:
>>
>> cl_packetdelay - artificially set the client's latency
>> cl_packetloss  - mimic packet loss
>>
>> I'm dabbling with a re-implementation of Neil Toronto's unlagged in 
>> code/server/ and I need to clone at least cl_packetdelay for testing.
>>
>> Does anyone have any tips for doing this?  The only way I can think 
>> to do it
>> would be to create a queue for all outgoing packets marked with 
>> timestamp
>> and make all CL_Netchan_Transmit() calls use the queue.  Would there 
>> be an easier and/or cleaner way?
>>
>> -Tony
>>
>
> http://icculus.org/~zakk/q3run/unlagged-2.01-src-gpl.zip
>




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