Problems related to playing on the Internet! (Quake 3 Arena)
I’m new people, explain in a simple way: there is an Internet server (any) ... how to save the kofig of this server on your computer? A?Here we will discuss the problems associated with connecting to the server, with various errors that occur during the game, etc. etc.
I ask the people not to flood. One hell, everything will be teretsa to edreni feni. Particularly annoying, in the ban.
Europe is not enough for you? ))
After all, the tspma has this vaunted improved network code!
leave our OSB servachki alone :)
Why do I need Europe? promoters and vanilla people? I feel good here, and smallpox is already an endangered mod.
there are few people who can play in CTF - why not make it under cpma vq3? Should 69 be left purely for the promo?
endangered mod? for whom? for a couple of hundred so-called. about?
the popularity of smallpox servers on the internet is more than the central pox of servers, despite as many as 50 people in such a "small" country like Russia who go to champions to their liking3
I personally do not mind the taste3 and new servers under it, but not at the expense of popular smallpox,
however, servers under STF really empty, unlike that on Corbin - take it! :)
and smallpox is an already endangered mod.
Is this the first time I've heard ... an
endangered mod? for whom? for a couple of hundred so-called. about?
the popularity of smallpox servers on the internet is more than the central pox of servers, despite as many as 50 people in such a "small" country like Russia who go to champions to their liking3
I personally do not mind the taste3 and new servers under it, but not at the expense of popular smallpox,
however, servers under STF really empty, unlike that on Corbin - take it! :)
+1
And in general about "give more vq3" this is not for me, I am only responsible for the forum.
sorry, I put it a bit wrong ...
to whom then? I just want to stir this topic up a bit.
ps let's not start an argument about mod) a matter of taste =)
Yes, let's still stir up the topic. And let's argue, it's just okay ... just so that there is a dispute, and not a srach =) With your srach walk here
I think it's better to zero it
myself did not try this thing (I must try) but as far as I understand the situation is as follows: the
most important thing for which the client is responsible is that he sends the "buttons" pressed by the player
for the whole physics of k3 the server is responsible - that is, he receives from the client what there the user pressed and on the basis of this information calculates where the player moved and what he did - and sends back to the client all the necessary information about where the player is and what he sees the
whole thing happens with a frequency of sv_fps per second
on most servers sv_fps = 20, that is, packets are sent every 50 milliseconds
and the client, based on two states - the previous one and the one just received from the server - smooths the position of the players from the previous to the current one and draws everything that you see for you
cl_timenudge allows you to influence this crap
if you set it negative, then the clinet will draw the position before the next packet arrives from the server - that is, closer to the real position that is on the server - that is, theoretically, you can hit more accurately, but it is possible that all players will become move in jerks as at fps 20,
positive cl_timenudge, on the contrary, allows you to draw later than the next packet from the server comes - like simulating Internet lag to
mine cl_timenudge for OSP it makes sense to set it in the range from -30 to 30, well, more precisely, for playing on an Internet it makes sense to have a negative value )))
you need to try ... it
depends on your Internet
if the Internet to the server is good, then it is better not to use and = 0
Here's another useful infa that I found:
cl_timenudge This command is very fine-tuned. Well described here (in English). I will try to explain on the fingers: it allows you to in some way reduce / increase the time of the graphical display of information about the game. In case of reduction - your client is given the command to "release" information a specified number of milliseconds earlier. That is, say, with cl_timenudge "-50" (less is impossible) - you seem to have 50 ping units removed. But this is not for nothing - the players (since the game engine will not have time to "polish" their movements) - will move in small snatches. With positive values ​​(which, by the way, are prohibited), you will get everything in a very smooth, polished form, but with a delay. It makes sense to use negative values ​​when pinging at least 50-70 (consider that at the cost of a small curvature you get almost 20 ping) and no more than 300 (at 350 you simply will not get any visible advantages, and everything will look even more clumsy). This variable is actively used by amateurs of marksmanship. It is believed that values ​​less (towards zero) than "-50" do not make sense, since you simply will not feel them, but most often I noticed values ​​"-25". I can't give an unambiguous characteristic: sometimes the minus values ​​obviously helped me to compensate for the high ping and shoot accurately, and sometimes - vice versa. So, experiment, gentlemen. that values ​​less (towards zero) than "-50" do not make sense, since you simply will not feel them, but most often I noticed values ​​"-25". I can't give an unambiguous characteristic: sometimes the minus values ​​obviously helped me to compensate for the high ping and shoot accurately, and sometimes - vice versa. So, experiment, gentlemen. that values ​​less (towards zero) than "-50" do not make sense, since you simply will not feel them, but most often I noticed values ​​"-25". I can't give an unambiguous characteristic: sometimes the minus values ​​obviously helped me to compensate for the high ping and shoot accurately, and sometimes - vice versa. So, experiment, gentlemen.
Thanks for the info.
seta cg_xerpClients "0"
seta cg_nudge "0"
seta server_optimiseBW "1"
seta g_log "games.log"
seta cg_fallKick "1"
Here are a few more commands that interest me. What are they responsible for? What is the best bet?
yes, everything I wrote about cl_timeNudge is for OSP! because this is a server forum for OSB ...
in the CPMA cl_timeNudge they do not use
seta cg_fallKick "1"
is responsible for the fact that the image will twitch when you land after a fall - it interferes - then set to 0
seta cg_fallKick "0"
and also set
seta cg_damageKick "0" // jerking the image when it hits you disable
seta cg_damageDraw "0" // disable this so that the image does not flicker red when hitting you
ppl, plz help! I rummaged through everything I just can't find ... how to play in ku3 on the Internet through a proxy ??!
Pts it is necessary!
I haven't tried it myself, but maybe this:
net_socksEnabled "0" toggle the use of network socks 5 protocol enabling firewall access (only settable at init time from the OS command line) - Graeme Devine AL
net_socksPassword "" variable holds password for socks firewall access supports no authentication and username / password authentication method (RFC-1929); it does NOT support GSS-API method (RFC-1961) authentication (only settable at init time from the OS command line) - Graeme Devine AL
net_socksPort "1080" set proxy and / or firewall port default is 1080 (only settable at init time from the OS command line) - Graeme Devine AL
net_socksServer "" set the address (name or IP number) of the SOCKS server (firewall machine), NOT a Q3ATEST server. (only settable at init time from the OS command line) - Graeme Devine AL
net_socksUsername "" variable holds username for socks firewall supports no authentication and username / password authentication method (RFC-1929); it does NOT support GSS-API method (RFC-1961) authentication (only settable at init time from the OS command line) - Graeme Devine
Good people, tell me what could be the problem.
When trying to connect to any server (I tried q3.playground.ru, q3.corbina.ru and a couple of others, the web monitoring of which shows the presence of players on them, i.e. the servers are alive), an awaiting challenge is issued with a timer ticking to infinity ...
Having spent a couple of hours digging through the entire Web in search of a solution to the problem, I will immediately list everything that did not help.
I have quack version 1.32 (original first version + patch), with the accepted key, correctly installed by the latest version of the OSP mod. Access to the Network is direct, without firewalls and antiviruses (as a technical specialist I can state this with full responsibility). Prov - Stream (Quaker users of the stream did not google any problems). Quake servers are pinged, i.e. the computer sees them. I tried to enable and disable PunkBuster - the result is the same. I will attach a screen with an attempt to connect to two servers. As you can see from the screenshot, the client normally resolves the domain name to the address, but it doesn't go any further.
http://static.escilon.ru/q3.jpg
I would be very grateful for your answer.