Forums » Feedback » Rate and FPS ceilings
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MPosts: 2 From: Germany Joined: 05 Jul 05 |
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And what makes you think the above is php ? Looks like cpp to me. |
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EisTeePosts: 73 From: Wr. Neudorf, Austria Joined: 16 Apr 08 |
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Definitly C++ ... man i hate programming! and WOOHOO MORVIE IS ALIVE ! |
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Miglecz++Posts: 33 From: Debrecen, Hungary Joined: 07 Feb 08 |
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i tell you the truth: hlsdk-2.3-p3 doesnt contain any 'rate' string inside quotes: "rate" NO! investigate before you all start posting shit (this code is from 'HD tetris' or 'first person tetris') only the // sign is the c++ language element (comment), the others are simple C (but sdk is written in c++ with C interfacing to dll-s) |
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blindPosts: 72 From: Kaiserslautern, Germany Joined: 03 Nov 09 |
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if (strlen(val)) dynamic type conversion doesn't look c++ like :) but ok, there's still a chance this is c++, given this is a member of the current class with someone actually declaring a method "strlen" (i'd rather suppose an integer as return value) with boolean on the other hand it also doesn't look like php on second glance, when i assume val is a variable but actually, i don't really care anyways ;) |
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multiPosts: 33 From: , Germany Joined: 06 Apr 08 |
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this is C and from quakeworld but they use this code for hl1 and in hl2 max rate is 20000 [net.h] // Flow control bytes per second limits #define MAX_RATE 20000 #define MIN_RATE 1000 [sv_main.cpp] // rate command val = (char *)Info_ValueForKey (cl->userinfo, "rate"); if (strlen(val)) { i = atoi(val); if (i < MIN_RATE) i = MIN_RATE; if (i > MAX_RATE) i = MAX_RATE; cl->netchan.rate = i; } btw i hope u can see the differenc between c and c++ :D |
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huhuhPosts: 56 From: Toulouse, France Joined: 06 May 05 |
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| I don't know cpp but i'm pretty sure it has its own header kind :D | |
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Miglecz++Posts: 33 From: Debrecen, Hungary Joined: 07 Feb 08 |
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you are wrong :D c++ is an extension to c |
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DannyPosts: 21 From: Stockholm, Sweden Joined: 08 Feb 07 |
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If there is to be a cap, we would have to choose something at least above 125. Since most use 111, 125 or 76 we cannot exclude any of those. I haven´t actually tested 200fps yet. Will make sure to do next pcw. Not really sure my PC will be able to push a _constant_ 200fps though. I do have a, what i would think is powerful enough PC, but some phasegates and spores and fps will drop below 200 im guessing. |
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EisTeePosts: 73 From: Wr. Neudorf, Austria Joined: 16 Apr 08 |
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| for me c++ and c is the same .. but why dont u argue about it some more .. as far as i know every programm u programm C++ in u can programm c also ... but what do i know i hate programming ! | |
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NerdishPosts: 22 From: Wiesbaden, Germany Joined: 14 Oct 06 |
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Good thing that ns is dead, because I got a new pc and 200 fps are just fucking insane. JP acceleration is that fast, I couldn't hit anything first while strafeflying and shooting, because I'm so used to 76 fps. Don't even get me started on the firerate. I know I said earlier that I don't care, but I think everyone should try this out for himself, if somehow possible, because you can't really imagine how much this improves your marine. In case there is really another season or cup, I agree with those who want to cap fps at 125. |
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aAPosts: 113 From: Osaka, Japan Joined: 07 May 05 |
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if you want everyone to play on same conditions no matter what pc they have, also limit rates including cmdrate, rate, uprate and ex_interp and all client included commands regarding connection then we may finally not see more complains about reg, or maybe we should just play on default confings then? fpses wont shoot for you, it might help you improve cause the game just feels smooth and unleash your potential as gamer! ; D |
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NecRos_aka_OrgadPosts: 91 From: , Israel Joined: 08 Oct 07 |
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maybe jiriki/ asmodee can write a fix that gives 60 fps and 100 fps same jp speed / fire rate? i dont understand much in programin but i wont assume its complicated |
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SublimePosts: 233 From: United Kingdom Joined: 06 May 05 |
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| So you want 100fps man to report only 60% of his movements. Good idea. | |
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TweadlePosts: 72 From: , South Africa Joined: 10 May 05 |
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I'm reopening this discussion. Since the emergence of 200fps jetpacks, we've seen a massive bias towards JP turtling and it's had alot of success. It's a long drawn-out game where aliens slowly lose and we're seeing it all the time. HA is completely useless now as first proto upgrade and it should be viable at least in some situations as a first choice. A good jp/hmg is now better than a good fade and there's almost always five jps because they're so cheap. The extra movement speed that 200fps gives was never intended and we have to realise that this is one of those rare instances where we should not apply the competitive "anything goes so long as it's in the game" ethos. If we want gathers to stop churning out the same endless games, then limiting fps to 125 or something seems like a sensible option. |
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hammyPosts: 2 From: Brighton, United Kingdom Joined: 07 May 05 |
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| ^ what he said | |
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RuibbbPosts: 2 From: , Portugal Joined: 28 Sep 09 |
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Ya tottaly agree, 200fps kill my fade too easily, even more than sub200fps :( but honestly, what are those lmgs shooting? lasers? |
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NecRos_aka_OrgadPosts: 91 From: , Israel Joined: 08 Oct 07 |
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| as someone who uses 200 fps on gathers (mostly stable, drops in hiverooms/ ms) i agree with tweadle. | |
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Miglecz++Posts: 33 From: Debrecen, Hungary Joined: 07 Feb 08 |
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| things have changed since we have fast pc-s, but dont limit the fps while you are limiting your purse, that would be the lazy solution | |
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dugiPosts: 154 From: Neekerimaa, Finland Joined: 09 May 05 |
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| We still turtle with jetpacks (2balls) and no one is playing at 200fps. That's not the point. At least on jetpack side. | |
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;D
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jirikiPosts: 157 From: Oulu, Finland Joined: 01 May 09 |
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| Just for your information, if you read the topic, Jetpacks cannot be fixed by the server-side patch. Client-side patch is not happening. If you want limit the usage, you need to limit FPS. DPS however may be possible to bump up for lower FPS (the DPS @ 200fps is the intended DPS). | |
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A problem well stated is a problem half solved. – C.F. Kettering
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SublimePosts: 233 From: United Kingdom Joined: 06 May 05 |
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| Fades are underpowered with that DPS Ari, I think it needs a change. | |
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TweadlePosts: 72 From: , South Africa Joined: 10 May 05 |
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| I'm not limiting my purse miglecz - I can get 200fps myself. As someone who is actually playing the game, I can tell you that every gather that is close to evenly matched is turning into a 30minute fade slaughter house. While one of my points is that JPs themselves have become imbalanced, the point I want to push more is just how this imbalance has affected the quality each round. What was once a viable strategy in HA is now almost totally redundant and we've all but broken off a final tier upgrade from the game. People only get it after JPs to hold a PG or to and, needless to say, this is also arse. | |
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SublimePosts: 233 From: United Kingdom Joined: 06 May 05 |
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Tweadle has a purse... LOL A COINPURSE |
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dugiPosts: 154 From: Neekerimaa, Finland Joined: 09 May 05 |
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| That doesn't surprise me at all sub. | |
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;D
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aAPosts: 113 From: Osaka, Japan Joined: 07 May 05 |
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maybe it's time to play more offensive than defensive? if you're playing 30 minutes round it mostly mean that marines arent doing they job well ; p, i'm not sure guys if you remember how ns was before 3.2 but game usually was done after aliens got their second hive... the only way to counter that was ha's since ppl didnt rly knew how to use jps also it's not that easy to kill fade if you only have 1/1 ups till like 10th minute ; p todays games are more reliaed on aiming and agressive tactics like going w2 before a1 than tanking. also i think generaly since ppl do have good computers you can even notice that able.ns pubbers are better these days ; p i mean even good fades die on pubs. also i always thought that tanking is bad i've never liked ha's nor dcs ; p(althought i used to have those abilities quite natural xD shame i dont anymore ; p) also i think that gathers are a little bit more organized games than pubs with less players ; p |
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SublimePosts: 233 From: United Kingdom Joined: 06 May 05 |
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Olaf you just massively contradicted yourself. You ask for more aggression then say that people are going w2 before a1?! I think the problem is that node pressure has never been so high on the agenda. Capping takes a back seat which forces your mid-late game into turtle mode. |
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dugiPosts: 154 From: Neekerimaa, Finland Joined: 09 May 05 |
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| W2 is WAY BETTER for attacking than defending sub. | |
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;D
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SublimePosts: 233 From: United Kingdom Joined: 06 May 05 |
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That's exactly what I just said you spastic. Olaf said people need to be more aggressive when they're already being as aggressive as possible. Or are you just being foreign - because I can't understand what the fuck you just said to be honest... |
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frGPosts: 142 From: Amsterdam, Virgin Islands (US) Joined: 06 May 05 |
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Sublime, you're stupid :D (thinks about Sub trying to youtube omg) I think aA is saying that other people could go w2 before a1, just like 2balls does. |
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WHY DONT YOU GO AND FUCK OFF THEN?
U GO? |
aAPosts: 113 From: Osaka, Japan Joined: 07 May 05 |
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not from my point of view sub and from my observations ; p also you dont have to go turtle mode in mid-game you just need a commander to spot the hive really quickly(it's quite natural that it's around 4th-5th minute just when the fade is up) and rush it when aliens dont even expect you to do so. w2 > w1,a1 sub |
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