Posted: Fri Jul 30, 2004 11:42 am
THE JEW (RaVeN) wrote:Wrong "time nudge."
You're thinking solely of high latency over a network. It's tied into that, but that's not the issue I was bringing up.
Did you know that by default Q3 does hit prediction when your ping is 0? That means that when you point your crosshair at someone on the screen they're not necessarily there--the server just takes in all the data, calculates it, averages, and gives a happy medium that works for everyone. It performs the prediction by default. The "hardcore" tournaments set it up so that where you point your crosshair is where you ACTUALLY point your crosshair. However, due to the fact that everyone's data isn't "smoothed over" by the server there are sometimes graphical "spinouts" where the server deems you are out of sync with everyone else and forces you back in sync. It's like you have an acid trip graphically, and then your back in sync with the game.
Some people don't like default because they feel that the server is detracting from their ability to score a frag. For example, they feel that they could have hit you, but since the server averaged it out that they missed you.
I've only ever heard of it used a few times in a few tournaments over in Europe. Your client won't realize what it is--keep them ignorant of it so that they don't have something else to complain about.
Summary--just leave what I'm talking about off or don't even worry about it.
The only serious issue I see here is you pressuming I don't know what I'm talking about when you're the one not up to speed on the other uses of time nudge. Time nudge != only for hpb's.
EDIT:
Here's an easy way to set it up:
http://www.planetquake.com/rocketland/h ... ient.shtml
The client also plays with the lightning prediction and other fine tuning.
I think we are talking about the same thing just in a different way. I am pretty sure there is only one time nudge, although mods like the one you posted about may add new nudge functionality.
I was aware that Q3 is forced to do prediction even when your ping is zero, this is because there is basically a 50ms lag between snaps recieved from the server, so in reality your "lag" is usually 50ms+ping. At the lan, where we have the ability to adjust sv_fps to a reasonably high number, there should be no reason to need to set time nudge to a negative number (ie. force more client side hit prediction).
Anway I'll leave it at that, in the hopes that this thread will not degrade into yet another internet flame war about the validity of hit prediction.