Tremulous Forum
General => General Discussion => Topic started by: WolfWings ShadowFlight on October 19, 2006, 10:51:00 am
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Unlagged Tremulous w/ TJW + DenyBuild patches based on SVN 829 codebase, runs on all 1.1.0 servers, no SVN required. (http://wolfwings.us/unlagged.zip) Download disabled. Passed the code along to Kevlarman to rebuild into something suitable for public dissemenation. I proved it worked, he can make you all happy with how the code is presented.
Patch Recipe (hard too apply minor repair seamless step)
Tremulous SVN Revision 829 (http://svn.icculus.org/tremulous/trunk/src/?rev=829)
TJW's patch against SVN Revision 823 (http://tjw.org/tremulous/)
Location for Building Messages and Deny/AllowBuild patches (http://ipxserver.dyndns.org/tremulous/patches/svn823/)
Unlagged 2.01 Source Code (http://alternatefire.planetquake.gamespy.com/)
Unlagged 2.01 Patching Instructions and details (http://www.ra.is/unlagged/)
Downside, it requires a 150k client-side download. Upside, well, it's only 150k and a one-time download at that.
Quick tip: cg_projectileNudge, set that to roughly your ping. Round to the nearest 10ms, no need to be exact. Lucifer and Pulse Rifles will suddenly be a lot less of a threat since you'll be able to see where the bolts actually are, and dodge around them. We were having 400pingers from Australia dodging my 50ms PR blasts, and vice-versa. It works. :-)
Seperately, cl_timenudge -30 won't make players jerky when they move around anymore. Set it, live it, love it.
Beyond that, I can also attest that it made a 400ms Dragoon a threat to me, Mr. 50ms, when I had a shotgun and helmet and armor. But get used to aiming at the target, don't aim ahead of them like you use to. Stick that gunbarrel right on top of them and pull the trigger.
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Thanks for the Mod, could please make the source available?
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Not yet, no. Working to convert it into patches to submit to the primary SVN repository for Tremulous instead if they'll accept them.
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add it to bugzilla first
then they can decide
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No, you'll give the source code now since you are breaking the GPL licence by not doing so :evil:
PS : I can't wait to test that ;)
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there is a huge difference between this and normal servers.
i had 160 - 200+ ping and it was faster than my regular <30 ping
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Not yet, no. Working to convert it into patches to submit to the primary SVN repository for Tremulous instead if they'll accept them.
Then please remove the binary also.
You have to distribute the source alongside the binary.
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How would I go about setting that setting? This looks real nice, I could use an advantage over pr's.
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Please release the source, as you're required to, and us linux users are being left out in the cold.
Will these patches even work with linux, for that matter?
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As you wish. Removed.
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Please release the source, as you're required to, and us linux users are being left out in the cold.
Will these patches even work with linux, for that matter?
And how are linux users being left out in the cold? The .QVM's are the only files that run on Mac, Linux, and Windows without recompiling.
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Ok so i downloaded the patch/mod what exactly do I have to do with it to make it work? Just put it in my tremulous base folder?? Please elabborate for people who have no clue as to what to do with it. Like me. :D
THX
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Finally, antilag for Tremulous.
BTW, he doesnt have to release the code unless he wants to be included in the official version.
The beauty of GPL is that anny add-ons don't have to be GPL.
Read the licence.
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Finally, antilag for Tremulous.
BTW, he doesnt have to release the code unless he wants to be included in the official version.
The beauty of GPL is that anny add-ons don't have to be GPL.
Read the licence.
Not quite. If I release the binaries (.QVM's in this case) I do have to release the code, but all I did was apply a stack of patches (though most of them by hand) which was why I didn't want to release my direct code-tree since I'll be submitting it for inclusion into mainline trem.
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Wewt!
I'll be putting this in right away. Thanks, double-double-u.
edit: if I knew how :(
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Make it automatic, not every player wants to have to configure things like this.
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Make it automatic, not every player wants to have to configure things like this.
The two settings I quote are optional. By default it tries to stay equivilant with stock Trem for how it acts client-side, and some people prefer the settings at 0.
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Make it automatic, not every player wants to have to configure things like this.
When i tried it on WW's server, i didnt know about the 2 commands and it worked well without them ;)
so thats not a real problem even if you dont know them :)
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Wont this reap a whole new series of abuse, people setting their settins at ridiculous levels so they see luci shots way before?
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Wont this reap a whole new series of abuse, people setting their settins at ridiculous levels so they see luci shots way before?
not really, you can't see a luci shot before it has been fired, and anyone can see where it is going, so it doesn't really help to dodge it, the only thing it would do is make luci shots act unpredictably close to the one firing it.
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Wont this reap a whole new series of abuse, people setting their settins at ridiculous levels so they see luci shots way before?
And beyond what Kevlar has said, if you set the value too high it will push the lucifer and pulse rifle shots 'up against the nearest wall' instead of leaving them in mid-air. So at best you'll have a warning on the wall behind your head from 'abusing' this setting. It doesn't make things any easier to dodge, it just tells you were it'll land, NOT where it'll travel if set too high.
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Wont this reap a whole new series of abuse, people setting their settins at ridiculous levels so they see luci shots way before?
It doesn't make things any easier to dodge, it just tells you were it'll land, NOT where it'll travel if set too high.
And that's what crosshairs are for :D
Considering I don't really want to spend alot of time repatching anything or figuring out how to patch in the first place, will I see any benefit from messing with those commands you listed even though I won't have your patches?
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And that's what crosshairs are for :D
Considering I don't really want to spend alot of time repatching anything or figuring out how to patch in the first place, will I see any benefit from messing with those commands you listed even though I won't have your patches?
Actually this is talking about other players watching your shots. :-)
And cl_timenudge can help without the Unlagged patch, projectileNudge doesn't exist without Unlagged.
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Unlagged Tremulous w/ TJW + DenyBuild patches based on SVN 829 codebase, runs on all 1.1.0 servers, no SVN required. (http://wolfwings.us/unlagged.zip) Download disabled. Passed the code along to Kevlarman to rebuild into something suitable for public dissemenation. I proved it worked, he can make you all happy with how the code is presented.
Patch Recipe (hard too apply minor repair seamless step)
Tremulous SVN Revision 829 (http://svn.icculus.org/tremulous/trunk/src/?rev=829)
TJW's patch against SVN Revision 823 (http://tjw.org/tremulous/)
Location for Building Messages and Deny/AllowBuild patches (http://ipxserver.dyndns.org/tremulous/patches/svn823/)
Unlagged 2.01 Source Code (http://alternatefire.planetquake.gamespy.com/)
Unlagged 2.01 Patching Instructions and details (http://www.ra.is/unlagged/)
Imho you need to give source code of your implementation of unlagged to comply with GPL
edit: doh! sorry I need to read before hitting submit
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It's true, if all you did was apply a few patches, you should have said so in the download, and you should have given the user the way to get the patches himself.
Now, since you also had to make some more manual changes, you shouldn't have released the QVM without your modifications according to the GPL.
Anyway, it is really isn't too important and that patch looks really promising. Just don't take too much time in giving the source code or the FSF will come after you :wink:
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Awesome, thank you so much. GJ! 8)
I can hardly wait for it to be included with the release.
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Unlagged Tremulous w/ TJW + DenyBuild patches based on SVN 829 codebase, runs on all 1.1.0 servers, no SVN required. (http://wolfwings.us/unlagged.zip) Download disabled. Passed the code along to Kevlarman to rebuild into something suitable for public dissemenation. I proved it worked, he can make you all happy with how the code is presented.
Imho you need to give source code of your implementation of unlagged to comply with GPL
edit: doh! sorry I need to read before hitting submit
Except, what you think doesn't matter. The reality is that I need to supply compatable source code for what I did, and I pointed direct, exhaustive links to the changes I made so far as I know and can recall. Just because you don't believe I haven't fulfilled the spirit of the GPL, doesn't mean I haven't fulfilled the letter of the GPL.
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It's true, if all you did was apply a few patches, you should have said so in the download, and you should have given the user the way to get the patches himself.
Now, since you also had to make some more manual changes, you shouldn't have released the QVM without your modifications according to the GPL.
Anyway, it is really isn't too important and that patch looks really promising. Just don't take too much time in giving the source code or the FSF will come after you :wink:
Again, incorrect. The only 'manual changes' I had to make were applying the Unlagged patch, since it doesn't come in .patch format. Applying the patch involves reading a large document and following it step by step using the Mark 1 Eyeball and Mark 1 Human Brain instead of an x86 CPU to apply the patch automagically. It is still, in the end, only a patch I applied and downloaded.
And I never claimed I invented the code. Not once. Even a cursory Google search would have indicated why I was so religiously saying I was adding Unlagged to Tremulous, not saying I was adding anti-lag features. I was importing a patch for a specific implementation of anti-lag, Unlagged 2.01. Said so numerous times, and even in the initial post I said it had Unlagged added. It's not my fault you didn't investigate enough to understand I wasn't just capitalizing the word to be cute, so don't you dare lay the blame at my doorstep for your failure you follow up wih research before making blind claims.
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Except, what you think doesn't matter. The reality is that I need to supply compatable source code for what I did, and I pointed direct, exhaustive links to the changes I made so far as I know and can recall. Just because you don't believe I haven't fulfilled the spirit of the GPL, doesn't mean I haven't fulfilled the letter of the GPL.
From http://gpl-violations.org/faq/vendor-faq.html:
What are common mistakes ?
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- Including the wrong version of the source code. The source code has to be 1:1 corresponding to the executable (object) code actually shipped.
If those patches don't apply cleanly together, you should make and distribute single complete patch which does.
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Applying the patch involves reading a large document and following it step by step
Rediculously large and unnesessarily detailed document.. thats all fine and dandy but what if I don't care how it works and don't want to waste an hour reading all of that?
I don't see any "this is how to apply" anywhere.. you can't expect the average person to sit through that... or me for that matter.. how do you apply this.. short sweet step by step abridged idiots version..
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what if I don't care how it works and don't want to waste an hour reading all of that?
unlagged makes big changes to the network and movement code, and you shouldn't just apply the patch unless either 1) you know exactly what you are doing (which means you have read that whole document, possibly more than once) or 2) you are ABSOLUTELY sure that no other patches touch that code, in the first case, wolfwings' links are enough, in the second, you will just have to wait until i finish converting his code to svn, and making sure that i introduced no bugs.
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Again, incorrect. The only 'manual changes' I had to make were applying the Unlagged patch, since it doesn't come in .patch format. Applying the patch involves reading a large document and following it step by step using the Mark 1 Eyeball and Mark 1 Human Brain instead of an x86 CPU to apply the patch automagically. It is still, in the end, only a patch I applied and downloaded.
rofl Now that was some top notch sarcasm :D
Thanks for starting this, mate. I'm looking forward to less jitteriness from shots and players in the future (future meaning when there's an automagical way for me to patch trem with this stuff ;))
Thanks also for your response to my previous post :) I'll tweak that one setting so people can kill me easier. (even though I die pretty easily already :D)
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Thanks for starting this, mate. I'm looking forward to less jitteriness from shots and players in the future (future meaning when there's an automagical way for me to patch trem with this stuff ;))
all you have to do is enable auto download, and play on servers that are running unlagged, the server operators are the ones doing all the hard work for this.
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If those patches don't apply cleanly together, you should make and distribute single complete patch which does.
The patches do apply cleanly, if you don't rely on the 'patch' utility. I had to move line-counts around, and had to then follow the instructions in the Unlagged patch documents, but I invented no code.
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The patches do apply cleanly, if you don't rely on the 'patch' utility. I had to move line-counts around, and had to then follow the instructions in the Unlagged patch documents, but I invented no code.
Look, current SVN823 TJW doesn't apply cleanly on vanilla SVN829. There're 2 rejects the user has to look at and decide how to merge them manually. And even a single manual merge is not allowed by GPL because the result may not be 1:1 corresponding to the executable. Also Unlagged 2.01 requires manual merge because it wasn't written for Tremulous. When you port it to Tremulous and start distributing it, GPL requires you to generate a complete patch and include anything the patch doesn't contain with it or release complete patched source package. Again, further manual merges are not allowed by GPL because of their not-clearly-defined results.
The only user decisions about your source code the GPL allows are which version they want to get. GPL allows no further decision requirements beyond that point.
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i Absolutly hate it
ever since this was release, people were shooting at doors before i go through them, so i end up walking directly into bullets, mind you their s1 humans // i can be around the corner, waiting like i always do <- anyone who plays with me knows about this -- yet now, people jump into my screen and kill me before i see them ( still have 83 fps and 27 ping )
but my biggest problem is the whole crap about them knowing im coming through the door before i even go through it.. i wont list names, but a few respected members here, are abusing it already...
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i Absolutly hate it
ever since this was release, people were shooting at doors before i go through them, so i end up walking directly into bullets, mind you their s1 humans // i can be around the corner, waiting like i always do <- anyone who plays with me knows about this -- yet now, people jump into my screen and kill me before i see them ( still have 83 fps and 27 ping )
but my biggest problem is the whole crap about them knowing im coming through the door before i even go through it.. i wont list names, but a few respected members here, are abusing it already...
Unlagged isn't doing that.
Unlagged doesn't tell clients where other clients are any differently at all. It does prevent 'warping' though, so crummy connections don't make you hard to shoot. Nobody knows you're coming through the door before you see yourself touching the door, for example. It doesn't predict where you'll be in advance, it rewinds you to where you were when they fired. Distinct, but subtle difference that obeys the laws of thermodynamics.
What you're describing is an LPB fighting another LPB, welcome to Unlagged. That you have 27 ping doesn't make you a god compared to someone with 400 ping. They still get to aim at you the same way you aim at them. You'll learn to adjust. :-)
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Thanks for starting this, mate. I'm looking forward to less jitteriness from shots and players in the future (future meaning when there's an automagical way for me to patch trem with this stuff ;))
all you have to do is enable auto download, and play on servers that are running unlagged, the server operators are the ones doing all the hard work for this.
Gotcha, maybe Robug will pop this on yaknet soon. That would be sweet.
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all you have to do is enable auto download, and play on servers that are running unlagged, the server operators are the ones doing all the hard work for this.
Two questions:
1) Will it then be installed, permanently?
2) Any suggestions on servers that have it installed? :P
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Two questions:
1) Will it then be installed, permanently?
2) Any suggestions on servers that have it installed? :P
1) It will only 'activate' on Unlagged-equipped servers. The download is a one-time thing, and me and Kevlarman are verifying that no further changes to the client-side code are needed before releasing this finally to prevent poisoning due to numerous conflicting client-side downloads.
2) MG South.
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1. He searched for the patches, applied them and released a working result for our convenience.
2. He already said he was going to submit the sources to the official tree for inclusion.
So what is your problem? Pushing further will likely result in WolfWings just going "why the fuck am I doing this for unthankful people?". Just dumping the whole thing or just compiling for private use will save him a lot of trouble, won't it?
And creating a patch / source download that will likely be usefull for about two weeks or so is utterly useless in my eyes as well.
Danny
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This post was started almost 10 days ago yet still no hint of an "automagical" way of applying the patch.
Has there been any progress?
Living in Greece, I "enjoy" quite a pooh connection. This sounds like it will help me alot.
Just a little post to let us know the *project* is still alive, and that a non-programmer/computer specialist will soon be able to apply the patch in a few simple (2 page MAX) step by step guide.
ty.
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WolfWings, I'm just a little impatient. That doesn't mean for a second that I don't appreciate the work you've done/are doing. Good stuff, respect.
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This post was started almost 10 days ago yet still no hint of an "automagical" way of applying the patch.
Has there been any progress?
Living in Greece, I "enjoy" quite a pooh connection. This sounds like it will help me alot.
Just a little post to let us know the *project* is still alive, and that a non-programmer/computer specialist will soon be able to apply the patch in a few simple (2 page MAX) step by step guide.
ty.
[edit]
WolfWings, I'm just a little impatient. That doesn't mean for a second that I don't appreciate the work you've done/are doing. Good stuff, respect.
all a client has to do is enable auto-downloads, and they will download the necessary file (which is about 150kb), the server admin will need to put the pk3 that the client downloads into their base folder, and game.qvm into base/vm, i hope that there will only be one pk3 floating around (i would prefer tremulous didn't take the patch of et), the game.qvm is a stickier issue though, because not everyone uses the same server (some people use plain tjw, some run the alien's wrath patches, some people like designated builder, etc), so you will probably need to know some C to apply the patches, because they probably won't apply cleanly( i know for a fact that the unlagged patch and tjw's patch break each other, but i will provide a patch that contains both). and since everyone is wondering where unlagged went, there is one bugfix left to do, if it appears to work, then we will probably release unlagged in the next few days.
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Fantastic, I cant wait.
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TJW has placed SVN835 unlagged patch on http://tjw.org/tremulous-svn835-unlagged.patch, at least until Icculus.org Bugzilla gets fixed.
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TJW has placed SVN835 unlagged patch on http://tjw.org/tremulous-svn835-unlagged.patch, at least until Icculus.org Bugzilla gets fixed.
that's not quite the same patch, but it appears identical in functionality for the hitscan weapons part of unlagged. the patch wolfwings and i have been working on has a few other useful things (skip correction, and code to calculate ping better, and if you update the client's cgame.qvm, it also has a small fps boost, bugfixes from svn, projectilenudge (this one is soooo useful), a cl_timenudge fix (though tjw wanted to play with that a bit))
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So, to install, I just click the download link and put the file where?
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So, to install, I just click the download link and put the file where?
No, you download the file, put it anywhere and then run `patch -p0 <anywhere/tremulous-svn835-unlagged.patch` command in the SVN835 source directory. If you don't know how to run that command, you don't need the patch or you should get a real operating system.
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Make it automatic, not every player wants to have to configure things like this.
I don't know if everyone wants it automatic or wants to write a bind program for it but I have created a menu system. I hope it works, please let me know if it doesn't. I think there isn't enough lines on the screen display for the whole menu but esentially the way it works is you type lxx where xx is the first two digits of your lag. EG if your lag is 256 you would type l26 since you are supposed to round off to the nearest 10. I based the code off of quickChat by Bobbin http://tremulous.net/phpBB2/viewtopic.php?t=427&highlight=quickchat (http://tremulous.net/phpBB2/viewtopic.php?t=427&highlight=quickchat)
Here is my cfg file which should get put into your base folder (remember to add "exec unlagged.cfg" into your autoexec.cfg
bind l "vstr quickLagMenuH"
bind 1 "vstr quickLag1"
bind 2 "vstr quickLag2"
bind 3 "vstr quickLag3"
bind 4 "vstr quickLag4"
bind 5 "vstr quickLag5"
bind 6 "vstr quickLag6"
bind 7 "vstr quickLag7"
bind 8 "vstr quickLag8"
bind 9 "vstr quickLag9"
bind 0 "vstr quickLag0"
//Clear the display. For no clearing (can be confusing) use: set quickLagClear ""
set quickLagClear "echo;echo"
//Reset buttons to default
set quickLagQuit "vstr quickLagClear;set quickLag1 vstr quickLagNull;set quickLag2 vstr quickLagNull;set quickLag3 vstr quickLagNull;set quickLag4 vstr quickLagNull;set quickLag5 vstr quickLagNull;set quickLag6 vstr quickLagNull;set quickLag7 vstr quickLagNull;set quickLag8 vstr quickLagNull;set quickLag9 vstr quickLagNull"
set quickLagNull ""
set quickLagMenuH "vstr quickLagClear;echo QuickLag:;echo 1.)100-190 ;echo 2.)200-290;echo 3.)300-390;echo 4.)400-490;echo 5.)500-590;echo 6.)600-690;echo 7.)700-790;echo 0.)00-90;set quickLag1 vstr quickLagMenuH11;set quickLag2 vstr quickLagMenuH12;set quickLag3 vstr quickLagMenuH13;set quickLag4 vstr quickLagMenuH14;set quickLag5 vstr quickLagMenuH15;set quickLag6 vstr quickLagMenuH16;set quickLag7 vstr quickLagMenuH17; set quickLag0 vstr quickLagMenuH18"
set quickLagMenuH11 "vstr quickLagClear;echo Lag 100-190:;echo 1.)110;echo 2.)120;echo 3.)130;echo 4.)140;echo 5.)150;echo 6.)160;echo 7.)170; echo 8.)180; echo 9.)190; echo 0.)100;set quickLag1 vstr quickLagMenuH21;set quickLag2 vstr quickLagMenuH22;set quickLag3 vstr quickLagMenuH23;set quickLag4 vstr quickLagMenuH24;set quickLag5 vstr quickLagMenuH25;set quickLag6 vstr quickLagMenuH26;set quickLag7 vstr quickLagMenuH27;set quickLag8 vstr quickLagMenuH28;set quickLag9 vstr quickLagMenuH29;set quickLag0 vstr quickLagMenuH20"
set quickLagMenuH21 "echo Lag 110; set cg_projectileNudge 110;vstr quickLagQuit"
set quickLagMenuH22 "echo Lag 120; set cg_projectileNudge 120;vstr quickLagQuit"
set quickLagMenuH23 "echo Lag 130; set cg_projectileNudge 130;vstr quickLagQuit"
set quickLagMenuH24 "echo Lag 140; set cg_projectileNudge 140;vstr quickLagQuit"
set quickLagMenuH25 "echo Lag 150; set cg_projectileNudge 150;vstr quickLagQuit"
set quickLagMenuH26 "echo Lag 160; set cg_projectileNudge 160;vstr quickLagQuit"
set quickLagMenuH27 "echo Lag 170; set cg_projectileNudge 170;vstr quickLagQuit"
set quickLagMenuH28 "echo Lag 180; set cg_projectileNudge 180;vstr quickLagQuit"
set quickLagMenuH29 "echo Lag 190; set cg_projectileNudge 190;vstr quickLagQuit"
set quickLagMenuH20 "echo Lag 100; set cg_projectileNudge 100;vstr quickLagQuit"
set quickLagMenuH12 "vstr quickLagClear;echo Lag 200-290:;echo 1.)210;echo 2.)220;echo 3.)230;echo 4.)240;echo 5.)250;echo 6.)260;echo 7.)270; echo 8.)280; echo 9.)290; echo 0.)200;set quickLag1 vstr quickLagMenuH31;set quickLag2 vstr quickLagMenuH32;set quickLag3 vstr quickLagMenuH33;set quickLag4 vstr quickLagMenuH34;set quickLag5 vstr quickLagMenuH35;set quickLag6 vstr quickLagMenuH36;set quickLag7 vstr quickLagMenuH37;set quickLag8 vstr quickLagMenuH38;set quickLag9 vstr quickLagMenuH39;set quickLag0 vstr quickLagMenuH30"
set quickLagMenuH31 "echo Lag 210; set cg_projectileNudge 210;vstr quickLagQuit"
set quickLagMenuH32 "echo Lag 220; set cg_projectileNudge 220;vstr quickLagQuit"
set quickLagMenuH33 "echo Lag 230; set cg_projectileNudge 230;vstr quickLagQuit"
set quickLagMenuH34 "echo Lag 240; set cg_projectileNudge 240;vstr quickLagQuit"
set quickLagMenuH35 "echo Lag 250; set cg_projectileNudge 250;vstr quickLagQuit"
set quickLagMenuH36 "echo Lag 260; set cg_projectileNudge 260;vstr quickLagQuit"
set quickLagMenuH37 "echo Lag 270; set cg_projectileNudge 270;vstr quickLagQuit"
set quickLagMenuH38 "echo Lag 280; set cg_projectileNudge 280;vstr quickLagQuit"
set quickLagMenuH39 "echo Lag 290; set cg_projectileNudge 290;vstr quickLagQuit"
set quickLagMenuH30 "echo Lag 200; set cg_projectileNudge 200;vstr quickLagQuit"
set quickLagMenuH13 "vstr quickLagClear;echo Lag 300-390:;echo 1.)310;echo 2.)320;echo 3.)330;echo 4.)340;echo 5.)350;echo 6.)360;echo 7.)370; echo 8.)380; echo 9.)390; echo 0.)300;set quickLag1 vstr quickLagMenuH41;set quickLag2 vstr quickLagMenuH42;set quickLag3 vstr quickLagMenuH43;set quickLag4 vstr quickLagMenuH44;set quickLag5 vstr quickLagMenuH45;set quickLag6 vstr quickLagMenuH46;set quickLag7 vstr quickLagMenuH47;set quickLag8 vstr quickLagMenuH48;set quickLag9 vstr quickLagMenuH49;set quickLag0 vstr quickLagMenuH40"
set quickLagMenuH41 "echo Lag 310; set cg_projectileNudge 310;vstr quickLagQuit"
set quickLagMenuH42 "echo Lag 320; set cg_projectileNudge 320;vstr quickLagQuit"
set quickLagMenuH43 "echo Lag 330; set cg_projectileNudge 330;vstr quickLagQuit"
set quickLagMenuH44 "echo Lag 340; set cg_projectileNudge 340;vstr quickLagQuit"
set quickLagMenuH45 "echo Lag 350; set cg_projectileNudge 350;vstr quickLagQuit"
set quickLagMenuH46 "echo Lag 360; set cg_projectileNudge 360;vstr quickLagQuit"
set quickLagMenuH47 "echo Lag 370; set cg_projectileNudge 370;vstr quickLagQuit"
set quickLagMenuH48 "echo Lag 380; set cg_projectileNudge 380;vstr quickLagQuit"
set quickLagMenuH49 "echo Lag 390; set cg_projectileNudge 390;vstr quickLagQuit"
set quickLagMenuH40 "echo Lag 300; set cg_projectileNudge 300;vstr quickLagQuit"
set quickLagMenuH14 "vstr quickLagClear;echo Lag 400-490:;echo 1.)410;echo 2.)420;echo 3.)430;echo 4.)440;echo 5.)450;echo 6.)460;echo 7.)470; echo 8.)480; echo 9.)490; echo 0.)400;set quickLag1 vstr quickLagMenuH51;set quickLag2 vstr quickLagMenuH52;set quickLag3 vstr quickLagMenuH53;set quickLag4 vstr quickLagMenuH54;set quickLag5 vstr quickLagMenuH55;set quickLag6 vstr quickLagMenuH56;set quickLag7 vstr quickLagMenuH57;set quickLag8 vstr quickLagMenuH58;set quickLag9 vstr quickLagMenuH59;set quickLag0 vstr quickLagMenuH50"
set quickLagMenuH51 "echo Lag 410; set cg_projectileNudge 410;vstr quickLagQuit"
set quickLagMenuH52 "echo Lag 420; set cg_projectileNudge 420;vstr quickLagQuit"
set quickLagMenuH53 "echo Lag 430; set cg_projectileNudge 430;vstr quickLagQuit"
set quickLagMenuH54 "echo Lag 440; set cg_projectileNudge 440;vstr quickLagQuit"
set quickLagMenuH55 "echo Lag 450; set cg_projectileNudge 450;vstr quickLagQuit"
set quickLagMenuH56 "echo Lag 460; set cg_projectileNudge 460;vstr quickLagQuit"
set quickLagMenuH57 "echo Lag 470; set cg_projectileNudge 470;vstr quickLagQuit"
set quickLagMenuH58 "echo Lag 480; set cg_projectileNudge 480;vstr quickLagQuit"
set quickLagMenuH59 "echo Lag 490; set cg_projectileNudge 490;vstr quickLagQuit"
set quickLagMenuH50 "echo Lag 400; set cg_projectileNudge 400;vstr quickLagQuit"
set quickLagMenuH15 "vstr quickLagClear;echo Lag 500-590:;echo 1.)510;echo 2.)520;echo 3.)530;echo 4.)540;echo 5.)550;echo 6.)560;echo 7.)570; echo 8.)580; echo 9.)590; echo 0.)500;set quickLag1 vstr quickLagMenuH61;set quickLag2 vstr quickLagMenuH62;set quickLag3 vstr quickLagMenuH63;set quickLag4 vstr quickLagMenuH64;set quickLag5 vstr quickLagMenuH65;set quickLag6 vstr quickLagMenuH66;set quickLag7 vstr quickLagMenuH67;set quickLag8 vstr quickLagMenuH68;set quickLag9 vstr quickLagMenuH69;set quickLag0 vstr quickLagMenuH60"
set quickLagMenuH61 "echo Lag 510; set cg_projectileNudge 510;vstr quickLagQuit"
set quickLagMenuH62 "echo Lag 520; set cg_projectileNudge 520;vstr quickLagQuit"
set quickLagMenuH63 "echo Lag 530; set cg_projectileNudge 530;vstr quickLagQuit"
set quickLagMenuH64 "echo Lag 540; set cg_projectileNudge 540;vstr quickLagQuit"
set quickLagMenuH65 "echo Lag 550; set cg_projectileNudge 550;vstr quickLagQuit"
set quickLagMenuH66 "echo Lag 560; set cg_projectileNudge 560;vstr quickLagQuit"
set quickLagMenuH67 "echo Lag 570; set cg_projectileNudge 570;vstr quickLagQuit"
set quickLagMenuH68 "echo Lag 580; set cg_projectileNudge 580;vstr quickLagQuit"
set quickLagMenuH69 "echo Lag 590; set cg_projectileNudge 590;vstr quickLagQuit"
set quickLagMenuH60 "echo Lag 500; set cg_projectileNudge 500;vstr quickLagQuit"
set quickLagMenuH16 "vstr quickLagClear;echo Lag 600-690:;echo 1.)610;echo 2.)620;echo 3.)630;echo 4.)640;echo 5.)650;echo 6.)660;echo 7.)670; echo 8.)680; echo 9.)690; echo 0.)600;set quickLag1 vstr quickLagMenuH71;set quickLag2 vstr quickLagMenuH72;set quickLag3 vstr quickLagMenuH73;set quickLag4 vstr quickLagMenuH74;set quickLag5 vstr quickLagMenuH75;set quickLag6 vstr quickLagMenuH76;set quickLag7 vstr quickLagMenuH77;set quickLag8 vstr quickLagMenuH78;set quickLag9 vstr quickLagMenuH79;set quickLag0 vstr quickLagMenuH70"
set quickLagMenuH71 "echo Lag 610; set cg_projectileNudge 610;vstr quickLagQuit"
set quickLagMenuH72 "echo Lag 620; set cg_projectileNudge 620;vstr quickLagQuit"
set quickLagMenuH73 "echo Lag 630; set cg_projectileNudge 630;vstr quickLagQuit"
set quickLagMenuH74 "echo Lag 640; set cg_projectileNudge 640;vstr quickLagQuit"
set quickLagMenuH75 "echo Lag 650; set cg_projectileNudge 650;vstr quickLagQuit"
set quickLagMenuH76 "echo Lag 660; set cg_projectileNudge 660;vstr quickLagQuit"
set quickLagMenuH77 "echo Lag 670; set cg_projectileNudge 670;vstr quickLagQuit"
set quickLagMenuH78 "echo Lag 680; set cg_projectileNudge 680;vstr quickLagQuit"
set quickLagMenuH79 "echo Lag 690; set cg_projectileNudge 690;vstr quickLagQuit"
set quickLagMenuH70 "echo Lag 600; set cg_projectileNudge 600;vstr quickLagQuit"
set quickLagMenuH17 "vstr quickLagClear;echo Lag 700-790:;echo 1.)710;echo 2.)720;echo 3.)730;echo 4.)740;echo 5.)750;echo 6.)760;echo 7.)770; echo 8.)780; echo 9.)790; echo 0.)700;set quickLag1 vstr quickLagMenuH81;set quickLag2 vstr quickLagMenuH82;set quickLag3 vstr quickLagMenuH83;set quickLag4 vstr quickLagMenuH84;set quickLag5 vstr quickLagMenuH85;set quickLag6 vstr quickLagMenuH86;set quickLag7 vstr quickLagMenuH87;set quickLag8 vstr quickLagMenuH88;set quickLag9 vstr quickLagMenuH89;set quickLag0 vstr quickLagMenuH80"
set quickLagMenuH81 "echo Lag 710; set cg_projectileNudge 710;vstr quickLagQuit"
set quickLagMenuH82 "echo Lag 720; set cg_projectileNudge 720;vstr quickLagQuit"
set quickLagMenuH83 "echo Lag 730; set cg_projectileNudge 730;vstr quickLagQuit"
set quickLagMenuH84 "echo Lag 740; set cg_projectileNudge 740;vstr quickLagQuit"
set quickLagMenuH85 "echo Lag 750; set cg_projectileNudge 750;vstr quickLagQuit"
set quickLagMenuH86 "echo Lag 760; set cg_projectileNudge 760;vstr quickLagQuit"
set quickLagMenuH87 "echo Lag 770; set cg_projectileNudge 770;vstr quickLagQuit"
set quickLagMenuH88 "echo Lag 780; set cg_projectileNudge 780;vstr quickLagQuit"
set quickLagMenuH89 "echo Lag 790; set cg_projectileNudge 790;vstr quickLagQuit"
set quickLagMenuH80 "echo Lag 700; set cg_projectileNudge 700;vstr quickLagQuit"
set quickLagMenuH18 "vstr quickLagClear;echo Lag 00-90:;echo 1.)10;echo 2.)20;echo 3.)30;echo 4.)40;echo 5.)50;echo 6.)60;echo 7.)70; echo 8.)80; echo 9.)90; echo 0.)00;set quickLag1 vstr quickLagMenuH91;set quickLag2 vstr quickLagMenuH92;set quickLag3 vstr quickLagMenuH93;set quickLag4 vstr quickLagMenuH94;set quickLag5 vstr quickLagMenuH95;set quickLag6 vstr quickLagMenuH96;set quickLag7 vstr quickLagMenuH97;set quickLag8 vstr quickLagMenuH98;set quickLag9 vstr quickLagMenuH99;set quickLag0 vstr quickLagMenuH90"
set quickLagMenuH91 "echo Lag 10; set cg_projectileNudge 10;vstr quickLagQuit"
set quickLagMenuH92 "echo Lag 20; set cg_projectileNudge 20;vstr quickLagQuit"
set quickLagMenuH93 "echo Lag 30; set cg_projectileNudge 30;vstr quickLagQuit"
set quickLagMenuH94 "echo Lag 40; set cg_projectileNudge 40;vstr quickLagQuit"
set quickLagMenuH95 "echo Lag 50; set cg_projectileNudge 50;vstr quickLagQuit"
set quickLagMenuH96 "echo Lag 60; set cg_projectileNudge 60;vstr quickLagQuit"
set quickLagMenuH97 "echo Lag 70; set cg_projectileNudge 70;vstr quickLagQuit"
set quickLagMenuH98 "echo Lag 80; set cg_projectileNudge 80;vstr quickLagQuit"
set quickLagMenuH99 "echo Lag 90; set cg_projectileNudge 90;vstr quickLagQuit"
set quickLagMenuH90 "echo Lag 00; set cg_projectileNudge 00;vstr quickLagQuit"
If you want to find out how I have my other binds look for them at http://tremulous.net/phpBB2/viewtopic.php?t=1240 (http://tremulous.net/phpBB2/viewtopic.php?t=1240)
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I noticed that Unlagged makes the game act oddly on some non-Unlagged servers.
Anyone else has this problem?
The ammo counters always say zero, no matter how much ammo I have remaining. This also hold true for Dragoon barbs.
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I noticed that Unlagged makes the game act oddly on some non-Unlagged servers.
Anyone else has this problem?
The ammo counters always say zero, no matter how much ammo I have remaining. This also hold true for Dragoon barbs.
This means you're playing on a non-pure server, most likely SST. This allows the client-side patch (which requires a matching server-side patch to function correctly) to load when it shouldn't.
There are no problems except for the mistaken ammo counters, and player-movement-prediction errors if you try to use the cl_timenudge setting. Delete the vms*unlag*.pk3 files to fix the problem. TJW's approach isn't implementing the CGame-side changes such as projectileNudge, so it's less of an issue.
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I noticed that Unlagged makes the game act oddly on some non-Unlagged servers.
Anyone else has this problem?
The ammo counters always say zero, no matter how much ammo I have remaining. This also hold true for Dragoon barbs.
This means you're playing on a non-pure server, most likely SST. This allows the client-side patch (which requires a matching server-side patch to function correctly) to load when it shouldn't.
There are no problems except for the mistaken ammo counters, and player-movement-prediction errors if you try to use the cl_timenudge setting. Delete the vms*unlag*.pk3 files to fix the problem. TJW's approach isn't implementing the CGame-side changes such as projectileNudge, so it's less of an issue.
Wolf,
After my previous post I saw this one and I have the same problem as techead. I looked in my base folder and there was no vms*unlag*.pk3 file. I thought that I would just rename the existing vms file to *.bak and see what happened... Tremulous crashed :( . I know that I've got the unlagged patch on my machine since I experience the same problem and the unlagged patch was downloaded to my machine via automatic download.
Can you think of a way to fix this problem?
It is VERY annoying now to play on SST since I don't know how much ammo is left. In addition I sometimes like to play SST because of the number of players and the bps. :-?
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The whole ammo counter problem is a big deal playing as Human or Adv Goon on any impure server.
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Wolf,
After my previous post I saw this one and I have the same problem as techead. I looked in my base folder and there was no vms*unlag*.pk3 file. I thought that I would just rename the existing vms file to *.bak and see what happened... Tremulous crashed :( . I know that I've got the unlagged patch on my machine since I experience the same problem and the unlagged patch was downloaded to my machine via automatic download.
Can you think of a way to fix this problem?
It is VERY annoying now to play on SST since I don't know how much ammo is left. In addition I sometimes like to play SST because of the number of players and the bps. :-?
Did you check BOTH your base folders? The seconds base folder where all downloads go is in your home directory, eg. ~/.tremulous on *NIX, Documents and Settings/something on Windoze (if you have TJW backport client) and somewhere on MAC too.
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Can you think of a way to fix this problem?
Pester SST to enable the razza-fraggin' sv_pure setting like they should.
Anyone can load a hacked/cheating/aimbot/whatever cgame.qvm on SST until they do, and it won't be detectable.
Also, check your 'base2' folder, not the 'base' folder.
The whole ammo counter problem is a big deal playing as Human or Adv Goon on any impure server.
Reverse that. It's a huge incentive for all servers to properly start running in 'sv_pure' mode like they should be. I've yet to hear a single reason (outside of lazyness, or that they 'trust their players' which means their admins use cheating cgame.qvm files IMHO) to NOT run sv_pure.
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What are the benefits of running an impure server?
SST does it, but I can't imagine why.
They get enough whining about ATCS Zone Alpha as it is.
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Pester SST to enable the razza-fraggin' sv_pure setting like they should.
OK, I'll do that when I have time
Also, check your 'base2' folder, not the 'base' folder.
Did you check BOTH your base folders? The seconds base folder where all downloads go is in your home directory, eg. ~/.tremulous on *NIX, Documents and Settings/something on Windoze (if you have TJW backport client) and somewhere on MAC too.
Thanks, I use linux so once i found the ~/.tremulous directory everything went OK.:-D
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I myself just made a symbolic link for base2 that goes to base all in the ~/.tremulous folder. Something kept making that folder so I just got fed up and made the link.
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So, how are we supposed to install this and keeping tjw's mod intact as well? I am running tjw's mod, and October suggested this to me, but I am a bit in the dark.
Any help ? Thanks.
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So, how are we supposed to install this and keeping tjw's mod intact as well? I am running tjw's mod, and October suggested this to me, but I am a bit in the dark.
Any help ? Thanks.
there are 2 ways... get svn, apply unlagged patch, then apply tjw's patch by hand, or get someone to do it for you.. tjw's patch no longer applies cleanly to latest svn, and it is a royal pain in the neck to do it by hand, so i recommend waiting until he releases a game.qvm with unlagged in it. (side note: there are currently 2 versions of unlagged for tremulous, both are still buggy)