Author Topic: TDM SOUND REQUEST TOP LEVEL PLAYERS  (Read 17498 times)

Offline haunted

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #45 on: March 06, 2014, 05:48:50 PM »
He wants attention clearly, but isn't trolling like Rick said I don't think. Probably just an out he uses with the few people that tolerate him to continue to tolerate him.
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Offline VaeVictis

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #46 on: March 06, 2014, 06:07:11 PM »

lower fps makes the updates slower, and makes you seemingly stick to the ground,
higher fps make updates quickly, and so you move very slightly faster

so im playing with an inherent competitive disadvantage, nice to confirm
post the pdf nubcake

10 seconds of looking exactly where I said it was and yup, found it

http://forum.tastyspleen.net/quake/index.php?topic=16871.0

good read, if anyone else hasn't read it I suggest checking it out
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Offline fdrjk

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #47 on: March 06, 2014, 06:33:23 PM »
60 fps makes u strafe farther than 120 though
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Offline haunted

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #48 on: March 06, 2014, 06:54:17 PM »
More so it's less effort to strafe faster.
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Offline random

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #49 on: March 06, 2014, 09:45:30 PM »
i use 27 for ladders  :beer:
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Offline Muerte

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #50 on: March 06, 2014, 11:28:41 PM »
so another bs to this game is low fps. apparently, because my vid card maxes out at 60

its not your video card its your settings. turn off Vsync  in driver and set gl_swapinterval 0 in config
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Offline ex

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #51 on: March 07, 2014, 12:12:59 PM »
On FPS:
I am like the only person uses 125
Haunted plays on 60 (I think, been awhile since I asked, plus he plays on a calculator apparently so i know it was lower)
ah! plays on 90
and slugs/adrenaline last I checked both use 66 (I know slugs does, adren might change his around)
Can't remember what naymlis uses, but I want to say it is 90 or 120

30, 66, 90, or 120 are the FPS values people will generally play at (for actual games)... pick one that suites what you want to do, but the differences are minor and 66 is the best all around

so 60 fps = standard

if you ask any decent player what your cl_maxfps should be, they will usually suggest 66 or 90

lower fps makes the updates slower, and makes you seemingly stick to the ground, so while you move just a TINY bit slower, you can double jump MUCH easier

higher fps make updates quickly, and so you move very slightly faster and can get more speed on things like ice and you will jump slightly higher so you can do things like jump on top of 64 unit crates under the origin point of the map (such as the one in the middle of rdm2 or the crates at the bottom of dm8), however it makes double jumps harder to time properly and you can easily vault over something and stick to it when you are trying to double jump off of it

anything over 120 and the game warns you it is not advisable, anything over 125 and you run the risk of a disconnect from flooding the server

if you can pull 30 FPS, you can play without technical limitations, if you can pull 66 fps, you can do some of the hardest jumps that are useful in duel/tdm (skill permitting)

there is a PDF file about origin point on a map and the effect of FPS on movement in the jump section written by nookie I believe, good read if you don't understand FPS mechanics and quake2 physics yet

We were talking about this in jumpmod yesterday oddly enough.  IIRC, the way q2 divides up FPS performance is on divisions of 1000 (this may be r1q2's specific rules, can't remember for sure).  Within 500 to 1000 fps, the performance of the game will be about the same.  Within 250 to 500, 125 to 250, etc.  I believe that's why many jumpmod players like 66 FPS because 125/2 = 62.5 FPS, and 66 would set it just over that marker to optimize in-game physics around 62.5.  Similarly, I notice you can go far faster on ice with values exceeding 125 fps than under.  This has been my personal experience, anyway.

random mentioned ladders.  Those things are so picky.  Some need 23, 26, 27, 29, 31, 33, 34.  Nothing gayer than an annoying ladder.

Also, there's a big thing about async being on or off.  Some jumps cannot be done with async 1.  Still having a hard time understanding why, but I notice for some specific jumps (for sure in jumpmod), you have to use async 0 or you cannot do the jump.

Interesting topic for sure!
« Last Edit: March 07, 2014, 12:16:12 PM by ex »
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Offline adz1La

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #52 on: March 07, 2014, 12:51:10 PM »
pretty sure n00k1e made some blog on jumpmod shit..fwiw those boxes you can only jump to w/ 150 are no bueno!
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Offline adz1La

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #53 on: March 07, 2014, 12:51:30 PM »
oh, and eat shit and die, ect ect.
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Offline haunted

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #54 on: March 07, 2014, 01:19:33 PM »
Q2 doesn't even render at 250 500 1000 etc server side not to mention the server capping it. So yes they do feel the same.
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Offline ex

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #55 on: March 07, 2014, 03:20:49 PM »
As I said, it might be r1q2 specifically that handles the higher fps values.  On a math level, there should be a clear difference between those values.  In application though, that's always the important thing.  :>
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Offline haunted

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #56 on: March 07, 2014, 04:27:25 PM »
It's not down to a basic science like you're saying. I was thinking alongside your thoughts about 8 or 9 years ago. There's so many inconsistencies that are recognized through experience, which is why nookie researched and wrote that guide likely. It explained a lot to me.
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Offline VaeVictis

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #57 on: March 07, 2014, 06:15:54 PM »
I was talking about cl_maxfps, you cannot set cl_maxfps too high or you will disconnect by flooding the server

r_maxfps is the one you will have at 250, 500, 1000, etc... This is just how much the game renders, and it should line up with something you get rock solid, and that your monitors refresh rate lines up with, other than that it makes no difference whether you run 60, 120, or 1000 because your monitor doesn't refresh any more than 60 or so
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Offline haunted

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #58 on: March 07, 2014, 07:04:45 PM »
I was mainly referring to the logic behind the multiples he suggested, but yes, fps in general (monitor not affecting jumps as much, but overall feel and play) is a translation between q2 rendering at x(108fps if I remember right), clientside fps, and monitor refresh rate.
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Offline bluemeanies

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Re: TDM SOUND REQUEST TOP LEVEL PLAYERS
« Reply #59 on: March 07, 2014, 08:55:18 PM »
He wants attention clearly, but isn't trolling like Rick said I don't think. Probably just an out he uses with the few people that tolerate him to continue to tolerate him.

None of what 2d2r cries about can make up for general quake skill...you know...aim, movement, positioning, map knowledge, teamwork, judgement, strategy, etc.

2d knows he's far from top tier, so he has most of his fun stirring up stuff up...as evidenced by the multiple active threads about him regarding meaningless nonsense. Is that all he has time for in life...who cares.

I have a great time leaving him completely bewildered in dm and mixing it up with his dumb spamming ass in ra2...where any decent player can rack up the frags on a given map. Good lord...it's a spam mod with "damage scoring" dorks...fuck you all though it's the best MOD period...ya...period.

I'm not sure why 2d expects to complete with even decent, experienced players in a 1v1/tdm duel situation when he's never even been good at that or put even a fraction of the time it takes to learn those skill sets. When your whole duel strategy/ability/skillset is "spam/aim +forward" you're fucked.
« Last Edit: March 07, 2014, 09:06:07 PM by bluemeanies »
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