Joe Kari wrote:Most of things about timenudge are just long-standing urban legend...
I experienced that cl_timenudge causes players to appear choppy.
moRtem wrote:If i had a source of a coder telling "Timenudge does NOT make you appear choppy" i would also rather believe him than someone who is talking about his subjective feeling.
Like /dev/random said, the FAQ was currently made by the author of Unlagged himself, and he says
Since there seems to be some sort of confusion, i want to specify what i meant in my last posts (i was short in time when i wrote the previous replies, so i probably wasn't clear enough):
1) I know, that this FAQ is written by the author of unlagged (i am playing mods using his unlagged-code since 2004 and quake3-engine games in general for ~10 years).
2) I wrote "If i had a source of a coder telling "Timenudge does NOT make you appear choppy" i would also rather believe him than someone who is talking about his subjective feeling.", which means, that i totally understand your point of view. You got a coder (who definately is into the net-code) who says, that cl_timenudge does not effect the appeareance in players in any way. On the other hand you got a couple of players (including myself) who say "out of my experience, cl_timenudge causes jerky movement".
Be sure that cl_timenudge, like all cl_* cvar, only involve the client-side.
In theory, yes. But like i have written several times, i am totally serious about players who abused negative-timenudge-settings to appear choppy.
After cl_timenudge got locked (clientside by mod) to only positive values, the jerky movements of those players was gone.
But then again: This is my personal opinion, based on ingame experience (but most of the other
experienced players have had the same feeling) with g_speed 320 (with g_speed 380 it was even more obvious). In Smokin' Guns (since this game is very slow) i personally don't notice this choppyness, but i heard from others, that they do.
No it doesn't. Please read the full documentation of Unlagged to understand what exactly does delaging code. Really, it doesn't affect your ping in any manner.
I read the full documentation more than once in the past years.
And i am not stupid -> I do know that it can't change the real latency in any way, that's why i wrote "a virtual ping of 0".
And again: In delag you don't have to aim in front of your opponent. Without delag you have to aim in front and that's why ppl tend to use timenudge in games which are not unlagged.
The second effect caused by ping: When two players shoot at each other and press the attack-button at the very same time, the player with better ping wins the battle. -- I rather believe that cl_timenudge doesn't really compensate this, because everyone is currently allowed to use cl_timenudge, and if two players with different ping use timenudge, the difference between their two "timenudged pings" is the same as the difference between their two "real pings" which results in: better real ping still wins the battle.
So all in all, i still believe we have this pros and contras of timenudge:
- pros in an unlagged game: none
- contras in an unlagged game: choppy movement (might be an urban legend, but several ppl are claiming that they are experiencing it)
Which leads to my conclusion:
Keeping timenudge has no pros, but at the same time a big contra (in the imagination of some players). So no matter if the choppyness of players is a myth or not, i still believe it would be better to lock timenudge to only positive values (and 0)
/quit