Digital Paint Discussion Board

Paintball 2: The Game => Paintball 2 Discussion => Topic started by: jitspoe on March 02, 2004, 08:52:59 AM

Title: New cl_cmdrate
Post by: jitspoe on March 02, 2004, 08:52:59 AM
Well, I've done some tweaking, and now it's possible to backdoor pforest with a cl_cmdrate of 10.  It's really choppy, but it's not too hard to do.  Next step will be to make a cl_inputrate so the input will behave the same regardless of framerate (so you can do those trick jumps even if you're playing on an old voodoo at 20fps).
Title: Re: New cl_cmdrate
Post by: Blitz on March 06, 2004, 12:22:25 PM
excellent
Title: Re: New cl_cmdrate
Post by: Eiii on March 06, 2004, 12:44:27 PM
what does cl_cmdrate do?
Title: Re: New cl_cmdrate
Post by: jitspoe on March 06, 2004, 03:39:37 PM
Sets the number of packets per second your client sends.  The way old Quake2 was set up, you sent a packet every single frame.  If you were getting 200 fps, that meant you were spamming the server with 200 packets every frame.  Big waste of bandwidth.  I separated the frame rendering and packet sending.  Now packets are sent according to the cl_cmdrate rather than cl_maxfps.