Author Topic: New cl_cmdrate  (Read 924 times)

jitspoe

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New cl_cmdrate
« 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).

Blitz

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Re: New cl_cmdrate
« Reply #1 on: March 06, 2004, 12:22:25 PM »
excellent

Eiii

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Re: New cl_cmdrate
« Reply #2 on: March 06, 2004, 12:44:27 PM »
what does cl_cmdrate do?

jitspoe

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Re: New cl_cmdrate
« Reply #3 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.