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What do I need to do?

Started by appel, March 05, 2006, 12:13:13 PM

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appel

How should I configure 1.3pb2 so it's more like 1.2? I don't want some new rec variant, just want to know how I should configure these cfg files and other stuff.

Avatar

You do know that any changes to the base files will cause bad assets and you won't be able to play online?

Otherwise what you've said is so vague I don't think anyone can help you.  Depends on what you mean by 'more like 1.2'.  If you're talking physics that's discussed elsewhere and will be a huge job, best done by a large group of players...

-Av-   

appel

I heard someone talking about configuring some config files and you should be able to *see* things in multiplayer just like you see them in 1.2. That you only needed to do a little tweaking depending on your setup, connection, etc. and that smooth-warp stuff would be no more.

Red Devil

The smoothing settings are in addon\config\Gameprefs.ini.

Try adjusting them according the the text and see if it improves things for you. Might not if the positioning lag is a true bug.

// Range for a percentage of a craft's normal forward velocity it may
// be smoothed by when multiworld is on. This value should be between
// 0.0 and 5.0, where 1.0 means that the craft is allowed to travel up
// to 100% of its forward velocity per frame.
//
// Setting the min down to 0 is not recommended, as craft rotating in
// place w/o any position changes won't have their changes shown until
// it moves.
//
// Setting the max number higher will be slightly more jumpy, while
// lower numbers will tend to induce warp if remote players maneuver
// really quickly.

MinMWSmooth_DTPercentage = 0.5
MaxMWSmooth_DTPercentage = 1.5

// Some other clamps on the smoothing code ranges. These are in absolute
// dt values, not percentages of current frame. Values less than 0.00001
// mean that this value is ignored. These can be adjusted with the
// game.minsmoothdt and game.maxsmoothdt console commands

MinMWSmooth_dt = 0.01
MaxMWSmooth_dt = 0.5

// Feedback factors for MW smoothing. Each of these may be between 0.0
// and 1.0, with 0.0 meaning "use 100% of the traditionally-calculated
// value for this, 1.0 meaning "use 100% of the new calculation for
// this", and 0.5 meaning "average the two exactly." In limited
// testing, values closer to 0 than 1 tend to work better.
//
// PositionFactor is used to blend between the just-calculated
// position and the last frame's position. A value of 0 will use only
// the highly-smoothed position, a value of 1 will use the 'best
// guess' position of where they are, and a value of 0.5 will use 50%
// of both values. Values between 0.75 and 0.999 will probably be
// intolerable. This value is applied on a per-frame basis, so as
// your framerate goes up, PositionFactor will seem to get stronger.
//
// VelocityFactor is used to blend between the true (physics)
// velocity (value of 0) and the velocity needed to get it going
// towards its true position (value of 1).

MWSmooth_PositionFactor = 0.15
MWSmooth_VelocityFactor = 0.00

// The above 4 values can be adjusted at the console with game.minsmooth,
// game.maxsmooth, game.smooth_posfactor, and game.smooth_velfactor . Older
// variables and console commands have been removed.
What box???

Spawn

I've tried changing those, nothing changes.

Red Devil

Then that proves that it is something recently introduced as it worked before.
What box???

Spawn


Avatar

I've seen massive changes in multiworld brought on by my touching the smoothing options, none of which were good...  :)  I quickly decided it was better if I didn't mess with them...

Just as a thought, I keep seeing this mentioned in conjunction with the targeting reticule, has the issue with targeted ships jerking around in multiworld cropped up again?  For that matter, was it ever fixed?  Sounds a lot like what people are talking about...

-Av- 


Red Devil

I think this is exaggerated by the quality of people's rigs and the latency of the players.

People should post their system specs and settings when reporting problems.
What box???

Spawn

The bug is, very simply, the visual immage of any given ship gets a few seconds behind where the ship actually is, and all the other information related to the ship.  This makes it impossible to hit almost any moving ship by visual alone, you need some targeting factor to see where it really is.

Juvat

The Question is "is it fixable"????

Or do we just live with it??

Spawn

If it isn't fixable then 1.3 won't be accepted.

General BlackDragon

i trust that GSH, and now, Ken together again, can fix anything :)



*****General BlackDragon*****

Ultraken

Well, I don't know about fixing absolutely anything.  There can be some problems so fundamental that fixing them involves major changes to critical systems, spawning numerous secondary bugs.  Remember what happened when I fixed the terrain collision system?  :)

sabrebattletank

actually, i dnt know this story.