cg_nudge (default = 0)
A replacement for id\'s crippled cl_timenudge.
Allows you to use nudges beyond -25, and automatically adjusts them
to your ping: if you use -50 with a 20 ping, you get -20. If you spike
to 40ms for a few seconds, you get -40 during the spike.
This give you a \"consistent worldview\" that cl_timenudge can\'t, and
generally helps regardless of your connection.
cg_xerpClients (default = 0)
A replacement for id\'s cg_smoothclients that does something useful. :)
-1 - Hacked extrapolation: intended for HPBs
This smooths players out when you use high timenudges, at the cost of some
accuracy. It\'s typically easier to hit a smooth target that\'s a few pixels
misplaced than it is to hit one that looks like it\'s teleporting all over
the map, so this combined with cg_nudge is the best option for HPBs.
0 - No extrapolation. Fine you\'re LPB.
1 - id\'s smoothclients: fine if you have TN 0, worthless otherwise.
cg_lagHax (default = -1)
A combination of adaptive prediction and an updated version of the famous
\"50ms hack\" we introduced way back in 99v6 that also does small amounts of
lag compensation.
Capped at 100ms no matter what: this is intended solely to make European /
EastUS v WestUS / etc games a bit less of a hassle, not to hack dialup
players into aimgods at the expense of everyone else.
0 disables it, -1 means \"as much as I\'m allowed\": it\'s naturally adaptive.
You\'ll lose some of your \"feel\" for lag, which messes up your RL aim, etc.
This doesn\'t suffer from the CS/etc problems of \"total BS\" shots that piss
everyone off; it\'s not trying to be some panacea for modemers; and I\'m
honest enough to call it the hack that it is instead of pretending that it
magically makes lag suddenly not exist, but all in all it\'s pretty nice
end result.
If you use this, any form of nudging will generally make you LESS accurate
if your ping\'s under 100ms, because it\'ll screw up the adaptive calcs.
nic dodac nic ujac :] zalozylem 2 temat w zyciu i znowu bez potrzeby :P