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LoNeZiLLa

CVAR Requests

9 posts in this topic

cg_xerpClients: Nope, we handle extrapolation automatically for all clients and there's no use turning it off.

cg_predit: Also nope. This is client side prediction and there is never any reason at all to turn it off since it makes the game unplayable, with a round trip before you see any input.

cg_nudge: Probably nope, although this one is the closest to useful since you can set it to something positive to smooth out spectating on high ping servers/GTV. Again, our network stuff is handled automatically and is much more responsive than just setting a cvar to some value and forgetting about it.

Client prediction of projectiles might happen at some point in the future, mouse commands definitely will.

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cg_xerpClients: Nope, we handle extrapolation automatically for all clients and there's no use turning it off.

cg_predit: Also nope. This is client side prediction and there is never any reason at all to turn it off since it makes the game unplayable, with a round trip before you see any input.

cg_nudge: Probably nope, although this one is the closest to useful since you can set it to something positive to smooth out spectating on high ping servers/GTV. Again, our network stuff is handled automatically and is much more responsive than just setting a cvar to some value and forgetting about it.

Client prediction of projectiles might happen at some point in the future, mouse commands definitely will.

 

Ok, appreciate the reply  :)

Will there be Raw Input, and Direct Input?

 

One last question, would it be possible to make Rockets/Plasma hitscan at close range? (very close range)

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One last question, would it be possible to make Rockets/Plasma hitscan at close range? (very close range)

Why would you want them to be hitscan at close range? Sounds unnecessary and imo confusing.

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Why would you want them to be hitscan at close range? Sounds unnecessary and imo confusing.

 

He means pre-stepping them over a short distance, the way quakelive did

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cl_weapondamage 0/1/2  (0 = off | 1 = on | 2= variable damage weapons only)

 

cl_show_keys needs more visible options. it's impossible to see in videos unless its zoomed in on in editing.

 

cl_show_gun 0 needs to be fixed, the weapon y axis is too low and makes the ion shaft buggy

 

there really needs to be a powerup timer on the hud.

 

also i wish the timer on the hud was movable or moved, my monitor sucks and does not show the edge of the screen, so i can't see the seconds at all.

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