|

The option selected will set a few predetermined settings
based on the connection you select.
For better fine tuning of your
game connection see the cvars covered further on down.
The value here sets the maximum frame rate that SOF II
Multiplayer can run at.
This also affects how much data gets sent
to the game server, on lower bandwidth connections you should lower
this value to 35 - 45 for a more stable connection, though those
with digital connections should be able to allow higher frame rates
without compromising your connection performance.
Set this to Yes to enable the display of the lagometer
in Multiplayer games, an extremely useful connection diagnostic utility.
You shouldn't set this to No unless you have no connection performance
issues at all.
Further beneath describes how to use this to adjust
connection variables for smoothest gameplay.
This option specifies whether
the client or game server decides if an object has been collected.
Setting this to On can lead you to believe you've collected/hit
an object incorrectly & so
is best left set to Off, particularly if you have a digital internet
connection, e.g. DSL, though those on slow dial-up connections might
find this to resolve some potential visual weirdness due to high
latency.
Adjust the settings available here if you need to.
Now select the Misc. Setup tab.
For the most part you can set the options here to your own preference.
When set to No new player models are loaded immediately
upon that player joining the Game, when set to Yes this is postponed
until your death in the game, which is recommended as the game can
pause/stutter while the new model is being loaded otherwise not
a good thing when you're still actually fighting.
Use this slider to set the glare
level in the game.
Sliding the bar to the Right will increase the
glare level, though can also make textures appear more washed out
if slid too far & vice
versa.
Now open the appropriate Config file & add/edit
the following entries.
This is essentially split into 2 sections -
top & bottom.
As regards the
Top half, this displays information regarding world updates.
Blue bars indicate
world updates are being received & no frames dropped, whereas Yellow bars
indicate such updates aren't being received (Or are corrupt) & frames being
dropped as a result.
Ideally you?ll have Blues top section the vast majority
of the time & if you get yellow a good deal you should consider changing
Server.
Information here should be used to adjust the snaps "x" option,
described later.
As regards the Bottom half; this displays information
as regards data packets received (Well, hopefully anyway).
Green
bars indicate data packets being received. Red bars indicate lost
data packets, while Yellow indicates corrupt data packets being received
(The net effect of red & yellow is the same however).
Similar
to the Top section, if you are receiving a good deal of red & yellow
it would be a good idea to change Server.
Information here should
be used to adjust the rate "x" option, described later.
to
enable the rendering of the lagometer in Multiplayer games, a useful
diagnostic utility.
to
disable it.
Set
to 0 when playing on a LAN where latency shouldn't be an issue
otherwise set to 1.
x sets the maximum amount of packets that are sent from
the game server to you, the client, per second.
The default amount
is 20 (For 56k connections), though if you have a better, or worse,
download bandwidth you should change this value accordingly.
Those
of you with Cable/DSL or other similarly bandwidth excessive connection
should try setting this to 35 or greater to receive a greater number
of world updates.
As per the previous information, use the Top half
of the lagometer to determine a more suitable value for this, should
you get a good deal of Yellow bars try lowering the value though.
x determines the maximum number of
bytes that the game server can send to the client per second.
The
default value for 56k connections is 4000. Similar to the snaps
"x" option, the greater your download bandwidth the more you should
be able to increase this value.
Cable/DSL users should be able
to set this to 10000 or perhaps more without issue, though should
you find latency increasing or a good deal of Red & Yellow
bars in the Bottom half of the lagometer then lowering this value
by several hundred should help resolve it.
Don't set this too high
however, other players need bandwidth too you know.
x specifies the maximum number of packets
that get sent to the game server, by you.
The default is 30 for 56K
connections, though much like the rate & snaps settings if you
have greater upload bandwidth then try increasing this value, or
vice versa.
Upload bandwidth is generally a bit more consistent than
download bandwidth, so this shouldn't require too much changing.
When x is set to
1 this enables the re-transmission of lost data packets, which
is recommended for Internet multiplayer games, though on LAN multiplayer
games this shouldn't be an issue, no data should be getting lost.
This option specifies whether the
client or game server decides if an object has been collected.
Setting
x to 1 can sometimes lead you to believe you've collected an object
incorrectly & so is generally best left set to 0, except perhaps
for those with slow dial-up connections so as to minimize visual
weirdness that can be caused by high latency.
When x is set to 1 this
enables more predictive code to be used for interpreting player
movement, which is most useful when playing with those with less
than perfect Internet connections & will
result in less model warping from position to position, though as
you may be aware prediction isn't faultless & at times the location
may be incorrect.
You should only really consider setting this to
0 if you're playing the game on a LAN only (No external connections
to the game server). |