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Jedi Knight II: Jedi Outcast tweak guide

Multiplayer

Load Jedi Outcast Multiplayer, select Options then Game Options.

Draw Crosshair. Set this to your own preference.

Identify Target. Set this to your own preference.

Force Player Models. When set to Yes all player models will use the same model as you (ignoring what the other player has selected) – this will provided improved performance due to saved texture memory & less animation data needed to loaded (saving regular memory), this’ll be of most use on lower end systems which have lower amounts of memory installed - 96MB or lower, or those with a low amount of Video memory. Those of you without such constraints should set this to No instead to enable the display of character models as intended, which will also add some much needed variety.

Defer Player Models. When set to On new player models are loaded immediately upon that player joining the Game, when set to Off this is postponed until your death, which is recommended as the game may pause/stutter while the new model is being loaded – not a good thing when you’re still actually fighting.

Team Chats Only. When set to Yes only messages from members of your team are displayed, whereas No displays messages from both sides.

Simple Items. This option determines where objects are to be displayed as 3D objects (Off) or 2D icons (On).You should only need to enable this if you’re fairly desperate for a performance improvement.

Team Overlay. When set to On this displays in the top right of the screen the status of your team mates, in team games, an example being;

Setting this to Off will disable this informational display.

View Swaying. Set this to your own preference.

Allow Downloads. Set this to On to enable the downloading of maps, models, etc. when connecting to a game server – which may well be required to play the game. Should you not wish to download such data, or want to maintain only official (or specifically installed) maps & such set this to No, though may well limit your choice when it comes to connecting to game servers.

Voice. Set this to your own language preference.

Text. Set this to your own language preference.

Now open the appropriate Config file & add/edit the following entries.

cg_lagometer “x”. Set x to 1 to enable the rendering of the lagometer in Multiplayer games, a useful diagnostic utility. Setting this to 0 will disable it however (Which is mainly recommended for those playing the game on a LAN as latency shouldn’t be an issue).

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.

snaps “x”. 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.

rate “x”. 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.

cl_maxpackets "x". 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.

cl_packetdup "x". 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.

cg_predictItems "x". 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.

cg_smoothClients “x”. 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).

 




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