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Last
updated on November 11, 2002 by Thomas
McGuire
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Load
SOF II Multiplayer & select Network Settings.

Rate.
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.
Max
FPS. 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.
Show
Lagometer. 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 I’ll describe how to use this
to adjust connection variables for smoothest gameplay.
Impact
Prediction. 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.
SOCKS5.
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.
Defer
Players. 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.
Brightness.
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.
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, except perhaps for those with slow
dial-up connections so as to minimize visual weirdness that can be caused
by high latency.
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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