*HOT* proper .cfg / NTXII set up
4 posters
Page 1 of 1
*HOT* proper .cfg / NTXII set up
Hai honis!
well I figured I try the best I can to help people make the proper setup of ur game folders, for maximum speed/fps and best connections.
here I step by step explain, which folder u should have, and which commands ingame should be modified, also I uploaded my .cfg and the ntxii files I use.
so what is NTXII? it's basically a mod which keep our server (or any with NT mod) from crashing, using the bugs which exist in 1.02 [f.e. 12 years ago, you could join a normal set up server, choose bugged force powers, and it would crash the whole server, or f.e. put bugged model galak_mech/default skin on, and a player who hasn't the fixed galak would also crash. with galak I actually played like 5 years until I figured out what the hell was wrong and why did I crash! nobody told me *sigh* ;(] - and btw galaking is allowed on i'm Academy* (oldschool style )
anyway, you should have exact these files/folders (the green scored out files are not a must)
the paths should look like this, starting from your jk2 folder which is in my case "Jedi Outcast" (doesn't matter the name rly)
don't forget the C:\jk2\ntxii - important! (the path should be EXACTLY like this)
my personal .cfg (put in base AND in ntxii folder)
http://www.filedropper.com/jk2mpconfig
my ntxii files
http://www.filedropper.com/ntxiifiles
original (should be same as mine)
http://jk2nt.cba.pl/
also put "cg_lagometer 1" and try to experiment with these stats:
snaps 120
cl_maxpackets 60 to 80
rate 80000
cl_timenudge -10 to 10 (pay attention to ur lagometer, the upper blue line should be as small as possible, try different numbers)
com_maxfps 125
that should do it, if u got any question/problems, reply ;>
P.S. my mod (in the download section) has a modified vm, for removing the cg_fov cap, I personally use cg_fov 120, for any who wants more vision ingame should check it out (not RoS # Sun compatible though -> crashes)
well I figured I try the best I can to help people make the proper setup of ur game folders, for maximum speed/fps and best connections.
here I step by step explain, which folder u should have, and which commands ingame should be modified, also I uploaded my .cfg and the ntxii files I use.
so what is NTXII? it's basically a mod which keep our server (or any with NT mod) from crashing, using the bugs which exist in 1.02 [f.e. 12 years ago, you could join a normal set up server, choose bugged force powers, and it would crash the whole server, or f.e. put bugged model galak_mech/default skin on, and a player who hasn't the fixed galak would also crash. with galak I actually played like 5 years until I figured out what the hell was wrong and why did I crash! nobody told me *sigh* ;(] - and btw galaking is allowed on i'm Academy* (oldschool style )
anyway, you should have exact these files/folders (the green scored out files are not a must)
the paths should look like this, starting from your jk2 folder which is in my case "Jedi Outcast" (doesn't matter the name rly)
don't forget the C:\jk2\ntxii - important! (the path should be EXACTLY like this)
my personal .cfg (put in base AND in ntxii folder)
http://www.filedropper.com/jk2mpconfig
my ntxii files
http://www.filedropper.com/ntxiifiles
original (should be same as mine)
http://jk2nt.cba.pl/
also put "cg_lagometer 1" and try to experiment with these stats:
snaps 120
cl_maxpackets 60 to 80
rate 80000
cl_timenudge -10 to 10 (pay attention to ur lagometer, the upper blue line should be as small as possible, try different numbers)
com_maxfps 125
that should do it, if u got any question/problems, reply ;>
P.S. my mod (in the download section) has a modified vm, for removing the cg_fov cap, I personally use cg_fov 120, for any who wants more vision ingame should check it out (not RoS # Sun compatible though -> crashes)
Mishua- Posts : 19
Points : 3387
Force : 0
Join date : 2015-02-25
Re: *HOT* proper .cfg / NTXII set up
TL;DR below
nice guide man - I like it. However I'd like to add some facts
about snaps: as the jk2 engine source code is out, we've found out that snaps is capped at 30.
please use rate 25000, that's recommended in any quake engine based game lol
cl_timenudge is a weird thing, it is gamebreaking in both quake and jk2 and has been fixed by nt - it is now capped at somewhere like -20 to 20. Anyway you don't have to necessarily use it as it just makes either u lagg or ppl look at u like u lagg (which annoys most)
now to cl_maxpackets and com_maxfps which is pretty interesting!
125 maxfps is recommended for any newcomer. If you want to experiment with ur gamestyle and movement-type u might wanna try 142 and 90 too.
- 125 is basically high hops(low gravity physics), high velocity. You can perform way better rolls way easier (go try yavin red base upper rolls with 125, then 142 ).
- 142 is high gravity. it is basically the most used fps right now for returners in ctf as u can change ur directions way faster as ur hops are low. thus, you are also faster from a to b compared to 125.
- 90 is a mix of both. it is recommended for players who like to use both and u get the highest maxpackets possible (read below)
In jk2 we have cl_maxpackets capped at 100. that means the maximum packets u can send per second is 100. However to send 100 you'd need 100 maxfps (or 200, 300 and so on)
If you use any fps above 100, just like 125 you wont reach 100 maxpackets in fact. You will only reach 62.5(which is the half) rounded up to 63 maxpackets. If the fps is higher than the maxpackets it is divided, here by 2 (minimum needed to put the maxpackets 100 or lower).
By that example, for the most common fps:
125 fps = maxpackets 63
142 fps = maxpackets 71
90 fps = maxpackets 90
You can however leave it at 100, you'll reach 90 with 90 fps then. Some players recommend 30 fps (which is the basic) as you basically send less packets and people thing it might result in some type of sd or whatever improvement. You might wanna try urself.
TL;DR
com_maxfps 125 for starting jk2, easier advanced rolls, capping in ctf
com_maxfps 142 for lower hops, being faster from a to b, returning in ctf, hard advanced rolls
com_maxfps 90 a mix of 125 and 142, used by mixed playerstyles, fine rolls
(try out those !)
cl_maxpackets 100 for maximum maxpackets achievable, try 30 if it helps with ur 'SD'
rate 25000 recommended by any person I've met so far, also recommended in quake
snaps is capped at 30
cg_drawteamoverlay , let's you see your team's hp and armor status (useful for ctf teamplay)
cg_drawfps to show ur fps
P.S. NTXII provides cg_fov > 100 (im using 114, dont ask me why the weird number )
nice guide man - I like it. However I'd like to add some facts
about snaps: as the jk2 engine source code is out, we've found out that snaps is capped at 30.
please use rate 25000, that's recommended in any quake engine based game lol
cl_timenudge is a weird thing, it is gamebreaking in both quake and jk2 and has been fixed by nt - it is now capped at somewhere like -20 to 20. Anyway you don't have to necessarily use it as it just makes either u lagg or ppl look at u like u lagg (which annoys most)
now to cl_maxpackets and com_maxfps which is pretty interesting!
125 maxfps is recommended for any newcomer. If you want to experiment with ur gamestyle and movement-type u might wanna try 142 and 90 too.
- 125 is basically high hops(low gravity physics), high velocity. You can perform way better rolls way easier (go try yavin red base upper rolls with 125, then 142 ).
- 142 is high gravity. it is basically the most used fps right now for returners in ctf as u can change ur directions way faster as ur hops are low. thus, you are also faster from a to b compared to 125.
- 90 is a mix of both. it is recommended for players who like to use both and u get the highest maxpackets possible (read below)
In jk2 we have cl_maxpackets capped at 100. that means the maximum packets u can send per second is 100. However to send 100 you'd need 100 maxfps (or 200, 300 and so on)
If you use any fps above 100, just like 125 you wont reach 100 maxpackets in fact. You will only reach 62.5(which is the half) rounded up to 63 maxpackets. If the fps is higher than the maxpackets it is divided, here by 2 (minimum needed to put the maxpackets 100 or lower).
By that example, for the most common fps:
125 fps = maxpackets 63
142 fps = maxpackets 71
90 fps = maxpackets 90
You can however leave it at 100, you'll reach 90 with 90 fps then. Some players recommend 30 fps (which is the basic) as you basically send less packets and people thing it might result in some type of sd or whatever improvement. You might wanna try urself.
TL;DR
com_maxfps 125 for starting jk2, easier advanced rolls, capping in ctf
com_maxfps 142 for lower hops, being faster from a to b, returning in ctf, hard advanced rolls
com_maxfps 90 a mix of 125 and 142, used by mixed playerstyles, fine rolls
(try out those !)
cl_maxpackets 100 for maximum maxpackets achievable, try 30 if it helps with ur 'SD'
rate 25000 recommended by any person I've met so far, also recommended in quake
snaps is capped at 30
cg_drawteamoverlay , let's you see your team's hp and armor status (useful for ctf teamplay)
cg_drawfps to show ur fps
P.S. NTXII provides cg_fov > 100 (im using 114, dont ask me why the weird number )
roadrunner- Posts : 14
Points : 3370
Force : 0
Join date : 2015-02-22
Re: *HOT* proper .cfg / NTXII set up
too much information at once. won't read. fuck you.
HOLYSHIT. ME LIKE. ME IS GONNA GET THAT NT MOD IN MY VEINS.
HOLYSHIT. ME LIKE. ME IS GONNA GET THAT NT MOD IN MY VEINS.
edo- Posts : 65
Points : 3445
Force : 4
Join date : 2015-02-22
Age : 35
Location : Paris
Re: *HOT* proper .cfg / NTXII set up
oh wow nice feel like a newb now
k so to be short:
snaps 30
rate 25000
com_maxfps 90
cl_maxpackets 90
cl_timenudge from 20 to -20 (try it out, pay attention to lagometer)
thx mate, cheers <3
k so to be short:
snaps 30
rate 25000
com_maxfps 90
cl_maxpackets 90
cl_timenudge from 20 to -20 (try it out, pay attention to lagometer)
thx mate, cheers <3
Mishua- Posts : 19
Points : 3387
Force : 0
Join date : 2015-02-25
Re: *HOT* proper .cfg / NTXII set up
no, no no make it maxpackets 90 but fps 90/125/142... 90 fps sucks for me for example... depends on playerstyle
roadrunner- Posts : 14
Points : 3370
Force : 0
Join date : 2015-02-22
Re: *HOT* proper .cfg / NTXII set up
ok guys my .cfg is somehow fucked up don't use it LOL
Mishua- Posts : 19
Points : 3387
Force : 0
Join date : 2015-02-25
Re: *HOT* proper .cfg / NTXII set up
oh, to the rate: basically connections today allow us to recieve 90.000 b/s (datas). however servers arent gonna go that far... don't know anyone going higher than 25.000. if the connection sucks u might get flooded
roadrunner- Posts : 14
Points : 3370
Force : 0
Join date : 2015-02-22
Re: *HOT* proper .cfg / NTXII set up
i'm Academy* is rate 40000
check serverinfo
check serverinfo
Mishua- Posts : 19
Points : 3387
Force : 0
Join date : 2015-02-25
Re: *HOT* proper .cfg / NTXII set up
road, why haven't you elaborated on fps toggling?
some people in here might find it interesting
some people in here might find it interesting
majestic- Posts : 7
Points : 3363
Force : 0
Join date : 2015-02-22
Re: *HOT* proper .cfg / NTXII set up
Yeah i can, I just didnt feel like as it isnt welcome in ctf anymore.
Anyway: what is toggling? Toggling is the way of simply switching ur com_maxfps settings with a bind or a macro. With a macro on key x you can switch to 142 and then back to 125 fps when pressing it the 2nd time.
In ctf, toggling allows players to combine the quickness-bonus u would get by using 142 fps and the higher/longer jumps with 125 fps. For example: in red base to get on upper u could go for 125 fps as its easier and faster with rolls and roll down with 142 and chase the capper.
Also, you can switch to 30 fps to roll through the pad where u'd usually bump against and 'fly' up in the air. That way flag-picking is way easier aswell.
The actual problem with toggling is that people have used 333 fps. 333 fps seems to be unrealistic as it grants u HEAVY speedboosts. ( https://www.youtube.com/watch?v=zIXKbW6ipT0 - defrag is a racing game mode by reality, currently no server is up with it though.) examples by fetchd who has perfectionized it pretty much. You can reach absolutely CRAZY speeds with 333 fps. However, you HAVE to toggle as its almost uncontrolable to use ONLY 333. You'll lose speed already on the 2nd hop as its too hard to mange.
Any capper in ctf could get away from a chase ret and pass the campret easier with the weird speedboosts. Chase rets (I've experienced fetchd returning me in cpts) would catch u no matter what in midmap or when u end up at your tunnels. People began being unmotivated as it brought unfairness and they didnt want to join the "cheating" - as did I.
Currently fps toggling is not welcome and usually people would get kicked. There has been a mod that had fixed the 333 and 30 fps where you'd get stuck and could not move when a: you have 333 fps activated or b: your fps is >=50 (preventing the flag-picking).
Some players toggle between 142 and 125 fps. You can detect it by watching the player if experienced enough. However, the benefits of that toggling type arent too heavy.
So basically - dont toggle. unless u REALLY think 142/125 fps would help u get better *cough*. I dont do it myself as i prefer focusing on one playstyle. Do NOT toggle 333 fps or >50 fps or you'll be called a scumbag or a cheater and banned/kicked/boycotted in cpts/funwars.
Anyway: what is toggling? Toggling is the way of simply switching ur com_maxfps settings with a bind or a macro. With a macro on key x you can switch to 142 and then back to 125 fps when pressing it the 2nd time.
In ctf, toggling allows players to combine the quickness-bonus u would get by using 142 fps and the higher/longer jumps with 125 fps. For example: in red base to get on upper u could go for 125 fps as its easier and faster with rolls and roll down with 142 and chase the capper.
Also, you can switch to 30 fps to roll through the pad where u'd usually bump against and 'fly' up in the air. That way flag-picking is way easier aswell.
The actual problem with toggling is that people have used 333 fps. 333 fps seems to be unrealistic as it grants u HEAVY speedboosts. ( https://www.youtube.com/watch?v=zIXKbW6ipT0 - defrag is a racing game mode by reality, currently no server is up with it though.) examples by fetchd who has perfectionized it pretty much. You can reach absolutely CRAZY speeds with 333 fps. However, you HAVE to toggle as its almost uncontrolable to use ONLY 333. You'll lose speed already on the 2nd hop as its too hard to mange.
Any capper in ctf could get away from a chase ret and pass the campret easier with the weird speedboosts. Chase rets (I've experienced fetchd returning me in cpts) would catch u no matter what in midmap or when u end up at your tunnels. People began being unmotivated as it brought unfairness and they didnt want to join the "cheating" - as did I.
Currently fps toggling is not welcome and usually people would get kicked. There has been a mod that had fixed the 333 and 30 fps where you'd get stuck and could not move when a: you have 333 fps activated or b: your fps is >=50 (preventing the flag-picking).
Some players toggle between 142 and 125 fps. You can detect it by watching the player if experienced enough. However, the benefits of that toggling type arent too heavy.
So basically - dont toggle. unless u REALLY think 142/125 fps would help u get better *cough*. I dont do it myself as i prefer focusing on one playstyle. Do NOT toggle 333 fps or >50 fps or you'll be called a scumbag or a cheater and banned/kicked/boycotted in cpts/funwars.
roadrunner- Posts : 14
Points : 3370
Force : 0
Join date : 2015-02-22
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum