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Console variables: Difference between revisions

changed descriptions of cl_unlagged and cl_ticsperupdate to be more accurate
m (CL_ShowWeapNameOnCycle is not a thing anymore)
(changed descriptions of cl_unlagged and cl_ticsperupdate to be more accurate)
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|CL_TicsPerUpdate
|CL_TicsPerUpdate
CL_TicsPerUpdate 3
CL_TicsPerUpdate 3
|This controls how often the clients will send updates to the server.  If the new value is less than the default, the clients will have smoother movement within the game.  But, however, this will increase the bandwidth flow.  The values that can be used is only 1 tic, 2 tics, and 3 tics.
|This value is how many tics it takes the client to update the positions of other clients based on server dataIn between server data updates, other client positions are extrapolated as traveling in their current directions at their current velocities.    The lower the value, the higher bandwidth consumption will be.  The values that can be used are limited to only 1 tic, 2 tics, and 3 tics.
*Time measured in tics; Doom tics 35 == 1 sec
*Time measured in tics; Doom tics 35 == 1 sec
*Default value is 3 tics
*Default value is 3 tics
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|CL_Unlagged
|CL_Unlagged
CL_Unlagged True
CL_Unlagged True
|Allows the clients to disable the Unlagged feature on Zandronum regardless of the server's Unlagged CVar.
|When False, the client's own hitscan weapon hits will not use unlagged reconcilation, regardless of the server's Unlagged CVar.
|-
|-
|CL_UseOriginalWeaponOrder
|CL_UseOriginalWeaponOrder
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