For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

Tick Rate Facts

Unreal Unreal and more Unreal
Post Reply
User avatar
Pitbull
Administrator
Posts: 1225
Joined: Fri Oct 04, 2002 6:47 pm
Location: Between Venus and Mars

Tick Rate Facts

Post by Pitbull »

[url=http://quickdog.net/tickrate.htm]Click here[/url]

Please note the links on that page are no longer active. Everyone should read this.
Last edited by Pitbull on Sat Jan 10, 2009 9:30 pm, edited 1 time in total.
Upon this rock I will build my church O:-)

LOADING HATERS..████████████] 99% Complete.
User avatar
DieHard SCWS
Global Moderator
Posts: 2064
Joined: Sun Mar 16, 2003 11:33 pm

Re: Tick Rate Facts

Post by DieHard SCWS »

Yeah i know that page, and i have it stored it in the mirrors, but never had the time to make it a workable page(reconnecting the screenshots).


If you want to have the screenshots Pitbull, you can grab em at this [url=http://www.celticwarriors.net/Website/Mirrors/Tickrates%20and%20stuff/]link[/url] and add them to your page.


Those screenshots always impressed me, and i still wonder how they were made. And you certainly should add them, cause they show the hows and dones very clearly :)
.
.
.
User avatar
Hyper
OldUnreal Member
Posts: 3529
Joined: Fri Oct 11, 2002 5:41 pm
Contact:

Re: Tick Rate Facts

Post by Hyper »

I already reconstructed the whole thing [url=http://hyper.dnsalias.net/indexar.htm]here[/url]. But multiple mirrors never hurt.
Last edited by Hyper on Sun Jan 11, 2009 2:05 am, edited 1 time in total.
The man who stopped a tsunami

http://www.hypercoop.tk
unreal://hypercoop.tk
User avatar
Pitbull
Administrator
Posts: 1225
Joined: Fri Oct 04, 2002 6:47 pm
Location: Between Venus and Mars

Re: Tick Rate Facts

Post by Pitbull »

Thanks guys. I added the pics.

[url=http://quickdog.net/tickrate.htm]Click here[/url]
Upon this rock I will build my church O:-)

LOADING HATERS..████████████] 99% Complete.
User avatar
Chaos13
OldUnreal Member
Posts: 951
Joined: Sat Feb 16, 2008 10:24 am

Re: Tick Rate Facts

Post by Chaos13 »

OMG I GOTTA SET NETSPEED TO 20000 IMMEDIATELY!!"%!"#&"¤/""11111

Nice page i've seen and read it like 20 times b4.
Skydev = Chaos13 = Dimension4
User avatar
[]KAOS[]Casey
OldUnreal Member
Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: Tick Rate Facts

Post by []KAOS[]Casey »

Code: Select all

[Engine.Playerpawn]
NetSpeed=100000
LanSpeed=100000
20k? more like 100k. Fkyeah

btw that actually works, provided the servers maxclientrate supports it :P
Last edited by []KAOS[]Casey on Sun Jan 11, 2009 8:27 am, edited 1 time in total.
User avatar
[§Ŕ] ŤhěxĐâŕkśîđěŕ
OldUnreal Member
Posts: 4425
Joined: Wed Sep 03, 2008 8:19 am

Re: Tick Rate Facts

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

...take example with 500 netspeed...
I still don't get it. Shouldn't the lowest be around 2500, for 56k modems? :o
On some maps, below 15000 netspeed gives me warping. -_-
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Re: Tick Rate Facts

Post by GreatEmerald »

I use 20000 everywhere. Anything below doesn't draw the HUD, the player models, the weapons or something else. At least in UT2004.
Post Reply

Return to “Unreal General Forum”