Timescale and v1.08
by Steve Gibson, Aug 03, 1999 5:06pm PDT"Not Given" over at the Quake3 messageboard had a bit of correspondance with John Carmack on the timescale issue that people seem to think still exists in v1.08. Well here is the email from the Carmack-meister himself:
>Why does this still work in 1.08? It DOESN'T. It acts all screwed up, but you don't cover more distance or fire more shots. John Carmack
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Comments
so.... i am only left to assume that if you are adjusting your time scale, the further you deviate from that of the server, the worst the choppiness JohnC describes becomes. I suppose this means someone could set their timescale to 1.05 and gain a slight advantage over anyone using a timescale of 1, suffering minimal choppiness at the huge advatage of shooting and moving faster than his opponent. it is also a little difficult to tell who is doing it if you aren\'t paying close attention.
bleh.. if anyone has any further info please post it so that carmack can fix the problem before the final release. this is not something that should be a problem in the final. don\'t forget guys... this is just a BETA TEST. try not to go nuts over little things that are being left in for animation testing and other productive things for the id employees. thanks to john for being so responsive as well.
I come back after being grounded from the comp, to find 2 things :
A HUGE new q3test, and a fried modem that connects at 7200bps.
seriously though, good to hear ID is working on it - pls fix it ASAP \'cuz it sucks changing to another srv everytime some fag uses this
exploit.
What is Timescale supposed to be used for?
Hoonis
It\'s still effective to an extent. At the very least you can make yourself one hell of an annoying target. Imagine getting ahead in
a game and just turning this on and going into a defensive strategy,
where you just run from all fights. That and you can pump someone
full of machinegun/ssg lead pretty quick this way.
>will not work. With it set to \"0\", it will. Thank you for the response
>
>Jon S
I looked into it some more, and there is still a problem, but it is a
different one... The server clamps the speed, so timescale 4 isn\'t any
different than timescale 2, but it looks like there is still about a 30%
slack that can be pushed.
I don\'t understand yet how this is happeneing, but I will look into it.
The game play is so messed up with timescale running now that I don\'t think
it is an effective cheat, but I will still try and fix it.
John Carmack
does not mean \"only works with the default settings.\". It works.
That and g_synchronousclients 1 is not that fun for people who aren\'t
blessed with a decent connection.
exploit that is a little more specific:
We\'ve done some internal testing on this, and we\'ve found that no matter
what the timescale setting, you can only move and fire 30% faster on the
server side. The client will show all sorts of glitches like you are firing
faster, but the server clamps it at an approximate 30% speed increase.
We are looking into the problem.
-Xian
Hubris
killOmatic
Timescale will work if the server has g_syncronousClients set to \"0\".
If the server is set to \"1\" the client can not run timescale any faster
than 1. Thanks to Lord Mycroft for helping me test this. Default for
g_syncronous is \"0\".
FreeRide
I was just on playing around trying to get the new messagemodes working, so I didn\'t mind jumping out of the game to see if it was working.
It works, it\'s just REALLY annoying to the person doing it. stuff
is jumpy etc.
I was definatly dying to the other guy\'s mg or ssg much much faster
when his timescale was set to 5. He moved faster too.
Zog
They have been e-mailed about it... maybe they\'ll
fix it for v1.09...?