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Understanding your HUD

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El Dragon
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Understanding your HUD

Post by El Dragon » Wed Nov 25, 2009 7:32 pm

[edit]This information was on another forum but has since been lost

Thats your Heads Up Display. Here's a sample:


Now for an explanation of what it all means:

1 Time Remaining
This shows you how much time you have left in the game. In this shot it's sudden death of a ctf (capture the flag) map so first flag taken wins the game.

2 Objective Control
This shows what team controls wich of the up to 6 objectives in a map. Typing L to get into limbo menu then click the objectives tag will show you objectives and in what order they are in. This case no team has any of the 5 flags.

3 Accuracy bar
Very Important to keep an eye on this. Big and red (like shown) means that your shot will not be very accurate. (depending on the weapon you may or may not even wing your target if they are in your cross hairs. Yellow means you'll be more accurate, small and green or gone totally means you'll be right on the mark.
!Note Actions such as jumping about, or fire recoil will make this increase (worse aim) Actions such as pausing before firing, crouching will increase your aim.

4 Sprint bar
Important for 2 reasons. First, this is your energy for jumping and such. Use it up (like I almost did here) and you won't be able to jump or sprint. Resting recharges this bar. Second is that if you are wounded and this bar gets full you will start to heal yourself up to 70 hit points. Many times it's better to hide for a short while and heal than to keep going almost dead and have to respawn on the first shot that wings you.

5 Team and Health
This shows you what team you are on (i.e. which hats to NOT shoot at) and also your health. Pay attention to health for wounded players move slower and can't jump up as high. If wounded hide out from the enemy and/or call the doctor.

6 Compass
Not only does this show which direction you are facing, but also if team mates use the vocal chats they will show up on this compass as to where they are. Also as a miner, you will see the blowable objectives directions also.

7 Team overlay /cg_teamoverlay (value) 0-none, 1 short, 2 full (shown)
Very useful. This will show you not only who is on your team, but if the maps are done properly where on the map they are. It will also show you their health. Paying attention to who is being shot at where on the map will give you insite as to where the enemy is at.

8 FPS /cg_drawfps (value) 0-off, 1-on
Shows your frames per second

9 Lagometer /cg_lagometer (value) 0-off, 1-on
Very important tool for showing server and client side lag more information in next post

10 Energy bar
Shows your energy for specials. (health for doctor, ammo for sheriff, dyno for miner) As you give out specials these drop down but recharge back up.

11 Weapons and Ammo status
Shows the current weapon in hand and it's ammo status. Turns read when low on current ammo (hit R to reload before going empty).
Last edited by El Dragon on Wed Nov 25, 2009 7:41 pm, edited 1 time in total.

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El Dragon
Posts: 305
Joined: Tue Jan 29, 2008 12:37 am

Post by El Dragon » Wed Nov 25, 2009 7:41 pm

Understanding the Lagometer

The lagometer is a very useful tool for understanding what is going on in the gaming server.

In a brief nutshell the top shows what is going on at your end of the process (blue good, yellow not so good, red bad)

The bottom shows server side (short green is good, yellow not so good, red is packet loss)

More detailed:

quoting Rain from ET forums Source
The lagometer consists of two graphs--the upper is the frame graph, and the lower is the snapshot graph. New data is added to the frame graph every time the client renders a frame (so this graph will move faster at higher framerates), and new data is added to the snapshot graph every time a snapshot packet is received from the server.

The snapshot graph is the easiest to understand--it is essentially a graph of the latency (ping) between you and the server. The graph's colors provide some additional information: green is normal, yellow indicates that the snapshot was delayed so that the server would not exceed the rate value (either rate on your client, or sv_maxRate on the server, whichever is lower), and red indicates that a snapshot was lost entirely (i.e. a snapshot sent by the server never made it to the client, probably due to network problems.)
In the above image, arrow 1 points to a normal snapshot with a ping of about 130ms, arrow 2 points to 700ms of packet loss, and arrow 3 points to 2 snapshots that were delayed to stay under the rate limit.

The frame graph is a little more complicated, and requires some background information about how Enemy Territory's network code works for a full understanding. In Enemy Territory, each client runs at a non-fixed frame rate (depending on configuration, system performance, etc.) while the server runs at a fixed rate of 20 frames per second. After running each frame, the server will send a snapshot to every client (so long as the client's snaps and rate settings allows it) describing everything that has changed since the previous snapshot. When the client receives this snapshot, it interpolates the values between the old snapshot and the snapshot that was just received--that is, it smooths out the movement so that things in the map don't appear to be jumping around when the client is drawing frames faster than the server is sending them. If the client doesn't receive a snapshot, it may have to guess where an object is going to be in order to keep things looking normal.

The client and the server each keep track of the current game time, and the differences between these times are expressed in the frame graph as well as object movement. For a simple example of this, imagine that the server has sent you two snapshots, snapshot a at time 12350, and snapshot b at time 12400�, and then imagine that the client's current time is 12375. The client will interpolate� the position sent in snapshot a and in snapshot b to determine that the object in question should be drawn in the middle of the two points sent (because 12375 (the time our client is drawing for) is exactly halfway between 12350 and 12400.)

In the situation presented in the previous paragraph, imagine the client's time is 12425 and that no additional snapshots have been received yet. In order to maintain fluid motion, the client will need to guess where objects will be (using the last known position, angle, and velocity.) The calculation for this is quite not as easy to explain, so an example has been omitted for brevity.

The frame graph in the lagometer represents how far the time used for currently drawn image is away from the most recently received snapshot, and whether the client interpolated or extrapolated to obtain the positions used. Normally, the client interpolates positions, which is represented in blue on the lagometer; the graph height will spike downwards when a new snapshot is received, then crawl upwards towards the baseline), although it will sometimes be yellow to indicate extrapolation (and the graph will crawl upwards away from the baseline as the client extrapolates farther and farther from the last known data.) Since the cl_timenudge cvar causes the world to be rendered a certain number of milliseconds behind or ahead of the client's internal time, negative values may cause extrapolation during normal gameplay. For example, in the first situation described above (where the client's time is 12375), a cl_timenudge value of -30 would end up pushing the time used for rendering up to 12405 (which is newer than the data we have), so a small amount of extrapolation (5ms) would be required here.
In the above image, arrow 1 points to an interpolated frame immediately after a new snapshot was received, and arrow 2 points to a frame where a fair bit of extrapolation was performed.

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Post by B@ND!TO » Thu Nov 26, 2009 10:55 am

Thx my friend, I understand all now.

See on ww

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