Thanks Alma for the info, but the NEWS section is for NEWS only.... why dont u just register into our site? The following are UNLAGGED CLIENT VARIABLES:
cg_delag
If this is set to "1" (the default), your lag with all instant-hit weapons will be compensated for.
You can also set it for individual weapons. These are the important values:
1 - Everything
2 - Shotgun
4 - Machinegun
8 - Lightning Gun
16 - Railgun
cg_cmdTimeNudge
Set this to the number of milliseconds you would like the server to "nudge" the time of your instant-hit attacks.
For example, if you feel that the server overcompensates for your ping, you might try setting it to 25.
That will effectively add 25ms of lag.
cg_projectileNudge
If you choose to use this feature, set this variable to your average ping on the server you're currently on.
That will advance the projectiles to the position they'll be in by the time your movement reaches the server, making them easier to dodge.
Of course, as with every other lag compensation technique, it comes with a small price: visual consistency.
Other players' projectiles will seem to be faster - though this isn't really a problem, since it'll reflect your actual window of useful action.
The projectiles will also seem to stick in parts of the map before they explode.
If you can deal with that, go for it: set it to your ping.
cl_timeNudge
In really technical terms, the client engine uses this setting to determine when to release snapshots to the client game.
If you set it negative, it releases them early. If you set it positive, it releases them late.
In other words, negative values reduce lag, and positive values add lag. There's a down side to reducing lag, though: prediction error. The client has less to work with, so it has to guess about a few things. It's usually pretty close to reality when it does guess. Another down side is that, if you're opting out of full lag compensation (cg_delag 0), the rail trail can look completely off.
The big change in Unlagged is that, if you set cl_timeNudge to a negative number, other players will still look like they're moving smoothly. (In vanilla Quake 3 and every other mod for it that I know of, they look jerky - like they're moving at 20 FPS while everything around them is moving your client's framerate.) A slightly smaller change is that the value is clamped between -50 and 50. Anything outside that range has always been meaningless.
cg_optimizePrediction 0/1
activates optimized prediction code
There are 2 other cvars but those are cheats. I won't post those. sry. lol
I hope this information can help you guys play better [including Mehates0.8.1 aka /V/Me]
The other cvars to use are....... HA! mail me if u want them.. i already kno which are... but i dont think thats cheat... anyways...
ALMA REGISTER ALREADY!!