last updated: 12/12
Things to do when watching Return of the King
1. Stand up halfway through the movie and yell loudly, "Wait...where the hell is Harry Potter?"
2. Block the entrance to the theater while screaming: "YOU SHALL NOT PASS!"
3. After the movie, say "Lucas could have done it better."
4. At some point during the movie, stand up and shout: "I must go! Middle Earth needs me!" and run and try to jump into the screen. After bouncing off, return quietly to your seat.
5. Play a drinking game where you have to take a sip every time someone says: "The Ring."
6. Point and laugh whenever someone dies.
7. Ask the nearest ring-nut if he thinks Gandalf went to Hogwarts.
8. Finish off every one of Elrond's lines with "Mr. Anderson."
9. When Aragorn is crowned king, stand up and at the top of your lungs sing, "And I did it.... MY way...!"
10. At the end, complain that Gollum was offensive to Ethiopians.
11. Talk like Gollum all through the movie. At the end, bite off someone's finger and fall down the stairs.
12. When Shelob appears, pinch the guy in front of you on the back of the neck.
13. Dress up as old ladies and reenact "The Battle of Helms Deep" Monty Python style.
14. When Denethor lights the fire, shout "Barbecue!"
15. Ask people around you who they think is the next "Terminator" sent from the Middle Earth of the future to assassinate Frodo Baggins.
16. In TTT when the Ents decide to march to war, stand up and shout "RUN FOREST, RUN!"
17. Every time someone kills an Orc, yell: "That's what I'm Tolkien about!" See how long it takes before you get kicked out of the theatre.
18. During a wide shot of a battle, inquire, "Where's Waldo?"
19. Talk loudly about how you heard that there is a single frame of a nude Elf hidden somewhere in the movie.
20. Start an Orc sing-a-long.
21. Whenever a new male character appears on screen, say loudly: "You've got a "toight" body" goldmember style.
22. At the end of the movie, stand up and yell: "I STILL RECKON THAT PROFESSOR DUMBELDORE COULD'VE TAKEN GANDALF!"
23. Have a bright LED attatched to your butt crack and when Frodo and Sam enter the spider's lair, stand at the screen, bend over, moon the crowd and yell: Now THAT's what I call the star of Erendil!"
24. Stand outside the cinema with a donation box and a sign that reads: "Orc preservation fund! Support the poor orc widows and children that this vicious war leaves behind."
25. Put on a pair of "Spock" ears and approach everyone in the cinema stating: "This is not logical"
26. Sit in your seat with a high placard above you that reads: "Quiet please, wizard training in progress."
27. Pass around a petition requesting the elves remain in Middle Earth.
28. Paint a toy sword with blue irridescent paint, stand in front of the cinema with the sword held high and scream: "The orcs are coming! The orcs are coming!"
29. Stand in front of the screen for the whole movie and whenever someone tells you to get out of the way, point at a your finger and say with all ernest: "But I've got the ring on, you can see right through me."
30. Every 5 minutes, stand up and release a butterfly. One minute later stand up and complain: "Where is that damned bird?"
older update It has come to my attention that certain LSR members, being professional web designers and all, are none too happy about having lost the jolt web site wards.
http://www.q3dml.jolt.co.uk/?page=&action=show&id=4140
Look for the link to cyKey's column and have a read. Isn't it odd that an expreinced pro, director of a web design company, would spend his time going through other clans' sites and finding flaws? but not because he is trying to help and encourage them, but in the interest of self promotion and getting an accolade for his own work? am I the only one that sees something wrong here?
maybe he did not start his career doing sites by trying to create one for his clan. I did. i also know of at least a dozen people doing the same thing. so isn't such conduct a bit discouraging, to say the least?
for god's sakes, the basic backend i created for tc's site (which is currently on EK's site, only more advanced and fixed) i made available to whoever wanted it so people could get started and possibly arrive somewhere. but where does cyKey get his drive from, pissing on everyone's work?
ok, to a professional, not all sites would be perfect. but he is clutching at straws... for example, instead of talking about winning or not winning "user friendly awards"... cyKey should stop and think about user friendly web designers, before his cock grows any bigger. same applies for slating tables... what is wrong with that? yeah fine, you have learnt how to create a layer and how to ste its properties in a stylesheet. BIG MAN! embracing the fucking future. us retards with html tables should really fuck off, thats just not advanced enough!
er, i am getting annoyed even further so best to call it a day.
cyKey = sad.
older update On the subject of snaps and q3 engine connection... I am really getting irritated by people's general ignorance and lack of understanding. I don't claim to know all the factors, but I have done my best to find an accurate description of all things related to netcode. After all, the engine is more than 3 years old now, and you'd think that most players would learn how to setup their client's networking.
What is a 'snapshot'?
Essentially, a snapshot is a 'state of world' as described by server to the client. It contains information about all the entities in the map (items, players, etc) relevant to a particular player. Those snapshots are sent at specific intervals by the server (50ms being the default). To quote arQon (cpma author):
"In essence, it looks at where each entity was in the first packet, where it is in the second packet, and then draws a path across the map for each. It does this using a simple expression of movement against time, referencing time elapsed at the point the renderer calls for each frame to be drawn against the time stamps in the two snapshots themselves. This gives it an idea of how far through this movement described by the two snapshots the entity should be, relative to how long it is now after the last snapshot was received."
Why 50ms? This is where sv_fps comes into play. with sv_fps = 20, it means a maximum of 20 snapshots are sent per second, or theoretically, the client can expect one every 50ms.
"This is why, despite only receiving 20 snapshots of information a second, that the client is capable of rendering any number of frames per second the user wishes."
The correlation is quite clear - if the client sets svar snaps to 20, then it will expect an update every 50ms and the server will provide that. Movement will be in sync and all entities will be rendered correctly. If snaps is set to 40, then the client will skip 1 server snapshot out of 2 offered and still have a smooth connection.
However, if sv_fps is set to 25 and snaps is set to 40:
Server will send a snapshot every 40ms. The client will expect and update every 50ms. Therefore there will be a delay and more clientside interpolation would have to be done based upon predicting the next world update until they get back in sync (which will happen in 200ms). As far as I understand it (I am not sure on this), the client will drop any snapshots recieved when it is not expecting them.
Similarily, having sv_fps at 30, and snaps at 40:
Server snapshot: every 33.3ms
Client expects: every 40ms
You get the idea, so in rougly 120ms, a reliable and accurate snapshot will be recieved.
As a result of such inadequacies, gameplay can change and movement can become slippery, to the extent that appearance of fast moving entities will be 'warpy'.
How do you avoid this? Two ways. Find the value of sv_fps on any given server and set snaps to equal that or be x2, x3 or whatever multiple of sv_fps. Alternatively, you can set sv_fps to a value higher than 120 which is not valid since it is too long. The client will then set the value of 'snaps' to match the frequency with which it recieves updates from the server.
I am currently awaiting a confirmation of this by arQon. It is probably worth noticing that as of CPMA 1.1+, this is done automatically:
add: clamp sv_fps to values that the Q3 netcode actually supports
add: match client snaps to sv_fps on map load
So how can you tell if you configured it correctly? Best of all, use the lagometer.
cg_lagometer "1" The top graph (blue/yellow): A vertical line is painted for every rendered frame. if the line is blue and going down from the baseline that indicates a steady transition of frames from one to the next. A yellow line going up from the baseline means the frames are not being fully rendered in time. The bottom graph (green/yellow/red): A vertical line is painted for every received snapshot. If the line is green, it indicates properly received snapshots, with the height of the bar proportional to the ping. If the bar is yellow, it indicates that the snapshot was held back because it hit the rate limit. If the line is red it means the snapshot was dropped by the network...
Also, you will notice your scoreboard ping to be at its lowest when they match.
This is it, for now. Expect more when I get it. |