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US Server Inconsistency? (27 comments)
Posted by j0sh_ @ 06:55 CDT, 24 June 2011 - iMsg
It seems like the only servers I can connect to and get a decent connection is Chicago, IL. Ping is usually 16-24, and gameplay is smooth. Other servers close to me such as Virginia, NYC, Atlanta, GA all have varying latency (in the neighborhood of 40-55, all of them) and usually stuttering frames, thru-rails,etc.- especially in Dallas, TX servers (which usually averages 50-65 ping, if not worse). I can ping better to Toronto servers than most all the rest of the US ones (besides Chicago)- latency is around 25-35, which just seems strange to me.

Is there anything I can do on my end to help relieve some of this problems (besides just play Chicago servers)?
Edited by j0sh_ at 06:56 CDT, 24 June 2011 - 5044 Hits
Telefrag Etiquette? (33 comments)
Posted by j0sh_ @ 19:22 CDT, 27 June 2010 - iMsg
During DH, strenx was playing someone (I think av3k, maybe cypher) and he TF'd him, which led him to apologize many times to [his opponent] after the match. I'd never seen someone apologize for a TF. I've never been apologized to over a TF so it just made me wonder if there's a "rule" among players about it- trying to avoid it, etc. I'm guessing its taken as a sign of disrespect, if done on purpose during a tourney/cup/etc?
8065 Hits
Belkin n52te (17 comments)
Posted by j0sh_ @ 19:29 CDT, 9 June 2010 - iMsg
Anyone ever use one of these? If so, can you give me some feedback on your experience?

Edited by j0sh_ at 22:03 CDT, 9 June 2010 - 4571 Hits
Learning Maps (16 comments)
Posted by j0sh_ @ 03:50 CDT, 29 May 2010 - iMsg
Just looking for tips on learning maps better. Is there a method for this or is it pretty much the same set of rules on every map, just maybe a little different because of design/layout?

No specific map in mind or anything, just generally curious about the subject. Thanks.
7302 Hits
RIP Ronnie James Dio (117 comments)
Posted by j0sh_ @ 16:59 CDT, 16 May 2010 - iMsg

You will be missed.


\m/ \m/

Should not have been without the iconic horns.
Edited by j0sh_ at 18:08 CDT, 19 May 2010 - 13267 Hits
1 computer, 2 mice (35 comments)
Posted by j0sh_ @ 17:49 CDT, 21 April 2010 - iMsg
I'm in the market for a new mouse but it may not be comfortable for my fiancee because she has such small hands, so my plan is to have 2 different mice for the same computer if she isn't able to use it. I'll either have them both connected to seperate USB ports, or change them out depending on who's using the computer.

I'm using Windows XP, SP3 and the mice are a WMO & a Dell generic. I'm also thinking of OC'ing the WMO to at least 500 using hidusb, but I don't want it to conflict with the other mouse or anything else in my system.

I think just having them connected to different USB ports will be fine but I'd like to know of things to watch out for or if anyone has experienced difficulties in doing this.

Edited by j0sh_ at 17:40 CDT, 22 April 2010 - 7600 Hits
My Quake Live Suggestion (32 comments)
Posted by j0sh_ @ 00:25 CDT, 6 April 2010 - iMsg
As I was playing a match online about a week ago, all the players seemed to be having a good time together and I thought it would be nice to have a chat room for everyone to chat in after a game. I don't understand why these major elements of a gaming community (IRC, QL itself & streaming) aren't combined, or if its even possible.

My idea centers around IRC, QL & streaming to be meshed as a single interface. I've never done it before, but as I understand it, in pickup channels you can do something akin to "!CTF" and when there is enough players, a game is spawned. Organize servers by location as they are now, but make channels for each gametype (i.e. #dallas.tdm, #chicago.ctf, etc.) or if not for each gametype then a room per server, and allow ppl in the channel to declare what gametype they are waiting for by doing the !TDM, which adds them to a list, waiting for more players. With private servers available for clans, this could come in handy so you could create a lockable chat room for your members to come into, spawn a game for scrims, league matches, or just team practice, all the while controlling who is able to come in.

It boils down to a chat network able to spawn servers (or admins on it that are able) for players waiting in IRC, and a stream channel linked to the IRC room which spectators can chat while watching them game without disrupting everyone in the server. The streaming aspect of this could actually remove the need for spectator slots entirely, except if they want to use them for coach slots, admins, teammates, etc.

Okay, side-effect I can think of about chat-room game spawning would be that the way the skill tier system is right now, you could be spawned into a game with people much better than you. To remedy that, before the game is spawned, the system could send you a message that lists the players and what level the game would be compared to your skill level, the equivalent of the little arrow(s) up/down on the page right now that display how easy/hard the game will be for you.

Or, a command that lets you set the min/max skill of the game you wish to play- like !TDM.t3 (for tier), or a set of menu options that does the same, then before spawning the server it tells you something like "This match will be (Your Skill Level/Difficult/Very Difficult/Below Your Skill), and not let you join one the equivalent of 2-down arrows below your skill, then "Do you wish to join? Y/N"

For Spectators: I think it would be a good idea also if the spectators had a miniature overhead view of the map, which would tell them the players' location & movements, to get a "bird's-eye view" of the action, see how teams are moving, etc. Also nice would be a spec option to see the amount of health/armor the opponent has without having to switch to their POV. In my mind I see something like how when you get an "Impressive" that little rail icon appears over your head, except with health/armor values, which someone could see by a command that can be bound for when spectating.

Also, I wondered the possibility of when a server is spawned, for there to be a link created that anyone can click and spectate the match. You can already post a link to a game for someone else to join, imo it would be great if the same could be done for a stream.

Now, I don't know what any of this would mean to someone trying to shoutcast a game, but surely there could be menu options for shoutcasting.

Could Quake Live merge with Quakenet to make this possible? Could id acquire a streaming service to also merge with this, making all this available from If (I know, big "if") id is going to make something from this browser-based game, then why not make all these other browser-based elements together in one system?

I would like your input, ESR. Suggestions? Ideas? I have no doubts there will be comments.
4109 Hits
MyQuakeBook Award? (14 comments)
Posted by j0sh_ @ 22:39 CDT, 2 April 2010 - iMsg
I got this award yesterday (?), but I have no idea how. I don't know that I've invited 25 ppl to QL (considering I don't have anything that can be considered an "invite"), but I heard that people are getting this more regularly. Anyone know how/why?
4070 Hits
+acc bind not showing (8 comments)
Posted by j0sh_ @ 18:47 CDT, 24 March 2010 - iMsg
Just wondering if there are any bugs with this command. I have it bound in my cfg, but everytime I go to use it, it doesn't show. Nothing else is bound to the same key. Could this be a HUD issue? Thanks
4626 Hits
QL All-Star Game (33 comments)
Posted by j0sh_ @ 20:02 CDT, 21 March 2010 - iMsg
Why don't they get all the pro's together to play a pickup CTF/TDM/whatever (dare I even mention CA?) when they are at these LAN's (conventions/tournaments) together. Just get 'em all together on a server, shuffle teams & go!

(Perhaps they do this anyway for their own amusement, but I've never been to any of the LAN events or anything, so I wouldn't know.)

It doesn't have to be for anything other than exhibition, but it might be another good promotional idea for trying to get ppl to play QL. Besides, I'd like to see some of them play something other than Duel. I know a few are involved in the nation's cup & such, that's why I thought of this as more of an exhibition-type thing.

Edited by j0sh_ at 20:08 CDT, 21 March 2010 - 8919 Hits Duel Cup starting soon! (1 comment)
Posted by j0sh_ @ 18:26 CST, 6 March 2010 - iMsg
At the time of this posting, Quake America's duel cup #5 is about to start for anyone interested!

#lvlup on
Edited by j0sh_ at 18:28 CST, 6 March 2010 - 1147 Hits
IEM World Finals: vo0 out- Griffin in (26 comments)
Posted by j0sh_ @ 18:09 CST, 10 February 2010 - iMsg
News here.

Edit: Originally found this at tek-9 but it references esl-world.
Edited by j0sh_ at 18:10 CST, 10 February 2010 - 5628 Hits
Low Sens, Quick 180 (27 comments)
Posted by j0sh_ @ 01:58 CST, 17 January 2010 - iMsg
I'm trying to adjust my mouse settings to where I am able to do quick 180's while still having low sens. ATM, my mouse sens is 3.25, and the other mouse settings (m_yaw, m_pitch, etc.) are default. EPP is unchecked and windows sensitivty is set to 6/10 (which is default, if I'm not mistaken). I haven't measured my sens in cm/360.

The problem I run into is that using the old style mouse accel (cl_mouseaccel 0), it accelerates too much too soon, and the new style (cl_mouseaccel 1) doesn't feel like its changing anything (I could be doing it wrong though).

cl_mouseAccelOffset could have something to do with it, but I really don't know how to set it to make this possible.

I want to keep my lower sens for most all times, but I still need the speed for quick turnarounds. When I turn quickly I have to keep lifting the mouse off the mat and I'm pretty fed up with that.

Thanks for the help.
6555 Hits
Generic Dell Mouse Issue (23 comments)
Posted by j0sh_ @ 23:27 CST, 26 December 2009 - iMsg
So how do you find out what your mouse's dpi & polling rate is when the tech specs don't even tell you? Are there programs that do this?

See it here.

No documentation with it, nothing I can find in the "mouse" settings in Control Panel (XP). Nothing on the website.
5391 Hits
Silent Night Map (40 comments)
Posted by j0sh_ @ 17:39 CST, 22 December 2009 - iMsg
I only got to spend about 20 minutes on this map, but I liked the size & layout. How many maps have they made over the years this size, and how well have they worked out? 32 players seems like alot, but on a map this big it didn't seem crowded. For other gametypes my first thought is that it would be too big for small teams, but I may be wrong. Hell for me it was just nice to get out on a big map and run around.

What do you think? Seems to have alot of possibilities.
5576 Hits
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