[quake2] Problem with physics and high fps.
Anders Storsveen
wakko at generation.no
Thu Mar 17 15:20:43 EST 2005
well my original problem with it wasnt that I wanted it gone, I wanted it
be as in windows. because I had a "bug" that made me walk slower than a
player with the same settings in windows. I actually lost a "sprint" over
the edge (no bunnyjumping)... hehe
On Thu, 17 Mar 2005 21:13:34 +0100, Karen Pouelle <hockeyvixen at yahoo.ca>
wrote:
> cmdlist shows lots of stuff. cl_maxfps will clamp your fps. For network
> play, cl_maxfps coorelates highly to the max number of out-going packets
> - so
> if your bottle neck is network-related, try lowering that cl_maxfps
> value.
> If you wish to prevent high fps related physics, try lowering that
> cl_maxfps
> value. If you want to exploit those calculation bugs, try creating binds
> that toggle from one cl_maxfps to another as I have done to make certain
> jumps possible then return to a lower framerate. But also remember that
> if
> your computer can not render that many frames per second, you're not
> going to
> have a frame rate approaching your cl_maxfps setting - ie, it's not a
> given.
>
>
> Better that you control your max framerate than someone forcing a patch
> on
> you to 'fix' the physics which may affect your game play adversely.
>
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> ______________________________________________________________________
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