[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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