[quake2] Problem with physics and high fps.

Anders Storsveen wakko at generation.no
Thu Mar 17 16:29:12 EST 2005


dunno, a long time ago. New installation of linux and new version og  
quake2 since then. I just made the first post to tell I was glad it was  
fixed ;)

On Thu, 17 Mar 2005 21:58:40 +0100, Nick Warne <nick at linicks.net> wrote:

> So what did you change to fix?
>
> Nick
>
> On Thursday 17 March 2005 20:50, Anders Storsveen wrote:
>> well, I don't have this problem any more, so I really can't do any tests
>> with it. I mentioned that earlier.
>>
>> On Thu, 17 Mar 2005 21:32:23 +0100, Karen Pouelle <hockeyvixen at yahoo.ca>
>>
>> wrote:
>> > --- Anders Storsveen <wakko at generation.no> wrote:
>> >> 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
>> >
>> > Perhaps you can use the speed exploit to win your sprint - lower than  
>> 10
>> > fps,
>> > and the server seems to "push" you along faster - not sure if that's  
>> due
>> > to
>> > prediction or some math rounding bug.
>> >
>> > Without more information, other than all things being equal but your
>> > Windows
>> > client is winning the race, perhaps your Linux renderer is too slow or
>> > too
>> > fast.   Try having your friend operate your client and you, his.
>> > cl_maxfps
>> > being equal and somewhat low, I'd try to find what else is different,  
>> as
>> > I
>> > can't really speculate what could be the difference otherwise.  Given  
>> the
>> > same code, you can get this sort of difference between compilers.
>> > There's
>> > really no way to tell without eliminating many of the possible  
>> variables.
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > ______________________________________________________________________
>> > Post your free ad now! http://personals.yahoo.ca
>



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