apr jump issue:P ?

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UllDott
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apr jump issue:P ?

Post by UllDott »

Well i think this thread allready has been wrote, but it can't fix my problem

Anyway i have a jump problem in my aq2. I use apr v1.19 and i am pretty happy with it and so on.

But when it comes to jumping it start all fine with the like 5 first jumps, and when i try to hit my jump button it wont friggin go;< so i like step aside on the ground...

I have tried to set the cl_maxfps and cl_maxpackets to those values and experimented.

Why is this happening to meeee?

=/
Janner
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Post by Janner »

As far as I know, this only happens with fps > 100, so try to keep FPS > 100.
On Q2 JumpMod, I have these maxFPS and same maxpackets binded to mwheelup and -down: 20, 27, 31, 34, 60, 66, 90, 120, 150. If you want any more info on why THAT fps and no others, just tell me here :).
I hope this helped you out a bit, and just experiment with the different FPS, because they DO change gameplay.
NRGizeR
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Post by NRGizeR »

Janner wrote:As far as I know, this only happens with fps > 100, so try to keep FPS > 100.
You mean "this only happens with fps > 100, so try to keep FPS < 100" :mrgreen:
Royal^
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Post by Royal^ »

cl_maxfps 100
cl_maxpackets 60

Jumps works like with 60 fps but screen frames per second are 100
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Kurupt
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Post by Kurupt »

Royal^ wrote:cl_maxfps 100
cl_maxpackets 60

Jumps works like with 60 fps but screen frames per second are 100
how come nobody told me this before! :D thanks
*hali*
Clown
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Post by Clown »

So we can box jump and strafe jump? Impossible!
I don't give a shit.
NRGizeR
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Post by NRGizeR »

Clown wrote:So we can box jump and strafe jump? Impossible!
No, you can't... you still have to change cl_maxpackets for that... it's only that the rendering and the net engine are disconnected, so that you don't have to suffer with low FPS to get the benefits of x number of packets per second... (before, it was one packet per frame rendered)
Janner
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Post by Janner »

Hehe NRGizeR, yes I DID ment to say that :D.
Will you still have much more pistol heads with 150fps and 60packs?
dudemcpek
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Post by dudemcpek »

NRGizeR wrote:
Clown wrote:So we can box jump and strafe jump? Impossible!
No, you can't... you still have to change cl_maxpackets for that... it's only that the rendering and the net engine are disconnected, so that you don't have to suffer with low FPS to get the benefits of x number of packets per second... (before, it was one packet per frame rendered)

You just need THE touch for that. A little training here and there, and get to know how your Q2 behaves.
Also, sv_strafejump_hack 2 should be set on every server. I heard it helps.
NRGizeR
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Post by NRGizeR »

Janner wrote:Hehe NRGizeR, yes I DID ment to say that :D.
Will you still have much more pistol heads with 150fps and 60packs?
As far as I know, it shouldn't affect the "gameplay", but what do I know :) I have cl_maxpackets 85, and cl_maxfps 100, so the difference between the two is negligable...
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