Hmm, dunno if I dreamt this or what.. but im quite sure im not.
I read SOMEWHERE in here (or on mainpage) about r1q2 or something, that would come with a sv_strafejump command to fix the non-working (buging) strafejumping wiff higher FPS.
Anyone knows?
I really want that q2united, nothing happens to the scene anymore.
Nuggets :<
Where did I read about a strafejump fix?
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Where did I read about a strafejump fix?
Eg har blitt norrbagge :<
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You got it wrong.
Uncle refered to this:
When you want to happily jump ever like you are used to at the moment.
If you use a high maxfps settings to make all your jumps, like 150, then the server should not use a maxfps capping of 120. Clear so far.
And to tell a bit about the sv_strafejump_hack of R1Q2:
If the server has that setting, it disables quake2s internal default-setting (the default gives every player a very little delay before allowed to jump again). But if the server has disabled this one, the client will receive prediction misses, since the client thinks, it can't jump yet, whereas the server thinks, it's allowed.
So to fix these prediction misses, a client needs to have this cl_strafejump_hack too. (The only client I know using this as an experimental setting is R1Q2)
A world in which every server uses sv_strafejump_hack 1 and every client uses cl_strafejump_hack 1 would be the best. But, since not all clients can switch to it, the servers still use the default jump-settings of Q2 - and thus often relying on big maxfps to strafejump correctly.
Hmmm.. if not yet clear, i'm on irc.
Uncle refered to this:
When you want to happily jump ever like you are used to at the moment.
If you use a high maxfps settings to make all your jumps, like 150, then the server should not use a maxfps capping of 120. Clear so far.
And to tell a bit about the sv_strafejump_hack of R1Q2:
If the server has that setting, it disables quake2s internal default-setting (the default gives every player a very little delay before allowed to jump again). But if the server has disabled this one, the client will receive prediction misses, since the client thinks, it can't jump yet, whereas the server thinks, it's allowed.
So to fix these prediction misses, a client needs to have this cl_strafejump_hack too. (The only client I know using this as an experimental setting is R1Q2)
A world in which every server uses sv_strafejump_hack 1 and every client uses cl_strafejump_hack 1 would be the best. But, since not all clients can switch to it, the servers still use the default jump-settings of Q2 - and thus often relying on big maxfps to strafejump correctly.
Hmmm.. if not yet clear, i'm on irc.
Owner of http://aq2maps.quadaver.org
Not part of #aq2admins for a reason.
Not part of #aq2admins for a reason.
okok, now i totally get it..
well, but.. what about this new q2united? I mean, we have some good programmers in AQscene and we are very close to almost all admins.
Why dont we set something up? AQ2 could be SO much more than just stop here, i want changes! After almost 7 years.. I really wanna :>
well, but.. what about this new q2united? I mean, we have some good programmers in AQscene and we are very close to almost all admins.
Why dont we set something up? AQ2 could be SO much more than just stop here, i want changes! After almost 7 years.. I really wanna :>
Eg har blitt norrbagge :<