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apr jump issue:P ?
Posted: Tue Apr 18, 2006 12:22 am
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?
=/
Posted: Tue Apr 18, 2006 12:34 am
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.
Posted: Tue Apr 18, 2006 1:42 am
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"

Posted: Tue Apr 18, 2006 3:15 am
by Royal^
cl_maxfps 100
cl_maxpackets 60
Jumps works like with 60 fps but screen frames per second are 100
Posted: Tue Apr 18, 2006 7:25 am
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!

thanks
Posted: Tue Apr 18, 2006 8:01 am
by Clown
So we can box jump and strafe jump? Impossible!
Posted: Tue Apr 18, 2006 8:08 am
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)
Posted: Tue Apr 18, 2006 8:50 am
by Janner
Hehe NRGizeR, yes I DID ment to say that

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Will you still have much more pistol heads with 150fps and 60packs?
Posted: Tue Apr 18, 2006 9:03 am
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.
Posted: Tue Apr 18, 2006 9:08 am
by NRGizeR
Janner wrote:Hehe NRGizeR, yes I DID ment to say that

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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...