bridge to rail q3dm6 :(
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It doesn't quite work that way. Consider this: 1000 / com_maxfps = m[xeno]Julios wrote:com_maxfps 120 is identical to com_maxfps 125 - both set the cap at 125. Quake3 can only render at 1000/n fps, where n is an integer.
Q3A has to render a complete frame within m ms. The actual render time is n. No biggy if n <= m: the renderer just waits (m - n) ms before it starts rendering the next frame[1]. However, if the opposite is true (n > m), the renderer only has (m - (n - m)) = p ms for the next frame. If p <= 0, it'll drop a frame. The FPS counter you see in-game is just that: a counter that gets incremented for every frame rendered successfully.
I was making a point with all this but I forgot it along the way...
[1] The engine, of course, will be doing useful stuff (network I/O, parsing input, evaluating physics) but the renderer just idles.
I could never do it consistently. I'd do it once, then it would take ages to do it again. Here's a demo of me doing it a while ago. Got it 2nd time. :icon25:
http://freespace.virgin.net/roman.five/ ... 6.33.dm_68
http://freespace.virgin.net/roman.five/ ... 6.33.dm_68
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while the topic stays on frames and fps related cvars, I'd like to ask how the pros on demos i watch (mostly from cyberfight) manage to jump from, say, the rail to the platform below (3rd to 2nd level) without loss of health. I have com_maxfps set to 125 (on decent hardware - i seem to get 125 fps consistently). sv_fps is 30, g_synchronousclients is 0. my server is a listen server though .. is that a problem?
you dont have the skill to run defrag faggot..Duhard wrote:...cause it's a stoopid mod played by stoopid ppl?bork[e] wrote:ok, why is it so easy in Defrag?
anyways.. here.. another example.. was bored so i jumped into a stupid CA server and bounced over for you..
http://s88080780.onlinehome.us/SOAPboyRail2Bridge.dm_68
[size=75][i]I once had a glass of milk.
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
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Seems like years since i've loaded up quake, so i've forgotten if i'm able to save health from that jump, but be sure not to crouch when you land, else that pushes u up a threshold for damage (so normally if you'd get 5 damage you'd get 10 with crouching, or 5 if you'd normally get 0).MarquisdeSade wrote:while the topic stays on frames and fps related cvars, I'd like to ask how the pros on demos i watch (mostly from cyberfight) manage to jump from, say, the rail to the platform below (3rd to 2nd level) without loss of health. I have com_maxfps set to 125 (on decent hardware - i seem to get 125 fps consistently). sv_fps is 30, g_synchronousclients is 0. my server is a listen server though .. is that a problem?
Also try walking off instead of jumping, and be sure you're maintaining 125 throughout the motion. Experiment with pmove also.
Also consider that maybe the ppl u saw do it were using 333 fps (which i haven't had the pleasure of experimenting with, given my geforce 2 ultra ;p)
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erm... 125fps is possible with any 40$ video card..MarquisdeSade wrote:no, no .. as julios said, these guys were just walking off the platform, and landing with maybe 0 horiz. vel. anyway, it's not fair :icon23: , with we poor students losing health when we fall while pros with high end graphics cards dont. :icon25:

[size=75][i]I once had a glass of milk.
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.
I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
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- Posts: 26
- Joined: Tue Mar 29, 2005 5:15 pm