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Post by Stillbuzzed on Nov 20, 2020 23:43:23 GMT -5
Why can I jump up to the rail gun in tastydm2 with the 3.24 patch, and most other ports, but not with kmq2? Doesn't matter what I use for cl_maxfps either, km just doesn't jump as high. Heh...
I have wondered about this for a while and had another player ask me why as well so, I figured I would ask.
Cheers!
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Post by knightmare on Nov 21, 2020 5:26:03 GMT -5
Those crate jumps are actually a bug/exploit caused by a very high frame rate combined with raising the framerate cap above the original 90 fps. Those crate jumps only work in areas of the map below 0 on the z-axis. You can test this yourself with the "viewpos" command.
KMQuake2 fixes this with asynchronous render/network frames on the client. The cl_maxfps cvar isn't used in async mode, KMQ2 uses r_maxfps and net_maxfps instead. If you really want those jumps back, you can set cl_async to 0 and make sure v-sync is off.
If the high framerates enabling these glitched jumps had been possible on the hardware available in 1998 during Quake2's patch cycle, id would have patched this bug out.
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Post by Notbuzzed on Nov 21, 2020 9:06:12 GMT -5
Thanks!
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