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Thread: pmove_fixed

  1. #1
    pyRomAni@c's Avatar
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    pmove_fixed

    ik kan pmove_fixed niet veranderen :<

    in al mn configs staat pmove_fixed 1 maar ingame blijft die 0. als ik ingame in console: /pmove_fixed 1 doe krijg ik een msg van ETpro en blijft die op 0 staan. ook maakt ETpro een cvar backup ofzo. ik heb er inmiddels al 17
    in die backup staat doodleuk: pmove_fixed 1

    help plz
    pyRomaaN

    #hyperion-gaming
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  2. #2
    SimiC's Avatar
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    wat doet dat command?
    s1Mii QcK+
    L2 : Orc Warrior lvl 5x
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  3. #3
    Pyke's Avatar
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    wordt geforced op nul door servers I think, anyway die cvar is useless geworden met b_fixedphysics
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    Close_Up's Avatar
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    Da mag nie meer, Alle via clanbase settings moet dat nu op 0 staan en 1 mag dus nie.
    It used to be empty here
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  5. #5
    pyRomAni@c's Avatar
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    Quote Originally Posted by Pyke
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    wordt geforced op nul door servers I think, anyway die cvar is useless geworden met b_fixedphysics
    doet die b_fixedphysics in principe hetzelfde als pmove_fixed?!
    een clanmember van HP zei dat die pmove_fixed op 1 had staan en dat die veel verder kon springen (server @ clanbase 6o6 config... )
    pyRomaaN

    #hyperion-gaming
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  6. #6
    pyRomAni@c's Avatar
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    b_fixedphysics -> unknown command "b_fixedphysics" terwijl ik aan het connecten ben op een volle telenet server
    pyRomaaN

    #hyperion-gaming
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  7. #7
    Pyke's Avatar
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    Wat ik weet is dat met b_fixedphysics 1 iedereen aan 125fps voortbeweegt, ge moogt nog 333fps constant hebben.
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  8. #8
    BaNoRaC's Avatar
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    pmove_fixed wordt gebruikt om te trickjumpen, niet legaal in wars dus, maak zelf een dedicated ETMAIN, non-pb server en geniet van de (vervalste) trickjumping
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  9. #9
    greetje's Avatar
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    ik dacht dat fretn had gezegd dat die pmove_fixed in ET niets meer uithaalde ?

    is maar een veronderstelling
    ET: BZZTigA
    RtCW: BZZTigA
    Diablo II: lvl87 LightSorc
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  10. #10
    Pyke's Avatar
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    Quote Originally Posted by pyRomAni@c
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    b_fixedphysics -> unknown command "b_fixedphysics" terwijl ik aan het connecten ben op een volle telenet server
    mja dunnow name exactly, maar da wordt door server bepaald en bij alle cbservers staat da aan dus.
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  11. #11
    fretn's Avatar
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    WeblionX heeft dit ooit es mooi uitgeschreven op etpro docs forum, dus ik quote hem maar

    Since Quake 3, the function that's responsible for game physics (amongst other things) is named Pmove(). Normally, this function is run once every client frame, and this is where framerate-dependant physics (most notably jump heights) come from. pmove_fixed is an attempt to level the playing field by running this function at a fixed rate (every pmove_msec milliseconds.) The default pmove_msec of 8 is equivalent to normal physics at 1000 / 8 = 125 frames/second.


    * pmove_fixed can be set on either the client or the server--the client will default to the value on the server (And, on non-ETPro servers, it will be reset to the value of the server quite frequently due to some silliness in the code.) pmove_msec can only be set on the server side.

    * b_fixedphysics is a server-side setting with similar goals to pmove_fixed. b_fixedphysics 1 avoids rounding the velocity at all (Removing the framerate-dependent behavior in movement); however, it offers b_fixedphysicsfps to adjust the jump velocity to emulate the old framerate-dependent behavior. This is the best of both worlds—no movement speed problems (as several people observed at 333fps) nor any of the problems that pmove_fixed brings with it (some parts of the game behave poorly at high fps, most notably mounted MG42 and mortar aiming), but the same jump heights trickjumpers would kill us for taking away. b_fixedphysics 2 is a cross between normal behavior and fixed behavior, which effectively just caps the maximum framerate-dependent behavior to 166fps.

    * b_optimizedprediction is a client-side setting that (theoretically) has no effect other than increasing performance. Basically, etmain (and RTCW, and Q3) will re-do all the physics computations for up to the previous 64 frames in order to figure out where you should be for the current one. b_optimizedprediction will store the result of the previous computations and reuse them (Only if the results look acceptable based on the latest data the client has from the server) instead of doing all the math again. This provides a rather dramatic performance boost, especially if you have a high ping.


    (Thanks to |Rain|'s post.)
    http://bani.anime.net/banimod/forums...pic.php?t=4113

    conclusie: gebruik geen pmove_fixed meer, het geef probs met leanen, mg42's en mortars en nog meer
    Day by day photoblog: http://w.twwwo.be/
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  12. #12
    pyRomAni@c's Avatar
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    zijn er geen andere cdommands waardoor je makkelijker springt. ik heb meestal wel 125 fps constant zeker op de trickjump mappen
    pyRomaaN

    #hyperion-gaming
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  13. #13
    BaNoRaC's Avatar
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    ./com_maxfps 333
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  14. #14
    m4rt1n0's Avatar
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    sv_gravity 250
    .
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  15. #15
    Pyke's Avatar
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    Quote Originally Posted by BaNoRaC
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    ./com_maxfps 333
    argh NOT
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