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[CS 1.6] Counter-strike's Jump-Lag is FPS dependant #81
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HL1 uses QPC, has for a fair while now. If you have specific suggestions for the changes to the pm_shared code then post them here. |
Ahh, I guess there were two fps caps then. "developer 0" had the 100fps cap and "developer 1" had a 1000fps cap. I was assuming that it might have been because a different clock method used. My bad. Don't think I have any suggestions on that part. The Jump-Lag I mentioned is only limited to CS (may be DOD will have this too?) and its effect is substantially different between low fps and high fps. It just needs a tweak like (or not like?) the other movements in the actual engine to get the delta right at higher/lower fps. Thanks for your efforts. -J |
Since it was fixed for the movement speed, can't the same fix be applied to the "jump lag"? |
Jump lag is something different I think, I haven't dug into it deeply yet though. |
So is this going to be fixed soon? |
dupe of #403, all around how physics is not fps independent. |
Still not fixed 😩😤 |
Any updates on it? It's ridiculous. |
In CS, the player 'after jump slow-down', or jump-lag, is affected by the FPS the client is running at. At higher FPS, the jump-lag is extremely powerful, stopping a player almost dead for almost a second (lethal in CS game play!). When FPS is restricted to something low, like 10 or 20, the jump-lag is non existent and can be used as an exploit and aid in bunny hopping.
I have tried the other fixes in the beta for fps affected movements and a big thumbs up. Good work :) I can even get over 2000fps sometimes without these caps(no weapon models/netgraph on screen). Have we moved from timeGetTime to QPC?
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