Com_maxfps 333

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Zeta
Posts: 19
Joined: Fri Sep 07, 2018 2:08 pm

Com_maxfps 333

Post by Zeta »

The problem with this cvar, instead of com_maxfps 200 are, afaik:

com_maxfps 250 and you got cheaters using 125 Hz polling rate for no weapons spread moving the mouse

com_maxfps 333: and you have cheaters using sten in automatic shooting MORE bullets BEFORE overheating it

Problem: how to fix this?

Solutions? Ideas?

Possible suggested first thing to do: force com_maxfps 333 via cvar


WHY DO I BOTHER? 300 Hz gaming is a REALITY

FIrst gaming laptop with 300 Hz screen out and i wanna buy it.
c0rnn
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Posts: 437
Joined: Sun Aug 19, 2018 9:44 am

Re: Com_maxfps 333

Post by c0rnn »

No. ET is not a modern game, no 300 FPS here, 200 max.
Zeta
Posts: 19
Joined: Fri Sep 07, 2018 2:08 pm

Re: Com_maxfps 333

Post by Zeta »

what about 200 maxpackets?
c0rnn
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Posts: 437
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Re: Com_maxfps 333

Post by c0rnn »

Limited to 100 by ET.
Zeta
Posts: 19
Joined: Fri Sep 07, 2018 2:08 pm

Re: Com_maxfps 333

Post by Zeta »

Any other reasons beside ET not being a modern game for not allowing 333 FPS? I mean, if the game itself can run at 333 fps for you without problems (unless you have a high ping, in this case you can't move and have connection interrupted message) and it's clearly a framerate supported by the game itself, why not?
Sten still shoots more bullets before overheating at 200 fps than at 125 fps, but you still allow people to run ET at 200 fps...so why not 333 fps? 333 is better for trickjumps, jumping higher and using very high refresh rate monitors...
c0rnn
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Posts: 437
Joined: Sun Aug 19, 2018 9:44 am

Re: Com_maxfps 333

Post by c0rnn »

333 changes the physics too much.
Zeta
Posts: 19
Joined: Fri Sep 07, 2018 2:08 pm

Re: Com_maxfps 333

Post by Zeta »

What if you force pmove_fixed to 1 server side? Shouldn't physics be the same regardless of framerate? Afaik pmove_fixed 1 would force the physics to be like when you have stable 125 fps anyways.

Edit:

"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."

So i guess everything should be fine using b_fixedphysics 1 and whatever value for b_fixedphysicsfps.

pmove_fixed 1 has the same effect but it creates problems with aiming.
c0rnn
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Posts: 437
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Re: Com_maxfps 333

Post by c0rnn »

We have b_fixedphysics 1 and b_fixedphysicsfps 125.

pmove_fixed 1 will cause other issues like you mentioned so it won't be forced.
Zeta
Posts: 19
Joined: Fri Sep 07, 2018 2:08 pm

Re: Com_maxfps 333

Post by Zeta »

And how is physics weird if someone could use com_maxfps 333?
c0rnn
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Posts: 437
Joined: Sun Aug 19, 2018 9:44 am

Re: Com_maxfps 333

Post by c0rnn »

Bigger/fucked up jumps, bigger recoil, even faster sten/mg42, etc.
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