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DirectQ issue - elevators cause things to "bounce"

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  • DirectQ issue - elevators cause things to "bounce"

    I figured I'd post this here - basically whenever I'm playing DirectQ WITHOUT having Quoth enabled, Lifts and elevators cause me to "bounce" when I ride down them.

    If i have Quoth enabled, It's smooth like regular quake - but if i don't, ANY other mod or stock ID1 has this annoying bounce. It's very annoying and the bouncing screws up custom maps where I have to jump on things that are moving down. Is there any way to fix this MH?
    Last edited by Bloodshot; 01-08-2011, 03:14 PM.

  • #2
    if you have fps higher than 72 things will bounce on lifts n shit in Quake. I believe there there is a line in the qc that you can change to make things move smoother (updates more than 10 fps) but I'm not sure where i saw it or if i was reading it right. :S

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    • #3
      The physics in Quake are very frames-per-second dependent in single player. This is one reason that, for example, JoeQuake locks your frames-per-second to 72 if you are recording a demo [as JoeQuake is sort of the speedrunners engine of choice --- and a speedrun means nothing if the physics aren't right].

      DarkPlaces has altered physics which as I understand it prevent this from happening, but at the same time the physics in DarkPlaces are not Quake authentic as I understand it [so speedrunners have said].

      Everyone Quake engine has this problem, although a few solutions have been proposed.

      In multiplayer Quake [i.e. NetQuake], a client's frames per second doesn't control physics because NetQuake obeys a strict client-server model, so the server (set to 72 fps) doesn't allow for this kind of issue no matter what the client has. But even then, things like ticrate affect physics.

      The best solution is just to set maxfps to 72.
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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      • #4
        Ok, setting my cl_maxfps to 72 worked. I had vertical sync on but it didn't seem to fully prevent that - but locking it at 72 now it's fine, thanks!

        I noticed the physics in DP weren't the same because one of my old maps where you jump onto a crate to climb up, in DP you could not reach it, and movement is a bit different from regular Quake.
        Last edited by Bloodshot; 01-08-2011, 04:10 PM.

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        • #5
          Yeah, you really shouldn't be setting maxfps to anything other than 72 for singleplayer games, or even for multiplayer games on a listen server. I'm even starting to think of going so far as to restore ID Quake's FPS lock if the server is running locally as this is such a frequent problem.
          IT LIVES! http://directq.blogspot.com/

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          • #6
            found it,
            Quake Info Pool - Classic Quake - QuakeC Enhancements

            if you want to get all technical and stuff, but Im not sure it it will work for elevators

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