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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Jan 30, 2009 3:36 pm    Post subject: Reply with quote

Urre wrote:
If anyone attempts it, and doesn't get it working after adding the ones I've listed, feel free to poke me and we'll work it out somehow!


*poke*

You missed a required engine feature from your list.
You depend upon the server giving fixed-duration physics frames. Variable frame times turns moving objects into UFOs.
(yes, that's what caused that particular bug)
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Sat Jan 31, 2009 12:22 pm    Post subject: Reply with quote

I do? I had no idea. The physics aren't that different from Quakes, which support varying framerates. Will have to look into it.

Does this mean it works in FTEQW if you run with fixed framerate?
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Sat Jan 31, 2009 7:56 pm    Post subject: Reply with quote

yeah, fixed frametime frames (possibly multiple per actual frame) makes the physics fully sane (assuming vectoangles2 works properly, whoops).
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