Forum

TWIG release

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Postby Spike » Fri Jan 30, 2009 3:36 pm

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)
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Postby Urre » Sat Jan 31, 2009 12:22 pm

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?
I was once a Quake modder
User avatar
Urre
 
Posts: 1109
Joined: Fri Nov 05, 2004 2:36 am
Location: Moon

Postby Spike » Sat Jan 31, 2009 7:56 pm

yeah, fixed frametime frames (possibly multiple per actual frame) makes the physics fully sane (assuming vectoangles2 works properly, whoops).
Spike
 
Posts: 2892
Joined: Fri Nov 05, 2004 3:12 am
Location: UK

Previous

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest