Search found 255 matches

by zinx
Sun Sep 03, 2006 9:44 am
Forum: ET Servers
Topic: pmove_msec 5/10 and etpro ?
Replies: 50
Views: 104252

LilleBror, you have such a severe and fundamental misunderstanding of the issue that I don't even know where to begin. I will simply say that everything you just said was absolutely wrong.
by zinx
Thu Aug 31, 2006 8:14 am
Forum: ET Servers
Topic: pmove_msec 5/10 and etpro ?
Replies: 50
Views: 104252

So what are differents between b_fixedphysics and pmove_msec? If i set b_fixedphysics 1 and set b_fixedphysicsfps 125 it lock physic to 125 FPS. If i set pmove_msec 8 it lock physic to 125 FPS. What are differents? b_fixedphysics removes the main source of the framerate dependency - the snap of the...
by zinx
Wed Aug 30, 2006 6:01 pm
Forum: ET Servers
Topic: pmove_msec 5/10 and etpro ?
Replies: 50
Views: 104252

8 is the default choice because it is equivilant to 125fps, which is a magic number. It is not a multiple of snaps or the server framerate because there is *ABSOLUTELY NO REASON FOR IT TO BE*. Player movement (of yourself) is done entirely by client frames, not server frames. Even if you turned pmov...
by zinx
Mon Aug 28, 2006 7:36 am
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 38536

IIRC, it's already changed to something more sane (hitbox is at head height) if you turn b_extendedprone on, but that causes prone to show the crouch animation first too. I may consider separating these two features in to different cvars.
by zinx
Sun Aug 27, 2006 6:20 am
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 38536

I simply meant that somewhere in the code something has to say whether the damage is applied the player or to their ungibbed body. There is not - as far as the hit detection and damage application is concerned, ungibbed corpses are the same as players (the entity number doesn't even switch.). What ...
by zinx
Sun Aug 27, 2006 6:05 am
Forum: ET Pro
Topic: Need feature: exec a cfg at a certain time
Replies: 12
Views: 19454

Sorry, looks like it's not based on frames, but rather time (hey, I didn't code it!). It's based on server time - which can't wrap anyway (because the server will restart if it tries to). So it's in milliseconds, measured from the start (or restart) of the server the demo was recorded on. I might be...
by zinx
Sat Aug 26, 2006 6:34 pm
Forum: ET Pro
Topic: Need feature: exec a cfg at a certain time
Replies: 12
Views: 19454

The general maximum for the number of frames per second in a demo is 333FPS, at this framerate it would take a demo that is over 1791 hours to overflow the frame counter. If you have a demo with a higher framerate, I STRONGLY recommend that you limit your framerate to 333FPS. If you're hitting the 1...
by zinx
Thu Aug 24, 2006 8:42 am
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 38536

I don't believe you get a hitsound for corpses...
EDIT: Oh, and I already answered those two questions above.
by zinx
Wed Aug 23, 2006 7:25 pm
Forum: ET Pro
Topic: Corpses, gibbing, antilag and disappearing bullets
Replies: 31
Views: 38536

Re: Corpses, gibbing, antilag and disappearing bullets

1.First Question But which one of these happens next? 1.a) The player however is already dead so those shots just disappear. 1.b) The player is seen to be dead so the shots continue on to potentially hit a target behind where he was standing. My guess is a. As a side issue do those bullets count as...
by zinx
Wed Aug 23, 2006 3:23 am
Forum: ET Servers
Topic: pmove_msec 5/10 and etpro ?
Replies: 50
Views: 104252

Actually, I believe we changed it to 3.
by zinx
Tue Aug 22, 2006 4:30 pm
Forum: Offtopic
Topic: Best car evar
Replies: 4
Views: 7237

Image
by zinx
Tue Aug 15, 2006 10:58 am
Forum: ET Pro
Topic: Sound in ET [linux]
Replies: 1
Views: 2847

It isn't possible to alter the sound subsystem from ET Pro. And it's doubtful another patch of the engine will be released; and if it ever were, it would not have any more sound support (too much code that would have to be tested). Maybe some day ET will become Open Source, and you'll be able to add...
by zinx
Tue Aug 15, 2006 8:45 am
Forum: ET TV
Topic: ETTV Bug?
Replies: 4
Views: 6965

Known bug with most versions of ETTV, up to b12 "pre8" or so.
It has been fixed, to my knowledge. But demos recorded with older versions may still exhibit the problem.
by zinx
Mon Aug 14, 2006 8:55 am
Forum: ET Pro
Topic: Madscientist gone mad
Replies: 30
Views: 44625

Short answer: It has to be a league admin :P~
(but, I'm nowhere near authoritative on this matter.)
by zinx
Mon Aug 14, 2006 7:56 am
Forum: ET Pro
Topic: Madscientist gone mad
Replies: 30
Views: 44625

It probably would at first; but the bots would adapt to be less accurate, too.
In any case, I don't think it's worth ruining the game just to catch a few aimbots...