ET Pro 3.0.0 test bugfix 24 released
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ET Pro 3.0.0 test bugfix 24 released
The test bugfix release version 24 for 3.0.0 is now available
Unless critical bugs are reported, this will likely become 3.0.1.
Please test it and post your feedback (good or bad) in this thread.
Unless critical bugs are reported, this will likely become 3.0.1.
Please test it and post your feedback (good or bad) in this thread.
Last edited by bani on Sat Apr 10, 2004 9:23 pm, edited 1 time in total.
You talk about matrix-errors, do you ? *g*
works fine for me, although i start crashing after dl, (was not for 22 and 23)
but what is one crash...
windows crashes more often :p
works fine for me, although i start crashing after dl, (was not for 22 and 23)
but what is one crash...
windows crashes more often :p
Last edited by Deus on Sat Apr 10, 2004 6:37 am, edited 1 time in total.
That antilag fix which makes it target framerate independent sounds a bit complicated to me.
Do I get it right that until now, the tolerance antilag would offer you was dependent on the framerate of the person you were shooting at? So if you were shooting at someone who got 125 fps you had less tolerance to hit him than with someone at 76 fps and therefore it was harder to hit him?
Do I get it right that until now, the tolerance antilag would offer you was dependent on the framerate of the person you were shooting at? So if you were shooting at someone who got 125 fps you had less tolerance to hit him than with someone at 76 fps and therefore it was harder to hit him?
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Everything is running smoothly on my end, though there still is some occurance of lag when hitboxes of two or more players collide with the other.
Also: I noticed exiting ETPro after a /devmap session, when booting ETPro again I find my setup resetting to absolute default (e.g., name ETPlayer). Further test shows this effect occuring whenever a client had started a /devmap or /map in the previous game.
Condition under which the above was performed:
Also: I noticed exiting ETPro after a /devmap session, when booting ETPro again I find my setup resetting to absolute default (e.g., name ETPlayer). Further test shows this effect occuring whenever a client had started a /devmap or /map in the previous game.
Condition under which the above was performed:
- *extracting the recent .dll files from ETPro3_0_0.pk3.
*fs_game ETPro
*g_gametype 2