ET Pro 3.0.0 test bugfix 24 released

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bani
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ET Pro 3.0.0 test bugfix 24 released

Post by bani »

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.
Last edited by bani on Sat Apr 10, 2004 9:23 pm, edited 1 time in total.
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Lekdevil.NL
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Post by Lekdevil.NL »

These posts start giving me déjà vu... ;-)
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Deus
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Post by Deus »

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
Last edited by Deus on Sat Apr 10, 2004 6:37 am, edited 1 time in total.
*BiO*Tron
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Post by *BiO*Tron »

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?
BOTA
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Post by BOTA »

Even I found that one little hard to wrap my head around (antilag).

The posts are very much alike the past few bugfixes :)
CROM
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Post by CROM »

in the newest testversion 24 i have a problem with the panzerfaust and grenades when i shoot directly on the players there often not gib or sometimes there are not dead in the etpro version 2.0.5 i have never seen this problems
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defragga
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Post by defragga »

I've just played a clanwar with the newest bugfix ... well antilag is just ownage ... everything is smoother than ever before ;)

great work, if I could I would kiss bany and co. :_>
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bani
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Post by bani »

CROM wrote:in the newest testversion 24 i have a problem with the panzerfaust and grenades when i shoot directly on the players there often not gib or sometimes there are not dead in the etpro version 2.0.5 i have never seen this problems
demo please
Fenris
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Post by Fenris »

Just a note, didn't find the original post, but anyway nice to include the cvar_backupx.cfg file to show forcibly changed settings.
*BiO*Tron
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Post by *BiO*Tron »

Bani,

can you please clarify the effect of the antilag fix you did in this version so that dumb people like me fully understand it and what actually changes now in gameplay. 8)
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bani
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Post by bani »

it makes antilag work better
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Post by bacon »

Define "better," and better than what?
I hope you're not comparing it to purple chalk!
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KingJackaL
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Post by KingJackaL »

better than etmain antilag :roll:

duh


Removing the framerate dependence of antilag will no doubt make it more consistent and 'reliable'.
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Post by faltytower »

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:
  • *extracting the recent .dll files from ETPro3_0_0.pk3.
    *fs_game ETPro
    *g_gametype 2
sv_pure set to 1 or 0 doesn't have much relevance in this context.
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