Independant Physics FPS
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Independant Physics FPS
I was wondering about this command when an argument about people with higher FPS in ET can shoot just that little bit faster, due to the netcode. Then I thought about Independant Physics, and was wondering... Does Independant Physics only change stuff like jumping/moving, or does it fix the annoying disadvantage of having a slow computer?
And if it doesn't, Would this be possible to be implemented?
Respectfully, MeeZ
And if it doesn't, Would this be possible to be implemented?
Respectfully, MeeZ
Meez
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Re: Independant Physics FPS
MeeZ wrote:higher FPS in ET can shoot just that little bit faster
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- KingJackaL
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Got any proof?MeeZ wrote:333FPS fires faster than 43FPS
Because when bullets come out of your gun isn't decided by you - it's decided by the server. You just send to the server 'I held down +attack from NOW... until... NOW', and the server decides what that means for when bullets spawn, how many etc.
...unless something in the system is a whole lot more fubar than I though
someone on et.com forums was saying that they had the no-no variable set (can't remember the var right now, but it's the one that messes up alot of things including making the sniper fire after the recoil) and he was running 333fps and he said he timed it with someone running 43fps and emptied his clip while the other guy had 10 bullets left
In ETmain, there is some framerate dependancy for fire and cooling rates. I thought this was already fixed in etpro, but I haven't actually tested it.KingJackaL wrote:
...unless something in the system is a whole lot more fubar than I though
The cooldown thing is the easiest to see, just set your com_maxfps to various values, and fire an mg42 until it overheats. The number of shots fired will be different.
edit:
Note there is or was also the pmove_fixed + 333 fps thing that cropped up with etpro.
edit #2:
http://bani.anime.net/banimod/forums/vi ... hlight=fps
edit #3:
http://bani.anime.net/banimod/forums/vi ... d+speedhax
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[Edited because my original posting was probably wrong]KingJackaL wrote:Got any proof?MeeZ wrote:333FPS fires faster than 43FPS
Because when bullets come out of your gun isn't decided by you - it's decided by the server. You just send to the server 'I held down +attack from NOW... until... NOW', and the server decides what that means for when bullets spawn, how many etc.
ET still runs each clientframe on the server, so it's not completely FPS independant. However, that's usually not a problem because the fastest gun (the MG) shoots every 50ms, which is equal to 20 FPS. As long as you don't get less than 20 FPS, you should be fine.
There is only one little detail which can cause guns to shoot slightly slower with low FPS: Between each shot, the client waits X number of frames until the weapon delay time has passed. If your last frame took longer than neccessary, then this "extra time" is lost. So if you get 20 FPS, the delay between each SMG shot (should be 150ms) can actually be anything from 150 to 200ms. If you get 40 FPS, then it will be 150 to 175ms, etc. So the higher your FPS, the closer you'll be to an "ideal" firing rate by average, but the difference is really small. This also applies to the "first shot" delay of each gun.
The other problems, for example the bug at 333 FPS should be all fixed by ETPro.
The server will always run your client as if it sent at least 20 commands/second, even if it sends less (well, only 15 in etmain, but I fixed that somewhere along the line.) This is done entirely in Pmove(), similarly to the way pmove_fixed behaves. (Look for the msec > 66 bit.)Spark2 wrote:[Edited because my original posting was probably wrong]
ET still runs each clientframe on the server, so it's not completely FPS independant. However, that's usually not a problem because the fastest gun (the MG) shoots every 50ms, which is equal to 20 FPS. As long as you don't get less than 20 FPS, you should be fine.
You may be right on the other bits, though, because weaponTime is clamped to 0 if it goes below... A player with higher frame times could get cheated slightly in that situation.
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I never found any problem with mobile MG42 but I can fire my SMG/rifle faster than any emplaced/mounted MG when I go under 30fps.
When I have good framerate, I can kill with emplaced/mounted MG in less than 0.5 seconds. When I have really bad framerate, I can barely make it alive after 5 seconds long gunfight.
When I have good framerate, I can kill with emplaced/mounted MG in less than 0.5 seconds. When I have really bad framerate, I can barely make it alive after 5 seconds long gunfight.