At 03:17 PM 11/15/2010, John wrote:
> I know this because the engine is based off of quake 3
Half-Life predates the release of quake3. From what Valve has
previously said, the original GoldSrc engine was based off an
improved quake and quake2 engine. Source and Orangebox have a
significant amount of changes from GoldSrc.
But, what I said applies to all of these.
Actually, now that I think about it, the example I previously gave
mainly applies to Source/OB. GoldSrc, quake-based games, and most
games in general have a FPS that is directly tied to the tickrate,
IIRC. On those, FPS dips would also represent tickrate dips.
-John
You're talking about sv_fps on the quake engines. sv_fps was used for
the heartbeat of certain operations, ie: a sv_fps of 20 is 50ms
heartbeats, and increasing the heartbeats caused the engine to screw
up because most animations etc all depend on the heartbeats to be
50ms instead of 33.3 (for 30). I know all about this, well, because I
used to be on the OSP team back in the day, so I know the engine
quite extensively.
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