On Sun, Mar 7, 2010 at 19:22, Rabindranath Bustos Martínez
<[email protected]> wrote:
> Hello. I've been working on a q3 mod, which for some modifications on the
> game code it uses a binary instead of a qvm, but the client still uses the
> qvm. So far works good, however, we started to feel little differences on
> the "feeling" of the physics, and they are not entirely wrong: we have
> noticed small differences on the results on the predicted pmove executions
> and the snapshots from the server.

First off, are you really sure both client and server are running the
same Pmove() function? If not, then that is your source of quirky
behaviour. But if the answer is yes, you may want to verify if
differences between native code and JIT-compiled bytecode really are
the cause. Compile your mod to native code and run it with '+set
sv_pure 0 +set vm_game 0 +set vm_cgame 0', see what happens.
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