It could be different cvar settings, float error precisions, bug fixes (or the lack of bug fixes), ... I can see how slighty different builds of the same engine could have different "float precission" errors. Or compiler!.. using a different compiler would mean the same C code could result on different assembler.
For something like what we see in the video, even different framerates and some poor code that is framerate dependant could result on different "phisic feeling". tl;dr version: I have absolutelly no idea. On 10 March 2010 11:35, Mark R <[email protected]> wrote: > I was wondering if anybody knew what causes the differences in physics > demonstrated in this video: > http://www.youtube.com/watch?v=Tx8RYWgl2LI > > I as well as a few others tried to determine why this happens but up to > now haven't been able to. Anybody have any ideas why that jump is > possible in ioquake3 and not in quake3.exe? > _______________________________________________ > ioquake3 mailing list > [email protected] > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. > -- -- ℱin del ℳensaje. _______________________________________________ ioquake3 mailing list [email protected] http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
