On Thu, Feb 21, 2002 at 04:53:04AM +, Keith Whitwell wrote:
That sounds like a bug in the quake physics model - some silly feedback
between the integration time step and the display subsystem... I'm
suprised...
I can only speak about the quake 1/quakeworld source (I haven't studied the
Bill Currie wrote:
I can only speak about the quake 1/quakeworld source (I haven't studied the
quake2 code enough yet), but it's actually nothing that complex. In fact,
it's the opposit. quake doesn't do the integeration properly at all. It just
adds the gravity acceleration to the velocity
David S. Miller wrote:
In fact in many versions of quake3 the distance you can jump is
determined by what FPS you can achieve. 125FPS is the optimal
rate in those cases and it is what everyone uses.
now it gets OT but what the heck.. q3 jumping is explained here:
Gareth Hughes wrote:
Keith Whitwell wrote:
What is the point of sustaining such a frame rate that has no pratical
advantage?
You do see the partial frames, it seems. The eye seems to do a reasonable
job of integrating it all, providing you with a low-latency view of the game
On Wed, 20 Feb 2002, Michael Thaler wrote:
when I start UT I get the Intro. The Sound is o.k. but the Rendering
does not seem to delete old objects correctly. The same objected is
displayed at different positions of the screen without deleting the
old objects. The lights are just big white
On Tue, Feb 19, 2002 at 03:47:44PM -0500, Leif Delgass wrote:
First of all, I installed the same UT CD on a friends new Toshiba laptop
with a Geforce2Go and Unreal works just fine on this laptop. It is
definitely not the UT installation
Could you be more specific about what just rubbish looks
On Wed, Feb 20, 2002 at 11:07:49AM +0100, Michael Thaler wrote:
I played a little bit with the UnrealTournament.ini options. If I set
[SDLDrv.SDLClient]
NoLighting=True
I don't get these errors anymore. But UT is slow. I think I get 5 to
10 fps or something. Any hints how you can improve that.
On 2002.02.20 10:48 Michael Thaler wrote:
On Wed, Feb 20, 2002 at 11:07:49AM +0100, Michael Thaler wrote:
I played a little bit with the UnrealTournament.ini options. If I set
[SDLDrv.SDLClient]
NoLighting=True
I don't get these errors anymore. But UT is slow. I think I get 5 to
10
On Wed, Feb 20, 2002 at 01:06:58PM +, José Fonseca wrote:
I usually get 10 to 20 fps with the settings attached.
Thank you very much, Jose. I used your UnrealTournament.ini and it
really works fine for me! I even can use 640x480 and it is still
really o.k. My chipset seems to be a little
On Wed, 2002-02-20 at 15:10, Michael Thaler wrote:
On Wed, Feb 20, 2002 at 01:06:58PM +, José Fonseca wrote:
I usually get 10 to 20 fps with the settings attached.
Thank you very much, Jose. I used your UnrealTournament.ini and it
really works fine for me! I even can use 640x480 and
On 2002.02.20 22:04 Gareth Hughes wrote:
Jose Fonseca wrote:
The maximum framerate you'll ever get is limited by your screen refresh
rate.
If you implement sync-to-vblank, which no DRI driver other than tdfx
does...
-- Gareth
mmm... so in fast cards, they render frames that never
José Fonseca wrote:
On 2002.02.20 22:04 Gareth Hughes wrote:
Jose Fonseca wrote:
The maximum framerate you'll ever get is limited by your screen refresh
rate.
If you implement sync-to-vblank, which no DRI driver other than tdfx
does...
-- Gareth
mmm... so in fast cards,
Keith Whitwell wrote:
What is the point of sustaining such a frame rate that has no pratical
advantage?
You do see the partial frames, it seems. The eye seems to do a reasonable
job of integrating it all, providing you with a low-latency view of the game
world.
Hardcore gamers want
From: Gareth Hughes [EMAIL PROTECTED]
Date: Wed, 20 Feb 2002 18:15:54 -0800
Keith Whitwell wrote:
You do see the partial frames, it seems. The eye seems to do a reasonable
job of integrating it all, providing you with a low-latency view of the game
world.
Hardcore
David S. Miller wrote:
From: Gareth Hughes [EMAIL PROTECTED]
Date: Wed, 20 Feb 2002 18:15:54 -0800
Keith Whitwell wrote:
You do see the partial frames, it seems. The eye seems to do a reasonable
job of integrating it all, providing you with a low-latency view of the
On Tue, Feb 19, 2002 at 05:17:16PM +, Jose Fonseca wrote:
No, there's no need. You probably just have to change the order on which
/usr/lib/ and /usr/X11R6/lib/ directories appear on /etc/ld.so.conf and
run '/sbin/ldconfig'
I just symlinked the libGL and the libGLU in /usr/X11R6/lib to
I got annoyed that radeon really didn't work too well for me so I
installed voodoo back to my conputer. UT seems to be working somewhat but
hangs on occasion. Here is what I get from running UT in gdb.
---
Possessed PlayerPawn: TMale1 Entry.TMale2
Initialized moving brush tracker for
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