mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2024-11-22 12:41:21 +00:00
Einen Hinweis auf die Q2-Version des 125hz bugs
This commit is contained in:
parent
e57aba66c1
commit
250f3e48f1
1 changed files with 9 additions and 3 deletions
12
README
12
README
|
@ -242,9 +242,8 @@ the most common questions are answered.
|
|||
the screen: These orginiate in the fact, that in 1997 the modern LCD flat
|
||||
panel was invented, but very expensive and much too slow for gaming.
|
||||
Thus Quake II has problems when played on most flat panel monitors.
|
||||
The solution for this problem is simple. Just set "cl_maxfps" to the
|
||||
double sync frequenzy of your monitor. For most people this is 60hz *
|
||||
2 = 120. Now enable the vsync with setting "gl_swapinterval" to 1.
|
||||
The solution for this problem is simple. Just set "cl_maxfps" to about
|
||||
95 FPS. Now enable the vsync with setting "gl_swapinterval" to 1.
|
||||
This should supress all of the problems.
|
||||
|
||||
- Particle effects are broken. They're very big, very ugly and very
|
||||
|
@ -418,4 +417,11 @@ deathmatch and / or CTF freaks?
|
|||
code and a better client<->server integration. Take a look at EGL, r1q2
|
||||
or AprQ2. At least r1q2 should work on unixlike operating systems.
|
||||
|
||||
Move movement is fucked up! I can jump much higher and longer as it used
|
||||
to be! What's wrong?
|
||||
- You're experiencing the Quake II version of the famous Q3A 125hz bug.
|
||||
When Quake II draws more than about 100 FPS the movement calculations
|
||||
go wrong and you can jump much higher. To solve this set "com_maxfps"
|
||||
to about 95 FPS.
|
||||
|
||||
===============================================================================
|
||||
|
|
Loading…
Reference in a new issue