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