Einen Hinweis auf die Q2-Version des 125hz bugs

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Yamagi Burmeister 2010-11-27 11:48:55 +00:00
parent e57aba66c1
commit 250f3e48f1

12
README
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@ -242,9 +242,8 @@ the most common questions are answered.
the screen: These orginiate in the fact, that in 1997 the modern LCD flat 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. panel was invented, but very expensive and much too slow for gaming.
Thus Quake II has problems when played on most flat panel monitors. 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 The solution for this problem is simple. Just set "cl_maxfps" to about
double sync frequenzy of your monitor. For most people this is 60hz * 95 FPS. Now enable the vsync with setting "gl_swapinterval" to 1.
2 = 120. Now enable the vsync with setting "gl_swapinterval" to 1.
This should supress all of the problems. This should supress all of the problems.
- Particle effects are broken. They're very big, very ugly and very - 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 code and a better client<->server integration. Take a look at EGL, r1q2
or AprQ2. At least r1q2 should work on unixlike operating systems. 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.
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