Begrenze cl_maxfps per Default auf 95

This commit is contained in:
Yamagi Burmeister 2010-11-27 11:56:50 +00:00
parent 250f3e48f1
commit b282f41093
2 changed files with 2 additions and 2 deletions

2
README
View file

@ -421,7 +421,7 @@ 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"
go wrong and you can jump much higher. To solve this set "cl_maxfps"
to about 95 FPS.
===============================================================================

View file

@ -472,7 +472,7 @@ void CL_InitLocal (void)
cl_noskins = Cvar_Get ("cl_noskins", "0", 0);
cl_autoskins = Cvar_Get ("cl_autoskins", "0", 0);
cl_predict = Cvar_Get ("cl_predict", "1", 0);
cl_maxfps = Cvar_Get ("cl_maxfps", "120", 0);
cl_maxfps = Cvar_Get ("cl_maxfps", "95", 0);
cl_drawfps = Cvar_Get("cl_drawfps","0",CVAR_ARCHIVE);
cl_upspeed = Cvar_Get ("cl_upspeed", "200", 0);