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Begrenze cl_maxfps per Default auf 95
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2 changed files with 2 additions and 2 deletions
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README
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README
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@ -421,7 +421,7 @@ 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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go wrong and you can jump much higher. To solve this set "cl_maxfps"
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to about 95 FPS.
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===============================================================================
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@ -472,7 +472,7 @@ void CL_InitLocal (void)
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cl_noskins = Cvar_Get ("cl_noskins", "0", 0);
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cl_autoskins = Cvar_Get ("cl_autoskins", "0", 0);
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cl_predict = Cvar_Get ("cl_predict", "1", 0);
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cl_maxfps = Cvar_Get ("cl_maxfps", "120", 0);
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cl_maxfps = Cvar_Get ("cl_maxfps", "95", 0);
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cl_drawfps = Cvar_Get("cl_drawfps","0",CVAR_ARCHIVE);
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cl_upspeed = Cvar_Get ("cl_upspeed", "200", 0);
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