xreal ET
•
25 Aug 2010, 20:16
•
Journals
So I understand the ETmain source code will be ported to the xreal engine. What bugs would you want to see fixed in the xreal version of ET?
- shitloads of ETpro fixes :D
- luger recoil is dependend on FPS plz make it the same at whatever fps you play
- downloading maps / etc usually causes your client to crash
- reconnecting after a kick causes your client to crash cause of pk3 or whatever error
- spread caused by moving the mouse is bugged, dependend on fps/mouserate
- spawning with the wrong item selected. If all your teammates die/sk it happens a lot that you'll spawn with the item the last guy in your team had selected. Its a pain in the ass for ppl with cg_drawgun 0 :)
- loading riflenades when being revived and at other (random?) times is bugged
These are just the ones i came up with in a couple of minutes, but plz add moar!
- shitloads of ETpro fixes :D
- luger recoil is dependend on FPS plz make it the same at whatever fps you play
- downloading maps / etc usually causes your client to crash
- reconnecting after a kick causes your client to crash cause of pk3 or whatever error
- spread caused by moving the mouse is bugged, dependend on fps/mouserate
- spawning with the wrong item selected. If all your teammates die/sk it happens a lot that you'll spawn with the item the last guy in your team had selected. Its a pain in the ass for ppl with cg_drawgun 0 :)
- loading riflenades when being revived and at other (random?) times is bugged
These are just the ones i came up with in a couple of minutes, but plz add moar!
-spawning without stamina
THIS ONE PLEASE
Xreal won't fix any bugs, just change the renderer.
Bugs will have to be fixed by the community afterwards (he'll release sourcecode on his svn)
If you meant that, then k
But ehh, they can't change anything in ETPro unless if Bani releases the sourcecode for ETPro...
I assume they will be making ETmain with new gfx, but this time you got the source code so you could possibly fix luger from being fps dependant (easy one if you ask me) .
I can imagine some of the other bugs i pointed out are harder to fix. The download / kick crashes are probably not that easy to fix cause they have been around for ages. If you remove 'turnspread' you fix a problem but you also change the gameplay. I really know some of these bugs are not easy to fix and they are probably buried somewhere inside the code but it cant hurt to point them out :)
- overall movement and physics independency from fps(like vq3/quakelive etc), btw why did forcing pmove_fixed 1 failed?
- fixed sv_fps so you can raise it without bugs with the enviroment/objectives
- 125 maxpackets
- turnspread off imo :[
- blabla
et fixing has to be done by other coders and/or an et pro- / osp-mod?!
less whining....
sais who?
Could you explain more please ?
to try this out put usb rate to 125hz
host a game, com_maxfps 250 ; cg_drawspreadscale 2
move the mouse @ 125fps and 250fps and you will see the spread doesnt increase when fps > usbrate. you get no spread from moving the mouse once fps = 2*mouserate