Digital Paint Discussion Board

Development => Bugs, Feature Requests, and Feedback => Topic started by: jitspoe on February 27, 2006, 03:46:57 AM

Title: Build 16 Release
Post by: jitspoe on February 27, 2006, 03:46:57 AM
Edit: Looks like the test release worked, so the full install and linux install are available here:
http://dpball.com/files/clients/

I've also put a minimal linux server package together here: http://dpball.com/files/servers/paintball2_build016_linux_minserver.tar.gz
It contains the bare minimum necessary to get a dedicated server on linux up and running (also doubles as an update patch for existing servers).
Title: Re: Build 16 Release
Post by: bitmate on February 27, 2006, 05:21:38 AM
As there are not that many visual changed in the new build, I can't report any bugs on that, but I found another, pretty funny bug.
I asked MosheD to play some rounds, after I downloaded the new build. We went to the -ch1ll- Germany Pub 2 Server (which is still on build 14) and I wanted to have a look at the new models.

I used the command: r_oldmodels, which is in the readme.txt file, during a round. As a consequence, this happend: http://bitmate.bi.funpic.de/paintball/new_modell_with_r_oldmodels.jpg ;D ;D ;D

Then another person joined the server, which now is using the old models for me. MosheD still has the new models + the extra carbine: http://bitmate.bi.funpic.de/paintball/old_and_new_model.jpg.

After I set r_oldmodels to 0 again, the extra carbine disappeared: http://bitmate.bi.funpic.de/paintball/only_new_model.jpg.

Quite funny thing. Just wanted to report this.
Despite that, good work on the new build!!  ;)
Title: Re: Build 16 Release
Post by: XtremeBain on February 27, 2006, 07:00:25 AM
What did jitspoe say about NSFW images...
Title: Re: Build 16 Release
Post by: bitmate on February 27, 2006, 07:10:00 AM
Instead of the first screenshot, take this: http://bitmate.bi.funpic.de/paintball/new_model_with_r_oldmodels_censored.jpg...

I don't want you to get fired ;D .
Title: _
Post by: P!nk on February 27, 2006, 09:08:49 AM
Post removed
Title: Re: Build 16 Release
Post by: b00nlander on February 27, 2006, 09:36:12 AM
those leaks are not new and have nothing to do with build16
Title: Re: Build 16 Release
Post by: Eiii on February 27, 2006, 09:40:05 AM
I used the command: r_oldmodels, which is in the readme.txt file, during a round. As a consequence, this happend: http://bitmate.bi.funpic.de/paintball/new_modell_with_r_oldmodels.jpg ;D ;D

That might be the best bug ever.

Also, could you tell us how to make language files?
Title: Re: Build 16 Release
Post by: GreenAffairz on February 27, 2006, 10:27:15 AM
Can someone tell me whats on this new build and if i should download it?
Title: Re: Build 16 Release
Post by: bitmate on February 27, 2006, 10:35:54 AM
As it's just a preversion, you shouldn't download it by now.
Jits said in the first post that there will be a full version tomorrow ("If everything works ok with the update...").

But, if you want to have a quick look at the new interface (the kick/ban interface changed a bit), you can download it by downloading the update.exe (http://dpball.com/files/clients/paintball2_build016_update_pretest1.exe) and then just install it. All you have to do is double-click on the update.exe, click "Yes" a couple of times and start the game ;D .

The update requires 2.7 MB, so pretty small... It's up to you ;)
Title: Re: Build 16 Release
Post by: jitspoe on February 27, 2006, 02:35:18 PM
Did you do a vid_restart after changing the r_oldmodels setting?  And is it using the old models by default, or are you guys just changing those settings?

As for, "should I download it?"  Yes.  Try it out and provide feedback.  If there are no major bugs, the official release will be exactly the same as the pretest.
Title: Re: Build 16 Release
Post by: Playah on February 27, 2006, 04:24:04 PM
I´ve recognized something strange while trying to jump. Sometimes when i try to jump it becomes "laggy". It would be best if you´d have a look at the demos below.
Title: Re: Build 16 Release
Post by: Matze on February 27, 2006, 04:53:53 PM
Well, considering your 180+ ping and that there just a few "lags" and not everytime you jump i guess its just a normal server lagg.
Title: Re: Build 16 Release
Post by: jitspoe on February 27, 2006, 05:25:23 PM
This is because the server isn't running build 16.  Once all the servers update, the movement should be a lot smoother.
Title: Re: Build 16 Release
Post by: bitmate on February 27, 2006, 07:53:28 PM
Quote from: jitspoe
Did you do a vid_restart after changing the r_oldmodels setting?
No, I didn't... Maybe it has to do something with that.

Quote from: jitspoe
And is it using the old models by default, or are you guys just changing those settings?
It's using the new models by default, I just changed the models to see, if this actually works.
Title: Re: Build 16 Release
Post by: Eiii on February 27, 2006, 09:38:59 PM
Language? Files?

EDIT: nm. You should at least point to the thread in the readme.
Title: Re: Build 16 Release
Post by: JOE on February 27, 2006, 11:49:21 PM
i think i found a bug in 16, sometimes...actually most of the time, i cant see the line of fire from other players (their paint flying through the air) i donno if its because all the servers arent updated yet or what...and im also experiencing the laggy jumpung stuff too
Title: Re: Build 16 Release
Post by: Matze on February 28, 2006, 09:00:20 AM
This is because the server isn't running build 16.  Once all the servers update, the movement should be a lot smoother.

Will the servers be forced to do the update?

And is there a serversided option to block timed and impact grenades so you are forced to use primed grenades?
Title: Re: Build 16 Release
Post by: JOE on February 28, 2006, 11:18:41 AM
how doees an aials work for primed nades....like wtf m8^^?
Title: Re: Build 16 Release
Post by: jitspoe on February 28, 2006, 02:11:00 PM
Quote
Will the servers be forced to do the update?
I haven't decided yet.  It would be nice if everybody just updated on their own, but if they don't, the global bans will lose their effectiveness (banned players could just jump on servers with the older version).

Quote
And is there a serversided option to block timed and impact grenades so you are forced to use primed grenades?
gren_explodeonimpact 0.  The timed grenade is effectively the same thing as primed grenades, so that doesn't really matter.

Quote
how doees an aials work for primed nades....like wtf m8^^?
You don't need an alias for primed grenades anymore (in fact, the old one won't work, so if you have it, you need to delete it from your config).  Instead, just use the menu or manually bind a key to +tossgren.
Title: Re: Build 16 Release
Post by: Matze on February 28, 2006, 02:19:17 PM
Well, if there are still server which are > 16 it would be very bad for people who are using build 16.

For example the already mentioned "movement lagg bug" or primed grenades.
If your going to match on an build 14 server then, you would get some disadvantages just because your using build 16, and that cannot be the way to go.

And yea just because of the global banlist it should be a must.
Title: Re: Build 16 Release
Post by: jitspoe on February 28, 2006, 03:28:11 PM
I'll give it a couple weeks to transition.  If there are still issues, we'll address them then.
Title: Re: Build 16 Release
Post by: XtremeBain on February 28, 2006, 03:59:16 PM
Can you post a zip of the source please.
Title: Re: Build 16 Release
Post by: lekky on February 28, 2006, 04:39:25 PM
i guess playin on servers using 16 with 14 won't give any disadvantages?

also, is there a way i can use the old player models from 14 together with 16?
Title: Re: Build 16 Release
Post by: jitspoe on February 28, 2006, 04:42:13 PM
Can you post a zip of the source please.
I'll do that tonight.  I kind of ran out of time/steam at 5 or 6am last night.  You can also grab it off of the sourceforge CVS.

lekky: yes.
Title: Re: Build 16 Release
Post by: XtremeBain on February 28, 2006, 05:28:56 PM
Merged my code over, things seem to be fine.
Title: Re: Build 16 Release
Post by: jitspoe on February 28, 2006, 05:54:28 PM
Ugh, there's a bug in the linux build that causes it to crash.
Title: Re: Build 16 Release
Post by: XtremeBain on February 28, 2006, 05:58:04 PM
pbserver: dp_paint.c:321: fire_paintball: Assertion `self->teamnumber > 0 && self->teamnumber <= 4' failed.
Title: Re: Build 16 Release
Post by: jitspoe on February 28, 2006, 06:09:21 PM
Argh, I was puttin assertions in different loctions to help with debugging.  They're only supposed to be there in debug mode, but apparently linux uses then no matter what, and not only does it use them, but it kills the whole process!

I hate linux.
Title: Re: Build 16 Release
Post by: jitspoe on February 28, 2006, 06:37:54 PM
Ok, fixed it (hopefully).  The server file has been uploaded.  The full linux install is uploading now.
Title: Re: Build 16 Release
Post by: JOE on March 01, 2006, 01:14:50 AM
Quote
You don't need an alias for primed grenades anymore (in fact, the old one won't work, so if you have it, you need to delete it from your config).  Instead, just use the menu or manually bind a key to +tossgren.


my bind for nades since before the whole primed/impact stuff has been tossgren...will using that now make all my nades impact? or primed? or bouncable? or what?

/me is confused


EDIT

I also found a weird bug with the r_oldmodel command or whatever is it (the one where you can amke the players look like build14) i set it to 1, so they look like build14, but it wont go back..donno if thats a big or what....just sharted my pants and it burns....love you
Title: Re: Build 16 Release
Post by: Eiii on March 01, 2006, 01:20:08 AM
You have to vid_restart for the models to actually change. Otherwise, it just changes the gun position, which can look rather funny.

Jits, did you even put primed grenades in?
EDIT: You did. That needs to go in the readme!
Title: Re: Build 16 Release
Post by: Matze on March 01, 2006, 02:32:28 AM
Yea your bind has been "tossgren", now for primed grenades its "+tossgren" ;]

Otherwise go into your "control" menu, click "weapon", and set a bind to primed grenades.
Title: Re: Build 16 Release
Post by: FreudDu31 on March 01, 2006, 11:48:37 AM
I search option put ID always on but I dont found it.
Do you add this option or not

And what is this message on my server : MATCH PASSWORD HAS TIMED OUT.
Title: Re: Build 16 Release
Post by: Herron on March 01, 2006, 05:26:05 PM
to turn on the id function, just type 'id' in console.  you can only do this when you're actually in a map, so putting it in your config won't do anything.  you'll only need to type it when you initally connect to a server, not at the beginning of every map
Title: Re: Build 16 Release
Post by: jitspoe on March 01, 2006, 05:50:32 PM
I didn't add an option for ID yet.

As for the match password timeout, that's a small mistake on my part.  It shouldn't be timing out unless "allow_match" is set.  To disable it set match_timeout to 0.  I might as well document the match related settings here, though.

match
- command
- usage: "match <pass> <login>"
- This passwords the server with <pass> and sets the first login password to <login>, and the config specified in "matchmode_cfg" is executed.  The purpose is to allow any server to be a match server without having to set up complicated web/irc scripts. "allow_match" must be set and the server must be empty in order to use this command.

allow_match
- server setting
- default: 0
- When enabled (set to 1), players can use the "match" command.

passwordtimeout
- server setting
- default: 10
- Time, in minutes, before a password times out and gets cleared when the server is empty.  There have been problems in the past where people go to use a public server for a match or tryout and forget to unpassword it, thus making the server unusable for public play until an admin clears the password.

match_timeout
- server setting
- default: 10
- Like passwordtimeout, this clears the password, but it also executes the config specified by "publicmode_cfg" in order to restore the server to a state that can be used for public play.

publicmode_cfg
- server setting
- default: "publicmode.cfg"
- This specifies a configuration file that contains the settings desired for public servers, such as enabling autojoin and disabling friendly fire.

matchmode_cfg
- server setting
- default: "matchmode.cfg"
- This specifies a configuration file desired for match mode, and should contain things like autojoin, friendly fire, observer blackout, etc.

matchmode
- command
- usage: "matchmode"
- This manually executes the matchmode_cfg file.

publicmode
- command
- usage: "publicmode"
- This manually executes the publicmode_cfg file.

Edit: The cvar was "passwordtimeout" not "password_timeout".  I really should be more consistent with my cvar names. :-\
Title: Re: Build 16 Release
Post by: jitspoe on March 02, 2006, 10:56:49 PM
I just uploaded the files to sourceforge.  If somebody's bored and has lots of bandwidth, or just feel obligated to help out, it would be nice if somebody did a file compare on the files from fileplanet, dpball.com, and sf.net to make sure they were all transferred properly.
Title: Re: Build 16 Release
Post by: XtremeBain on March 03, 2006, 12:36:30 AM
Code: [Select]
[root@castle1 pballb16]# md5sum dpball/*; md5sum fp/*; md5sum sf.net/*
646d9f71843ceebdf28e9886b198916f  dpball/paintball2_build016_full.exe
4da11f857c1cd8ef5be56088ddc2e176  dpball/paintball2_build016_linux_full.tar.gz
361b75a5663ac575ec2d4f7c66eace3e  dpball/paintball2_build016_linux_minserver.tar.gz
27f2ce870b6a3a2e92bcf525ffabfacb  dpball/paintball2_build016_update.exe
646d9f71843ceebdf28e9886b198916f  fp/paintball2_build016_full.exe
4da11f857c1cd8ef5be56088ddc2e176  fp/paintball2_build016_linux_full.tar.gz
361b75a5663ac575ec2d4f7c66eace3e  fp/paintball2_build016_linux_minserver.tar.gz
27f2ce870b6a3a2e92bcf525ffabfacb  fp/paintball2_build016_update.exe
646d9f71843ceebdf28e9886b198916f  sf.net/paintball2_build016_full.exe
4da11f857c1cd8ef5be56088ddc2e176  sf.net/paintball2_build016_linux_full.tar.gz
361b75a5663ac575ec2d4f7c66eace3e  sf.net/paintball2_build016_linux_minserver.tar.gz
27f2ce870b6a3a2e92bcf525ffabfacb  sf.net/paintball2_build016_update.exe

Looks good.

http://www.PBCup.com/community/paintball2_build016_full.exe
http://www.PBCup.com/community/paintball2_build016_linux_full.tar.gz
http://www.PBCup.com/community/paintball2_build016_linux_minserver.tar.gz
http://www.PBCup.com/community/paintball2_build016_update.exe
Title: Re: Build 16 Release
Post by: jitspoe on March 03, 2006, 03:32:07 AM
Thanks a bunch, bain.  I've put up an official news release now.
Title: Re: Build 16 Release
Post by: Playah on March 03, 2006, 06:28:17 AM
i have the "pre-version" of build 16 on my computer now. Can i just download the build 16 update now?
Title: Re: Build 16 Release
Post by: Matze on March 03, 2006, 08:04:21 AM
The pre-version IS the build 16 update, since there were not any bugs found on the preversion.
Title: Re: Build 16 Release
Post by: jitspoe on March 03, 2006, 03:15:12 PM
The only thing I changed was some of the readme stuff, and I think that's all posted on the news, so there's no need to grab it again.

FileFront was nice enough to put up some mirrors, too.  Bain, did you want me to link the pbcup mirrors on the files page?
Title: Re: Build 16 Release
Post by: XtremeBain on March 03, 2006, 04:33:52 PM
If you want :)
Title: Re: Build 16 Release
Post by: Smokey on March 03, 2006, 08:53:43 PM
wait wait... how do u do language files?
Title: Re: Build 16 Release
Post by: jitspoe on March 03, 2006, 09:56:19 PM
http://dpball.com/forums/index.php?topic=1376.0
Title: Re: Build 16 Release
Post by: Burt_Gummer on March 03, 2006, 10:16:57 PM
Ok, when I try to set cl_language l33t or set cl_language l33t.lang it will not work.  Any ideas?
Title: Re: Build 16 Release
Post by: Matze on March 03, 2006, 10:21:38 PM
Is the .lang located in "paintball2\pball\configs"?

Do you type "set cl_language" (which wont work) or "cl_language" ?
Title: Re: Build 16 Release
Post by: loial21 on March 06, 2006, 11:49:47 PM
I just upgraded from 14 to 16 . Umm. Notice above the 'd' in required, in the sky there are black dots. These dots appear everywhere and when it gets bad enough they develop in to long 'rips'  . I know that is not the 'correct'  term but its as close I can describe. Big difference between 14 and 16. Help!!! Playable but not as enjoyable. Thanks.

amd xp 2600
nvidia gforce4 mx 440 apg 8x

Title: Re: Build 16 Release
Post by: jitspoe on March 07, 2006, 12:26:36 AM
That's always been there - at least on some cards.  I tried to fix it and it made it better for some cards and worse for others.  I'll have to have another go at it.

Also, turn down your gamma, sheesh.  I don't see how you can complain about a couple little black dots when the whole screen is washed out like that.
Title: Re: Build 16 Release
Post by: loial21 on March 07, 2006, 12:48:14 AM
PLease do. My gamma causes me to lag? ;)

 Very very very nice water BTW.
Title: Re: Build 16 Release
Post by: Eiii on March 07, 2006, 12:58:05 AM
Your gamma causes the game to look really ugly.
Title: Re: Build 16 Release
Post by: XtremeBain on March 07, 2006, 12:47:21 PM
Replace your monitor, you have some dead pixels.
Title: Re: Build 16 Release
Post by: Herron on March 07, 2006, 02:15:33 PM
haha bain, that made me chuckle
Title: Re: Build 16 Release
Post by: loial21 on March 07, 2006, 06:00:33 PM
Quote
Replace your monitor, you have some dead pixels
Pay me.

*edit

Jitspoe,

I can no longer take a ss of the console.
Title: Re: Build 16 Release
Post by: Eiii on March 08, 2006, 02:27:38 AM
Type screenshot at the console.
Title: Re: Build 16 Release
Post by: loial21 on March 08, 2006, 04:22:36 PM
I dont want to. :(
Why was that changed?
Title: Re: Build 16 Release
Post by: jitspoe on March 08, 2006, 06:33:29 PM
It probably had something to do with the foreign keyboard support.  Did it work in build 14?
Title: Re: Build 16 Release
Post by: loial21 on March 08, 2006, 07:07:00 PM
Yes.
Title: Re: Build 16 Release
Post by: Eiii on March 08, 2006, 07:22:55 PM
You don't want to type screenshot at the console... but you want a screenshot of the console. That's the only way.
Title: Re: Build 16 Release
Post by: loial21 on March 08, 2006, 09:44:02 PM
It not used to be like that. I am reporting it and complaing about it at the same time. Who said you can't do 2 things at once.
Title: Re: Build 16 Release
Post by: Eiii on March 08, 2006, 10:50:58 PM
Wait, how was it done before?
Title: Re: Build 16 Release
Post by: loial21 on March 08, 2006, 10:54:43 PM
open console hit f12
Im playing and trying to admin, well play mostly.
Title: Re: Build 16 Release
Post by: Eiii on March 08, 2006, 11:07:05 PM
I was under the impression that binds don't work while the console is down...

*tests*
Title: Re: Build 16 Release
Post by: TinMan on March 19, 2006, 04:36:04 PM
Another problem for Jits to hate linux for!

When I load the game, my cursor slowly moves to the top of the game window and I can't move it down, so I pull down the console and type "map bombsaway", so the map loads and then I automatically slowly aim up without touching the mouse, and I can't aim down. So it is continuously thinking I'm aiming my mouse up without me ever touching it.
Title: Re: Build 16 Release
Post by: b00nlander on March 19, 2006, 07:05:01 PM
thats a problem with the mouse driver I think, I had that happening when I tried using a USB mouse on my linux box hehe
Title: Re: Build 16 Release
Post by: TinMan on March 19, 2006, 11:03:43 PM
I'll test it with a PS/2 mouse tomorrow, I don't wanna get ball lag though.  =P
Title: Re: Build 16 Release
Post by: loial21 on April 14, 2006, 10:00:44 PM
What else you need?
Title: Re: Build 16 Release
Post by: jitspoe on April 15, 2006, 01:34:34 AM
Thanks for the screenshot.  That definitely looks like a network problem.  I'm not sure what end it's on, though.  I've gotten netgraphs that look almost exactly like that when I'm uploading files somewhere.  Do you have any applications running that might be taking up your bandwidth (auto-updates, spyware, etc.)?  If several people have complained about it on the Graffiti servers, it might be on their end.   Have you had these spikes on the EV1 servers?  Is there a particular time of day when the lagging is worse?
Title: Re: Build 16 Release
Post by: loial21 on April 16, 2006, 03:11:14 AM
Good questions all.

Programs I have runing or not, are not the forums business. But if you must know......Let this be private.

My msconfig start up is clean. I have no other processing issues, other than I am using windows 98se.

I have alot other ss of this behavior.


Title: _
Post by: IronFist on June 26, 2006, 04:14:52 AM
Post removed
Title: Re: Build 16 Release
Post by: Eiii on June 26, 2006, 05:01:37 AM
Oh oh, Loial. You'd better stop playing, you know how awful people with high pings/ping spikes are.

Also:
Programs I have runing or not, are not the forums business. But if you must know......Let this be private.

That's the funniest thing you've EVER said.
Title: Re: Build 16 Release
Post by: loial21 on July 04, 2006, 09:59:14 PM
and "pretty ladies"
Whew I was worried.

I am not downloading anything nor do I run any other programs while playing paintball, ever. This can happen on any server at any time.
Title: Re: Build 16 Release
Post by: Eiii on July 04, 2006, 11:18:46 PM
Then it sounds like your connection.
Like I said, you'd better not play, or you'll degrade other people's gaming experience. Otherwise you're a filthy hypocrite! :D
Title: Re: Build 16 Release
Post by: loial21 on July 05, 2006, 05:40:46 PM
Quote
Then it sounds like your connection.
I ruled that out before posting via traceroutes to serveral servers for example web, email and game servers with zero packetloss. I have those on ss as well.

Besides if I stopped playing and posted I would be like you. Something you need to work my good man. Dont be scared to use your name once and while and play. :)

Like I said this is the ONLY time I experience latency.
Title: Re: Build 16 Release
Post by: XtremeBain on July 05, 2006, 06:04:32 PM
Do a ping test to somewhere, www.pbcup.com for 1000 or 5000 attempts then at the end look at your packets dropped.
I think the command is:
Code: [Select]
ping www.pbcup.com -c 1000
Title: Re: Build 16 Release
Post by: TinMan on July 05, 2006, 06:28:56 PM
in linux its
Code: [Select]
ping -c 1000 www.pbcup.com
Title: Re: Build 16 Release
Post by: loial21 on July 05, 2006, 06:40:49 PM
Ok. Will do. Are we going to compare the amount of packet loss? I fail to see the need. Please help.
Title: _
Post by: IronFist on July 10, 2006, 01:27:02 AM
Post removed
Title: Re: Build 16 Release
Post by: namebrand on September 30, 2006, 04:53:43 PM
few more requests..

1. I think it should automatically go to chasecam after you die.

2. I also think you should have the same physics in obs mode as in the game so you can practice without the extra gravity. Yes, its kinda fun feeling like your flying through the map in obs, but when you go back to the game it makes your feet feel 50 pounds heavier =)

3. Should say when a player has changed his name imo.


4. Also...dunno if this has been mentioned...but when you're in chasecam, theres a major lag on the player's name when switching through players...for example, I'll "]" to the next player but the name will remain of the previous player for a few seconds... Kinda sucks when you want to spec a specific player.

hope this helps
-the name
Title: Re: Build 16 Release
Post by: TinMan on September 30, 2006, 06:14:29 PM
XD
Thread 2 months dead.
b17 in the works.

Title: Re: Build 16 Release
Post by: Lunatic on September 30, 2006, 06:48:18 PM
to Number 2: All you have to do is type "noclip" in the console in obs mode, and you will have the same physics.
Title: Re: Build 16 Release
Post by: Spook on September 30, 2006, 06:56:24 PM
thats not at all what he means. he means that obs jumping is easier because the gravity is less. i don't know if thats true but thats what it means
Title: Re: Build 16 Release
Post by: Eiii on September 30, 2006, 07:30:40 PM
It's not. Physics for observer are either the same as the player's, or not there at all.
Title: Re: Build 16 Release
Post by: jitspoe on October 01, 2006, 11:11:42 PM
I think I may have fixed #4 already.  There's a sever side setting to show name changes (sv_shownamechanges?  I don't remember what it was called), but it tends to flood the console with name changes sometimes, so I left it off by default.  But anyway, this thread is old and not really a request thread.
Title: Re: Build 16 Release
Post by: Lunatic on October 01, 2006, 11:17:06 PM
When was the gravity ever less in obs mode..
Title: Re: Build 16 Release
Post by: jitspoe on October 01, 2006, 11:18:31 PM
It wasn't.  I'm not sure where he got that from.

Oh, this topic was still stickied.  I guess I can take that off now.
Title: Re: Build 16 Release
Post by: namebrand on October 10, 2006, 12:55:25 AM
Sorry I meant to post in build 17 thread..

YES. On my comp the obs physics are definatly different. For example in obs, in pbcup, I can jump from floor to top of V from the slanted land...in game I cant.

Maybe obs mode is the games TRUE psyics without the affect of netplay lag??
Title: Re: Build 16 Release
Post by: Eiii on October 10, 2006, 01:09:40 AM
Just like how when I join a local server, the paint travels through my gun faster! :P
Title: Re: Build 16 Release
Post by: jitspoe on October 10, 2006, 01:28:27 PM
The player physics are hardcoded into the game and should be identical for observers and live players (unless you have noclip on).  Can you record a demo?