Can you get over 500 FPS in Quake 3? Because I can't seem to

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seremtan
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Post by seremtan »

R00k wrote:Isn't the "com_maxfps" variable set to 125 by default out of the box? Or is it lower?

See what yours is set at Asphyxiator.
It's 90fps out of the box. I think 125 is optimal though.

@o'dium : Why do you need it to run over 500 anyway?
LXS
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Post by LXS »

seremtan wrote:
R00k wrote:Isn't the "com_maxfps" variable set to 125 by default out of the box? Or is it lower?

See what yours is set at Asphyxiator.
It's 90fps out of the box. I think 125 is optimal though.

@o'dium : Why do you need it to run over 500 anyway?
Because making a mod that upgrades the model/texture resolution in Quake 2 is SUCH a good idea! :lol:
Doombrain
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Post by Doombrain »

making games for a PS2 :lol:
feedback
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Post by feedback »

THREAD DELIVERS!!!
Doombrain
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Post by Doombrain »

whatever
o'dium
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Post by o'dium »

LXS wrote:
seremtan wrote:
R00k wrote:Isn't the "com_maxfps" variable set to 125 by default out of the box? Or is it lower?

See what yours is set at Asphyxiator.
It's 90fps out of the box. I think 125 is optimal though.

@o'dium : Why do you need it to run over 500 anyway?
Because making a mod that upgrades the model/texture resolution in Quake 2 is SUCH a good idea! :lol:
Have you even checke what we are working on recently? :lol:

http://www.quake2evolved.com/
LXS
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Post by LXS »

o'dium wrote:
LXS wrote:
seremtan wrote: It's 90fps out of the box. I think 125 is optimal though.

@o'dium : Why do you need it to run over 500 anyway?
Because making a mod that upgrades the model/texture resolution in Quake 2 is SUCH a good idea! :lol:
Have you even checke what we are working on recently? :lol:

http://www.quake2evolved.com/
Holywowshitwow!!!!!!111

You made splashy effects for an outdated game no-one cares about anymore :lol:

SHIT ME! :lol:
signa
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Post by signa »

rep wrote: There are tricks with eight com_maxfps settings. Of course you know about 125, but I won't tell the others because you kids will abuse them. Some make you move faster and go farther when you hit jumppads, some make you stick to the ground and your jumps are about half the height. Some let you lag out the enemy you're shooting, believe it or not. It's a strange side effect that shouldn't have anything to do with anything, since it's a clientside feature. Oh well.
that information has been out for years, and its no secret.

any serious players will be using the osp mod which limits all that stuff.
rep
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Post by rep »

LXS is a goofy kid.

Q2E is a nice way to waste time... It was far better for them to do this than say, QUAKE 3: NORMAL MAPS, like all the other kids are doing these days.

I do wish that they would have gone a slight bit further with Q2E, however. Dynamic lighting, better shader effects (yeah, n/s/d/sb, bleh) and real shadows would have all been great, but they're all being shown on the old maps.

It would be nice if they redid at least the edge in some crazy high poly way... And made it make sense. I drew concepts up a few years ago, and the best I could do with it was turn it into a dam. That's what I've always thought it is anyway... Some sort of dam/complex where the water has drained on one side. Yeah.
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LXS
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Post by LXS »

rep wrote:LXS is a goofy kid.

Q2E is a nice way to waste time... It was far better for them to do this than say, QUAKE 3: NORMAL MAPS, like all the other kids are doing these days.
The other kids are wankers too.

Sorry, but what you're doing is utterly pointless.
rep
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Post by rep »

Okay, LXS.

I just checked out the Q2E site and they added a lot of shit since I last checked... (Basically everything i said in my previous post.)

Now if they can redo every MP map, and pump out some nice models before Raven is done...

Edit: Hey, if you're serious about redoing the models, I'm the man when it comes to normal maps.
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