Can we still have bug fixes?

Hi,
I notice there are no new releases or test builds, should I assume that there will be no bug fixing effort ?
As I am a big fan of this game, and is the only reason I am still a gamer now, I notice there is an issue when increasing the framerate above 250 FPS. I assume the gravity engine is using frame ticks instead of time based rate ? I am probably wrong, hence this ticket.

I have a 560 Hz monitor and would love to use it properly, and I’ve tested this engine on Q3DM17 and when I am at 500 fps , the player cannot reach the railgun platform.
Here is the summary of the bug on multiple fps points:
at 60 fps : lands 1-2 steps in front of the railgun spawn point
at 125 fps: lands exactly on the spawn point
at 200 fps: lands 1 step in front
at 250 fps:lands exactly on the spawn point
at 333 fps: overshot, nearly hits the skeleton behind the platform
at 500 fps: it cannot reach the platform 1-2 steps in front
at 1000 fps: it cannot reach the platform, is constantly showing “connection interrupted”
at 2k/4k fps: the player cannot reach the platform. showing “connection interrupted” and all animations are double in speed.

Please, please, pleeease, can we try to have a fix ? :slight_smile:
I can also try to understand how to fix, but I kindly need help to understand how to develop this engine.

Best regards

The physics in quake3 have always been dependent on the frame rate. There is a server setting (a cvar) you can use called pmove_fixed that can detach the physics from the framerate in some situations but has to be set by the game server. There are a few good explanations of this out there. Here’s one in a video:

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