[MacGLQuake] Re: MacGLQuake digest, Vol 1 #49 - 2 msgs

pOx pox@planetquake.com
Sun, 10 Dec 2000 02:54:32 -0500


> From: Tris@aol.com
> Reply-To: macglquake@indigita.com
> Date: Sun, 10 Dec 2000 02:17:30 EST
> To: macglquake@indigita.com
> Subject: [MacGLQuake] Re:  MacGLQuake digest, Vol 1 #49 - 2 msgs
> 
> First a huge thanks to Brad Oliver for that fix for the screenshot bug, now
> to bring up a few more bugs I found, if anyone has suggestions or solutions -
> 
> Fps bug - Client caps at 61fps, although when it's set at 0, it reads as 61,
> and when it's anything below 61, it just cuts the fps in half, and lags the
> play completely.  You can see your fps with the show_fps 1 command, if anyone
> has any ideas please let me know.

That's a tough one - normal GLQuake behaves this way as well. Quake actually
limits framerates to keep proper time (this limitation is lifted for
timedemos, which can easily hit >120fps, but the game is running too fast to
be playable at that point). Odd thing is, the cap is set to 72fps so I'm not
sure why it tops out at 61fps. Regardless, it would take some major work to
get rid of this limitation.

> Demo bug - the client will not allow demos to be dragged/played to the app,
> nor will it open demos from the playdemo <demoname> command via console.

I've been meaning to look at that - do you have any QW demos you can point
me to? (or just email me one)

Frank.
pox@planetquake.com
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