bigbro Posted May 20, 2022 Posted May 20, 2022 anyone know why i keep getting this its only when i use my mouse Quote
GHARIB Posted May 20, 2022 Posted May 20, 2022 (edited) this warning appears when you set a wrong string in your cvar. In this case (0) for /com_maxfps I have tested myself : The cvar is not accepted and not set after the error. 22 minutes ago, bigbro said: i keep getting this its only when i use my mouse I am sure that you have bound "/seta com_maxfps (0)" in a key, used by the mouse. Please check your binds in your configs / try to find with key is bound - you certainly have bound mouse key by error. Edited May 20, 2022 by GHARIB 1 1 Quote
the cake is a lie Posted May 20, 2022 Posted May 20, 2022 (edited) He will also get that error message if the bind is missing a semicolon between declarations like this: "...;com_maxFPS 71 cg_crosshairSize 32;..." The engine is trying to parse "71 cg_crosshairSize 32", for example, as a number and can't do it safely. ET 2.60b fails quietly but ET Legacy throws that error message to let you know you failed to set com_maxFPS and it has reverted to a safe default. Edited May 20, 2022 by the cake is a lie changed the FPS used in my example for clarity 3 1 Quote
GHARIB Posted May 20, 2022 Posted May 20, 2022 (edited) 6 minutes ago, the cake is a lie said: He will also get that error message if the bind is missing a semicolon between declarations like this: "...;com_maxFPS 125 cg_crosshairSize 32;..." The engine is trying to parse "125 cg_crosshairSize 32", for example, as a number and can't do it safely. ET 2.60b fails quietly but ET Legacy throws that error message to let you know you failed to set com_maxFPS and it has reverted to a safe default. +1 ! I have forgoten to mention a parse error! Anyway, in this case @bigbro you could share your cfg Edited May 20, 2022 by GHARIB 1 Quote
Solution GHARIB Posted May 20, 2022 Solution Posted May 20, 2022 (edited) Check these lines : bind mouse1 "+attack;com_maxfps 100" bind mouse2 "+moveup;com_maxfps 125" set com_maxFPS 125 ----------> Please remove com_maxfps from mouse1 and mouse 2 bind mouse1 "+attack" bind mouse2 "+moveup" Add double quotes here set com_maxFPS "125" Edited May 20, 2022 by GHARIB 1 Quote
bigbro Posted May 20, 2022 Author Posted May 20, 2022 17 minutes ago, GHARIB said: Check these lines : bind mouse1 "+attack;com_maxfps 100" bind mouse2 "+moveup;com_maxfps 125" set com_maxFPS 125 ----------> Please remove com_maxfps from mouse1 and mouse 2 bind mouse1 "+attack" bind mouse2 "+moveup" Add double quotes here set com_maxFPS "125" thanks thats worked a treat 1 Quote
Blunt Posted May 20, 2022 Posted May 20, 2022 I thought I read somewhere it was best to drop from 125 to 76 or 43 for performance when 125 no good. Does 100 work well for you? Quote
Platinum VIP Dest!Ny Posted May 20, 2022 Platinum VIP Posted May 20, 2022 1 minute ago, Blunt said: I thought I read somewhere it was best to drop from 125 to 76 or 43 for performance when 125 no good. Does 100 work well for you? You should always use a number equal to 1000/n where n is a positive integer, so like 125 111 100 90 83 76 etc 1 2 Quote
HarryAimpotter Posted May 20, 2022 Posted May 20, 2022 3 hours ago, Blunt said: I thought I read somewhere it was best to drop from 125 to 76 or 43 for performance when 125 no good. Does 100 work well for you? Well, it depends on the server. Some servers have g_fixedPhysicsFPS 125 enabled, so you will jump as if you had constant 125 fps, no matter your actual fps. Some server don't have that enabled. So yes, 43, 76, 125, 333 fps gives you more jump hight. Here is a demonstration of this . Video is recorded in FA BEG2. AFAIK NQ1 also has the same issue. TL:DR some servers have FPS dependent physics and some servers do not. 2 1 Quote
Blunt Posted May 20, 2022 Posted May 20, 2022 Now I remember, been at least 15 years since I read anything on this subject. Forums back then would point to Quake III posts. There is another odd advantage with that game engine that gave you a speed advantage, jumping while strafing. I still add that wiggle to my in-game play today. Quote
HarryAimpotter Posted May 21, 2022 Posted May 21, 2022 (edited) 5 hours ago, Blunt said: Now I remember, been at least 15 years since I read anything on this subject. Forums back then would point to Quake III posts. There is another odd advantage with that game engine that gave you a speed advantage, jumping while strafing. I still add that wiggle to my in-game play today. Yes, in Q3 engine there are three types of jumping that gives you more speed - circle jumping (CJ), strafe jumping (SJ) and some mods had bunny hopping (BH) too. In Q3 you could combine CJ and SJ and accelerate with every jump, in regular ET you can only accelerate using CJ and SJ while you do it down hill or on small decline. On flat ground you can only CJ but you cannot combine jumps to accelerate, you will loose your speed after each CJ. In ET servers where double jump (DJ) is enabled you can combine CJ, SJ and DJ and accelerate with every jump (similar to Q3). Edited May 21, 2022 by HarryAimpotter 1 Quote
GHARIB Posted May 21, 2022 Posted May 21, 2022 (edited) On 5/20/2022 at 5:50 PM, Dest!Ny said: You should always use a number equal to 1000/n where n is a positive integer, so like 125 111 100 90 83 76 etc You right @Dest!Ny and it is very important! Quake3 engine can only render this valid values : Frame rates (FPS) = int(1000 / N) for example If your monitor supports 144 and can't support 166 -> it should be set to 142 or 125 , if you set 144, it will try to render the higher range in this case 166 FPS, and it will render bad stuffs 😛 1000/1 = 1000 1000/2 = 500 1000/3 = 333 1000/4 = 250 1000/5 = 200 1000/6 = 166 1000/7 = 142-------------->144 1000/8 = 125 1000/9 = 111-------------->120 1000/10 = 100 1000/11 = 90 1000/12 = 83 1000/13 = 76 1000/14 = 71-------------->75 1000/15 = 66 1000/16 = 62 1000/17 = 58-------------->60 Edited May 21, 2022 by GHARIB 1 1 Quote
Snuffs99 Posted May 21, 2022 Posted May 21, 2022 (edited) 3 hours ago, GHARIB said: You right @Dest!Ny and it is very important! Quake3 engine can only render this valid values : Frame rates (FPS) = int(1000 / N) for example If your monitor handles 144 and can't handles 166 -> it should be se to 142 or 125 , if you set 144, it will try to render the higher range in this case 166 FPS, and it will render bad stuffs 😛 Yep i stupidly set mine to 144 in cfg when i got a 144 refresh rate monitor and it did take me a little while to realise why it was capping at 166 instead of 144. I'm back to 125 now though, just works better for me Edited May 21, 2022 by Snuffs99 1 1 1 Quote
Blunt Posted August 3, 2022 Posted August 3, 2022 I changed up some monitors a few weeks back and didn't realize Windows defaulted me back to 60Hz rather than setting me to 144Hz. I totally noticed a difference, warning to all, check your settings, evidently Windows defaults to the safest setting not the best. Quote
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