Jump to content

Recommended Posts

Posted (edited)

when I use pmove_fixed on jay1, my ping goes all over the place, up to 5-6 times higher

 

I guess we can use this only on the test server for now

Edited by boki
  • ET Member
Posted

This fix for clarification is not applied to our jay server 

Posted (edited)
On 7/20/2026 at 4:52 AM, boki said:

Don't get it why would anyone implement logic like this, makes no sense (tying overheating to frame rate)
I guess nobody has access to jaymod source code?
Could this be the source code: https://github.com/budjb/jaymod ?

I wonder how difficult it is to code jaymod from scratch

They've also created poison knives so.. no logic? 

 

Anyway, I was reading through the thread and it seems like this has been fixed?
Hope this can be implemented soon. A massive thank you to those involved! ❤️

Edited by PHNTM
  • Like 2
  • 100 1
Posted
22 hours ago, PHNTM said:

They've also created poison knives so.. no logic? 

 

Anyway, I was reading through the thread and it seems like this has been fixed?
Hope this can be implemented soon. A massive thank you to those involved! ❤️

As for poison knives ... worst idea ever implemented in any game ever

  • Like 1
  • Sad 1
  • 100 3
Posted
On 7/21/2026 at 4:51 AM, RNGesus said:

While investigating the recent sten overheating issue, I reviewed the Jaymod source and uncovered a separate, long-standing problem with pmove_fixed 1. (by crashing everyone connected to jay1 server by testing with DD and enabling it sorry again!)

When fixed movement was enabled, one bug could cause clients to crash while joining because PM_UpdateLean accessed the global pm pointer from a code path where it had not been initialized. A second issue caused severe latency, warping, and “Connection Interrupted” behavior because fixed-movement commands interacted incorrectly with Jaymod’s anti-warp queue.

Both issues have now been corrected. pmove_fixed 1 can be enabled without crashing connecting clients or causing the movement queue to accumulate hundreds of milliseconds of delay. This should be especially useful for trick-jump players that rely on fixed movement behavior.

 

 

 

On the pmove thing (I'm sorry, I'm clueless about coding so I didn't fully understand what you fixed (thank you for that though)). I noticed that on the river port map, on the last axis spawn, getting onto the roof is very hard, sometimes, it works and sometimes I clip the edge and fall back. I even had to use a script to turn pmove_fixed to 1 during the jump part to ensure that it would work but it still wasn't perfect. Do the changes you made will fix this inconsistency? 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.