Snake in the Grass Posted July 21 Posted July 21 @RNGesus And thank you for giving back hope in probability : 4 Quote
Shoresy Posted July 21 Posted July 21 hahaha @RNGesus @Snake in the Grass is part of the religion now ! 😄 😄 😄 1 Quote
ET Member RNGesus Posted July 21 ET Member Posted July 21 11 minutes ago, Shoresy said: hahaha @RNGesus @Snake in the Grass is part of the religion now ! 😄 😄 😄 3 Quote
boki Posted July 22 Posted July 22 (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 July 22 by boki Quote
ET Member RNGesus Posted July 22 ET Member Posted July 22 This fix for clarification is not applied to our jay server Quote
PHNTM Posted July 23 Author Posted July 23 (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 July 23 by PHNTM 2 1 Quote
boki Posted July 24 Posted July 24 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 1 1 3 Quote
RASHOMON Posted July 29 Posted July 29 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? Quote
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