boki Posted yesterday at 03:52 AM Posted yesterday at 03:52 AM (edited) 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 Edited yesterday at 03:55 AM by boki 2 Quote
Snake in the Grass Posted 23 hours ago Posted 23 hours ago 16 hours ago, Cocanation said: For more context, the more FPS you have in game, the less shots you can fire before overheating. (NOTE: This is only for jay1 and jay2) FPS Max shots >=250 11 ==125 13 <=76 14 Additionally, as i am experience a lot of FPS (Frame Per Second) difference due to my aging setup, i can very that goes WAY beyond the sten, i.e. a lot of things changes with FPS, resulting in a completely different gaming experience. 1 Quote
kirishimaWEEB Posted 23 hours ago Posted 23 hours ago 13 minutes ago, Snake in the Grass said: a lot of things changes with FPS, resulting in a completely different gaming experience Oh yeah for sure , jumping , recoil for most guns including pistol , dual pistols , sniper rifle , fg42 , and even the shotgun changes ALOT with fps change. recoil for these weapons is extremely low at 71-73 fps and very high @180+ 2 Quote
Snake in the Grass Posted 20 hours ago Posted 20 hours ago 2 hours ago, kirishimaWEEB said: Oh yeah for sure , jumping , recoil for most guns including pistol , dual pistols , sniper rifle , fg42 , and even the shotgun changes ALOT with fps change. recoil for these weapons is extremely low at 71-73 fps and very high @180+ It's not just recoil or overheating, it's aim in general 2 Quote
ET Member RNGesus Posted 16 hours ago ET Member Posted 16 hours ago These were all already fully patched in my jaymod modernization 2 1 Quote
ET Member RNGesus Posted 13 hours ago ET Member Posted 13 hours ago Reading through the jaymod code as to how this works exactly it’s strange how it’s done but please enable the following on jay pmove_fixed 1 all clients will now have the same and intended stem overheat and heat build up heat loss being tied to frame time is stupid. This is doable without modifications to source however if intent is to keep pmove fixed off then source modifications are required please let me know which and I can do so 3 Quote
ET Member RNGesus Posted 7 hours ago ET Member Posted 7 hours ago (edited) This has been patched in the code and compiled sent to jay leadership Modified source/exact commit available at https://github.com/RngesusSolutions/jaymod2.2.0/commit/109ee3cac33a2103e365679e5e88e0e4b1c14e13 For users wishing to compile themselves. Also please ignore my earlier posts while pmove_fixed 1 should work its very broken in jaymod a base q3 game mechanic btw -.- and crashes clients Edited 5 hours ago by RNGesus more info 1 3 1 Quote
ET Member RNGesus Posted 3 hours ago ET Member Posted 3 hours ago (edited) 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. The original Sten fix is also included. Weapon cooling is no longer dependent on the player’s framerate, and sustained sten fire now consistently reaches its intended 16-round overheat limit across tested framerates from 40 to 1000 FPS. Source changes and commit history: https://github.com/budjb/jaymod/compare/master...RngesusSolutions:jaymod2.2.0:master Jaymod 2.2.1 precompiled release: https://github.com/RngesusSolutions/jaymod2.2.0/releases/tag/2.2.1 The release is available for server operators who would prefer not to compile the changes themselves. What began as a straightforward sten correction ultimately exposed another significant issue that appears to have remained in the codebase for more than a decade. Once it was identified, I could not justify leaving it unpatched. GG FA community at finding a 10+ year old bug and patching it! Cheers! Edited 3 hours ago by RNGesus 3 1 Quote
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