Speed Demos Archive
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In use until September 2003
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NagasakiPosted - 5 November 2002 11:27 PST
decrease = more fps
increase = less fps

thanks to you, the audience.

***
[AK]Naga$akeY 2002
http://www.PlanetQuake.com/illMind/

RadixPosted - 5 November 2002 20:03 PST
I'm not sure why you posted this but it's totally wrong. An HFR of 0.1 means that quake advances the time by 0.1 seconds every frame, regardless of how much real time has passed.
Morfans2Posted - 6 November 2002 1:22 PST
Oh so that's what it means.

I've often wondered how that number works. It's all quite simple really.

NagasakiPosted - 6 November 2002 2:29 PST
Don't mind Nolan, I didn't want to reclaim physics. I didn't had access to my mail and wanted to drop Thomas a message.

I'm aware of how hfr is working ingame, really :)

***
[AK]Naga$akeY 2002
http://www.PlanetQuake.com/illMind/

-SCUT-OpenGLPosted - 6 November 2002 3:57 PST
hi nolan, can u tell me how does it work with demos playback? suppose a demo has 72 frames in every second.
RadixPosted - 6 November 2002 10:13 PST
Same thing during demo playback... it advances the quake time by the HFR value... it goes to the next frame in a demo that hasn't passed that time. If there's no frame available cuz the HFR is really low then it interpolates movements until it gets to the next frame.
KenPosted - 7 November 2002 14:14 PST
Well, at least Nagasaki posted something that people replied to. :P

We live, as we dream - alone.