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[BUG]: High FPS movement glitch #1029

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AlexSwartz opened this issue Nov 22, 2024 · 2 comments
Open

[BUG]: High FPS movement glitch #1029

AlexSwartz opened this issue Nov 22, 2024 · 2 comments
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Status: 🖐 available Task currently opened. Type: 🐞 bug An error that needs fixing.

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@AlexSwartz
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🤔 What happened?

For counter-strike 1.6, setting FPS above 100 causes a movement bug when landing after a jump, you lose all your speed and is much slower to return to full running speed. Is there a way to fix this movement bug so that you have no penalty for using high FPS? This occurs in ReGameDLL_CS and original DLL.

Video of movement bug when using high FPS:
https://streamable.com/rx1cc5

⚠️ Meta-information

Protocol version 48
Exe version 1.1.2.7/Stdio (cstrike)
Exe build: 19:53:27 Aug  3 2020 (8684)


ReGameDLL version: 5.26.0.668-dev
Build date: 19:02:48 Dec 31 2023
Build from: https://github.com/s1lentq/ReGameDLL_CS/commit/d3c0ec8

Metamod-r v1.3.0.149, API (5:13)
Metamod-r build: 11:31:17 Apr 23 2024
Metamod-r from: https://github.com/theAsmodai/metamod-r/commit/603a257


[ 1] AMX Mod X RUN - amxmodx_mm_i386.so v1.10.0.5467 ini Start ANY
[ 2] YaPB RUN - yapb.so v4.3.734 ini Chlvl ANY
[ 3] Ham Sandwich RUN - hamsandwich_amxx_i386.so v1.10.0.5467 pl1 ANY ANY
[ 4] CSX RUN - csx_amxx_i386.so v1.10.0.5467 pl1 ANY ANY
[ 5] FakeMeta RUN - fakemeta_amxx_i386.so v1.10.0.5467 pl1 ANY ANY
[ 6] ReAPI RUN - reapi_amxx_i386.so v5.24.0.300-dev pl1 ANY Never

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@AlexSwartz AlexSwartz added Status: 🖐 available Task currently opened. Type: 🐞 bug An error that needs fixing. labels Nov 22, 2024
@Nord1cWarr1or
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see #1005

@AlexSwartz
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AlexSwartz commented Nov 22, 2024

Wow awesome! This is a huge fix to use high fps with no penalty.

Edit:
I test this fix and there is some glitch when client FPS is greater than ~145FPS. When landing, there is a slight judder to the camera.

I tested with mp_stamina_restore_rate 100, with this fix merged to the latest release 5.26.0.668.

https://streamable.com/azz0gy

Edit 2:

Slow motion of the judder on landing with 500 fps:
https://streamable.com/icvrek

As FPS increases, the duration of the judder increases. I have measured the judder in slow motion and counted how long the judder lasts upon landing:

275FPS = judder duration 473ms
500FPS = judder duration 571ms
1000FPS = judder duration 624ms

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