It needs stable & high FPS and the most important is practicehow to do like this, 5 years long enough to forgot it
Yea i know but there is more thing’s like pmove_fixed 55 and com_maxfps 333 also my pc have a good stable and fps but it work sometimes and times dont soo do u have a solution? i think I should’ do more things or codes to work like in the vid.It needs stable & high FPS and the most important is practice
No you already mentioned the codes they're putting, but drikey the video creator was not on 333 fps he may be using pmove_fixed, now as an admin I have to play using AC and it prevents me to change the value of many things like pmove_fixed & fps.Yea i know but there is more thing’s like pmove_fixed 55 and com_maxfps 333 also my pc have a good stable and fps but it work sometimes and times dont soo do u have a solution? i think I should’ do more things or codes to work like in the vid.
sometimes i wonder, how tf you know all thisI've never understood why people try to get the "smooth" jump. The "smooth" part actually comes from your player not being synchronized correctly (that's where pmove_fixed / pmove_msec's come to play). You can perform the same jumps without introducing "ambiguity" with fucking around with pmove, just that your jumps will not look like you "glide" off a surface.
But to answer your question, pmove_fixed is just 0-1 cvar. It's pmove_msec which controls it. pmove_msec is usually tied with your FPS, if you alter it with pmove_fixed, you introduce "out-of-synch" prediction, which causes this weird gliding effect.
So if you want to test it out, set your fps to a value which is not synchronized with the msec in which pmove should run. pmove_msec without tampering is calculated based on your FPS - pmove_msec = 1000 / fps. So at 125 FPS, your pmove_msec will be 8. Try out for example with FPS 125 and setting msecs to 10.