@arte_de_la_puerta I will definitely try it later
if PMSA can't beat the map with 100aa, I don't think you will have an easier time than him. Beat an actual good map like arte_twist please
@arte_de_la_puerta next hb_theyambo :D
and then qcg_slabs_d
@EnriqueMurcielago beat arte_twist next
@EnriqueMurcielago ну ты жёски !!!!!!!!!!!!!
@narasslabone на ютубе есть возможность не показывать видео в ленте при публикации, и я уже оставляю для ленты почти только вры, просто публикую всё это позже. За просмотры волноваться не стоит, мы денег с канала всё равно не имеем
@EnriqueMurcielago gg
EnriqueMurcielago - Машина, первый на kz-rush осилил vLy_nantu2_d с 10аа!!!
@TyIIIkA Да и в принципе, зачем вообще делать поблажку, если идея заключается в том, чтобы сделать самую сложную карту в мире, которую пройдут только упертые единицы? Это убивает концепцию
To fix this, server has to also send out correct aa information to client along with server side prediction per player.
"its very hard to play 100aa climb, because if you press S midair you just stop like hitting a wall" -> some lags like this
<3 Kpoluk
"This modume implements the shared player physics code between any particular game and
the engine. The same PM_Move routine is built into the game .dll and the client .dll and is
invoked by each side as appropriate. There should be no distinction, internally, between server
and client. This will ensure that prediction behaves appropriately."
It's not limited to duckhop but any movement that is slightly different happening in 100aa that should happen in 10aa
About client's aa, unfortunately i see the weird movement when i enable aa100. Reason could be repai used compared to otpheu?