You're talking about sv_fps on the quake engines. sv_fps was used for the heartbeat of certain operations, ie: a sv_fps of 20 is 50ms heartbeats, and increasing the heartbeats caused the engine to screw up because most animations etc all depend on the heartbeats to be 50ms instead of 33.3 (for 30). I know all about this, well, because I used to be on the OSP team back in the day, so I know the engine quite extensively.
Yes, sv_fps is used to set the target FPS on Quake3. Quake3 does not use the concept of a separate tickrate setting, which is what I meant when I said that they were directly tied -- every frame, it also does what Valve calls a tick. This is how most engines do it (GoldSrc is slightly different yet).
The types of problems that you ran into trying to deal with different FPS/tickrates on the Quake3 engine are why Valve and its partners chose to go with a single, hard-coded tickrate of 66 on OB.
-John _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

