Woohoo

7 Comments

  1. Confident_Guard_2830

    Currently testing it and the input ignored issue is solved, but for some fucking reason the consistency of the jumps are still connected to the fps. Limiting the fps to 60 makes me hit EVERY single jump with a consistency I haven’t had even in csgo. But they are almost fixing it.

  2. HANAEMILK

    3 updates in a week? This is not the Valve we know

  3. Friendly_Marzipan586

    Gotta check it again after sleep but seems that capping fps to 64 makes its much easier than hitting on 600 fps+
    That was a thing in source games (and goldsrc iirc) but now more pronounced.
    After hitting pefrect jumps, I don’t want to return to play game how its now on main branch or was week ago before ag2 update. Fast dynamic movement is so much cooler.

    and thanks John and every other dev involved into this to providing such feedback and ability to test things, thats awesome. Have a nice day mr valve

  4. L3AVEMDEAD

    bhop beta does not fix the problem at all, which as others have pointed out stems from these two commands being set to 1 and 0.15625:

    sv_subtick_movement_view_angles 0

    sv_jump_spam_penalty_time 0.015

    The command may make some things more “consistent” but completely breaking jumping, air strafes, etc. is not worth whatever gain there is with this command.

    They should change these commands to both 0 and at least something in between the default and 0.15 while they work on a better fix.

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