Ok ive done this jump a few times and its not that hard im thinking about putting it in a video I wanna do,but the jump is kinda pointless but still,its on the fuel dump when the axis spawns for the first time in the map you walk out and theres that rail that goes along the platform, well im sure most of you have seen n2y’s video were he jumps off the rail down to the mountain and throws the airstrike, well jump the other way on to the other exit for the axis, thats the jump.
Can u do this jump
Yeah I have also done this jump and was thinking of putting it in my next movie if I should make one :moo:
Oh ok, cool man ill let u put it in your video ill find another,because i was going to put it in my video lol.
don’t let me stop you putting it in your video 
my video can still be downloaded here : http://www.rtcwfiles.com/sort.files?game=WET&cat=2662&ref=2661
It can only be done with FF off (although I’m pretty sure it was possible with the first version of ET), or when the grenade is from another player.
oh ic,i was like huh, i tried it and tried it and just kept dying lol,ok this kinda sounds funny but for some reason im having trouble on the radar one were u jump of that legde on to another than to east radar parts for some reason i cannot make that one,I land on the second legde but i dont make it to the east radar parts, any idea man.
It’s like this:
Once every frame, the client tells the server about the direction it wants to move in, the angles that it’s looking at, and what buttons (e.g. sprint, walk, reload) are pressed. The server, upon receipt of this information, runs the game physics and updates player positions. (It also does this at the server framerate, which should be 20 frames/sec–the information about other players is also sent back to you whenever the server runs a frame. Anyway, that’s not terribly important to this discussion.)
So, once for every client frame, the server does all of the appropriate physics calculations, but some things get rounded off to whole numbers–introducing error into the calculation. Tweaking the framerate in order to gain jump height is basically choosing the values that create the most rounding error in order to gain an advantage.
Really simple example[¹]:
Assume the server’s gravity is set to 800 (the default) and that you can reach the apex of your jump in 3 frames. The normal behavior of ANSI C[²] is to round all fractions down, so:
Frame 1: 800/3 -> 266.666‾ gravity applied -> rounded to 266 -> 266 total gravity applied
Frame 2: 800/3 -> 266.666‾ gravity applied -> rounded to 266 -> 532 total gravity applied
Frame 3: 800/3 -> 266.666‾ gravity applied -> rounded to 266 -> 798 total gravity applied
In this case, only 798 units of gravity were applied to the upward velocity of jumper, instead of the normal 800, allowing them to jump slightly higher.
¹: I mean really simple. It’s slightly more complicated than this, but hopefully this is simple enough to provide an example anyone can understand.
²: RtCW and ET both use machine-native gamecode, so they were almost certainly compiled with an ANSI C compiler. Most Q3 mods (as well as Q3 itself) use qvm bytecode (so that they’ll run on any system Q3 runs on), which has slightly different behavior–the numbers are rounded to the nearest whole number instead of always being rounded down. In this particular example, you’d actually have a lower jump height.
[addendum]
This is where pmove_fixed comes into play: Instead of having the physics run once every client frame, the server and client try to run them at a constant rate (the default is once every 8ms (pmove_msec 8), or 125fps.) Unfortunately, there are some minor problems with pmove_fixed in RtCW/ET–most annoyingly, leaning behaves strangely (both RtCW and ET), and it only works properly in ET when enabled on the server.
what command would type in then?
Is this “hacking” in anyway though? I dont want to do anything that might be called cheating
-Abraxas
It is but then its not,im not using it and i can do the jumps in the video,but there probaly not using it?,but i got that jump SICK
its not that hard,u got any jumps that u found.
You can’t make your frame-rate go higher than your PC is capable of acheiving. If your system isn’t powerful enough to get 125 FPS, you won’t get 125 FPS, simple.
You can however “cap” your FPS so that it doesn’t go above a certain value. There are 3 common values used when capping FPS that give the most benefit, and you’d be wise to cap yours at whichever of these your PC can reliably and consistently maintain. These are 43, 76 and 125. You cap your FPS using the console command com_maxfps, so if I wanted to cap my FPS at 76 (which incidentally I do) then I’d enter into the console:- /com_maxfps 76.
Also, this isn’t cheating, so cap away and happy jumping!