You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
On non-x86/x86_64, player origin rounding causes lower jump height. (It only affects the server / offline play.)
Elite Force (and older Quake 3) use round to nearest instead of round toward zero. This is handled in Lilium Voyager on x86 and x86_64 but not other architectures. This is possible to fix in the engine but until then pak92.pk3 can be used.
It can be fixed by downloading Thilo Schulz’ pak92.pk3 (included with ioEF 1.37) and adding it to your baseEF directory. For more information about pak92 see the ioEF readme.
The text was updated successfully, but these errors were encountered:
On non-x86/x86_64, player origin rounding causes lower jump height. (It only affects the server / offline play.)
Elite Force (and older Quake 3) use round to nearest instead of round toward zero. This is handled in Lilium Voyager on x86 and x86_64 but not other architectures. This is possible to fix in the engine but until then pak92.pk3 can be used.
It can be fixed by downloading Thilo Schulz’ pak92.pk3 (included with ioEF 1.37) and adding it to your baseEF directory. For more information about pak92 see the ioEF readme.
The text was updated successfully, but these errors were encountered: