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Old 09-27-2015   #1
choalover
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Default SRB2 120 FPS Build

I've decided that I wanted to make a SRB2 build capped at 120 fps so I did. This is just a minor change, but it breaks netgames since the netcode can't handle a framerate this high. I also got some mirror downloads just in case the original downloads don't work.

Download Mirrors:
Spoiler:

Download SRB2 120 FPS here.

Download SRB2 120 FPS Source Code here.
Attached Files
File Type: zip SRB2 120 FPS.zip (2.99 MB, 293 views)
File Type: zip SRB2 120 FPS Source Code.zip (30.38 MB, 177 views)
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Old 09-27-2015   #2
*icefox*avp*
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I thought it will be more fluent. This thing don't work in OpenGL and it's so fast.
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Old 09-27-2015   #3
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Quote:
Originally Posted by *icefox*avp* View Post
I thought it will be more fluent. This thing don't work in OpenGL and it's so fast.
It works in OpenGL mode for me.
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Old 09-27-2015   #4
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Uhh- What the HELL have you done to the game?!? This game now runs way too fast even on my 60hz monitor and I don't wanna know how fast it is on full 120fps.

Besides: doesn't this mod belong into the Release system instead of the Editing Forum?
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Old 09-27-2015   #5
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So, this is basically like using the speedhack included with Cheat Engine, but with a real-time timer? Yeah, not really playable OR useful, unless you're aiming for that 7-8 second GFZ1 Sonic time you've always dreamed of.
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Old 09-27-2015   #6
choalover
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Quote:
Originally Posted by MosaicMario View Post
Uhh- What the HELL have you done to the game?!? This game now runs way too fast even on my 60hz monitor and I don't wanna know how fast it is on full 120fps.

Besides: doesn't this mod belong into the Release system instead of the Editing Forum?
I decided to make SRB2 run at 120 FPS, because I found 35 FPS too slow. I wonder what I must have been thinking last night to try to run SRB2 at a crazy framerate. Now, I got more crazy ideas to test for SRB2.
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Old 09-27-2015   #7
dany777
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If SRB2 would be at true 60 FPS it would be nice
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Old 09-28-2015   #8
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Viewing replays with this build can lead to some hilarious results:

And there is more
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Old 09-28-2015   #9
Blaze The Cat
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The reason why it's hard to change the frame rate of this game, is because most (if not all) of Doom's code is worked around the frame limit itself, down to the speed of objects, timers, and other features. You have to change a lot before you can get it to have the frame rate you want, and you have to add a lot of estimation, which Zandronum/Skulltag tries to do with its framerate delimiter. Zandronum/Skulltag still runs the whole game system-wise at 35 FPS, but just tries to estimate the frames in-between.
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Old 11-04-2015   #10
Rayfan
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Also, how do i cap the fps to 60?
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Old 11-04-2015   #11
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Quote:
Originally Posted by Rayfan View Post
Also, how do i cap the fps to 60?
Most likely because your monitor has a refresh rate of 60Hz. If it had a refresh rate of at least 120Hz the game would run at full 120 FPS.
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Old 11-11-2015   #12
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Quote:
Originally Posted by Blaze The Cat View Post
The reason why it's hard to change the frame rate of this game, is because most (if not all) of Doom's code is worked around the frame limit itself, down to the speed of objects, timers, and other features. You have to change a lot before you can get it to have the frame rate you want, and you have to add a lot of estimation, which Zandronum/Skulltag tries to do with its framerate delimiter. Zandronum/Skulltag still runs the whole game system-wise at 35 FPS, but just tries to estimate the frames in-between.
Has anyone tried to do this in the past? Change the frame rate in the engine itself instead of estimating? I'd like to see how it would turn out.
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Old 11-11-2015   #13
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I think Furyhunter was working on it, but
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