Jaymod 2.1.9 released

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jaybird
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Jaymod 2.1.9 released

Post by jaybird » Thu Apr 07, 2011 8:52 am

I've released Jaymod 2.1.9 to the public. You can download from the downloads page. Have fun!

[SLUT] Shagileo
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Re: Jaymod 2.1.9 released

Post by [SLUT] Shagileo » Thu Apr 07, 2011 9:44 am

congratulations, glad to see your work again

Shownie
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Re: Jaymod 2.1.9 released

Post by Shownie » Thu Apr 07, 2011 9:50 am

[SLUT] Shagileo wrote:congratulations, glad to see your work again
I second that! :wink:

BubbaG1
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Re: Jaymod 2.1.9 released

Post by BubbaG1 » Thu Apr 07, 2011 10:55 am

Thanks Jay, have it loaded on the **DRC**NEW JAYMOD TEST server and is running like a champ!

Mateos
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Re: Jaymod 2.1.9 released

Post by Mateos » Thu Apr 07, 2011 12:04 pm

Unbelievable... Thanks!

Dr.J@cka$$
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Re: Jaymod 2.1.9 released

Post by Dr.J@cka$$ » Thu Apr 07, 2011 12:35 pm

i have changed Jaymod Version ^^

http://et.trackbase.net/?mod=serverinfo&idx=8811

would be great when a Jaymod Version would have some enhmod features :)

Great work ^^

have fun ^^

thx Jaybird ^^

Trackbase
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Re: Jaymod 2.1.9 released

Post by Trackbase » Thu Apr 07, 2011 12:56 pm

+Rating enabled on Jaymod 2.1.9 now :)

Pedro-NF
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Re: Jaymod 2.1.9 released

Post by Pedro-NF » Fri Apr 08, 2011 2:36 am

[>NF<] Noobs Forever server updated to 2.1.9 beta.

Little question, Jaybird: in the Win32 package there are 2 versions of qagame_mp_x86.dll (sse and sse2), and in the full package, only one (different to the other two). Which one is the most optimized? My server is hosted with http://www.lowpinggameservers and their machines run on Windows Server 2003 and 2008. Not sure of what CPU's they use (only know that they're Intel), gonna ask them.

Dragnadh
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Re: Jaymod 2.1.9 released

Post by Dragnadh » Fri Apr 08, 2011 3:37 am

Welcome Back.

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jaybird
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Re: Jaymod 2.1.9 released

Post by jaybird » Fri Apr 08, 2011 7:06 am

The most optimized completely depends on the CPU. If you have a processor that support SSE, but not SSE2, and you try and use the SSE2 binary, it will crash.

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Re: Jaymod 2.1.9 released

Post by Pedro-NF » Fri Apr 08, 2011 7:18 am

jaybird wrote:The most optimized completely depends on the CPU. If you have a processor that support SSE, but not SSE2, and you try and use the SSE2 binary, it will crash.
Yes, I know. My doubt is about the binary included with the full package, which is different to the sse and the sse2 binaries that come with the Win32 package. Does that mean it doesn't support neither sse nor sse2?

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jaybird
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Re: Jaymod 2.1.9 released

Post by jaybird » Fri Apr 08, 2011 8:22 am

Yes. The binary in the full package is compiled for the generic x86 instruction set, so you will not get use of any extended instruction sets provided by your CPU.

unforgiven
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Re: Jaymod 2.1.9 released

Post by unforgiven » Tue Apr 12, 2011 8:06 am

guys ,what about hitboxes?i understand et pro has more better hitboxes than jaymod?why everybody is saying this?and can be jaymod designend to have same hitboxes as et pro?how about jaymod 219 hitboxes?how are it? :)

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Re: Jaymod 2.1.9 released

Post by jaybird » Tue Apr 12, 2011 8:29 am

I really don't understand those rumors. Jaymod has the same model tracking code that ETPro has because Zinx himself gave it to me. I've made numerous changes to the default hitboxes to match what ETPro did, and Mxyzptlk did some incredible work on hitboxes that are the closest ET will ever get to per-poly hit tracing.

I'd argue that Jaymod has the best hitboxes available, and the backwards reconciled hit tracing (antilag) is spot on.

You don't have to take my word for it though. Check the documentation for the hitbox debugging cvars and see for yourself. Just don't do it on a live server or on one with more than 2 or 3 people on it. It's a bandwidth hog.

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Re: Jaymod 2.1.9 released

Post by Pedro-NF » Tue Apr 12, 2011 10:55 am

jaybird wrote:I really don't understand those rumors. Jaymod has the same model tracking code that ETPro has because Zinx himself gave it to me. I've made numerous changes to the default hitboxes to match what ETPro did, and Mxyzptlk did some incredible work on hitboxes that are the closest ET will ever get to per-poly hit tracing.

I'd argue that Jaymod has the best hitboxes available, and the backwards reconciled hit tracing (antilag) is spot on.

You don't have to take my word for it though. Check the documentation for the hitbox debugging cvars and see for yourself. Just don't do it on a live server or on one with more than 2 or 3 people on it. It's a bandwidth hog.
I'd blame Jaymod's amazing antilag system. Here in Brazil, ALL ET pubs used to run ETPro, so during my first years playing ET I played ETPro only. Now, after playing Jaymod with pings between 150-200 and hardly feeling it (assuming there is no significant packet loss), I definitely feel the lag when I join an ETPro server even if I have a much lower ping. So I'd risk saying that, because of Jaymod's far better antilag and prediction system, ETPro players (who will mostly be players who used to play "competitive" ET) find it easier to hit headshots on Jaymod, and end up blaming the hitboxes for that.

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