Alien wrote:That's because qw movement was a bug/unintended feature, while warsow was done specifically.
I suppose we need to make a list of what features are in qw/warsow and what are in nexuiz and what capabilities current physics lack.
It's a bit complicated, I've tried before to modify the physics to be like qw and there too many differences. The player in Nexuiz is taller than the quake1 player, that makes a huge difference. Just load a q1 map in nexuiz, you'll see. If only for that, I don't think you could replicate the physics exactly, it would never feel exactly the same. Also I'm guessing Nexuiz does not have the "bug" that allowed the qw bunnyhopping but I could be wrong.
With that said, I don't see the point anymore into modifying the physics to be more like another game. Might as well just play the game you're trying to emulate. IMO it's fine to work on the physics to make movement more interesting, I still think movement in Nexuiz are not as responsive as they could be, especially for dodging, switching directions faster and more precise while keeping the Nexuiz "feeling". But with any changes like that, weapons need to be adjusted too, it affects pretty much everything, better dodging means some weapons become harder to aim with, some maps might be broken, etc. It's a lot of work and testing.