Cool FruitieX, I will test this tonight.
I've just read the discussion you guys had on irc today (kojn, fruitiex, dib) but you're all gone now. PLEASE, remember the player scale is different, if you're testing defrag maps without rescaling them of course it'll work without changing too much stuff but we should start by using the physics in nexuiz maps first. I see you guys are downloading defrag maps and trying them as is, that makes no sense to me. Especially if the goal is to make our own NexuizCPMA-style physics. I think FruitieX is going in the right direction with his last post.
IMHO maxspeed on ground has to be the same as nexuiz default, not slower, because of the scale of NEXUIZ maps. If that makes other movement/accel too fast then make adjustments to other settings like less acceleration and more aircontrol to make it right. Let's think about Nexuiz regular play before nexrun/race stuff. Try not to think of bunnyhopping only, think of everything else also. If maxspeed on ground is slower than regular physics then it's already broken to me and feels too different. I'm sure with all those new cvars added we can make physics close to CPMA without affecting Nexuiz gameplay too much.
Anyway, that's my opinion. You guys are free to ignore me but personally I'm not going to use those physics ever if they don't fit nexuiz maps and I'd like to help playing with the settings but I'm not going to waste time on it if the goal is just to make them fit defrag maps at q3 scale.
