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divVerent wrote:The code is mostly identical... except for renamed and changed values, and handling of dash/walljump.
divVerent wrote:Well, I want it to stay as is, as physics are good as they are.
Lordhavoc wants it to become awfully slow (comparable to Q3A, but without QW-style bunnyhopping acceleration), as in his opinion, overly fast players are the reason of lack of teamplay.
CPMA physics will certainly never become default.
divVerent wrote:I advise you to not use the new values in the next release.
The tiniest physics change, and you get a huge load of complaints. And then people start imagining other "issues" related to it.
divVerent wrote:But it's funny how you call CPMA Air control without it ever doing anything in Warsow. Maybe this code is there so people look at the code and believe "yes, it has CPMA air control"? A placebo, that is?
nifrek wrote: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.
// CPMA for nexuiz
sv_maxspeed 400
sv_maxairspeed 320
sv_accelerate 15
sv_airaccelerate 1
sv_friction 7
edgefriction 1
sv_stepheight 34
sv_jumpvelocity 300
sv_wateraccelerate -1
sv_waterfriction -1
sv_airaccel_sideways_friction 0
sv_airaccel_qw 1
sv_airstopaccelerate 2.5
sv_airstrafeaccelerate 70
sv_maxairstrafespeed 30
sv_aircontrol 300
sv_warsowbunny_turnaccel 0
set sv_friction_on_land 0
Chubby wrote:vcall kickban #1 standard nexuiz physics: bad compared to CMPA
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