g_mod_physics Overkill sv_gravity 800 sv_maxspeed 360 sv_maxairspeed 360 sv_stopspeed 100 sv_accelerate 15 sv_airaccelerate 2 sv_friction 8 edgefriction 1 sv_stepheight 31 // Q1: 16+2 // Nex: 32+2 // Xon 0.7: 24+2 // Samual: 31 (just below 32, keeping things smooth without allowing 32qu steps) // jump duration == 2*sv_jumpvelocity / sv_gravity // in this case: 0.65 (thus either 19 or 20 frames) // jump height == sv_jumpvelocity^2 / (2*sv_gravity) // in this case: 42.25 // player: 24+45 qu // total: 111.25qu // this is smaller than 112 qu, so a 112 qu high corridor (7 of 8 grid units in // the 16 grid, and the 8th unit used for wall/floor) just lets a player jump! sv_jumpvelocity 260 sv_jumpvelocity_crouch 0 sv_wateraccelerate -1 sv_waterfriction -1 sv_airaccel_sideways_friction 0 sv_airaccel_qw -0.8 sv_airaccel_qw_stretchfactor 2 sv_airstopaccelerate 3 sv_airstrafeaccelerate 24 sv_maxairstrafespeed 100 sv_airstrafeaccel_qw -0.95 sv_aircontrol 125 sv_aircontrol_penalty 180 sv_aircontrol_power 2 sv_aircontrol_backwards 0 sv_aircontrol_sidewards 0 sv_airspeedlimit_nonqw 800 sv_warsowbunny_turnaccel 0 sv_warsowbunny_accel 0.1593 sv_warsowbunny_topspeed 925 sv_warsowbunny_backtosideratio 0.8 sv_friction_on_land 0 sv_friction_slick 0.5 sv_doublejump 0 sv_jumpspeedcap_min "" sv_jumpspeedcap_max "" sv_jumpspeedcap_max_disable_on_ramps 1 g_teleport_maxspeed 0 sv_gameplayfix_stepdown_maxspeed 400