X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=physicsX.cfg;h=6076dd73d19702226a4fe2efe3a842c4582a843f;hp=e2a3ef648087b64716ae7b5a7153a9663995ec67;hb=HEAD;hpb=ca387f77b7b8044475a7c359e22d2e6d4ebf513d diff --git a/physicsX.cfg b/physicsX.cfg index e2a3ef6480..f0f984bfa5 100644 --- a/physicsX.cfg +++ b/physicsX.cfg @@ -8,22 +8,24 @@ sv_maxairspeed 360 sv_stopspeed 100 sv_accelerate 15 sv_airaccelerate 2 -sv_friction 8 +sv_friction 6 edgefriction 1 -sv_stepheight 26 +sv_stepheight 31 // Q1: 16+2 // Nex: 32+2 -// we try: 24+2 +// Xon 0.7: 24+2 +// Samual: 31 (just below 32, keeping things smooth without allowing 32qu steps) -// actually, what we want is 266.6666 for 180bpm -// but 260 takes same amount of frames and is nicer to mappers +// 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 qu +// 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 @@ -31,20 +33,27 @@ sv_airaccel_qw -0.8 sv_airaccel_qw_stretchfactor 2 sv_airstopaccelerate 3 -sv_airstrafeaccelerate 24 +sv_airstrafeaccelerate 18 sv_maxairstrafespeed 100 sv_airstrafeaccel_qw -0.95 -sv_aircontrol 125 -sv_aircontrol_penalty 180 +sv_aircontrol 100 +sv_aircontrol_penalty 0 sv_aircontrol_power 2 -sv_airspeedlimit_nonqw 800 +sv_aircontrol_backwards 0 +sv_aircontrol_sidewards 0 +sv_airspeedlimit_nonqw 900 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 +g_teleport_minspeed 0 +sv_track_canjump 0 +sv_gameplayfix_stepdown_maxspeed 400 +g_movement_highspeed_q3_compat 0