The big problem with XPM physics is that it can easily be cheated. It's fine to keep that as an option, but it really should not be default.
"Strafing" (by that you mean the Quake-world like movement) is abuse of a bug, and not a feature! And software can abuse the bug much better than any player ever will.
The goal is to have "strafebug-free" physics by default, but having them otherwise as similar in style as possible to XPM for consistency. However, the usual complaint even against the current physics seems to be that it is TOO FAST, not TOO SLOW!
Intentional differences between XPM and default Xonotic physics:
- slight sideways friction in default, helps with strafe+forward-turning and gives a penalty to too-fast turning
- airaccel_qw has a negative value (i.e. fix strafe bug)
- airstrafe*-effect is weaker - to allow using the strafe keys to dodge an incoming projectile without having to turn the view, also helps with circle strafing around an enemy. This makes the physics WAY better in combat, but worse for speedrunning/quick turning
- different aircontrol - a bit weaker to keep player speed down a little
- no doublejump - doublejump is a BUG, not a FEATURE
- no jumpspeedcap - because it is not predicted by client
The only thing that is REALLY important is the airaccel_qw change, however, the other things are very minor in comparison.
"Strafing" (by that you mean the Quake-world like movement) is abuse of a bug, and not a feature! And software can abuse the bug much better than any player ever will.
The goal is to have "strafebug-free" physics by default, but having them otherwise as similar in style as possible to XPM for consistency. However, the usual complaint even against the current physics seems to be that it is TOO FAST, not TOO SLOW!
Intentional differences between XPM and default Xonotic physics:
- slight sideways friction in default, helps with strafe+forward-turning and gives a penalty to too-fast turning
- airaccel_qw has a negative value (i.e. fix strafe bug)
- airstrafe*-effect is weaker - to allow using the strafe keys to dodge an incoming projectile without having to turn the view, also helps with circle strafing around an enemy. This makes the physics WAY better in combat, but worse for speedrunning/quick turning
- different aircontrol - a bit weaker to keep player speed down a little
- no doublejump - doublejump is a BUG, not a FEATURE
- no jumpspeedcap - because it is not predicted by client
The only thing that is REALLY important is the airaccel_qw change, however, the other things are very minor in comparison.
BRLOGENSHFEGLE (core dumped)
The Bot Orchestra is back! | Xoylent Easter Egg | 5bots1piano
My music on Google Play and SoundCloud
The Bot Orchestra is back! | Xoylent Easter Egg | 5bots1piano
My music on Google Play and SoundCloud

