most of us osp'ers are very happy about having a new mod to play in q3. it's a good change. the netcode is nice, the hud is alright if you have the patience to customize it (i didn't at first :P) but there's something about the physics that struck me as odd. so i had a chat with arQon yesterday, and i basically wanted to know why jumping is so much more difficult in cpma vq3. my first guess was that it was a bug and it wasn't really noticeable since up until now most people that played cpma did not play vq3. turns out the physics are 'fixed' to match the apex of the bouncepad. basically, that means if you go higher or lower than you technically should according to the map's bouncepad settings, the physics are 'wrong'.. which means 125 fps = wrong. my arguement was that, even if these physics are technically wrong, does it matter? the whole vq3 community is already used to these 'wrong' physics, and jumps are way harder in cpma. his basic response was 'get some skill, we are never going back to wrong physics'. i would like to see what the rest of the *VQ3* community thinks about this, since promode physics are not as effected by it, and, after all.. most q3'ers play VQ3, and it is CPMA VQ3 that will be used in CPL. i'd also like to see the response of the pros who 'have skill' that are playing for money. so... can we make this a poll?

FIXED CPMA (76 fps) physics
or
FIXED 125 FPS physics?

CPMA VQ3 WITH INDEPENDANT PHYSICS AT 76FPS JUMP HEIGHT
OR
CPMA VQ3 WITH INDEPENDANT PHYSICS AT 125 FPS JUMP HEIGHT ALA OSP

also posted it here:
http://forums.thecpl.com/cgi-bin/ultimatebb.c...p;t=000282

[+] me if you agree dammit! =o

update2:
changed the thread name, since some people still don't get it. we want FIXED 125 physics (jump height), as cpma vq3 is fixed 76 or whatever now. NOT osp fps-dependant physics.