I don't have tested it yet, but from the changelog how would it be someone will make a tutorial demo for every jump and then integrate it into q4max? Maybe plus adding a new extra menu?
They're already accessible via the callvote + admin menus, but yea, had considered a new menu section for them, but kinda hard to justify when there arent many tutorials.
If people are willing to make a library like this, I think theres a good chance this could get into an official release.
ahhh.. People with low ping think people move slower ... people with high ping think people move faster. AHHH sure you can hit stuff but ping now gives an AMAZING advantage =(.
I think this is the only release I have whined about, and I only say anything about this hit reg because "i know" it can be done better, (not by me because I don't know how to code", but I have seen it work better in not to be disclosed projects, so it is possible.
dunno what it's really about, but supposing it's about a gain or loss of framerate since q4max changed the hud system, it made me think of : did you ever noticed how much framerate smoothness impacts physics in q4 ? I don't mean something related to how many frames per second you got (according you already got a fps rate > si_fps in any case ofc), but when you have the overall feeling the framerate is smooth
e.g. the feeling of smoothness gain you can have when you compare a map which got bugged visportals, and the same map fixed -best exemple being original wcp9 vs wcp9_perf so far- (too bad you don't see the diff ofc.. which kind of sink my arguing, but whatever) ; this changes the physics a lot (longer turnslides, ramp jumping more efficient, etc)