Man, testing and reviewing maps is time consuming. It's already 3AM and I haven't done anything else yet!
Ok, that's not entirely true. I did
finally figure out the magic compile flags to make Linux floating point calculations behave the same as windows (and thus reduce/remove the prediction errors seen on Linux servers): -msse -mfpmath=sse -mmmx. I uploaded the new build to
EV1. I'm sure the higher-latency folks will appreciate it.
Thanks to bug over on the
quakesrc forums for pointing this out!
So now the strafe jump stopping bug is fixed, the sticky angled walls bug is fixed, the water jumping has been tweaked, and the Linux/Windows collision discrepancies have been fixed. All that's left to fix is that little crouch-up-hill bug!