After all, CSS is not about the physics, it's about the firefights and running around... :razz:
That's the exact reason I hate barrels, nothing worse than
strafe-jumping into a bunch of barrels and getting stuck in the middle
of a firefight. Almost every map I've played has some sort of physics
objects in it, and a lot of them use prop_physics instead of
prop_physics_multiplayer. From what I've seen, players get launched off
physics objects when the objects are stacked on top of eachother or are
very small (cans, bottles, cinderblocks, etc.) and you walk over them.
What sv_turbophysics does (from my observation) is 'freeze' the objects
when they're standing still, so you don't bounce off them just by
bumping into them. But if you jump on them you fall through most of the
time, and if you bump into a miving object it acts the same. They are
still prop_physics_multiplayer entities, they just behave a little
better. A tamed barrel is still a barrel, and it still has bouncy
barrel instincts... or something.
I was thinking it may be a good idea to have only very large things as
prop_physics, have smaller stuff prop_physics_multiplayer and the
little pieces of random garbage flagged as debris. Heh, now that I
think of it I can't see a very good reason to make really big stuff
physics objects at all :/
o