I am not very good at writing documentation, so this readme is organized as a feature list, with information on each feature, I hope it is still adequate documentation.
-If you have any suggestions for features to document in detail in the readme or any other questions/comments/bugreports/suggestions/etc, send me an email with the address lordhavoc ghdigital com (add @ and . characters as appropriate)
+If you have any suggestions for features to document in detail in the readme or any other questions/comments/bugreports/suggestions/etc, send me an email with the address darkplacesengine gmail com (add @ and . characters as appropriate)
cl_beams_quakepositionhack 1 makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
cl_bob 0.02 view bobbing amount
cl_bobcycle 0.6 view bobbing speed
+cl_bob2 0 sideways view bobbing amount
+cl_bob2cycle 0.6 sideways view bobbing speed
+cl_bob2smooth 0.05 how fast the view goes back when you stop touching the ground
+cl_bobfall 0 how much the view swings down when falling (influenced by the speed you hit the ground with)
+cl_bobfallcycle 3 speed of the bobfall swing
+cl_bobfallspeed 200 necessary amount of speed for bob-falling to occur
cl_bobmodel 1 enables gun bobbing
cl_bobmodel_side 0.05 gun bobbing sideways sway amount
cl_bobmodel_speed 7 gun bobbing speed
cl_bobmodel_up 0.02 gun bobbing upward movement amount
+cl_leanmodel 0 enables gun leaning
+cl_leanmodel_side_speed 0.7 gun leaning sideways speed
+cl_leanmodel_side_limit 35 gun leaning sideways limit
+cl_leanmodel_side_highpass1 30 gun leaning sideways pre-highpass in 1/s
+cl_leanmodel_side_highpass 3 gun leaning sideways highpass in 1/s
+cl_leanmodel_side_lowpass 20 gun leaning sideways lowpass in 1/s
+cl_leanmodel_up_speed 0.65 gun leaning upward speed
+cl_leanmodel_up_limit 50 gun leaning upward limit
+cl_leanmodel_up_highpass1 5 gun leaning upward pre-highpass in 1/s
+cl_leanmodel_up_highpass 15 gun leaning upward highpass in 1/s
+cl_leanmodel_up_lowpass 20 gun leaning upward lowpass in 1/s
+cl_followmodel 0 enables gun following
+cl_followmodel_side_speed 0.25 gun following sideways speed
+cl_followmodel_side_limit 6 gun following sideways limit
+cl_followmodel_side_highpass1 30 gun following sideways pre-highpass in 1/s
+cl_followmodel_side_highpass 5 gun following sideways highpass in 1/s
+cl_followmodel_side_lowpass 10 gun following sideways lowpass in 1/s
+cl_followmodel_up_speed 0.5 gun following upward speed
+cl_followmodel_up_limit 5 gun following upward limit
+cl_followmodel_up_highpass1 60 gun following upward pre-highpass in 1/s
+cl_followmodel_up_highpass 2 gun following upward highpass in 1/s
+cl_followmodel_up_lowpass 10 gun following upward lowpass in 1/s
cl_bobup 0.5 view bobbing adjustment that makes the up or down swing of the bob last longer
cl_capturevideo 0 enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
cl_capturevideo_fps 30 how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
then align it in Radiant so only one of the animation frames can be seen on
the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames
in order and the cycle will repeat every 0.8 seconds.
-
+- dppolygonoffset <factor> <offset>
+ This surface gets glPolygonOffset(factor, offset); useful for decals
Thanks to: