// these settings determine how much the view is affected by movement/damage\r
cl_smoothviewheight 0.2 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition\r
cl_deathfade 0.03 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
-cl_bobcycle 0.6 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6\r
+cl_bobcycle 0.55 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6\r
cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01\r
-cl_bob2cycle 0.6 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6\r
+cl_bob2cycle 0.55 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6\r
cl_bob2 0.01 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01\r
cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)"\r
cl_bobfallcycle 3 "speed of the bobfall swing"\r
r_motionblur 0 // motion blur value, default is 0\r
r_motionblur_maxblur 1\r
\r
-r_bloom_blur 8\r
-r_bloom_brighten 4\r
+v_idlescale 0 "how much of the quake 'drunken view' effect to use"\r
+v_ipitch_cycle 6 "v_idlescale pitch speed"\r
+v_ipitch_level 0.2 "v_idlescale pitch amount"\r
+v_iroll_cycle 8 "v_idlescale roll speed"\r
+v_iroll_level 0.1 "v_idlescale roll amount"\r
+v_iyaw_cycle 4 "v_idlescale yaw speed"\r
+v_iyaw_level 0.3 "v_idlescale yaw amount"\r
+\r
+r_bloom_blur 16\r
+r_bloom_brighten 2.75\r
r_bloom_colorexponent 1\r
-r_bloom_colorscale 0.75\r
-r_bloom_colorsubtract 0.25\r
+r_bloom_colorscale 1\r
+r_bloom_colorsubtract 0.2\r
r_bloom_resolution 320\r
r_hdr_range 4\r
\r
r_hdr_irisadaptation 1 "adjust scene brightness according to light intensity at player location"\r
r_hdr_irisadaptation_multiplier 2 "brightness at which value will be 1.0"\r
-r_hdr_irisadaptation_minvalue 0.65 "minimum value that can result from multiplier / brightness"\r
-r_hdr_irisadaptation_maxvalue 1.35 "maximum value that can result from multiplier / brightness"\r
+r_hdr_irisadaptation_minvalue 0.75 "minimum value that can result from multiplier / brightness"\r
+r_hdr_irisadaptation_maxvalue 1.25 "maximum value that can result from multiplier / brightness"\r
r_hdr_irisadaptation_value 1 "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"\r
-r_hdr_irisadaptation_fade 0.5 "fade rate at which value adjusts"\r
+r_hdr_irisadaptation_fade 0.35 "fade rate at which value adjusts"\r
\r
// weapon model leaning / following\r
cl_leanmodel 1 // enables weapon leaning effect when looking around\r
set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate"\r
set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would"\r
\r
-set sv_gibhealth -75 "Amount of health a dead body must have in order to get gibbed"\r
+set g_leanplayer_damage 0.1 "lean players that are shot by this amount, based on the force they take"\r
+set g_leanplayer_damage_fade 0.95 "how fast players return to normal angles, based on damage taken"\r
+set g_leanplayer_damage_max 10 "damage leaning is limited to this amount"\r
+set g_leanplayer_acceleration 0.05 "lean players as they accelerate, by this amount"\r
+set g_leanplayer_acceleration_fade 5 "velocity averaging steps for acceleration, higher values cause a shorter leaning"\r
+set g_leanplayer_acceleration_max 10 "acceleration leaning is limited to this amount"\r
+\r
+set sv_gibhealth -150 "Amount of health a dead body must have in order to get gibbed, influenced by player size"\r
\r
// fragmessage: This allows extra information to be displayed with the frag centerprints. \r
set sv_fragmessage_information_ping 0 "Enable ping display information, 0 = Never display; 1 = Always display (If the player is a bot, it will say bot instead of the ping.)"\r
seta sbar_alpha_bg 0.8 "alpha value of the HUD background"\r
seta sbar_alpha_fg 1 "alpha value of the HUD foreground items"\r
seta sbar_border_thickness 1 "scoreboard border thickness"\r
-seta sbar_color_bg_r 0.5 "red color component of the HUD background"\r
-seta sbar_color_bg_g 0 "green color component of the HUD background"\r
-seta sbar_color_bg_b 1 "blue color component of the HUD background"\r
+seta sbar_color_bg "0.5 0.25 0.5" "default color of the HUD background"\r
seta sbar_color_bg_team 1 "team color multiplier of the HUD background"\r
seta sbar_scoreboard_offset 100 "scoreboard vertical position"\r
seta sbar_scoreboard_alpha_bg 0.6 "scoreboard background alpha"\r
seta cl_vore_cutvolume_music 0.25 "music volume is reduced to this amount when you are in a stomach"\r
seta cl_vore_cutvolume_fade 0.1 "fading speed of the volume change"\r
seta cl_vore_autodigest 0 "when enabled, the player will automatically begin digesting enemy prey after eating them, as long as no team mates are inside (automated digest key)"\r
+seta cl_vore_vieweffects_idlescale_predator 35 "the view will move around by this ammount while swallowing someone (based on progress), reserves the cvar v_idlescale"\r
+seta cl_vore_vieweffects_idlescale_prey 50 "the view will move around by this ammount while being swallowed (based on progress), reserves the cvar v_idlescale"\r
+seta cl_vore_vieweffects_idlescale_stomach 15 "the view will move around by this ammount while in the stomach, reserves the cvar v_idlescale"\r
set g_vore 1 "enables the vore system, you want this on!"\r
set g_vore_digestion 1 "enables digestion system, you want this on!"\r
set g_vore_kick 1 "enables stomach kick system, you want this on!"\r
set g_vore_neighborprey_distance 8 "Distance by which prey inside the same stomach are positioned away from each other. 0 disables seeing neighboring prey"\r
set g_vore_swallowmodel_range 100 "Distance by which the swallow model oscillates based on swallow progress"\r
\r
+seta cl_healthsize_fov 0.2 "offset field of view by this amount based on size, to further induce the effect of being large or small"\r
set g_healthsize 1 "Players shrink and grow based on health, by this amount"\r
set g_healthsize_center 100 "Health at which the player has the default size"\r
set g_healthsize_min 50 "Player size may not drop below this amount of health"\r
set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size"\r
\r
+set g_power 5 "when armor is below this level, the HUD, crosshair and helper will not work"\r
+set g_power_reboot 2 "amount of time it takes to boot a player's subsystems once he has enough armor"\r
+set g_power_reboot_spawn 1 "when enabled, a player's subsystems must boot whenever he spawns"\r
+\r
// part of an ugly hack for the menu audio sliders to work with the cutsound feature\r
seta menu_volume 1\r
seta menu_bgmvolume 0.5\r
set bgmvolume $menu_bgmvolume\r
set mastervolume 1.4\r
\r
+seta menu_fov 90\r
+\r
set sv_weaponstats_damagefile "" "when set to a file name, per-weapon damage stats get written to that file"\r
set sv_weaponstats_killfile "" "when set to a file name, per-weapon kill stats get written to that file"\r
\r
set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff)\r
\r
// sucks less than the old one\r
-cl_decals_newsystem 1\r
-cl_decals_models 1\r
+seta cl_decals_newsystem 1\r
+seta cl_decals_models 0\r
\r
// FIXME temporary\r
set menu_font_size_snapping_fix 1\r
\r
// exact gloss looks better\r
r_shadow_glossexact 1\r
-r_shadow_glossintensity 2.5\r
+r_shadow_glossintensity 3\r
+r_shadow_glossexponent 32\r
\r
// use fake light if map has no lightmaps\r
r_fakelight 1\r