#define DIALOG_SETTINGS_EFFECTS_H
#include "tab.qc"
CLASS(XonoticEffectsSettingsTab, XonoticTab)
- METHOD(XonoticEffectsSettingsTab, fill, void(entity))
- ATTRIB(XonoticEffectsSettingsTab, title, string, _("Effects"))
+ METHOD(XonoticEffectsSettingsTab, fill, void(entity));
ATTRIB(XonoticEffectsSettingsTab, intendedWidth, float, 0.9)
ATTRIB(XonoticEffectsSettingsTab, rows, float, 15.5)
ATTRIB(XonoticEffectsSettingsTab, columns, float, 6.2) // added extra .2 for center space
me.gotoRC(me, 1.25, 0);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Geometry detail:")));
- me.TD(me, 1, 2, e = makeXonoticTextSlider("r_subdivisions_tolerance"));
+ me.TD(me, 1, 2, e = makeXonoticTextSlider_T("r_subdivisions_tolerance",
+ _("Change the smoothness of the curves on the map (default: normal)")));
e.addValue(e, ZCTX(_("DET^Lowest")), "16");
e.addValue(e, ZCTX(_("DET^Low")), "8");
e.addValue(e, ZCTX(_("DET^Normal")), "4");
if(cvar("developer"))
{
me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx(3, 0, "r_showsurfaces", _("Show surfaces")));
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx_T(3, 0, "r_showsurfaces", _("Show surfaces"),
+ _("Disable textures completely for very slow hardware. This gives a huge performance boost, but looks very ugly. (default: disabled)")));
}
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(1, "mod_q3bsp_nolightmaps", _("Use lightmaps")));
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_glsl_deluxemapping", _("Deluxe mapping")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(1, "mod_q3bsp_nolightmaps", _("Use lightmaps"),
+ _("Use high resolution lightmaps, which will look pretty but use up some extra video memory (default: enabled)")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_deluxemapping", _("Deluxe mapping"),
+ _("Use per-pixel lighting effects (default: enabled)")));
setDependentAND(e, "vid_gl20", 1, 1, "mod_q3bsp_nolightmaps", 0, 0);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_shadow_gloss", _("Gloss")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_gloss", _("Gloss"),
+ _("Enable the use of glossmaps on textures supporting it (default: enabled)")));
setDependentAND3(e, "vid_gl20", 1, 1, "mod_q3bsp_nolightmaps", 0, 0, "r_glsl_deluxemapping", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_glsl_offsetmapping", _("Offset mapping")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_offsetmapping", _("Offset mapping"),
+ _("Offset mapping effect that will make textures with bumpmaps appear like they \"pop out\" of the flat 2D surface (default: disabled)")));
setDependent(e, "vid_gl20", 1, 1);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_glsl_offsetmapping_reliefmapping", _("Relief mapping")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_offsetmapping_reliefmapping", _("Relief mapping"),
+ _("Higher quality offset mapping, which also has a huge impact on performance (default: disabled)")));
setDependentAND(e, "vid_gl20", 1, 1, "r_glsl_offsetmapping", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_water", _("Reflections:")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_water", _("Reflections:"),
+ _("Reflection and refraction quality, has a huge impact on performance on maps with reflecting surfaces (default: disabled)")));
setDependent(e, "vid_gl20", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticTextSlider("r_water_resolutionmultiplier"));
+ me.TD(me, 1, 2, e = makeXonoticTextSlider_T("r_water_resolutionmultiplier",
+ _("Resolution of reflections/refractions (default: good)")));
e.addValue(e, _("Blurred"), "0.25");
e.addValue(e, ZCTX(_("REFL^Good")), "0.5");
e.addValue(e, _("Sharp"), "1");
e.configureXonoticTextSliderValues(e);
setDependentAND(e, "vid_gl20", 1, 1, "r_water", 1, 1);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "cl_decals", _("Decals")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "cl_decals", _("Decals"),
+ _("Enable decals (bullet holes and blood) (default: enabled)")));
me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "cl_decals_models", _("Decals on models")));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Distance:")));
setDependent(e, "cl_decals", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticSlider(200, 500, 20, "r_drawdecals_drawdistance"));
+ me.TD(me, 1, 2, e = makeXonoticSlider_T(200, 500, 20, "r_drawdecals_drawdistance",
+ _("Decals further away than this will not be drawn (default: 300)")));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Time:")));
setDependent(e, "cl_decals", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticSlider(1, 20, 1, "cl_decals_fadetime"));
+ me.TD(me, 1, 2, e = makeXonoticSlider_T(1, 20, 1, "cl_decals_fadetime",
+ _("Time in seconds before decals fade away (default: 2)")));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
e.configureXonoticTextSliderValues(e);
me.gotoRC(me, 1.25, 3.2); me.setFirstColumn(me, me.currentColumn);
- me.TD(me, 1, 3, e = makeXonoticRadioButton(1, "r_coronas", "0", _("No dynamic lighting")));
+ me.TD(me, 1, 3, e = makeXonoticRadioButton_T(1, "r_coronas", "0", _("No dynamic lighting"),
+ _("Enable corona flares around certain lights (default: enabled)")));
me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticRadioButton(1, "gl_flashblend", string_null, _("Fake corona lighting")));
+ me.TD(me, 1, 3, e = makeXonoticRadioButton_T(1, "gl_flashblend", string_null, _("Fake corona lighting"),
+ _("Enable faster but uglier dynamic lights by rendering bright coronas instead of real dynamic lights (default: disabled)")));
makeMulti(e, "r_coronas");
me.TR(me);
- me.TD(me, 1, 2, e = makeXonoticRadioButton(1, "r_shadow_realtime_dlight", string_null, _("Realtime dynamic lighting")));
+ me.TD(me, 1, 2, e = makeXonoticRadioButton_T(1, "r_shadow_realtime_dlight", string_null, _("Realtime dynamic lighting"),
+ _("Enable rendering of dynamic lights such as explosions and rocket lights (default: enabled)")));
makeMulti(e, "r_coronas");
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_shadow_realtime_dlight_shadows", _("Shadows")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_dlight_shadows", _("Shadows"),
+ _("Enable rendering of shadows from dynamic lights (default: disabled)")));
setDependent(e, "r_shadow_realtime_dlight", 1, 1);
me.TR(me);
- me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "r_shadow_realtime_world", _("Realtime world lighting")));
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_shadow_realtime_world_shadows", _("Shadows")));
+ me.TD(me, 1, 2, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world", _("Realtime world lighting"),
+ _("Enable rendering of full realtime world lighting on maps that support it. Note that this might have a big impact on performance. (default: disabled)")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world_shadows", _("Shadows"),
+ _("Enable rendering of shadows from realtime world lights (default: disabled)")));
setDependent(e, "r_shadow_realtime_world", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 1.8, e = makeXonoticCheckBox(0, "r_shadow_usenormalmap", _("Use normal maps")));
+ me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "r_shadow_usenormalmap", _("Use normal maps"),
+ _("Enable use of directional shading on textures (default: enabled)")));
setDependentOR(e, "r_shadow_realtime_dlight", 1, 1, "r_shadow_realtime_world", 1, 1);
me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_shadow_shadowmapping", _("Soft shadows")));
setDependentWeird(e, someShadowCvarIsEnabled);
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox(0, "r_coronas_occlusionquery", _("Fade corona according to visibility")));
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "r_coronas_occlusionquery", _("Fade corona according to visibility"),
+ _("Fade coronas according to visibility (default: enabled)")));
setDependent(e, "r_coronas", 1, 1);
me.TR(me);
me.TR(me);
- me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_bloom", _("Bloom")));
- me.TD(me, 1, 2, e = makeXonoticCheckBoxEx(0.5, 0, "hud_postprocessing_maxbluralpha", _("Extra postprocessing effects")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_bloom", _("Bloom"),
+ _("Enable bloom effect, which brightens the neighboring pixels of very bright pixels. Has a big impact on performance. (default: disabled)")));
+ me.TD(me, 1, 2, e = makeXonoticCheckBoxEx_T(0.5, 0, "hud_postprocessing_maxbluralpha", _("Extra postprocessing effects"),
+ _("Enables special postprocessing effects for when damaged or under water or using a powerup (default: disabled)")));
makeMulti(e, "hud_powerup");
setDependent(e, "vid_gl20", 1, 1);
me.TR(me);
- s = makeXonoticSlider(0.1, 1, 0.1, "r_motionblur");
+ s = makeXonoticSlider_T(0.1, 1, 0.1, "r_motionblur",
+ _("Motion blur strength - 0.4 recommended"));
me.TD(me, 1, 1, e = makeXonoticSliderCheckBox(0, 1, s, _("Motion blur:")));
if(s.value != e.savedValue)
e.savedValue = 0.4; // default
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Distance:")));
setDependent(e, "cl_particles", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticSlider(200, 500, 20, "r_drawparticles_drawdistance"));
+ me.TD(me, 1, 2, e = makeXonoticSlider_T(200, 500, 20, "r_drawparticles_drawdistance",
+ _("Particles further away than this will not be drawn (default: 1000)")));
setDependent(e, "cl_particles", 1, 1);
me.gotoRC(me, me.rows - 1, 0);