X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=defaultXonotic.cfg;h=2a4d0d9549776212af2b2fe8750b5851730e5d70;hb=7220660e55f971c95c45bdfeab097054d129a2d5;hp=0ad17417e2678c5c50d4cb7d33136475832c7d5c;hpb=613b4480f70d42c4a02dbad125561db02f61f815;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 0ad17417e..2a4d0d954 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -9,6 +9,7 @@ // // e.g. Xonotic 1.5.1 RC1 will be 15101 set g_xonoticversion git "Xonotic version (formatted for humans)" + gameversion 100 // 0.1.0 gameversion_min 0 // git builds see all versions gameversion_max 65535 // git builds see all versions @@ -102,6 +103,9 @@ seta crosshair_dot_size 0.600000 seta crosshair_dot_color "1 0 0" "when != 0, use custom color for the crosshair dot" seta crosshair_pickup 0.25 seta crosshair_pickup_speed 4 +seta crosshair_hitindication 0.5 +seta crosshair_hitindication_color "10 -10 -10" +seta crosshair_hitindication_speed 5 seta crosshair_per_weapon 0 "when 1, each gun will display a different crosshair" seta crosshair_color_per_weapon 1 "when 1, each gun will display the crosshair with a different color" seta crosshair_effect_speed -1 "how fast (in seconds) some crosshair effects should take place, 0 = instant, -1 = 2x weapon switch time" @@ -181,14 +185,16 @@ seta crosshair_fireball "" "crosshair to display when wielding the fireball" seta crosshair_fireball_color "0.2 1.0 0.2" "crosshair color to display when wielding the fireball" seta crosshair_fireball_alpha 1 "crosshair alpha value to display when wielding the fireball" seta crosshair_fireball_size 1 "crosshair size when wielding the fireball" +seta crosshair_color_by_health 0 "if enabled, crosshair color will depend on current health" // ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge) -seta crosshair_ring_size 2 "bullet counter ring size for Rifle, velocity ring for Nex" +seta crosshair_ring 1 "main cvar to enable or disable normal crosshair rings" +seta crosshair_ring_inner 0 "allow inner rings to be drawn too" +seta crosshair_ring_size 2 "ring size" seta crosshair_ring_alpha 0.2 "ring alpha" -seta crosshair_ring_sniperrifle_alpha 0.15 - -seta crosshair_ring_nex_outer_alpha 0.15 +seta crosshair_ring_nex 1 "draw a ring showing the current charge of the nexgun" +seta crosshair_ring_nex_alpha 0.15 seta crosshair_ring_nex_inner_alpha 0.15 seta crosshair_ring_nex_inner_color_red 0.8 seta crosshair_ring_nex_inner_color_green 0 @@ -196,6 +202,13 @@ seta crosshair_ring_nex_inner_color_blue 0 seta crosshair_ring_nex_currentcharge_scale 30 seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05 +seta crosshair_ring_minelayer 1 +seta crosshair_ring_minelayer_alpha 0.15 + +seta crosshair_ring_reload 1 "main cvar to enable or disable ammo crosshair rings" +seta crosshair_ring_reload_size 2.5 "reload ring size" +seta crosshair_ring_reload_alpha 0.2 "reload ring alpha" + seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)" seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha" seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha" @@ -299,7 +312,8 @@ set sv_ready_restart 0 "if set to 1 allow a map to be restarted once all players set sv_ready_restart_after_countdown 0 "if set to 1 the players and map items are reset after the countdown ended, otherwise they're reset already at the beginning of the countdown" set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" -set sv_hitsound_antispam_time 0.05 "don't play the hitsound more often than this for the electro lightning gun or the laser gauntlet" +seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" +set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" //nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" @@ -335,10 +349,15 @@ set g_telefrags_teamplay 1 "never telefrag team mates" set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen" set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed" +set sv_damageeffect_tick 0.05 "how often the damage effect is updated (particles per second), low values might cause lag" +set sv_damageeffect_lifetime 0.1 "how much a damage effect lasts, multiplied by damage amount" + set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns" set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" 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" +set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" + // fragmessage: This allows extra information to be displayed with the frag centerprints. set sv_fragmessage_information_ping 1 "Enable ping display information, 0 = Never display; 1 = Always display (If the player is a bot, it will say bot instead of the ping.)" set sv_fragmessage_information_handicap 1 "Enable handicap display information, 0 = Never display; 1 = Only when the player has handicap on; 2 = Always display (Displays Off if off)" @@ -475,7 +494,7 @@ set g_powerup_superhealth 1 "if set to 0 the mega health powerup will not spawn set g_powerup_strength 1 "if set to 0 the strength powerup will not spawn on the map" set g_powerup_shield 1 "if set to 0 the shield (invincibility) powerup will not spawn on the map" set g_balance_powerup_timer 1 "if set to 0 the powerups dont wear off" -set g_use_ammunition 1 "if set to 0 all weapons you pick up have unlimited ammunition" +set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition" set g_pickup_items 1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map" set g_minstagib 0 "enable minstagib" set g_minstagib_extralives 2 "how many extra lives you will get per powerup" @@ -925,7 +944,6 @@ sv_sound_watersplash "" seta cl_sound_maptime_warning "1" "play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both" seta cl_notify_carried_items "3" "notify you of carried items when you obtain them (e.g. flags in CTF) - 0: disabled, 1: notify of taken items, 2: notify of picking up dropped items, 3: notify of both" -seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer" // startmap_dm is used when running with the -listen or -dedicated commandline options @@ -1931,10 +1949,6 @@ collision_endposnudge 1 set cl_lerpanim_maxdelta_framegroups 0.05 // must be faster than fastest weapon refire set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff) -// FIXME workaround for engine bug -sv_gameplayfix_nudgeoutofsolid 0 -// to div0: remove this once 5b7ac1706712977bbc0297d2d53294e73574c7cd (svn r9537) is in the stable branch of the engine again - // otherwise, antilag breaks sv_gameplayfix_consistentplayerprethink 1 @@ -2009,6 +2023,7 @@ scr_infobar_height 12 r_texture_dds_load_dxt1_noalpha 1 r_texture_dds_load_swdecode 1 // SW decode to quarter res if we want to load DDS but don't support the extension for it r_texture_dds_load_logfailure 0 // this engine feature SUCKS +set vid_netwmfullscreen 0 // doesn't support non-native res // particles optimization r_drawparticles_nearclip_min 8 @@ -2048,6 +2063,8 @@ set cl_db_saveasdump 0 "write client.db in dump format (loads slower, easier to // uid2name seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)" +seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)" +// FIXME set to -1 before release, once we have a dialog for this! // polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that) r_polygonoffset_submodel_offset 0 @@ -2097,7 +2114,6 @@ exec ctfscoring-ai.cfg exec effects-normal.cfg exec physicsX0.cfg exec turrets.cfg -exec font-xolonium.cfg // hud cvar descriptions exec _hud_descriptions.cfg @@ -2108,3 +2124,9 @@ exec hud_luminos.cfg // enable menu syncing alias menu_sync "menu_cmd sync" alias scoreboard_columns_set "cl_cmd scoreboard_columns_set $*" + +// BALANCE TESTING (TEMPORARY, PLEASE REMOVE LATER) +alias balanceSamual "exec balanceSamual.cfg; restart" +alias balanceFruitieX "exec balanceXonotic.cfg; restart" +bind f7 balanceSamual +bind f8 balanceFruitieX