X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=xonotic-server.cfg;h=d3378967a6ae5dde48331d50f1743ed701bd0bd5;hb=17dd7a5961d0f0fb859d4087fdb9406307844f83;hp=828219ca9e5c882c151b1c8206feff7915ea1317;hpb=923bb27d304e67d315f3844aab628e19f7137996;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/xonotic-server.cfg b/xonotic-server.cfg index 828219ca9..d3378967a 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -423,15 +423,11 @@ set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by set g_showweaponspawns 1 "1: display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned; 2: for dropped weapons too; 3: for all the weapons sharing the same impulse" -// ballistics use physical units, but qu based -// Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2 -// Quake-Joule: 1 qJ = 1 qN * 1 qu -// Quake-Pascal: 1 qPa = 1 qN / 1 qu^2 - -set g_ballistics_mindistance 2 "enable ballistics starting from 2 qu" -set g_ballistics_density_player 0.50 "players are 2x as easy to pass through as walls" -set g_ballistics_density_corpse 0.10 "corpses are 10x as easy to pass through as walls" -set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips" +set g_ballistics_mindistance 2 "when shooting through walls thinner than this, treat them as this thick (useful because patches (curved surfaces) have no thickness)" +set g_ballistics_density_player 0.50 "how hard players are to shoot through compared to walls" +set g_ballistics_density_corpse 0.10 "how hard corpses are to shoot through compared to walls" +set g_ballistics_penetrate_clips 1 "allow ballistics to pass through weapon clips" +set g_ballistics_solidpenetration_exponent 0.25 "how fast damage falls off when bullets pass through walls - 1 means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction^exp for solidpen_fraction between 0 and 1)" sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" set g_full_getstatus_responses 0 "this currently breaks qstat" @@ -496,6 +492,8 @@ set g_maxspeed 0 "player speed limit, faster players are killed (0 for unlimited // sv_cullentities_trace is 1, so the client doesn't have to sv_cullentities_trace 1 +// due to a bug in the engine, the default setting of this (16) spams the network with item updates +sv_cullentities_trace_eyejitter 0 // less "lagging" of other players, but also less PL tolerant... let's try this sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated @@ -567,3 +565,4 @@ set sv_showspectators 1 "Show who's spectating who in the player info panel when set sv_damagetext 2 "<= 0: disabled, >= 1: visible to spectators, >= 2: visible to attacker, >= 3: all players see everyone's damage" set sv_showfps 5 "Show player's FPS counters in the scoreboard. This setting acts as a delay in seconds between updates" +set autocvar_sv_doors_always_open 0 "If set to 1 don't close doors which after they were open"