X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=xonotic-server.cfg;h=d3378967a6ae5dde48331d50f1743ed701bd0bd5;hb=7db1266f5b9d7bfcdda4fc4c8d5ba6ab121fd2df;hp=9613e7e773811aa9163de3f1e1365729dba3f30f;hpb=267283e6a4fd90c816ffb5d588628820499e827c;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/xonotic-server.cfg b/xonotic-server.cfg index 9613e7e77..d3378967a 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -32,6 +32,8 @@ set g_warmup_allow_timeout 0 "allow calling timeouts in the warmup-stage (if sv_ set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons" set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end" +alias sv_hook_warmupend + set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage" set sv_vote_nospectators 0 "only players can call a vote (thus spectators and observers can't call a vote): 0 = all people can vote, 1 = spectators can vote in warmup stage, 2 = only players can vote (no exceptions)." @@ -195,7 +197,7 @@ set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) a set g_pickup_respawntime_scaling_reciprocal 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*" set g_pickup_respawntime_scaling_offset 0 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening" set g_pickup_respawntime_scaling_linear 1 "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly" -set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\"" +set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\", \"most\", \"all_available\" or \"most_available\" (available only gives the weapon if the map normally has it as a pickup item)" set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)" set g_weaponarena_random_with_blaster "1" "additionally, always provide the blaster in random weapon arena games" set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid" @@ -213,6 +215,7 @@ set g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DE set g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list" set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints" set g_maplist_ignore_sizes 0 "when 1, all maps are shown in the map list regardless of player count" +set g_maplist_sizes_count_bots 1 "include the number of bots currently in the server when counting the number of players for size restrictions" set g_items_mindist 4000 "starting distance for the fading of items" set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible" @@ -222,6 +225,7 @@ set g_grab_range 200 "distance at which dragable objects can be grabbed" set g_cloaked 0 "display all players mostly invisible" set g_player_alpha 1 "default opacity of players" set g_player_brightness 0 "set to 2 for brighter players" +set g_player_damageforcescale 2 "push multiplier of attacks against players" set g_balance_cloaked_alpha 0.25 "opacity of cloaked players" set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps" @@ -419,15 +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" @@ -492,6 +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 @@ -563,3 +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"