From 8ebec3b7c299887038f7024d8bd37875db3efc2e Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Mon, 17 Jul 2017 02:36:18 +0200 Subject: [PATCH] more cvars --- defaultClient.cfg | 122 ++++++++++++++++++++++++++ defaultServer.cfg | 87 +++++++++++++++++++ defaultXonotic.cfg | 208 ++------------------------------------------- 3 files changed, 214 insertions(+), 203 deletions(-) diff --git a/defaultClient.cfg b/defaultClient.cfg index e43636447..4499e7832 100644 --- a/defaultClient.cfg +++ b/defaultClient.cfg @@ -590,3 +590,125 @@ seta cl_jetpack_jump 1 "Activate jetpack by pressing jump in the air. 0 = Disabl seta cl_race_cptimes_showself 1 "Always show your own times as well as the current best on checkpoints in Race/CTS" seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS" + +set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)" + +// Demo camera +set camera_enable 0 "Enables the camera for demo playback" +set camera_free 0 "Free camera instead of chasing the player" +set camera_reset 0 "Resets the camera position and switch to chase mode" +set camera_speed_roll 0.9 "Camera rotation speed" +set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player" +set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode" +set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements" +set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control" +set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)" +set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode" +set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother" +set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking" + +// "Gentle mode": show no blood +seta cl_gentle 0 "client side gentle mode, master switch for removing both gibs and messages" +seta cl_gentle_gibs 0 "client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs" +seta cl_gentle_messages 0 "client side gentle mode (only replaces frag messages/centerprints)" +seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); when set to 1, a white flash replaces the blood image, when set to 2, a randomly colored flash is used instead" + +set cl_warpzone_usetrace 1 "do not touch" + +set cl_effects_lightningarc_simple 0 +set cl_effects_lightningarc_segmentlength 64 +set cl_effects_lightningarc_drift_start 0.45 +set cl_effects_lightningarc_drift_end 0.1 +set cl_effects_lightningarc_branchfactor_start 0.25 +set cl_effects_lightningarc_branchfactor_add 0.1 + +set menu_updatecheck 1 "check for updates" +set menu_updatecheck_getpacks 1 "get update packs from update server" + +set cl_loddistance1 1024 +set cl_loddistance2 3072 +seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)" +seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)" + +seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)" +seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)" + +//cl_gunalign calculator +seta menu_cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only" +alias _gunalign_01 "cl_gunalign 1" +alias _gunalign_02 "cl_gunalign 2" +alias _gunalign_03 "cl_gunalign 3" +alias _gunalign_04 "cl_gunalign 4" +alias _gunalign_11 "cl_gunalign 2" +alias _gunalign_12 "cl_gunalign 1" +alias _gunalign_13 "cl_gunalign 4" +alias _gunalign_14 "cl_gunalign 3" +alias _gunalign_update "_gunalign_$v_flipped$menu_cl_gunalign" + +set _menu_alpha "" // will be set by menu QC to the current fading of the menu, can be used by CSQC to fade items +set _menu_initialized 0 "is 0 on first menu loading, 1 later" + +seta cl_noantilag 0 "turn this on if you believe antilag is bad" + +set cl_accuracy_data_share 0 "1 share my weapon accuracy data statistics with other players, 0 keep my weapon accuracy data statistics hidden" +set cl_accuracy_data_receive 0 "1 receive weapon accuracy data statistics at the end of the match" + +seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)" +seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)" +seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" +seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" +seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)" +seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag" +seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary" + +set debugdraw 0 +set debugdraw_filter "" +set debugdraw_filterout "" +set debugtrace 0 + +// FIXME remove this when the engine feature FINALLY MAYBE works +r_glsl_skeletal 0 + +// animation tuning +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) + +// autodemo deleting +seta cl_autodemo_delete_keeprecords 0 "when 1, records with a newly made race/cts demo are kept even if cl_autodemo_delete is used to delete demos" + +// freeze camera +set cl_lockview 0 "when 1, the camera does not move any more" + +// we now use mastervolume +volume 1 + +// sucks less than the old one +cl_decals_newsystem 1 + +scr_conalpha 1 +scr_conalpha2factor 0.3 +scr_conalpha3factor 1 +scr_conalphafactor 0.8 +scr_conbrightness 0.35 +scr_conforcewhiledisconnected 1 +scr_conscroll2_x 0.11 +scr_conscroll2_y 0.2 +scr_conscroll3_x 0 +scr_conscroll3_y 0 +scr_conscroll_x -0.1 +scr_conscroll_y -0.3 + +scr_conforcewhiledisconnected 0 +scr_infobar_height 12 + +// DP cannot properly detect this, so rather turn off the detection +r_texture_dds_load_alphamode 2 +r_texture_dds_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 +r_drawparticles_nearclip_max 16 + +r_cullentities_trace 0 diff --git a/defaultServer.cfg b/defaultServer.cfg index 7ad1e2e8b..9dbaa1593 100644 --- a/defaultServer.cfg +++ b/defaultServer.cfg @@ -443,3 +443,90 @@ set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in t set g_maplist_allow_frustrating 0 "allow impossible maps to be, e.g., voted for and in the maplist (if set to 2, ONLY impossible maps are allowed)" set sv_clones 0 "number of clones a player may make (reset by the \"kill\" command)" + +set g_bugrigs 0 +set g_bugrigs_planar_movement 1 "BROTRR bug emulation" +set g_bugrigs_planar_movement_car_jumping 1 "my own bug" +set g_bugrigs_reverse_speeding 1 "BROTRR bug emulation" +set g_bugrigs_reverse_spinning 1 "BROTRR bug emulation" +set g_bugrigs_reverse_stopping 1 "BROTRR bug emulation" +set g_bugrigs_air_steering 1 "NFS bug emulation" +set g_bugrigs_angle_smoothing 5 "smooth the car angle a bit, looks nice" +set g_bugrigs_friction_floor 50 "units/sec friction on floor" +set g_bugrigs_friction_brake 950 "units/sec friction for braking" +set g_bugrigs_friction_air 0.00001 "(very small) v <- v - v^2 * g_bugrigs_friction_air" +set g_bugrigs_accel 800 "acceleration" +set g_bugrigs_speed_ref 400 "reference speed for accel and steer responsiveness" +set g_bugrigs_speed_pow 2 "reference power for accel and steer responsiveness" +set g_bugrigs_steer 1 "steering amount" + +set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)" +set g_ban_sync_interval 5 "sync every 5 minutes" +set g_ban_sync_trusted_servers "" "request ban lists from these xonotic servers (do not include your own server there, or unbanning may fail)" +set g_ban_sync_timeout 45 "time out in seconds for the ban sync requests" +set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by the servers are ignored, and only bans for the requested IP are used" + +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 as walls +set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls +set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips" + +sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" +set g_full_getstatus_responses 0 "this currently breaks qstat" + +// "Gentle mode": show no blood +seta sv_gentle 0 "force gentle mode for everyone, also remove references to acts of killing from the messages" + +set g_jetpack 0 "Jetpack mutator" + +set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had." + +set g_hitplots 0 "when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used" +seta g_hitplots_individuals "" "the individuals, by IP, that should have their hitplots recorded" + +set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved +set bot_sound_monopoly 0 "when enabled, only bots can make any noise" + +set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars" + +set g_triggerimpulse_accel_power 1 "trigger_impulse accelerator power (applied BEFORE the multiplier)" +set g_triggerimpulse_accel_multiplier 1 "trigger_impulse accelerator multiplier (applied AFTER the power)" +set g_triggerimpulse_directional_multiplier 1 "trigger_impulse directional field multiplier" +set g_triggerimpulse_radial_multiplier 1 "trigger_impulse radial field multiplier" + +set sv_weaponstats_file "" "when set to a file name, per-weapon stats get written to that file" + +set rescan_pending 0 "set to 1 to schedule a fs_rescan at the end of this match" + +set g_mapinfo_allow_unsupported_modes_and_let_stuff_break "0" "set to 1 to be able to force game types using g_ cvars even if the map does not support them" + +// weapon accuracy stats +set sv_accuracy_data_share 1 "1 send weapon accuracy data statistics to spectating clients, depends on cl_accuracy_data_share" +set sv_accuracy_data_send 1 "1 send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depends on cl_accuracy_data_receive, 0 send the current 'player has won' to all the clients" + +// debug +set _independent_players 0 "DO NOT TOUCH" +set _notarget 0 "NO, REALLY, DON'T" + +// otherwise, antilag breaks +sv_gameplayfix_consistentplayerprethink 1 + +// improve some minor details +sv_gameplayfix_gravityunaffectedbyticrate 1 +sv_gameplayfix_nogravityonground 1 + +set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)" + +set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)" + +set g_maxspeed 0 "player speed limit, faster players are killed (0 for unlimited speed)" + +// sv_cullentities_trace is 1, so the client doesn't have to +sv_cullentities_trace 1 diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 6ef150551..ad9e9246f 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -85,238 +85,40 @@ seta menu_cdtrack "rising-of-the-phoenix" prvm_leaktest_ignore_classnames "ctf_team dom_team tdm_team" prvm_backtraceforwarnings 1 -set g_bugrigs 0 -set g_bugrigs_planar_movement 1 "BROTRR bug emulation" -set g_bugrigs_planar_movement_car_jumping 1 "my own bug" -set g_bugrigs_reverse_speeding 1 "BROTRR bug emulation" -set g_bugrigs_reverse_spinning 1 "BROTRR bug emulation" -set g_bugrigs_reverse_stopping 1 "BROTRR bug emulation" -set g_bugrigs_air_steering 1 "NFS bug emulation" -set g_bugrigs_angle_smoothing 5 "smooth the car angle a bit, looks nice" -set g_bugrigs_friction_floor 50 "units/sec friction on floor" -set g_bugrigs_friction_brake 950 "units/sec friction for braking" -set g_bugrigs_friction_air 0.00001 "(very small) v <- v - v^2 * g_bugrigs_friction_air" -set g_bugrigs_accel 800 "acceleration" -set g_bugrigs_speed_ref 400 "reference speed for accel and steer responsiveness" -set g_bugrigs_speed_pow 2 "reference power for accel and steer responsiveness" -set g_bugrigs_steer 1 "steering amount" - -set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)" -set g_ban_sync_interval 5 "sync every 5 minutes" -set g_ban_sync_trusted_servers "" "request ban lists from these xonotic servers (do not include your own server there, or unbanning may fail)" -set g_ban_sync_timeout 45 "time out in seconds for the ban sync requests" -set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by the servers are ignored, and only bans for the requested IP are used" - -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 as walls -set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls -set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips" - -set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)" - -sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" -set g_full_getstatus_responses 0 "this currently breaks qstat" - -// Demo camera -set camera_enable 0 "Enables the camera for demo playback" -set camera_free 0 "Free camera instead of chasing the player" -set camera_reset 0 "Resets the camera position and switch to chase mode" -set camera_speed_roll 0.9 "Camera rotation speed" -set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player" -set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode" -set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements" -set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control" -set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)" -set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode" -set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother" -set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking" - -// "Gentle mode": show no blood -seta sv_gentle 0 "force gentle mode for everyone, also remove references to acts of killing from the messages" -seta cl_gentle 0 "client side gentle mode, master switch for removing both gibs and messages" -seta cl_gentle_gibs 0 "client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs" -seta cl_gentle_messages 0 "client side gentle mode (only replaces frag messages/centerprints)" -seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); when set to 1, a white flash replaces the blood image, when set to 2, a randomly colored flash is used instead" - -set g_jetpack 0 "Jetpack mutator" - -set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had." - set _urllib_nextslot 0 "temp variable" -set cl_warpzone_usetrace 1 "do not touch" - -set cl_effects_lightningarc_simple 0 -set cl_effects_lightningarc_segmentlength 64 -set cl_effects_lightningarc_drift_start 0.45 -set cl_effects_lightningarc_drift_end 0.1 -set cl_effects_lightningarc_branchfactor_start 0.25 -set cl_effects_lightningarc_branchfactor_add 0.1 - -set g_hitplots 0 "when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used" -seta g_hitplots_individuals "" "the individuals, by IP, that should have their hitplots recorded" - -set menu_updatecheck 1 "check for updates" -set menu_updatecheck_getpacks 1 "get update packs from update server" - -set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved -set bot_sound_monopoly 0 "when enabled, only bots can make any noise" - -set cl_loddistance1 1024 -set cl_loddistance2 3072 -seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)" -seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)" - -set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars" - -seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)" -seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)" - -//cl_gunalign calculator -seta menu_cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only" -alias _gunalign_01 "cl_gunalign 1" -alias _gunalign_02 "cl_gunalign 2" -alias _gunalign_03 "cl_gunalign 3" -alias _gunalign_04 "cl_gunalign 4" -alias _gunalign_11 "cl_gunalign 2" -alias _gunalign_12 "cl_gunalign 1" -alias _gunalign_13 "cl_gunalign 4" -alias _gunalign_14 "cl_gunalign 3" -alias _gunalign_update "_gunalign_$v_flipped$menu_cl_gunalign" - -set _menu_alpha "" // will be set by menu QC to the current fading of the menu, can be used by CSQC to fade items -set _menu_initialized 0 "is 0 on first menu loading, 1 later" - -set g_triggerimpulse_accel_power 1 "trigger_impulse accelerator power (applied BEFORE the multiplier)" -set g_triggerimpulse_accel_multiplier 1 "trigger_impulse accelerator multiplier (applied AFTER the power)" -set g_triggerimpulse_directional_multiplier 1 "trigger_impulse directional field multiplier" -set g_triggerimpulse_radial_multiplier 1 "trigger_impulse radial field multiplier" -set the_goggles "they do nothing" "but the googles, they do" - -set sv_weaponstats_file "" "when set to a file name, per-weapon stats get written to that file" - -seta cl_noantilag 0 "turn this on if you believe antilag is bad" - -set rescan_pending 0 "set to 1 to schedule a fs_rescan at the end of this match" - -set g_mapinfo_allow_unsupported_modes_and_let_stuff_break "0" "set to 1 to be able to force game types using g_ cvars even if the map does not support them" -// weapon accuracy stats -set sv_accuracy_data_share 1 "1 send weapon accuracy data statistics to spectating clients, depends on cl_accuracy_data_share" -set sv_accuracy_data_send 1 "1 send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depends on cl_accuracy_data_receive, 0 send the current 'player has won' to all the clients" -set cl_accuracy_data_share 0 "1 share my weapon accuracy data statistics with other players, 0 keep my weapon accuracy data statistics hidden" -set cl_accuracy_data_receive 0 "1 receive weapon accuracy data statistics at the end of the match" +// FIXME indeed, grep says it does nothing +set the_goggles "they do nothing" "but the googles, they do" +// FIXME some of these are used in qcsrc/common though most of them are probably server only set spawn_debug 0 "use all spawns one by one, then abort, to verify all spawnpoints" set loddebug 0 "force this LOD level" -set spawn_debugview 0 "display spawnpoints and their rating on spawn to debug spawnpoint rating calculation" +set spawn_debugview 0 "display spawnpoints and their rating on spawn to debug spawnpoint rating calculation" // FIXME not used? set g_mutatormsg "" "mutator message" set speedmeter 0 "print landing speeds" set developer_csqcentities 0 "csqc entity spam" set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code" set g_debug_bot_commands 0 "print scripted bot commands before executing" set g_debug_defaultsounds 0 "always use default sounds" -seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)" -seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)" -seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" -seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" -seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)" -seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag" -seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary" // campaign internal, set when loading a campaign map1G set _campaign_index "" set _campaign_name "" set _campaign_testrun 0 "To verify the campaign file, set this to 1, then start the first campaign level from the menu. If you end up in the menu again, it's good, if you get a QC crash, it's bad." -// debug -set _independent_players 0 "DO NOT TOUCH" -set _notarget 0 "NO, REALLY, DON'T" -set debugdraw 0 -set debugdraw_filter "" -set debugdraw_filterout "" -set debugtrace 0 - // define some engine cvars that we need even on dedicated server set r_showbboxes 0 +// FIXME maybe we have that workaround now? not used // we REALLY need the end pos nudging DP bug workaround for trace-to-end-of-solid to work collision_endposnudge 1 -// FIXME remove this when the engine feature FINALLY MAYBE works -r_glsl_skeletal 0 - -// animation tuning -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) - -// otherwise, antilag breaks -sv_gameplayfix_consistentplayerprethink 1 - // support Q1BSP maps mod_q1bsp_polygoncollisions 1 // match q3map2 mod_obj_orientation 0 -// improve some minor details -sv_gameplayfix_gravityunaffectedbyticrate 1 -sv_gameplayfix_nogravityonground 1 - -// autodemo deleting -seta cl_autodemo_delete_keeprecords 0 "when 1, records with a newly made race/cts demo are kept even if cl_autodemo_delete is used to delete demos" - -// freeze camera -set cl_lockview 0 "when 1, the camera does not move any more" - -// we now use mastervolume -volume 1 - -// sucks less than the old one -cl_decals_newsystem 1 - -set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)" - -set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)" - -set g_maxspeed 0 "player speed limit, faster players are killed (0 for unlimited speed)" - -scr_conalpha 1 -scr_conalpha2factor 0.3 -scr_conalpha3factor 1 -scr_conalphafactor 0.8 -scr_conbrightness 0.35 -scr_conforcewhiledisconnected 1 -scr_conscroll2_x 0.11 -scr_conscroll2_y 0.2 -scr_conscroll3_x 0 -scr_conscroll3_y 0 -scr_conscroll_x -0.1 -scr_conscroll_y -0.3 - -scr_conforcewhiledisconnected 0 -scr_infobar_height 12 - -// DP cannot properly detect this, so rather turn off the detection -r_texture_dds_load_alphamode 2 -r_texture_dds_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 -r_drawparticles_nearclip_max 16 - -// sv_cullentities_trace is 1, so the client doesn't have to -sv_cullentities_trace 1 -r_cullentities_trace 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 -- 2.39.2