\r
// these settings determine how much the view is affected by movement/damage\r
cl_smoothviewheight 0.2 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition\r
-cl_deathfade 0.03 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
+cl_deathfade 0.05 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
cl_bobcycle 0.55 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6\r
cl_bob 0.005 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01\r
cl_bob2cycle 0.55 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6\r
cl_bob2 0.01 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01\r
cl_bobfall 0.075 "how much the view swings down when falling (influenced by the speed you hit the ground with)"\r
cl_bobfallcycle 2 "speed of the bobfall swing"\r
-cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur"\r
+cl_bobfallspeed 100 "necessary amount of speed for bob-falling to occur"\r
cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1\r
cl_bobmodel_side 0.25 // gun bobbing sideways sway amount\r
cl_bobmodel_speed 7 // gun bobbing speed\r
cl_bobmodel_up 0.1 // gun bobbing upward movement amount\r
cl_rollangle 2 // amount of view tilt when strafing, default is 2.0\r
v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds\r
-gl_polyblend 0.5 // whether to use screen tints, default is 1\r
+gl_polyblend 0.75 // whether to use screen tints, default is 1\r
r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretournament)\r
r_motionblur 0 // motion blur value, default is 0\r
r_motionblur_maxblur 1\r
\r
+r_sortentities 1 // better performance\r
+\r
v_idlescale 0 "how much of the quake 'drunken view' effect to use"\r
v_ipitch_cycle 6 "v_idlescale pitch speed"\r
v_ipitch_level 0.2 "v_idlescale pitch amount"\r
v_iyaw_cycle 4 "v_idlescale yaw speed"\r
v_iyaw_level 0.3 "v_idlescale yaw amount"\r
\r
+v_kickpitch 4 "how much a view kick from damage pitches your view"\r
+v_kickroll 0 "how much a view kick from damage rolls your view"\r
+v_kicktime 0.35 "how long a view kick from damage lasts"\r
+\r
r_bloom_blur 2\r
r_bloom_brighten 2\r
r_bloom_colorexponent 1\r
cl_movement_edgefriction $edgefriction\r
cl_movement_friction $sv_friction\r
cl_movement_jumpvelocity $sv_jumpvelocity\r
+cl_movement_crouchvelocity $sv_crouchvelocity\r
cl_movement_maxairspeed $sv_maxairspeed\r
cl_movement_maxspeed $sv_maxspeed\r
cl_movement_stepheight $sv_stepheight\r
seta v_kicktime $v_kicktime\r
seta r_subdivisions_tolerance $r_subdivisions_tolerance\r
\r
+// create CSQC physics cvars at normal defaults\r
+set cl_movement_crouchvelocity 0.5\r
+set sv_crouchvelocity 0.5\r
+\r
// ticrate\r
sys_ticrate 0.0166667\r
cl_netfps 60 // should match\r
seta sbar_fontsize 11\r
seta sbar_fontsize_spec 16\r
seta scr_centersize 11\r
-seta sbar_width 560\r
+seta sbar_width 420\r
// alias sbar_font "loadfont user1 ${1},gfx/fallback ${2-}; loadfont user2 ${1}-big ${2-}; sbar_columns_set"\r
alias sbar_font "set _requested_sbar_font \"${*}\""\r
seta sbar_columns default\r
\r
seta cl_vore_stomachmodel 1 "when enabled, we see the stomach model around us when eaten. -1 = disabled, 1 = enabled, anything between = alpha"\r
seta cl_vore_swallowmodel 1 "when enabled, we see the swallow model around us while getting eaten. -1 = disabled, 1 = enabled, anything between = alpha"\r
-seta cl_vore_cutvolume_sound 0.25 "sound volume is reduced by this amount when you are in a stomach or being swallowed"\r
-seta cl_vore_cutvolume_music 0.85 "music volume is reduced by this amount when you are in a stomach or being swallowed"\r
+seta cl_vore_cutvolume_sound 0.90 "sound volume is reduced by this amount when you are in a stomach or being swallowed"\r
+seta cl_vore_cutvolume_music 0.75 "music volume is reduced by this amount when you are in a stomach or being swallowed"\r
seta cl_vore_autodigest 2 "when enabled, the player will automatically begin digesting stuff as long as no team mates are inside. 0 = disabled, 1 = items, 2 = items & players"\r
seta cl_vore_vieweffects_idlescale_predator 35 "the view will move around by this ammount while swallowing someone (based on progress), reserves the cvar v_idlescale"\r
seta cl_vore_vieweffects_idlescale_prey 50 "the view will move around by this ammount while being swallowed (based on progress), reserves the cvar v_idlescale"\r
set g_healthsize_death 0.25 "Dead players are further shrunken by this amount"\r
set g_healthsize_death_min -100 "Health at which dead players stop being shrunken"\r
set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running"\r
+set g_healthsize_viewfactor 2 "The view is offset by this amount based on player size"\r
set g_healthsize_soundfactor 0.5 "The sounds players make are amplified or reduced by this amount based on their size"\r
set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
-set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size"\r
+set g_healthsize_weapon_scalefactor_pos 6 "Amount by which the view model is moved vertically based on player size"\r
\r
set g_power 5 "when armor is below this level, the HUD, crosshair and helper will not work"\r
set g_power_reboot 2 "amount of time it takes to boot a player's subsystems once he has enough armor"\r