#include "dialog_settings_effects.qh"
#include "slider_picmip.qh"
-#include "slider_particles.qh"
#include "slider_sbfadetime.qh"
#include "weaponslist.qh"
#include "keybinder.qh"
float n;
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Quality preset:")));
- n = 5 + 2 * boolean(cvar("developer"));
- if(cvar("developer"))
+ n = 5 + 2 * boolean(cvar("developer") > 0);
+ if(cvar("developer") > 0)
{
me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^OMG!")), '1 0 1', "exec effects-omg.cfg", 0));
e.applyButton = effectsApplyButton;
e.applyButton = effectsApplyButton;
me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Ultra")), '0 0 0', "exec effects-ultra.cfg", 0));
e.applyButton = effectsApplyButton;
- if(cvar("developer"))
+ if(cvar("developer") > 0)
{
me.TD(me, 1, 5 / n, e = makeXonoticCommandButton(ZCTX(_("PRE^Ultimate")), '0.5 0 0', "exec effects-ultimate.cfg", 0));
e.applyButton = effectsApplyButton;
me.gotoRC(me, 1.25, 0);
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Geometry detail:")));
me.TD(me, 1, 2, e = makeXonoticTextSlider_T("r_subdivisions_tolerance",
- _("Change the smoothness of the curves on the map (default: normal)")));
+ _("Change the smoothness of the curves on the map")));
e.addValue(e, ZCTX(_("DET^Lowest")), "16");
e.addValue(e, ZCTX(_("DET^Low")), "8");
e.addValue(e, ZCTX(_("DET^Normal")), "4");
me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Texture resolution:")));
setDependent(e, "r_showsurfaces", 0, 0);
me.TD(me, 1, 2, e = makeXonoticPicmipSlider());
- if(cvar("developer"))
+ if(cvar("developer") > 0)
e.addValue(e, ZCTX(_("RES^Leet")), "1337");
e.addValue(e, ZCTX(_("RES^Lowest")), "3");
e.addValue(e, ZCTX(_("RES^Very low")), "2");
}
}
me.TR(me);
- if(cvar("developer"))
+ me.TDempty(me, 0.2);
+ me.TD(me, 1, 1, e = makeXonoticCheckBoxEx_T(1, 0, "r_sky", _("Show sky"), _("Disable sky for performance and visibility")));
+ if(cvar("developer") > 0)
{
- me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBoxEx_T(3, 0, "r_showsurfaces", _("Show surfaces"),
- _("Disable textures completely for very slow hardware. This gives a huge performance boost, but looks very ugly. (default: disabled)")));
+ me.TD(me, 1, 1, e = makeXonoticCheckBoxEx_T(3, 0, "r_showsurfaces", _("Show surfaces"),
+ _("Disable textures completely for very slow hardware. This gives a huge performance boost, but looks very ugly.")));
}
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(1, "mod_q3bsp_nolightmaps", _("Use lightmaps"),
- _("Use high resolution lightmaps, which will look pretty but use up some extra video memory (default: enabled)")));
+ _("Use high resolution lightmaps, which will look pretty but use up some extra video memory")));
e.applyButton = effectsApplyButton;
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_deluxemapping", _("Deluxe mapping"),
- _("Use per-pixel lighting effects (default: enabled)")));
+ _("Use per-pixel lighting effects")));
setDependentAND(e, "vid_gl20", 1, 1, "mod_q3bsp_nolightmaps", 0, 0);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_gloss", _("Gloss"),
- _("Enable the use of glossmaps on textures supporting it (default: enabled)")));
+ _("Enable the use of glossmaps on textures supporting it")));
setDependentAND3(e, "vid_gl20", 1, 1, "mod_q3bsp_nolightmaps", 0, 0, "r_glsl_deluxemapping", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_offsetmapping", _("Offset mapping"),
- _("Offset mapping effect that will make textures with bumpmaps appear like they \"pop out\" of the flat 2D surface (default: disabled)")));
+ _("Offset mapping effect that will make textures with bumpmaps appear like they \"pop out\" of the flat 2D surface")));
setDependent(e, "vid_gl20", 1, 1);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_glsl_offsetmapping_reliefmapping", _("Relief mapping"),
- _("Higher quality offset mapping, which also has a huge impact on performance (default: disabled)")));
+ _("Higher quality offset mapping, which also has a huge impact on performance")));
setDependentAND(e, "vid_gl20", 1, 1, "r_glsl_offsetmapping", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_water", _("Reflections:"),
- _("Reflection and refraction quality, has a huge impact on performance on maps with reflecting surfaces (default: disabled)")));
+ _("Reflection and refraction quality, has a huge impact on performance on maps with reflecting surfaces")));
setDependent(e, "vid_gl20", 1, 1);
me.TD(me, 1, 2, e = makeXonoticTextSlider_T("r_water_resolutionmultiplier",
- _("Resolution of reflections/refractions (default: good)")));
+ _("Resolution of reflections/refractions")));
e.addValue(e, _("Blurred"), "0.25");
e.addValue(e, ZCTX(_("REFL^Good")), "0.5");
e.addValue(e, _("Sharp"), "1");
setDependentAND(e, "vid_gl20", 1, 1, "r_water", 1, 1);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "cl_decals", _("Decals"),
- _("Enable decals (bullet holes and blood) (default: enabled)")));
+ _("Enable decals (bullet holes and blood)")));
me.TD(me, 1, 2, e = makeXonoticCheckBox(0, "cl_decals_models", _("Decals on models")));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Distance:")));
setDependent(e, "cl_decals", 1, 1);
me.TD(me, 1, 2, e = makeXonoticSlider_T(200, 500, 20, "r_drawdecals_drawdistance",
- _("Decals further away than this will not be drawn (default: 300)")));
+ _("Decals further away than this will not be drawn")));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Time:")));
setDependent(e, "cl_decals", 1, 1);
me.TD(me, 1, 2, e = makeXonoticSlider_T(1, 20, 1, "cl_decals_fadetime",
- _("Time in seconds before decals fade away (default: 2)")));
+ _("Time in seconds before decals fade away")));
setDependent(e, "cl_decals", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
e.configureXonoticTextSliderValues(e);
me.gotoRC(me, 1.25, 3.2); me.setFirstColumn(me, me.currentColumn);
- me.TD(me, 1, 3, e = makeXonoticRadioButton_T(1, "r_coronas", "0", _("No dynamic lighting"),
- _("Enable corona flares around certain lights (default: enabled)")));
- me.TR(me);
- me.TD(me, 1, 3, e = makeXonoticRadioButton_T(1, "gl_flashblend", string_null, _("Fake corona lighting"),
- _("Enable faster but uglier dynamic lights by rendering bright coronas instead of real dynamic lights (default: disabled)")));
- makeMulti(e, "r_coronas");
- me.TR(me);
- me.TD(me, 1, 2, e = makeXonoticRadioButton_T(1, "r_shadow_realtime_dlight", string_null, _("Realtime dynamic lighting"),
- _("Enable rendering of dynamic lights such as explosions and rocket lights (default: enabled)")));
- makeMulti(e, "r_coronas");
+ me.TD(me, 1, 2, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_dlight", _("Realtime dynamic lights"),
+ _("Temporary realtime light sources such as explosions, rockets and powerups")));
+ makeMulti(e, "!gl_flashblend");
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_dlight_shadows", _("Shadows"),
- _("Enable rendering of shadows from dynamic lights (default: disabled)")));
+ _("Shadows cast by realtime dynamic lights")));
setDependent(e, "r_shadow_realtime_dlight", 1, 1);
me.TR(me);
- me.TD(me, 1, 2, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world", _("Realtime world lighting"),
- _("Enable rendering of full realtime world lighting on maps that support it. Note that this might have a big impact on performance. (default: disabled)")));
+ me.TD(me, 1, 2, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world", _("Realtime world lights"),
+ _("Realtime light sources included in certain maps. May have a big impact on performance.")));
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_shadow_realtime_world_shadows", _("Shadows"),
- _("Enable rendering of shadows from realtime world lights (default: disabled)")));
+ _("Shadows cast by realtime world lights")));
setDependent(e, "r_shadow_realtime_world", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 1.8, e = makeXonoticCheckBox_T(0, "r_shadow_usenormalmap", _("Use normal maps"),
- _("Enable use of directional shading on textures (default: enabled)")));
+ _("Directional shading of certain textures to simulate interaction of realtime light with a bumpy surface")));
setDependentOR(e, "r_shadow_realtime_dlight", 1, 1, "r_shadow_realtime_world", 1, 1);
me.TD(me, 1, 1, e = makeXonoticCheckBox(0, "r_shadow_shadowmapping", _("Soft shadows")));
setDependentWeird(e, someShadowCvarIsEnabled);
+ me.TR(me);
+ me.TD(me, 1, 1, e = makeXonoticTextLabel(0, _("Corona brightness:")));
+ me.TD(me, 1, 2, e = makeXonoticSlider_T(0, 1.5, 0.1, "r_coronas",
+ _("Flare effects around certain lights")));
me.TR(me);
me.TDempty(me, 0.2);
- me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "r_coronas_occlusionquery", _("Fade corona according to visibility"),
- _("Fade coronas according to visibility (default: enabled)")));
- setDependent(e, "r_coronas", 1, 1);
+ me.TD(me, 1, 2.8, e = makeXonoticCheckBox_T(0, "r_coronas_occlusionquery", _("Fade coronas according to visibility"),
+ _("Corona fading using occlusion queries")));
+ setDependent(e, "r_coronas", 0.1, 2);
me.TR(me);
me.TR(me);
me.TD(me, 1, 1, e = makeXonoticCheckBox_T(0, "r_bloom", _("Bloom"),
- _("Enable bloom effect, which brightens the neighboring pixels of very bright pixels. Has a big impact on performance. (default: disabled)")));
+ _("Enable bloom effect, which brightens the neighboring pixels of very bright pixels. Has a big impact on performance.")));
me.TD(me, 1, 2, e = makeXonoticCheckBoxEx_T(0.5, 0, "hud_postprocessing_maxbluralpha", _("Extra postprocessing effects"),
- _("Enables special postprocessing effects for when damaged or under water or using a powerup (default: disabled)")));
+ _("Enables special postprocessing effects for when damaged or under water or using a powerup")));
makeMulti(e, "hud_powerup");
setDependent(e, "vid_gl20", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Quality:")));
setDependent(e, "cl_particles", 1, 1);
- me.TD(me, 1, 2, e = makeXonoticParticlesSlider());
+ me.TD(me, 1, 2, e = makeXonoticSlider_T(0, 3.0, 0.25, "cl_particles_quality",
+ _("Multiplier for amount of particles. Less means less particles, which in turn gives for better performance")));
setDependent(e, "cl_particles", 1, 1);
me.TR(me);
me.TDempty(me, 0.2);
me.TD(me, 1, 0.8, e = makeXonoticTextLabel(0, _("Distance:")));
setDependent(e, "cl_particles", 1, 1);
me.TD(me, 1, 2, e = makeXonoticSlider_T(200, 3000, 200, "r_drawparticles_drawdistance",
- _("Particles further away than this will not be drawn (default: 1000)")));
+ _("Particles further away than this will not be drawn")));
setDependent(e, "cl_particles", 1, 1);
me.gotoRC(me, me.rows - 1, 0);