X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=data%2FdefaultVT.cfg;h=6f1da7ddff7988210330e1071ecbaf5b7164857b;hb=1c041c72ecacc838985b2406568acf2b98939041;hp=d620365fd5c9d1e663473226f94598484b2f342a;hpb=2b4b82407365943cf0166b5cd535b43159cfdba6;p=voretournament%2Fvoretournament.git diff --git a/data/defaultVT.cfg b/data/defaultVT.cfg index d620365f..6f1da7dd 100644 --- a/data/defaultVT.cfg +++ b/data/defaultVT.cfg @@ -156,7 +156,7 @@ seta cl_zoomspeed 3.5 "how fast it will zoom (0.5-16), negative values mean inst seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)" freelook 1 sensitivity 6 -v_gamma 1.125000 +v_gamma 1 v_glslgamma 0 // might prevent issues with some video cards viewsize 100 // fullscreen 1024x768x32bit @@ -179,13 +179,16 @@ v_deathtilt 0 // needed for spectators (who are dead to avoid prediction) 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 cl_deathfade 0.03 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster) 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 -cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01 +cl_bob 0.005 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01 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 cl_bob2 0.01 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01 -cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)" -cl_bobfallcycle 3 "speed of the bobfall swing" +cl_bobfall 0.075 "how much the view swings down when falling (influenced by the speed you hit the ground with)" +cl_bobfallcycle 2 "speed of the bobfall swing" cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur" 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 +cl_bobmodel_side 0.25 // gun bobbing sideways sway amount +cl_bobmodel_speed 7 // gun bobbing speed +cl_bobmodel_up 0.1 // gun bobbing upward movement amount cl_rollangle 2 // amount of view tilt when strafing, default is 2.0 v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds gl_polyblend 0.5 // whether to use screen tints, default is 1 @@ -193,20 +196,27 @@ r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretourna r_motionblur 0 // motion blur value, default is 0 r_motionblur_maxblur 1 -r_bloom_blur 16 -r_bloom_brighten 2.5 +v_idlescale 0 "how much of the quake 'drunken view' effect to use" +v_ipitch_cycle 6 "v_idlescale pitch speed" +v_ipitch_level 0.2 "v_idlescale pitch amount" +v_iroll_cycle 8 "v_idlescale roll speed" +v_iroll_level 0.1 "v_idlescale roll amount" +v_iyaw_cycle 4 "v_idlescale yaw speed" +v_iyaw_level 0.3 "v_idlescale yaw amount" + +r_bloom_blur 2 +r_bloom_brighten 2 r_bloom_colorexponent 1 -r_bloom_colorscale 1 +r_bloom_colorscale 1.5 r_bloom_colorsubtract 0.15 -r_bloom_resolution 320 -r_hdr_range 4 +r_bloom_resolution 480 r_hdr_irisadaptation 1 "adjust scene brightness according to light intensity at player location" r_hdr_irisadaptation_multiplier 2 "brightness at which value will be 1.0" -r_hdr_irisadaptation_minvalue 0.65 "minimum value that can result from multiplier / brightness" -r_hdr_irisadaptation_maxvalue 1.35 "maximum value that can result from multiplier / brightness" +r_hdr_irisadaptation_minvalue 0.75 "minimum value that can result from multiplier / brightness" +r_hdr_irisadaptation_maxvalue 1.25 "maximum value that can result from multiplier / brightness" r_hdr_irisadaptation_value 1 "current value as scenebrightness multiplier, changes continuously when irisadaptation is active" -r_hdr_irisadaptation_fade 0.5 "fade rate at which value adjusts" +r_hdr_irisadaptation_fade 0.35 "fade rate at which value adjusts" // weapon model leaning / following cl_leanmodel 1 // enables weapon leaning effect when looking around @@ -299,6 +309,13 @@ set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the p set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would" +set g_leanplayer_damage 0.3 "lean players that are shot by this amount, based on the force they take" +set g_leanplayer_damage_fade 0.95 "how fast players return to normal angles, based on damage taken" +set g_leanplayer_damage_max 10 "damage leaning is limited to this amount" +set g_leanplayer_acceleration 0.05 "lean players as they accelerate, by this amount" +set g_leanplayer_acceleration_fade 5 "velocity averaging steps for acceleration, higher values cause a shorter leaning" +set g_leanplayer_acceleration_max 10 "acceleration leaning is limited to this amount" + set sv_gibhealth -150 "Amount of health a dead body must have in order to get gibbed, influenced by player size" // fragmessage: This allows extra information to be displayed with the frag centerprints. @@ -1122,7 +1139,7 @@ con_chatwidth 0.6 con_notifysize 10 con_notifyalign 0 -seta hud_damage 0.65 "an improved version of gl_polyblend for damage, draw an image instead when hurt" +seta hud_damage 0.75 "an improved version of gl_polyblend for damage, draw an image instead when hurt" seta hud_damage_blur 8 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur" seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version" @@ -1137,11 +1154,12 @@ seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowerin seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))" seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds" -seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5" +seta hud_cartoon 0 "cartoon effect, reverses when you own a powerup, default is 1.5" +seta hud_cartoon_tolerance 0.15 "where to apply the cartoon effect between bright and dark areas" seta hud_saturation 0 "saturation changes based on the amount of armor you have" -seta hud_stomach 0.65 "displays a splash on the screen when inside the stomach, value specifies alpha" +seta hud_stomach 0.75 "displays a splash on the screen when inside the stomach, value specifies alpha" seta hud_stomach_color "1 1 0" "color of the stomach screen splash" seta hud_stomach_fade_in 0.2 "how quickly the stomach splash appears when you get swallowed" seta hud_stomach_fade_out 0.03 "how quickly the stomach splash disappears when you are regurgitated" @@ -1185,9 +1203,7 @@ sbar_info_pos 50 seta sbar_alpha_bg 0.8 "alpha value of the HUD background" seta sbar_alpha_fg 1 "alpha value of the HUD foreground items" seta sbar_border_thickness 1 "scoreboard border thickness" -seta sbar_color_bg_r 0.5 "red color component of the HUD background" -seta sbar_color_bg_g 0 "green color component of the HUD background" -seta sbar_color_bg_b 1 "blue color component of the HUD background" +seta sbar_color_bg "0 0.25 0.75" "default color of the HUD background" seta sbar_color_bg_team 1 "team color multiplier of the HUD background" seta sbar_scoreboard_offset 100 "scoreboard vertical position" seta sbar_scoreboard_alpha_bg 0.6 "scoreboard background alpha" @@ -1216,6 +1232,9 @@ seta sbar_ring2_scale 80 "scale of the second HUD ring" seta sbar_ring2_text_scale 10 "scale of the text on the second HUD ring" seta sbar_ring2_alpha 0.75 "alpha of the second HUD ring" seta sbar_vote_alreadyvoted_alpha 0.75 "alpha of the vote dialog after you have voted" +seta sbar_portrait 1 "enables portraits" +seta sbar_portrait_time 5 "how long a portrait lasts on the screen" +seta sbar_portrait_fade 0.1 "amount of time fading the portrait takes from total time" // for menu server list (eventually make them have engine support?) seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join" @@ -1377,6 +1396,8 @@ set sv_clones 0 "number of clones a player may make (reset by the \"kill\" comma set cl_handicap 1 "the higher, the more damage you will receive (client setting)" +seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such. (client setting) NOTE: reconnect or use sendcvar command to update the choice." + // must be at the bottom of this file: // alias for switching the teamselect menu alias menu_showteamselect "menu_cmd directmenu TeamSelect" @@ -1592,10 +1613,12 @@ seta g_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the co seta cl_vore_stomachmodel 1 "when enabled, we see the stomach model around us when eaten. -1 = disabled, 1 = enabled, anything between = alpha" seta cl_vore_swallowmodel 1 "when enabled, we see the swallow model around us while getting eaten. -1 = disabled, 1 = enabled, anything between = alpha" -seta cl_vore_cutvolume_sound 0.75 "sound volume is reduced to this amount when you are in a stomach" -seta cl_vore_cutvolume_music 0.25 "music volume is reduced to this amount when you are in a stomach" -seta cl_vore_cutvolume_fade 0.1 "fading speed of the volume change" -seta cl_vore_autodigest 0 "when enabled, the player will automatically begin digesting enemy prey after eating them, as long as no team mates are inside (automated digest key)" +seta cl_vore_cutvolume_sound 0.25 "sound volume is reduced by this amount when you are in a stomach or being swallowed" +seta cl_vore_cutvolume_music 0.85 "music volume is reduced by this amount when you are in a stomach or being swallowed" +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" +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" +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" +seta cl_vore_vieweffects_idlescale_stomach 15 "the view will move around by this ammount while in the stomach, reserves the cvar v_idlescale" set g_vore 1 "enables the vore system, you want this on!" set g_vore_digestion 1 "enables digestion system, you want this on!" set g_vore_kick 1 "enables stomach kick system, you want this on!" @@ -1611,9 +1634,11 @@ set g_vore_regurgitatecolor_color_normal "0.6 0.4 0" "the color players will hav set g_vore_regurgitatecolor_color_digest "0.3 0.15 0" "the color players will have when regurgitated after having been digested" set g_vore_regurgitatecolor_fade 0.01 "how quickly the regurgitation color washes off players once they leave the stomach, does not apply to dead bodies" set g_vore_regurgitatecolor_particles 0.75 "players who are dirty from regurgitation generate particles this often, based on the amount of goo they have on them" -set g_vore_neighborprey_distance 8 "Distance by which prey inside the same stomach are positioned away from each other. 0 disables seeing neighboring prey" +set g_vore_neighborprey_distance 4 "Distance by which prey inside the same stomach are positioned away from each other. 0 disables seeing neighboring prey" +set g_vore_neighborprey_distance_item 16 "Distance by which items inside the same stomach are positioned away from each other. 0 disables seeing neighboring items" set g_vore_swallowmodel_range 100 "Distance by which the swallow model oscillates based on swallow progress" +seta cl_healthsize_fov 0.2 "offset field of view by this amount based on size, to further induce the effect of being large or small" set g_healthsize 1 "Players shrink and grow based on health, by this amount" set g_healthsize_center 100 "Health at which the player has the default size" set g_healthsize_min 50 "Player size may not drop below this amount of health" @@ -1626,6 +1651,10 @@ set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resiz set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model" set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size" +set g_power 5 "when armor is below this level, the HUD, crosshair and helper will not work" +set g_power_reboot 2 "amount of time it takes to boot a player's subsystems once he has enough armor" +set g_power_reboot_spawn 1 "when enabled, a player's subsystems must boot whenever he spawns" + // part of an ugly hack for the menu audio sliders to work with the cutsound feature seta menu_volume 1 seta menu_bgmvolume 0.5 @@ -1633,6 +1662,8 @@ set volume $menu_volume set bgmvolume $menu_bgmvolume set mastervolume 1.4 +seta menu_fov 90 + set sv_weaponstats_damagefile "" "when set to a file name, per-weapon damage stats get written to that file" set sv_weaponstats_killfile "" "when set to a file name, per-weapon kill stats get written to that file" @@ -1742,7 +1773,7 @@ r_drawparticles_nearclip_max 16 // exact gloss looks better r_shadow_glossexact 1 r_shadow_glossintensity 3 -r_shadow_glossexponent 64 +r_shadow_glossexponent 32 // use fake light if map has no lightmaps r_fakelight 1 @@ -1757,3 +1788,17 @@ utf8_enable 1 r_font_hinting 1 r_font_disable_freetype 0 r_font_size_snapping 4 + +// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that) +r_polygonoffset_submodel_offset 0 +r_polygonoffset_submodel_factor 0 +// decals: need a higher polygonoffset than default to not compete with _decal surfaces too much +r_polygonoffset_decals_offset -28 +r_polygonoffset_decals_factor 0 +// this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals +mod_q3shader_default_polygonoffset -14 +mod_q3shader_default_polygonfactor 0 + +// sRGB configuration (EXPERIMENTAL, needs maps to be relit) +alias sRGBcorrect_on "r_texture_sRGB_skin_diffuse 1;r_texture_sRGB_skin_gloss 1;r_texture_sRGB_skin_glow 1;r_texture_sRGB_reflect 1;r_texture_sRGB_skybox 1;v_gamma 2.2;r_restart" +alias sRGBcorrect_off "r_texture_sRGB_skin_diffuse 0;r_texture_sRGB_skin_gloss 0;r_texture_sRGB_skin_glow 0;r_texture_sRGB_reflect 0;r_texture_sRGB_skybox 0;v_gamma 1.0;r_restart"