X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=data%2FdefaultVT.cfg;h=e557149c5ef651ed0089f52581edc51bf64ae636;hb=0a191fd55902d198ce395ba658b3fbd394dc0b45;hp=6368811c0aa16923e6568db54d41f7c93bd16307;hpb=fe3b020864d604c5a8b58645e5bb03fa23498093;p=voretournament%2Fvoretournament.git diff --git a/data/defaultVT.cfg b/data/defaultVT.cfg index 6368811c..e557149c 100644 --- a/data/defaultVT.cfg +++ b/data/defaultVT.cfg @@ -105,7 +105,7 @@ mod_q3bsp_lightmapmergepower 3 // player defaults _cl_color 187 _cl_name "Player" -_cl_playermodel models/player/vixen.zym +_cl_playermodel models/player/vixen.iqm _cl_playerskin 0 seta crosshair 11 seta crosshair_primary 13 @@ -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 @@ -168,38 +168,64 @@ vid_pixelheight 1 seta menu_vid_width 1024 seta menu_vid_height 768 seta menu_vid_pixelheight 1 -seta menu_vid_scale -0.25 +seta menu_vid_scale 0 // 2D resolution 800x600 vid_conwidth 800 vid_conheight 600 // menu_conwidth, menu_conheight are set inside quake.rc v_deathtilt 0 // needed for spectators (who are dead to avoid prediction) +// anaglyph stereo +seta r_stereo_redcyan 0 "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D" +seta r_stereo_redblue 0 "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)" +seta r_stereo_redgreen 0 "red/green anaglyph stereo glasses (for those who don't mind yellow)" +seta r_stereo_sidebyside 0 "side by side views (for those who can't afford glasses but can afford eye strain)" +seta r_stereo_horizontal 0 "aspect skewed side by side view for special decoder/display hardware" +seta r_stereo_vertical 0 "aspect skewed top and bottom view for special decoder/display hardware" +seta r_stereo_separation 4 "separation of eyes in the world (try negative values too)" +seta r_stereo_angle 0 "separation angle of eyes (try negative values too)" + // these settings determine how much the view is affected by movement/damage 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_deathfade 0.05 // 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_bobfallspeed 200 "necessary amount of speed for bob-falling to occur" +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 100 "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 +gl_polyblend 0.75 // whether to use screen tints, default is 1 r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretournament) r_motionblur 0 // motion blur value, default is 0 r_motionblur_maxblur 1 -r_bloom_blur 16 -r_bloom_brighten 2.75 +r_sortentities 1 // better performance + +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" + +v_kickpitch 4 "how much a view kick from damage pitches your view" +v_kickroll 0 "how much a view kick from damage rolls your view" +v_kicktime 0.35 "how long a view kick from damage lasts" + +r_bloom_blur 2 +r_bloom_brighten 2 r_bloom_colorexponent 1 -r_bloom_colorscale 1 -r_bloom_colorsubtract 0.2 -r_bloom_resolution 320 -r_hdr_range 4 +r_bloom_colorscale 1.5 +r_bloom_colorsubtract 0.15 +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" @@ -299,7 +325,7 @@ 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 0.1 "lean players that are shot by this amount, based on the force they take" +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" @@ -308,6 +334,9 @@ set g_leanplayer_acceleration_max 10 "acceleration leaning is limited to this am set sv_gibhealth -150 "Amount of health a dead body must have in order to get gibbed, influenced by player size" +set sv_punchangle_speed 16 "speed at which punchangle returns to normal" +set sv_punchvector_speed 32 "speed at which punchvector returns to normal" + // fragmessage: This allows extra information to be displayed with the frag centerprints. set sv_fragmessage_information_ping 0 "Enable ping display information, 0 = Never display; 1 = Always display (If the player is a bot, it will say bot instead of the ping.)" set sv_fragmessage_information_handicap 1 "Enable handicap display information, 0 = Never display; 1 = Only when the player has handicap on; 2 = Always display (Displays Off if off)" @@ -335,7 +364,7 @@ seta sv_precacheitems 0 set sv_spectator_speed_multiplier 1.5 seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)" seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables" -seta sv_defaultplayermodel "models/player/vixen.zym" "default model selection, only works if sv_defaultcharacter is set to 1" +seta sv_defaultplayermodel "models/player/vixen.iqm" "default model selection, only works if sv_defaultcharacter is set to 1" seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1" seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel" seta sv_defaultplayerskin_red 0 @@ -367,6 +396,7 @@ cl_movement_airaccelerate $sv_airaccelerate cl_movement_edgefriction $edgefriction cl_movement_friction $sv_friction cl_movement_jumpvelocity $sv_jumpvelocity +cl_movement_crouchvelocity $sv_crouchvelocity cl_movement_maxairspeed $sv_maxairspeed cl_movement_maxspeed $sv_maxspeed cl_movement_stepheight $sv_stepheight @@ -424,7 +454,7 @@ set g_casings 1 "enable casings" set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)" set g_maplist_mostrecent "" "contains the name of the maps that were most recently played" seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again" -seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic racetrack cyberparcour" +seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic bleach dieselpower aneurysm bloodprison bloodprisonctf racetrack cyberparcour" seta g_maplist_index 0 "this is used internally for saving position in maplist cycle" seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle" seta 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" @@ -633,12 +663,16 @@ set g_multijump 1 "Number of multiple jumps to allow (jumping again in the air), set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity" set g_multijump_speed -125 "Minimum vertical speed a player must have in order to jump again" +set g_gundisplay_warn_weapon_grabber 10 "display digits will show in warning mode when grabber weapon load is below this amount" +set g_gundisplay_warn_ammo_fuel 50 "display digits will show in warning mode when fuel ammo is below this amount" + // effects r_glsl_postprocess 1 r_picmipsprites 0 // Voretournament uses sprites that should never be picmipped (team mate, typing, waypoints) r_mipsprites 1 r_mipskins 1 r_shadow_realtime_world_lightmaps 1 +r_shadow_shadowmapping 1 seta r_ambient 4 cl_decals_fadetime 1 cl_decals_time 2 @@ -930,13 +964,13 @@ alias singleplayer_continue "set scmenu_campaign_goto -1" alias singleplayer_levellist "set scmenu_campaign_dump 1; togglemenu; wait; togglemenu" // Green's fullbright skins -alias cl_fbskin_green "playermodel models/player/vixen.zym; playerskin 6; color 3 3" -alias cl_fbskin_red "playermodel models/player/vixen.zym; playerskin 6; color 4 4" -alias cl_fbskin_orange "playermodel models/player/vixen.zym; playerskin 6; color 14 14" -alias cl_fbskin_off "playermodel models/player/vixen.zym; playerskin 0" -alias sv_fbskin_green "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.zym; sv_defaultplayerskin 6; sv_defaultplayercolors 51" -alias sv_fbskin_red "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.zym; sv_defaultplayerskin 6; sv_defaultplayercolors 68" -alias sv_fbskin_orange "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.zym; sv_defaultplayerskin 6; sv_defaultplayercolors 238" +alias cl_fbskin_green "playermodel models/player/vixen.iqm; playerskin 6; color 3 3" +alias cl_fbskin_red "playermodel models/player/vixen.iqm; playerskin 6; color 4 4" +alias cl_fbskin_orange "playermodel models/player/vixen.iqm; playerskin 6; color 14 14" +alias cl_fbskin_off "playermodel models/player/vixen.iqm; playerskin 0" +alias sv_fbskin_green "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.iqm; sv_defaultplayerskin 6; sv_defaultplayercolors 51" +alias sv_fbskin_red "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.iqm; sv_defaultplayerskin 6; sv_defaultplayercolors 68" +alias sv_fbskin_orange "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.iqm; sv_defaultplayerskin 6; sv_defaultplayercolors 238" alias sv_fbskin_off "g_fullbrightplayers 0; sv_defaultcharacter 0; sv_defaultplayerskin 0; sv_defaultplayercolors \"\"" seta sv_servermodelsonly 1 @@ -1129,7 +1163,7 @@ 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" @@ -1144,11 +1178,12 @@ 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" @@ -1175,6 +1210,7 @@ seta hud_contents_stomach_alpha 0.2 "alpha of the stomach color blend when insid seta hud_contents_stomach_color "0.3 0.2 0" seta hud_shownames 2 "1 = draw names of nearby team mates, 2 = also draw names of nearby enemies" +seta hud_shownames_observers 1 "allow observers to see player names" seta hud_shownames_status 2 "1 = show when the team mate can be healed, 2 = also show health, 3 = also show armor" seta hud_shownames_aspect 8 "aspect ratio of total drawing area per name" seta hud_shownames_fontsize 8 "font size" @@ -1189,12 +1225,11 @@ seta hud_shownames_offset 52 "offset (along z-axis) tag from player origin by th seta hud_shownames_offset_healthsize 0.5 "offset (along z-axis) tag from player origin by this many units, based on player size" sbar_info_pos 50 +seta sbar_hudselector 1 "enables the HUD" 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 0.25 "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" @@ -1223,6 +1258,9 @@ 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" @@ -1277,6 +1315,10 @@ seta gl_finish $gl_finish seta v_kicktime $v_kicktime seta r_subdivisions_tolerance $r_subdivisions_tolerance +// create CSQC physics cvars at normal defaults +set cl_movement_crouchvelocity 0.5 +set sv_crouchvelocity 0.5 + // ticrate sys_ticrate 0.0166667 cl_netfps 60 // should match @@ -1328,7 +1370,7 @@ set capturelimit 0 seta sbar_fontsize 11 seta sbar_fontsize_spec 16 seta scr_centersize 11 -seta sbar_width 560 +seta sbar_width 420 // alias sbar_font "loadfont user1 ${1},gfx/fallback ${2-}; loadfont user2 ${1}-big ${2-}; sbar_columns_set" alias sbar_font "set _requested_sbar_font \"${*}\"" seta sbar_columns default @@ -1353,15 +1395,16 @@ seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wh seta sv_status_privacy 1 "hide IP addresses from \"status\" replies shown to clients" -seta cl_teamradar 1 "show radar in teammatches when available" -seta cl_teamradar_background_alpha 0.6 "set to -1 to disable" -seta cl_teamradar_foreground_alpha 0.8 "alpha of the map" -seta cl_teamradar_scale 4096 "distance you can see on the team radar" -seta cl_teamradar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north" -seta cl_teamradar_size "128 128" "size of the team radar in pixels" -seta cl_teamradar_position "1 0" "1 0 would be upper right corner, 0.5 0.5 the center, append a 2 at the end to disable the corner hack, and a 1 to disable half the hack" -seta cl_teamradar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out" -alias cl_teamradar_rotate "toggle cl_teamradar_rotation 0 1 2 3 4" +seta cl_radar 2 "show radar. 1 in team maches, 2 always" +seta cl_radar_content_alpha 0.9 "alpha of the minimap" +seta cl_radar_background_alpha 0.5 "set to -1 to disable" +seta cl_radar_foreground_alpha 0.9 "set to -1 to disable" +seta cl_radar_scale 2048 "distance you can see on the radar" +seta cl_radar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north" +seta cl_radar_size "160 128" "size of the radar in pixels" +seta cl_radar_position "1 0" "1 0 would be upper right corner, 0.5 0.5 the center, append a 2 at the end to disable the corner hack, and a 1 to disable half the hack" +seta cl_radar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out" +alias cl_radar_rotate "toggle cl_radar_rotation 0 1 2 3 4" set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist" 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)" @@ -1384,6 +1427,8 @@ 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" @@ -1599,10 +1644,12 @@ 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 0.90 "sound volume is reduced by this amount when you are in a stomach or being swallowed" +seta cl_vore_cutvolume_music 0.75 "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!" @@ -1618,9 +1665,12 @@ 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" +set g_vore_swallowfade 1 "Players fade out while being swallowed" +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" @@ -1628,10 +1678,20 @@ set g_healthsize_max 150 "Player size may not grow past this amount of health" set g_healthsize_death 0.25 "Dead players are further shrunken by this amount" set g_healthsize_death_min -100 "Health at which dead players stop being shrunken" set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running" +set g_healthsize_viewfactor 2 "The view is offset by this amount based on player size" set g_healthsize_soundfactor 0.5 "The sounds players make are amplified or reduced by this amount based on their size" set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model" 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_healthsize_weapon_scalefactor_pos 6 "Amount by which the view model is moved vertically based on player size" +set g_healthsize_quake_step 10 "The view of nearby players is shaken by this amount when a macro walks near them (requires g_footsteps)" +set g_healthsize_quake_step_radius 500 "Radius in which a player must be located to shake the view" +set g_healthsize_quake_fall 20 "The view of nearby players is shaken by this amount when a macro falls near them" +set g_healthsize_quake_fall_radius 750 "Radius in which a player must be located to shake the view" +set g_healthsize_pitch 0.3 "The pitch of player sounds is modified by this amount 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 @@ -1640,6 +1700,8 @@ 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" @@ -1764,3 +1826,17 @@ 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"