seta hud_colorflash_alpha 0.5 "starting alpha of the color flash"
- seta hud_damage 0.55 "an improved version of gl_polyblend, draw an image instead when hurt"
+ seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image or blur instead when hurt"
+ seta hud_damage_blur 0 "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_image 1 "Enable the drawing of an image for damage. This allows you to disable the image if you want to only have damage blur"
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"
seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version"
seta hud_damage_color "1 0 0" "color of flash"
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_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars"
+ seta hud_postprocessing_maxbluralpha 0.5 "maximum alpha which the blur postprocess can be"
+ seta hud_postprocessing_maxblurradius 10 "maximum radius which the blur postprocess can be"
+
+ seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler or blur when inside the liquid"
+ seta hud_contents_blur 0 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur"
+ seta hud_contents_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_contents_factor 1 "factor at which to multiply the current faded value."
+ seta hud_contents_fadetime 0.1 "factor of time for average alpha level to go to the actual content value"
+ seta hud_contents_lava_alpha 0.7 "alpha of the lava color blend when inside it"
+ seta hud_contents_lava_color "0.8 0.1 0"
+ seta hud_contents_slime_alpha 0.7 "alpha of the slime color blend when inside it"
+ seta hud_contents_slime_color "0 0.5 0.2"
+ seta hud_contents_water_alpha 0.5 "alpha of the water color blend when inside it"
+ seta hud_contents_water_color "0 0.5 0.7"
+
// scoreboard
seta scoreboard_columns default
seta scoreboard_border_thickness 1 "scoreboard border thickness"
// DP cannot properly detect this, so rather turn off the detection
r_texture_dds_load_dxt1_noalpha 1
r_texture_dds_load_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
// particles optimization
r_drawparticles_nearclip_min 8
// player statistics server URI
set g_playerstats_uri ""
+set g_playerstats_debug 0 "when 1, player stats are dumped to the console too"
// create this cvar in case the engine did not
set snd_soundradius 1200