//
// e.g. Xonotic 1.5.1 RC1 will be 15101
set g_xonoticversion git "Xonotic version (formatted for humans)"
+
gameversion 100 // 0.1.0
gameversion_min 0 // git builds see all versions
gameversion_max 65535 // git builds see all versions
seta crosshair_fireball_color "0.2 1.0 0.2" "crosshair color to display when wielding the fireball"
seta crosshair_fireball_alpha 1 "crosshair alpha value to display when wielding the fireball"
seta crosshair_fireball_size 1 "crosshair size when wielding the fireball"
+seta crosshair_color_by_health 0 "if enabled, crosshair color will depend on current health"
// ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge)
seta crosshair_ring_size 2 "bullet counter ring size for Rifle, velocity ring for Nex"
seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"
-seta cl_reticle_item_nex 1 "draw aiming recticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
-seta cl_reticle_item_normal 1 "draw recticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
+seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha"
+seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha"
fov 90
seta cl_velocityzoom 0 "velocity based zooming of fov, negative values zoom out"
seta cl_velocityzoomtime 0.3 "time value for averaging speed values"
seta sv_taunt 1 "allow taunts on the server"
seta sv_autotaunt 1 "allow autotaunts on the server"
seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional"
-seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heared"
+seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard"
// server settings
hostname "Xonotic $g_xonoticversion Server"
set bot_ai_aimskill_firetolerance_maxdegrees 60 "Maximum firing angle. Used on close range"
set bot_ai_aimskill_mouse 1 "How much of the aiming filters are applied"
set bot_ai_keyboard_distance 250 "Keyboard emulation is disabled after this distance to the goal"
-set bot_ai_keyboard_treshold 0.57
+set bot_ai_keyboard_threshold 0.57
set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim"
set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming"
set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons"
set bot_ai_bunnyhop_stopdistance 125 "Stop jumping after reaching this distance to the goal"
set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds"
set bot_god 0 "god mode for bots"
-set bot_ai_navigation_jetpack 0 "Enable bots to navigat maps using the jetpack"
+set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack"
set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance"
// Better don't touch these, there are hard to tweak!
set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle"
// keepaway
set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details"
-set g_keepaway_bckillscore 1 "enable scoring points (y/n) for ball carrier kills"
-set g_keepaway_pointlimit -1 "total amount of points you can get, -1 for unlimited"
-set g_keepaway_pointleadlimit -1 "mercy rule, -1 for unlimited"
-set g_keepaway_ballcarrier_alpha 0.6 "alpha when the player is the ballcarrier"
-set g_keepaway_ballcarrier_highspeed 1.5 "speed multiplier done to the person holding the ball"
-set g_keepaway_ballcarrier_damage 1.5 "damage multiplier while having powerup"
-set g_keepaway_ballcarrier_force 1.5 "force multiplier while having powerup"
-set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while having powerup"
-set g_keepaway_ballcarrier_selfforce 1.5 "self force multiplier while having powerup"
-set g_keepaway_noncarrier_warn 0 "warn players when they kill without holding the ball"
-set g_keepaway_noncarrier_damage 0.5 "damage done to other players if both you and they don't have the ball"
-set g_keepaway_noncarrier_force 0.5 "force done to other players if both you and they don't have the ball"
+set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)"
+set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball"
+set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score"
+set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points"
+set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
+set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)"
+set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball"
+set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball"
+set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball"
+set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball"
+set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball"
set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball"
set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball"
+set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)"
set g_keepawayball_trail_color 254 "particle trail color from player/ball"
-set g_keepawayball_damageforcescale 2 "Scale of force which is applied to the ball by weapons/explosions/etc"
-set g_keepawayball_respawntime 15 "if no one picks up the ball, how long to wait until the ball respawns"
+set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc"
+set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns"
seta g_keepaway_teams_override 0
set g_keepaway_teams 0
seta menu_skin "luminos"
set menu_slowmo 1
seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also enables hover sounds"
-set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!"
r_textbrightness 0.2
r_textcontrast 0.8
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 instead when hurt"
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_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"
+seta hud_contents_factor 1 "factor at which to multiply the current faded value."
+seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"
+seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid"
+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 0.4 0.1"
+seta hud_contents_water_alpha 0.5 "alpha of the water color blend when inside it"
+seta hud_contents_water_color "0.4 0.3 0.3"
+
// scoreboard
seta scoreboard_columns default
seta scoreboard_border_thickness 1 "scoreboard border thickness"
set timelimit_decrement 5
set timelimit_min 5
set timelimit_max 60
-alias extendmatchtime "sv_cmd rpn /timelimit timelimit timelimit_max timelimit timelimit_increment add bound def"
-alias reducematchtime "sv_cmd rpn /timelimit timelimit timelimit_decrement sub timelimit_min timelimit bound def"
+alias extendmatchtime "sv_cmd extendmatchtime"
+alias reducematchtime "sv_cmd reducematchtime"
alias endmatch "timelimit -1"
// useful keybind to maximize the chat area temporarily
set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player"
set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode"
set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements"
-set camera_mouse_treshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control"
+set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control"
set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)"
set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode"
set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother"
seta g_ghost_items 1 "enable ghosted items (when between 0 and 1, overrides the alpha value)"
seta g_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged"
-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"
+set sv_weaponstats_file "" "when set to a file name, per-weapon stats get written to that file"
seta cl_noantilag 0 "turn this on if you believe antilag is bad"
// 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
// uid2name
seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)"
+seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)"
+// FIXME set to -1 before release, once we have a dialog for this!
// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that)
r_polygonoffset_submodel_offset 0
// 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