alias use "impulse 21"
// for backwards compatibility
+// TODO Remove after 0.8 release!
+cl_particles_forcetraileffects 1
alias dropweapon "impulse 17"
alias +show_info +button7
vid_width 1024
vid_height 768
vid_pixelheight 1
+vid_resizable 0 // cannot be turned on before it is sure it cannot cause a r_restart
+vid_desktopfullscreen 1
prvm_language en
set _menu_prvm_language ""
set _menu_vid_width "$vid_width"
set _menu_vid_height "$vid_height"
set _menu_vid_pixelheight "$vid_pixelheight"
+set _menu_vid_desktopfullscreen "$vid_desktopfullscreen"
seta menu_vid_scale 0
+seta menu_vid_allowdualscreenresolution 0
// 2D resolution 800x600
vid_conwidth 800
vid_conheight 600
exec sRGB-disable.cfg
vid_sRGB_fallback 2
r_hdr_glowintensity 1
+// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f))
+set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when"
+// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f)
+set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when"
+
+// -nosRGB to -sRGB sky shader conversion:
+//
+// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16
+// ^^ elevation
+// ^^^ sunlight
+// q3map_skylight 110 3
+// ^^^ skylight
+//
+// With that, do (the last parameter is the ratio of skylight you assume hits
+// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on
+// terrain):
+// ]skybox_nosRGB_to_sRGB 340 47 110 0.25
+// rpn: still on stack: new_sunlight:
+// rpn: still on stack: 380.464142
+// rpn: still on stack: new_skylight:
+// rpn: still on stack: 9.32523632
+//
+// The equivalent -sRGB shader then will have:
+//
+// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16
+// q3map_skylight 9.32523632 3
+alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:"
// these settings determine how much the view is affected by movement/damage
cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition
set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed"
-// fragmessage: This allows extra information to be displayed with the frag centerprints.
+// fragmessage: This allows extra information to be displayed with the frag centerprints.
set sv_fraginfo 1 "Enable extra frag message information, 0 = Never display, 1 = Display only in warmup mode; 2 = Always display"
set sv_fraginfo_ping 1 "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_fraginfo_handicap 1 "Enable handicap display information, 0 = Never display, 1 = Only when the player has handicap on, 2 = Always display (Displays Off if disabled)"
seta sv_defaultplayerskin_pink 0
seta sv_defaultplayercolors "" "set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to \"\" to disable"
set sv_autoscreenshot 0 "if set to 1, the server forces all clients to create a local screenshot once the map ended"
-net_messagetimeout 300
+net_messagetimeout 30
net_connecttimeout 30
sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges
set ekg 0 "Throw huge amounts of gibs"
set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps"
set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps"
-set welcome_message_time 8
-
set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up"
set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info"
seta scoreboard_accuracy_border_thickness 1 "accuracy stats border thickness"
seta scoreboard_accuracy_doublerows 0 "use two rows instead of one"
seta scoreboard_accuracy_nocolors 0 "don't use colors displaying accuracy stats"
-seta scoreboard_accuracy 0 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars"
+seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars"
seta scoreboard_color_bg_r 0 "red color component of the scoreboard background"
seta scoreboard_color_bg_g 0.4 "green color component of the scoreboard background"
seta scoreboard_color_bg_b 0.6 "blue color component of the scoreboard background"
seta scoreboard_alpha_bg 0.6 "scoreboard background alpha"
seta scoreboard_alpha_fg 1 "scoreboard foreground alpha"
seta scoreboard_alpha_name 0.9 "alpha of player text in scoreboard list other than self"
-seta scoreboard_alpha_name_self 1 "alpha of player text in scoreboard list of self"
+seta scoreboard_alpha_name_self 1 "alpha of player text in scoreboard list of self"
seta scoreboard_fadeinspeed 10 "speed at which scoreboard fades in, higher is faster (0 = instant)"
seta scoreboard_fadeoutspeed 5 "speed at which scoreboard fades out, higher is faster (0 = instant)"
seta scoreboard_highlight 1 "enable highlighting for rows and columns in the scoreboard"
set con_completion_vdomap map
set con_completion_playermodel models/player/*.iqm
+// helper
// these non-saved engine cvars shall be saved
-seta cl_port $cl_port
-seta r_showsurfaces $r_showsurfaces
-seta r_ambient $r_ambient
-seta skill 4
-seta gl_finish $gl_finish
-seta v_kicktime $v_kicktime
-seta r_subdivisions_tolerance $r_subdivisions_tolerance
-seta vid_gl20 $vid_gl20
-seta vid_gl13 $vid_gl13
-seta r_drawviewmodel $r_drawviewmodel
-seta v_idlescale $v_idlescale
-seta net_slist_queriespersecond $net_slist_queriespersecond
+alias makesaved "seta $1 \"${$1 ?}\"
+makesaved cl_maxfps_alwayssleep
+makesaved cl_port
+makesaved gl_finish
+makesaved net_slist_queriespersecond
+makesaved r_ambient
+makesaved r_drawviewmodel
+makesaved r_showsurfaces
+makesaved r_subdivisions_tolerance
+makesaved skill
+makesaved vid_gl13
+makesaved vid_gl20
+makesaved v_idlescale
+makesaved v_kicktime
// ticrate
-//sys_ticrate 0.0166667
-sys_ticrate 0.0333333
+//sys_ticrate 0.0166667 // 60fps. This would be ideal, but kills home routers.
+sys_ticrate 0.0333333 // Use 30fps instead.
cl_netfps 60 // should match or be a multiple
sv_gameplayfix_delayprojectiles 0
sv_gameplayfix_q2airaccelerate 1
set cl_handicap 1 "the higher, the more damage you will receive (client setting) NOTE: reconnect or use sendcvar command to update the choice."
-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."
+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."
seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match... 0 = Disable completely, 1 = Allow sv_autoscreenshot to take a screenshot when requested, 2 = Always take an autoscreenshot anyway."
seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)"
seta cl_vehicle_spiderbot_cross_alpha 0.6
seta cl_vehicle_spiderbot_cross_size 1
-seta cl_vehicles_hudscale 0.5
+seta cl_vehicles_hudscale 0.5
seta cl_vehicles_hudalpha 0.75
seta cl_vehicles_hud_tactical 1
set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code"
set g_debug_bot_commands 0 "print scripted bot commands before executing"
set g_debug_defaultsounds 0 "always use default sounds"
-set cl_precacheplayermodels 0 "TODO please check if this needs to be 1 or if precaching a model the server already requested is fast enough to do it at runtime"
seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)"
seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_defaultcharacter 0, and is ignored in teamplay with more than two teams)"
seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)"
mod_q3shader_default_polygonfactor 0
// allow fullbright
-set sv_allow_fullbright 0 "when set, clients may use r_fullbright on this server without getting a night vision effect overlay"
+set sv_allow_fullbright 1 "when set, clients may use r_fullbright on this server without getting a night vision effect overlay"
// auto-teams (team selection by player ID)
// any player not listed is forced to spectate
set snd_softclip 1
set snd_maxchannelvolume 0
set snd_streaming_length 2
+seta menu_snd_sliderscale 2 "0: decibels; 1: linear percent; 2: 0..10 scale; 3: slider size percent"
seta menu_snd_attenuation_method 1 "Use exponential instead of linear falloff for sound attenuation"
alias snd_attenuation_method_0 "set menu_snd_attenuation_method 0; set snd_soundradius 1200; set snd_attenuation_exponent 1; set snd_attenuation_decibel 0" // Quake default
alias snd_attenuation_method_1 "set menu_snd_attenuation_method 1; set snd_soundradius 2400; set snd_attenuation_exponent 4; set snd_attenuation_decibel 0" // nice approximation for method 2
exec hud_luminos.cfg
-// ... and now that everything is configured/aliased, we can do some things:
+// ... and now that everything is configured/aliased, we can do some things:
// Change g_start_delay based upon if the server is local or not.
if_client set g_start_delay 0 "delay before the game starts, so everyone can join; recommended to set this to like 15 on a public server"