X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=darkplaces.txt;h=1c661bb52959f449eebcfd6a23fe802728bbdce1;hb=22bcee42cc485c780d96c90deef808b0ad64d27d;hp=a86365f9ade6a02d42542e7bda6eb5cd56028fce;hpb=f72f5b84ec41b3bf060d1071b17137f4c63fc52e;p=xonotic%2Fdarkplaces.git diff --git a/darkplaces.txt b/darkplaces.txt index a86365f9..1c661bb5 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -374,7 +374,6 @@ _snd_mixahead 0.1 how much s ambient_fade 100 rate of volume fading when moving from one environment to another ambient_level 0.3 volume of environment noises (water and wind) bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg) -bgmvolume 1 volume of background music (such as CD music or replacement files such as sound/cdtracks/track002.ogg) cdaudioinitialized 0 indicates if CD Audio system is active chase_active 0 enables chase cam chase_back 48 chase cam distance from the player @@ -428,7 +427,6 @@ cl_movement_airaccelerate -1 how fast y cl_movement_edgefriction 2 how much to slow down when you may be about to fall off a ledge (should match edgefriction) cl_movement_friction 4 how fast you slow down (should match sv_friction) cl_movement_jumpvelocity 270 how fast you move upward when you begin a jump (should match the quakec code) -cl_movement_latency 0 compensates for this much latency (ping time) on quake servers which do not really support prediction, no effect on darkplaces7 protocol servers or quakeworld servers cl_movement_maxairspeed 30 how fast you can move while in the air (should match sv_maxairspeed) cl_movement_maxspeed 320 how fast you can move (should match sv_maxspeed) cl_movement_stepheight 18 how tall a step you can step in one instant (should match sv_stepheight) @@ -480,7 +478,7 @@ cl_stainmaps 1 stains lig cl_stainmaps_clearonload 1 clear stainmaps on map restart cl_stairsmoothspeed 160 how fast your view moves upward/downward when running up/down stairs cl_upspeed 400 vertical movement speed (while swimming or flying) -cl_viewmodel_scale 0.3 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible +cl_viewmodel_scale 1 changes size of gun model, lower values prevent poking into walls but cause strange artifacts on lighting and especially r_stereo/vid_stereobuffer options where the size of the gun becomes visible cl_yawspeed 140 keyboard yaw turning speed cmdline 0 contains commandline the engine was launched with collision_endnudge 0 how much to bias collision trace end @@ -489,8 +487,15 @@ collision_impactnudge 0.03125 how much t collision_leavenudge 0 how much to bias collision exit fraction collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0) collision_startnudge 0 how much to bias collision trace start -con_closeontoggleconsole 0 allows toggleconsole binds to close the console as well +con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well +con_chat 0 how many chat lines to show in a dedicated chat area +con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top) +con_chatsize 8 chat text size in virtual 2D pixels +con_chattime 30 how long chat lines last, in seconds +con_chatwidth 1.0 relative chat window width con_notify 4 how many notify lines to show (0-32) +con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default) +con_notifysize 8 notify text size in virtual 2D pixels con_notifytime 3 how long notify lines last, in seconds con_textsize 8 console text size in virtual 2D pixels coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) @@ -647,7 +652,7 @@ prvm_boundscheck 1 enables de prvm_statementprofiling 0 counts how many times each QuakeC statement has been executed, these counts are displayed in prvm_printfunction output (if enabled) prvm_traceqc 0 prints every QuakeC statement as it is executed (only for really thorough debugging!) qport 0 identification key for playing on qw servers (allows you to maintain a connection to a quakeworld server even if your port changes) -r_ambient 0 brighter world cheat (not allowed in multiplayer), value is 0-128 +r_ambient 0 brightens map, value is 0-128 r_batchmode 1 selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...) r_bloom 0 enables bloom effect (makes bright pixels affect neighboring pixels) r_bloom_blur 4 how large the glow is @@ -675,7 +680,7 @@ r_editlights_cursorpushback 0 how far to r_editlights_cursorpushoff 4 how far to push the cursor off the impacted surface r_editlights_quakelightsizescale 1 changes size of light entities loaded from a map r_explosionclip 1 enables collision detection for explosion shell (so that it flattens against walls and floors) -r_fullbright 0 make everything bright cheat (not allowed in multiplayer) +r_fullbright 0 makes map very bright and renders faster r_fullbrights 1 enables glowing pixels in quake textures (changes need r_restart to take effect) r_glsl 1 enables use of OpenGL 2.0 pixel shaders for lighting r_glsl_deluxemapping 1 use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps) @@ -688,7 +693,7 @@ r_hdr_range 4 how much d r_hdr_scenebrightness 1 global rendering brightness r_lerpimages 1 bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0) r_lerpmodels 1 enables animation smoothing on models -r_lerpsprites 1 enables animation smoothing on sprites (requires r_lerpmodels 1) +r_lerpsprites 1 enables animation smoothing on sprites r_letterbox 0 reduces vertical height of view to simulate a letterboxed movie effect (can be used by mods for cutscenes) r_lightmaprgba 1 whether to use RGBA (32bit) or RGB (24bit) lightmaps r_lightningbeam_color_blue 1 color of the lightning beam effect @@ -733,12 +738,11 @@ r_shadow_realtime_world_compile 1 enables co r_shadow_realtime_world_compileportalculling 1 enables portal-based culling optimization during compilation r_shadow_realtime_world_compileshadow 1 enables compilation of shadows from world lights for higher performance rendering r_shadow_realtime_world_compilesvbsp 1 enables svbsp optimization during compilation -r_shadow_realtime_world_dlightshadows 1 enables shadows from dynamic lights when using full world lighting r_shadow_realtime_world_lightmaps 0 brightness to render lightmaps when using full world lighting, try 0.5 for a tenebrae-like appearance r_shadow_realtime_world_shadows 1 enables rendering of shadows from world lights r_shadow_scissor 1 use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light) -r_shadow_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!) -r_shadow_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) +r_shadow_polygonfactor 0 how much to enlarge shadow volume polygons when rendering (should be 0!) +r_shadow_polygonoffset 1 how much to push shadow volumes into the distance when rendering, to reduce chances of zfighting artifacts (should not be less than 0) r_shadow_texture3d 1 use 3D voxel textures for spherical attenuation rather than cylindrical (does not affect r_glsl lighting) r_shadows 0 casts fake stencil shadows from models onto the world (rtlights are unaffected by this) r_shadows_throwdistance 500 how far to cast shadows from models @@ -821,6 +825,7 @@ showdate_format %Y-%m-%d format str showfps 0 shows your rendered fps (frames per second) showpause 1 show pause icon when game is paused showram 1 show ram icon if low on surface cache memory (not used) +showspeed 0 shows your current speed (qu per second); number selects unit: 1 = qups, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots showtime 0 shows current time of day (useful on screenshots) showtime_format %H:%M:%S format string for time of day showturtle 0 show turtle icon when framerate is too low (not used) @@ -830,14 +835,12 @@ slowmo 1.0 controls g snd_channellayout 0 channel layout. Can be 0 (auto - snd_restart needed), 1 (standard layout), or 2 (ALSA layout) snd_channels 2 number of channels for the sound ouput (2 for stereo; up to 8 supported for 3D sound) snd_initialized 0 indicates the sound subsystem is active -snd_initialized 0 indicates the sound subsystem is active snd_noextraupdate 0 disables extra sound mixer calls that are meant to reduce the chance of sound breakup at very low framerates snd_precache 1 loads sounds before they are used snd_show 0 shows some statistics about sound mixing snd_soundradius 1000 radius of weapon sounds and other standard sound effects (monster idle noises are half this radius and flickering light noises are one third of this radius) snd_speed 48000 sound output frequency, in hertz snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2) -snd_staticvolume 1 volume of ambient sound effects (such as swampy sounds at the start of e1m2) snd_streaming 1 enables keeping compressed ogg sound files compressed, decompressing them only as needed, otherwise they will be decompressed completely at load (may use a lot of memory) snd_swapstereo 0 swaps left/right speakers for old ISA soundblaster cards snd_width 2 sound output precision, in bytes (1 and 2 supported) @@ -855,7 +858,7 @@ sv_cheats 0 enables ch sv_clmovement_enable 1 whether to allow clients to use cl_movement prediction, which can cause choppy movement on the server which may annoy other players sv_clmovement_minping 0 if client ping is below this time in milliseconds, then their ability to use cl_movement prediction is disabled for a while (as they don't need it) sv_clmovement_minping_disabletime 1000 when client falls below minping, disable their prediction for this many milliseconds (should be at least 1000 or else their prediction may turn on/off frequently) -sv_clmovement_waitforinput 16 when a client does not send input for this many frames, force them to move anyway (unlike QuakeWorld) +sv_clmovement_inputtimeout 0.2 when a client does not send input for this many seconds, force them to move anyway (unlike QuakeWorld) sv_cullentities_nevercullbmodels 0 if enabled the clients are always notified of moving doors and lifts and other submodels of world (warning: eats a lot of network bandwidth on some levels!) sv_cullentities_pvs 1 fast but loose culling of hidden entities sv_cullentities_stats 0 displays stats on network entities culled by various methods for each client @@ -920,7 +923,6 @@ sys_colortranslation 1 terminal c sys_specialcharactertranslation 1 terminal console conchars to ASCII translation (set to 0 if your conchars.tga is for an 8bit character set or if you want raw output) sys_ticrate 0.05 how long a server frame is in seconds, 0.05 is 20fps server rate, 0.1 is 10fps (can not be set higher than 0.1), 0 runs as many server frames as possible (makes games against bots a little smoother, overwhelms network players) sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) -sys_usetimegettime 1 use windows timeGetTime function (which has issues on some motherboards) for timing rather than QueryPerformanceCounter timer (which has issues on multicore/multiprocessor machines and processors which are designed to conserve power) team none QW team (4 character limit, example: blue) teamplay 0 teamplay mode, values depend on mod but typically 0 = no teams, 1 = no team damage no self damage, 2 = team damage and self damage, some mods support 3 = no team damage but can damage self temp1 0 general cvar for mods to use, in stock id1 this selects which death animation to use on players (0 = random death, other values select specific death scenes) @@ -959,10 +961,9 @@ v_psycho 0 easter egg vid_bitsperpixel 32 how many bits per pixel to render at (32 or 16, 32 is recommended) vid_conheight 480 virtual height of 2D graphics system vid_conwidth 640 virtual width of 2D graphics system -vid_dga 1 make use of DGA mouse input -vid_dga_mouseaccel 1 speed of mouse when using DGA mouse input +vid_dgamouse 1 make use of DGA mouse input vid_fullscreen 1 use fullscreen (1) or windowed (0) -vid_grabkeyboard 0 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards) +vid_grabkeyboard 1 whether to grab the keyboard when mouse is active (prevents use of volume control keys, music player keys, etc on some keyboards) vid_hardwaregammasupported 1 indicates whether hardware gamma is supported (updated by attempts to set hardware gamma ramps) vid_height 480 resolution vid_minheight 0 minimum vid_height that is acceptable (to be set in default.cfg in mods) @@ -975,7 +976,6 @@ vid_vsync 0 sync to ve vid_width 640 resolution viewsize 100 how large the view should be, 110 disables inventory bar, 120 disables status bar volume 0.7 volume of sound effects -volume 0.7 volume of sound effects @@ -1046,7 +1046,7 @@ Full console command list as of 2007-03-11: -use stop using something alias create a script function (parameters are passed in as $1 through $9, and $* for all parameters) begin signon 3 (client asks server to start sending entities, and will go to signon 4 (playing) when the first entity update is received) -bestweapon send an impulse number to server to select the first usable weapon out of several (example: 87654321) +bestweapon send an impulse number to server to select the first usable weapon out of several (example: 8 7 6 5 4 3 2 1) bf briefly flashes a bright color tint on view (used when items are picked up) bind binds a command to the specified key in bindmap 0 bottomcolor QW command to set bottom color without changing top color @@ -1055,6 +1055,7 @@ cddrive select an SDL-detected CD driv centerview gradually recenter view (stop looking up/down) changelevel change to another level, bringing along all connected clients changing sent by qw servers to tell client to wait for level change +cycleweapon send an impulse number to server to select the next usable weapon out of several, or the first if you are not holding any (example: 8 7 3) cl_areastats prints statistics on entity culling during collision traces cl_begindownloads used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones) cl_downloadbegin (networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer @@ -1081,7 +1082,7 @@ entities print information on network e envmap render a cubemap (skybox) of the current scene exec execute a script file fly fly mode (flight) -fog set global fog parameters (density red green blue) +fog set global fog parameters (density red green blue mindist maxdist) force_centerview recenters view (stops looking up/down) fs_rescan rescans filesystem for new pack archives and any other changes fullinfo allows client to modify their userinfo @@ -1208,7 +1209,7 @@ setinfo modifies your userinfo sizedown decrease view size (decreases viewsize cvar) sizeup increase view size (increases viewsize cvar) skins downloads missing qw skins from server -snd_reload reload all sound files +snd_unloadallsounds unload all sound files snd_restart restart sound system soundinfo print sound system information (such as channels and speed) soundlist list loaded sounds @@ -1244,7 +1245,7 @@ viewmodel change model of viewthing enti viewnext change to next animation frame of viewthing entity in current level viewprev change to previous animation frame of viewthing entity in current level wait make script execution wait for next rendered frame - +which accepts a file name as argument and reports where the file is taken from How to install Quake on Windows: @@ -1316,3 +1317,36 @@ de-we for the great icons. |Rain| for running my favorite anynet IRC server and his bot feh (which although a bit antisocial never seems to grow tired of being my calculator). VorteX for the DP_QC_GETTAGINFO extension. Ludwig Nussel for the ~/.games/darkplaces/ user directory support on non-Windows platforms (allowing games to be installed in a non-writable system location as is the standard on UNIX but still save configs to the user's home directory). + + +Shader parameters for DP's own features: +- dp_reflect + Makes surfaces of this shader reflective with r_water. The reflection is + alpha blended on the texture with the given alpha, and modulated by the given + color. distort is used in conjunction with the normalmap to simulate a + nonplanar water surface. +- dp_refract + Makes surfaces of this shader refractive with r_water. The refraction + replaces the transparency of the texture. distort is used in conjunction with + the normalmap to simulate a nonplanar water surface. +- dp_water + This combines the effects of dp_reflect and dp_refract to simulate a water + surface. However, the refraction and the reflection are mixed using a Fresnel + equation that makes the amount of reflection slide from reflectmin when + looking parallel to the water to reflectmax when looking directly into the + water. The result of this reflection/refraction mix is then layered BELOW the + texture of the shader, so basically, it "fills up" the alpha values of the + water. The alpha value is a multiplicator for the alpha value on the texture + - set this to a small value like 0.1 to emphasize the reflection and make + the water transparent; but if r_water is 0, alpha isn't used, so the water can + be very visible then too. +- tcmod page + The texture is shifted by 1/ every seconds, and by 1/ + every * seconds. It is some sort of animmap replacement that keeps + all animation frames in a single texture. + To use it, make a texture with the frames aligned in a grid like this: + 1 2 3 4 + 5 6 7 8 + then align it in Radiant so only one of the animation frames can be seen on + the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames + in order and the cycle will repeat every 0.8 seconds.