X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=darkplaces.txt;h=91c700ec0de0afa6701dcbf4eeeea3cb7369a3fa;hb=0a30db49908c1ebe86961af4366fe1b8312c2cb6;hp=666475e40ab706312781877201f03a53dc9bd43a;hpb=464b62fba08f823cb343227b7170fa769a941cd6;p=xonotic%2Fdarkplaces.git diff --git a/darkplaces.txt b/darkplaces.txt index 666475e4..91c700ec 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -249,6 +249,11 @@ tag_head, says that the first tag is nam tag_torso, second tag name tag_weapon, third tag name +How to install a soundtrack in ogg format +These files must be in ogg or wav format, and numbers begin at 002 if you wish to replace (or install) the Quake cd music - since track 001 was the Quake data track.

+quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2" +quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3" + Example list of filenames: quake/id1/progs/player.mdl replaces the player model) quake/id1/progs/player.mdl_0.skin text file that specifies textures to use on an md3 model) @@ -266,6 +271,8 @@ quake/id1/gfx/conchars.tga replacement font image, this w quake/id1/gfx/conback.tga replacement console background, just like in quake) quake/id1/gfx/mainmenu.tga replacement main menu image, just like in quake) quake/id1/maps/b_bh25.bsp replacement for normal health pack, for example this could be an md3 model instead) +quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2" +quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3" @@ -488,7 +495,14 @@ collision_leavenudge 0 how much t 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 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) @@ -686,7 +700,7 @@ 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 @@ -818,6 +832,7 @@ 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) @@ -850,7 +865,7 @@ 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 @@ -1074,7 +1089,7 @@ 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 @@ -1237,7 +1252,7 @@ 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: @@ -1312,16 +1327,33 @@ Ludwig Nussel for the ~/.games/darkplaces/ user directory support on non-Windows Shader parameters for DP's own features: -- dp_reflect - Makes surfaces of this shader reflective with r_glsl_water. The reflection is - additive. When the color isn't specified, it defaults to white (full - reflection). If only one color component is specified, it counts as a grey - value. -- dp_refract - Marks a surface as "water" for r_glsl_water, that is, add a refraction - component too. The reflection amount (see dp_reflect) is at least reflectmin - (when looking straight into it) and at most reflectmax (when looking parallel - to thhe surface). The default distort is multiplied by distort. The color - modulates the refraction component. reflectmin defaults to 0 when unspecified, - all others default to 1. If only one color component is specified, it counts - as a grey value. +- 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.