X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=darkplaces.txt;h=c20f3b28e0eb4aee7756c782351ce4f620903fea;hb=88124a20554e25662b6ff49e23d52de350701a80;hp=a86365f9ade6a02d42542e7bda6eb5cd56028fce;hpb=f72f5b84ec41b3bf060d1071b17137f4c63fc52e;p=xonotic%2Fdarkplaces.git diff --git a/darkplaces.txt b/darkplaces.txt index a86365f9..c20f3b28 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) @@ -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) @@ -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 @@ -1316,3 +1317,26 @@ 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.