X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=data%2FdefaultVT.cfg;h=9878290d8c4ec385036757af89b1e1573b3ab756;hb=54a87994d844f1b4fe9c10c74a014f8d6364a738;hp=f1a48fb995bb3344b6a3f8b4259ae16cbacddc18;hpb=fc971e691ee14f270d824af991e8decce847bf75;p=voretournament%2Fvoretournament.git diff --git a/data/defaultVT.cfg b/data/defaultVT.cfg index f1a48fb9..9878290d 100644 --- a/data/defaultVT.cfg +++ b/data/defaultVT.cfg @@ -107,14 +107,16 @@ _cl_color 187 _cl_name "Player" _cl_playermodel models/player/vixen.zym _cl_playerskin 0 -crosshair 13 +seta crosshair 11 +seta crosshair_primary 13 +seta crosshair_secondary 14 seta crosshair_color "1 1 0.5" seta crosshair_alpha 1 seta crosshair_size 0.35 seta crosshair_pickup 0.5 "crosshair grows then shrinks back when picking up an item" seta crosshair_color_by_health 1 "if enabled, crosshair color will depend on current health" -seta crosshair_unarmed_dim_color 0.5 "dim crosshair color by this amount when we aren't holding a weapon" -seta crosshair_unarmed_dim_alpha 0.5 "dim crosshair alpha by this amount when we aren't holding a weapon" +seta crosshair_unarmed_dim_color 0.75 "dim crosshair color to this amount when we aren't holding a weapon" +seta crosshair_unarmed_dim_alpha 0.75 "dim crosshair alpha to this amount when we aren't holding a weapon" seta crosshair_pickup_speed 4 "speed of the crosshair pickup effect" seta crosshair_ring_alpha 0.5 "alpha of the crosshair ammo ring" seta crosshair_ring_size 2.5 "size of the crosshair ammo ring" @@ -154,7 +156,8 @@ seta cl_zoomspeed 3.5 "how fast it will zoom (0.5-16), negative values mean inst seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)" freelook 1 sensitivity 6 -v_gamma 1.125000 +v_gamma 1 +v_glslgamma 0 // might prevent issues with some video cards viewsize 100 // fullscreen 1024x768x32bit vid_bitsperpixel 32 @@ -174,36 +177,52 @@ v_deathtilt 0 // needed for spectators (who are dead to avoid prediction) // these settings determine how much the view is affected by movement/damage cl_smoothviewheight 0.2 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition -cl_deathfade 0.03 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster) -cl_bobcycle 0.6 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6 -cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01 -cl_bob2cycle 0.6 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 +cl_deathfade 0.05 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster) +cl_bobcycle 0.55 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6 +cl_bob 0.005 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01 +cl_bob2cycle 0.55 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 cl_bob2 0.01 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01 -cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)" -cl_bobfallcycle 3 "speed of the bobfall swing" -cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur" +cl_bobfall 0.075 "how much the view swings down when falling (influenced by the speed you hit the ground with)" +cl_bobfallcycle 2 "speed of the bobfall swing" +cl_bobfallspeed 100 "necessary amount of speed for bob-falling to occur" cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1 +cl_bobmodel_side 0.25 // gun bobbing sideways sway amount +cl_bobmodel_speed 7 // gun bobbing speed +cl_bobmodel_up 0.1 // gun bobbing upward movement amount cl_rollangle 2 // amount of view tilt when strafing, default is 2.0 v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds -gl_polyblend 0.5 // whether to use screen tints, default is 1 +gl_polyblend 0.75 // whether to use screen tints, default is 1 r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretournament) r_motionblur 0 // motion blur value, default is 0 r_motionblur_maxblur 1 -r_bloom_blur 8 -r_bloom_brighten 4 +r_sortentities 1 // better performance + +v_idlescale 0 "how much of the quake 'drunken view' effect to use" +v_ipitch_cycle 6 "v_idlescale pitch speed" +v_ipitch_level 0.2 "v_idlescale pitch amount" +v_iroll_cycle 8 "v_idlescale roll speed" +v_iroll_level 0.1 "v_idlescale roll amount" +v_iyaw_cycle 4 "v_idlescale yaw speed" +v_iyaw_level 0.3 "v_idlescale yaw amount" + +v_kickpitch 4 "how much a view kick from damage pitches your view" +v_kickroll 0 "how much a view kick from damage rolls your view" +v_kicktime 0.35 "how long a view kick from damage lasts" + +r_bloom_blur 2 +r_bloom_brighten 2 r_bloom_colorexponent 1 -r_bloom_colorscale 0.75 -r_bloom_colorsubtract 0.25 -r_bloom_resolution 320 -r_hdr_range 4 +r_bloom_colorscale 1.5 +r_bloom_colorsubtract 0.15 +r_bloom_resolution 480 r_hdr_irisadaptation 1 "adjust scene brightness according to light intensity at player location" r_hdr_irisadaptation_multiplier 2 "brightness at which value will be 1.0" -r_hdr_irisadaptation_minvalue 0.65 "minimum value that can result from multiplier / brightness" -r_hdr_irisadaptation_maxvalue 1.35 "maximum value that can result from multiplier / brightness" +r_hdr_irisadaptation_minvalue 0.75 "minimum value that can result from multiplier / brightness" +r_hdr_irisadaptation_maxvalue 1.25 "maximum value that can result from multiplier / brightness" r_hdr_irisadaptation_value 1 "current value as scenebrightness multiplier, changes continuously when irisadaptation is active" -r_hdr_irisadaptation_fade 0.5 "fade rate at which value adjusts" +r_hdr_irisadaptation_fade 0.35 "fade rate at which value adjusts" // weapon model leaning / following cl_leanmodel 1 // enables weapon leaning effect when looking around @@ -296,7 +315,14 @@ set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the p set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would" -set sv_gibhealth 75 "Minus health a dead body must have in order to get gibbed" +set g_leanplayer_damage 0.3 "lean players that are shot by this amount, based on the force they take" +set g_leanplayer_damage_fade 0.95 "how fast players return to normal angles, based on damage taken" +set g_leanplayer_damage_max 10 "damage leaning is limited to this amount" +set g_leanplayer_acceleration 0.05 "lean players as they accelerate, by this amount" +set g_leanplayer_acceleration_fade 5 "velocity averaging steps for acceleration, higher values cause a shorter leaning" +set g_leanplayer_acceleration_max 10 "acceleration leaning is limited to this amount" + +set sv_gibhealth -150 "Amount of health a dead body must have in order to get gibbed, influenced by player size" // fragmessage: This allows extra information to be displayed with the frag centerprints. set sv_fragmessage_information_ping 0 "Enable ping display information, 0 = Never display; 1 = Always display (If the player is a bot, it will say bot instead of the ping.)" @@ -414,7 +440,7 @@ set g_casings 1 "enable casings" set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)" set g_maplist_mostrecent "" "contains the name of the maps that were most recently played" seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again" -seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace" +seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic racetrack cyberparcour" seta g_maplist_index 0 "this is used internally for saving position in maplist cycle" seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle" seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list" @@ -671,6 +697,15 @@ seta cl_notify_carried_items "3" "notify you of carried items when you obtain th seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer" +seta cl_helper 1 "enable helper system (voice that warns you in certain circumstances)" +seta cl_helper_voice default "name of the helper you wish to use from data/sound/helper" +seta cl_helper_pause 3 "number of seconds that must pass before the helper system can be triggered again" +seta cl_helper_item_health 25 "the helper will warn you when going below this amount of health" +seta cl_helper_item_armor 15 "the helper will warn you when going below this amount of armor" +seta cl_helper_item_ammo_fuel 25 "the helper will warn you when going below this amount of ammo" +seta cl_helper_item_speed 1000 "the helper will warn you when going faster than this speed" +seta cl_helper_item_stomachload 0.75 "the helper will warn you when your stomach is dangerously loaded by this amount" + seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead" seta cl_eventchase_distance 140 "final camera distance" seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" @@ -1110,7 +1145,7 @@ con_chatwidth 0.6 con_notifysize 10 con_notifyalign 0 -seta hud_damage 0.65 "an improved version of gl_polyblend for damage, draw an image instead when hurt" +seta hud_damage 0.75 "an improved version of gl_polyblend for damage, draw an image instead when hurt" seta hud_damage_blur 8 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur" seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" 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" @@ -1125,11 +1160,12 @@ seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowerin 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_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5" +seta hud_cartoon 0 "cartoon effect, reverses when you own a powerup, default is 1.5" +seta hud_cartoon_tolerance 0.15 "where to apply the cartoon effect between bright and dark areas" seta hud_saturation 0 "saturation changes based on the amount of armor you have" -seta hud_stomach 0.65 "displays a splash on the screen when inside the stomach, value specifies alpha" +seta hud_stomach 0.75 "displays a splash on the screen when inside the stomach, value specifies alpha" seta hud_stomach_color "1 1 0" "color of the stomach screen splash" seta hud_stomach_fade_in 0.2 "how quickly the stomach splash appears when you get swallowed" seta hud_stomach_fade_out 0.03 "how quickly the stomach splash disappears when you are regurgitated" @@ -1173,9 +1209,7 @@ sbar_info_pos 50 seta sbar_alpha_bg 0.8 "alpha value of the HUD background" seta sbar_alpha_fg 1 "alpha value of the HUD foreground items" seta sbar_border_thickness 1 "scoreboard border thickness" -seta sbar_color_bg_r 0.5 "red color component of the HUD background" -seta sbar_color_bg_g 0 "green color component of the HUD background" -seta sbar_color_bg_b 1 "blue color component of the HUD background" +seta sbar_color_bg "0 0.25 0.75" "default color of the HUD background" seta sbar_color_bg_team 1 "team color multiplier of the HUD background" seta sbar_scoreboard_offset 100 "scoreboard vertical position" seta sbar_scoreboard_alpha_bg 0.6 "scoreboard background alpha" @@ -1204,6 +1238,9 @@ seta sbar_ring2_scale 80 "scale of the second HUD ring" seta sbar_ring2_text_scale 10 "scale of the text on the second HUD ring" seta sbar_ring2_alpha 0.75 "alpha of the second HUD ring" seta sbar_vote_alreadyvoted_alpha 0.75 "alpha of the vote dialog after you have voted" +seta sbar_portrait 1 "enables portraits" +seta sbar_portrait_time 5 "how long a portrait lasts on the screen" +seta sbar_portrait_fade 0.1 "amount of time fading the portrait takes from total time" // for menu server list (eventually make them have engine support?) seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join" @@ -1365,6 +1402,8 @@ set sv_clones 0 "number of clones a player may make (reset by the \"kill\" comma set cl_handicap 1 "the higher, the more damage you will receive (client setting)" +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." + // must be at the bottom of this file: // alias for switching the teamselect menu alias menu_showteamselect "menu_cmd directmenu TeamSelect" @@ -1580,10 +1619,12 @@ seta g_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the co seta cl_vore_stomachmodel 1 "when enabled, we see the stomach model around us when eaten. -1 = disabled, 1 = enabled, anything between = alpha" seta cl_vore_swallowmodel 1 "when enabled, we see the swallow model around us while getting eaten. -1 = disabled, 1 = enabled, anything between = alpha" -seta cl_vore_cutvolume_sound 0.75 "sound volume is reduced to this amount when you are in a stomach" -seta cl_vore_cutvolume_music 0.25 "music volume is reduced to this amount when you are in a stomach" -seta cl_vore_cutvolume_fade 0.1 "fading speed of the volume change" -seta cl_vore_autodigest 0 "when enabled, the player will automatically begin digesting enemy prey after eating them, as long as no team mates are inside (automated digest key)" +seta cl_vore_cutvolume_sound 0.90 "sound volume is reduced by this amount when you are in a stomach or being swallowed" +seta cl_vore_cutvolume_music 0.75 "music volume is reduced by this amount when you are in a stomach or being swallowed" +seta cl_vore_autodigest 2 "when enabled, the player will automatically begin digesting stuff as long as no team mates are inside. 0 = disabled, 1 = items, 2 = items & players" +seta cl_vore_vieweffects_idlescale_predator 35 "the view will move around by this ammount while swallowing someone (based on progress), reserves the cvar v_idlescale" +seta cl_vore_vieweffects_idlescale_prey 50 "the view will move around by this ammount while being swallowed (based on progress), reserves the cvar v_idlescale" +seta cl_vore_vieweffects_idlescale_stomach 15 "the view will move around by this ammount while in the stomach, reserves the cvar v_idlescale" set g_vore 1 "enables the vore system, you want this on!" set g_vore_digestion 1 "enables digestion system, you want this on!" set g_vore_kick 1 "enables stomach kick system, you want this on!" @@ -1595,23 +1636,32 @@ set g_vore_biggersize 0 "when enabled, a player can't swallow someone larger tha set g_vore_showhealth 1 "when enabled, a predator can see their prey's health on the stomach board, and prey can see the health of players he's joining in the stomach" set g_vore_gurglesound 1 "predators make an ambient gurgling sound" set g_vore_soundocclusion 0.25 "directional player sounds are cut to this amount of their initial volume for eaten players (simulates hearing harder from the stomach)" -set g_vore_regurgitatecolor_release "0.6 0.4 0" "the color players will have when regurgitated alive" -set g_vore_regurgitatecolor_release_fade 0.01 "how quickly the regurgitation color washes off players once they leave the stomach" -set g_vore_regurgitatecolor_digest "0.3 0.15 0" "the color players will have when digested, only works when g_vore_keepdeadprey is disabled" -set g_vore_keepdeadprey 0.75 "If enabled, prey remains in the stomach after dying, else the predator throws up their dead body. 0 = disabled, 1 = ernabled, anything between = probability" -set g_vore_neighborprey_distance 16 "Distance by which prey inside the same stomach are positioned away from each other. 0 disables seeing neighboring prey" -set g_vore_neighborprey_scale 1 "When neighborprey is enabled, all prey is resized by this amount" +set g_vore_regurgitatecolor_color_normal "0.6 0.4 0" "the color players will have when regurgitated without having been digested" +set g_vore_regurgitatecolor_color_digest "0.3 0.15 0" "the color players will have when regurgitated after having been digested" +set g_vore_regurgitatecolor_fade 0.01 "how quickly the regurgitation color washes off players once they leave the stomach, does not apply to dead bodies" +set g_vore_regurgitatecolor_particles 0.75 "players who are dirty from regurgitation generate particles this often, based on the amount of goo they have on them" +set g_vore_neighborprey_distance 4 "Distance by which prey inside the same stomach are positioned away from each other. 0 disables seeing neighboring prey" +set g_vore_neighborprey_distance_item 16 "Distance by which items inside the same stomach are positioned away from each other. 0 disables seeing neighboring items" set g_vore_swallowmodel_range 100 "Distance by which the swallow model oscillates based on swallow progress" +set g_vore_swallowfade 1 "Players fade out while being swallowed" -set g_healthsize 100 "Players who are low on health shrink and become smaller, value specifies health at which the player has default size" +seta cl_healthsize_fov 0.2 "offset field of view by this amount based on size, to further induce the effect of being large or small" +set g_healthsize 1 "Players shrink and grow based on health, by this amount" +set g_healthsize_center 100 "Health at which the player has the default size" +set g_healthsize_min 50 "Player size may not drop below this amount of health" +set g_healthsize_max 150 "Player size may not grow past this amount of health" +set g_healthsize_death 0.25 "Dead players are further shrunken by this amount" +set g_healthsize_death_min -100 "Health at which dead players stop being shrunken" set g_healthsize_movementfactor 0.5 "Amount by which player size affects jumping and running" +set g_healthsize_viewfactor 2 "The view is offset by this amount based on player size" set g_healthsize_soundfactor 0.5 "The sounds players make are amplified or reduced by this amount based on their size" set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model" set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model" set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size" -set g_healthsize_vore_pos 4 "Amount by which view height changes for prey, based on the size difference between them and their predator" -set g_healthsize_min 50 "Player size may not drop below this amount of health" -set g_healthsize_max 150 "Player size may not grow past this amount of health" + +set g_power 5 "when armor is below this level, the HUD, crosshair and helper will not work" +set g_power_reboot 2 "amount of time it takes to boot a player's subsystems once he has enough armor" +set g_power_reboot_spawn 1 "when enabled, a player's subsystems must boot whenever he spawns" // part of an ugly hack for the menu audio sliders to work with the cutsound feature seta menu_volume 1 @@ -1620,6 +1670,8 @@ set volume $menu_volume set bgmvolume $menu_bgmvolume set mastervolume 1.4 +seta menu_fov 90 + 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" @@ -1669,7 +1721,8 @@ set cl_lerpanim_maxdelta_framegroups 0.05 // must be faster than fastest weapon set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff) // sucks less than the old one -cl_decals_newsystem 1 +seta cl_decals_newsystem 1 +seta cl_decals_models 0 // FIXME temporary set menu_font_size_snapping_fix 1 @@ -1727,7 +1780,8 @@ r_drawparticles_nearclip_max 16 // exact gloss looks better r_shadow_glossexact 1 -r_shadow_glossintensity 2.5 +r_shadow_glossintensity 3 +r_shadow_glossexponent 32 // use fake light if map has no lightmaps r_fakelight 1 @@ -1742,3 +1796,17 @@ utf8_enable 1 r_font_hinting 1 r_font_disable_freetype 0 r_font_size_snapping 4 + +// polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that) +r_polygonoffset_submodel_offset 0 +r_polygonoffset_submodel_factor 0 +// decals: need a higher polygonoffset than default to not compete with _decal surfaces too much +r_polygonoffset_decals_offset -28 +r_polygonoffset_decals_factor 0 +// this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals +mod_q3shader_default_polygonoffset -14 +mod_q3shader_default_polygonfactor 0 + +// sRGB configuration (EXPERIMENTAL, needs maps to be relit) +alias sRGBcorrect_on "r_texture_sRGB_skin_diffuse 1;r_texture_sRGB_skin_gloss 1;r_texture_sRGB_skin_glow 1;r_texture_sRGB_reflect 1;r_texture_sRGB_skybox 1;v_gamma 2.2;r_restart" +alias sRGBcorrect_off "r_texture_sRGB_skin_diffuse 0;r_texture_sRGB_skin_gloss 0;r_texture_sRGB_skin_glow 0;r_texture_sRGB_reflect 0;r_texture_sRGB_skybox 0;v_gamma 1.0;r_restart"