X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=xonotic-client.cfg;h=a6494cc088a0551d2856b8cfc8c4c3539cc49657;hb=HEAD;hp=d1b449f475d8ac5608a069854660ec72626e739e;hpb=31c2c083fdb475eb25db8b18f9624a1739b3f58a;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/xonotic-client.cfg b/xonotic-client.cfg index d1b449f47..0abbcd72b 100644 --- a/xonotic-client.cfg +++ b/xonotic-client.cfg @@ -69,8 +69,8 @@ seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 seta cl_weapon_switch_reload 1 "When trying to switch to the currently held weapon, reload it" seta cl_weapon_switch_fallback_to_impulse 1 "When trying to switch to a weapon that is not available, switch to an alternative from the same impulse" -seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns" -seta cl_spawn_event_sound 1 "sound effect whenever a player spawns" +seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns (if allowed by the server)" +seta cl_spawn_event_sound 1 "sound effect whenever a player spawns (if allowed by the server)" //seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files seta cl_spawn_point_dist_max 1200 "maximum distance from which spawnpoint particles will be visible" @@ -80,13 +80,12 @@ sensitivity 3 v_gamma 1 viewsize 100 bgmvolume 0.75 -// fullscreen 1024x768x32bit -vid_bitsperpixel 32 + +// fullscreen 1024x768 vid_fullscreen 1 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 "" @@ -150,7 +149,7 @@ cl_bob2cycle 1 // how long the cycle of left/right view movement takes (only wor cl_bob2 0 // 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_bobfallminspeed 200 "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 0.2 // amount the gun sways to the sides cl_bobmodel_speed 10 // rate at which the gun sways @@ -177,7 +176,6 @@ v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC r_motionblur 0 // motion blur value, default is 0 r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic) -net_slist_queriespersecond 60 // to be reduced if any major issues arise (ping times increased etc.) // TODO: revisit bloom settings on the GL32 renderer! r_bloom_blur 4 @@ -240,7 +238,7 @@ seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have" set cl_deathglow 2 "number of seconds during which dead bodies glow out" set cl_deathglow_min 0.5 "glow out up to this glow factor" -set cl_respawn_ghosts_keepcolors 0 "if enabled respawn ghosts keep body colors" +set cl_respawn_ghosts_keepcolors 1 "if enabled respawn ghosts keep body colors" set _teams_available 0 "internal cvar, value is synced from the server to reflect currently available teams to join" @@ -301,12 +299,11 @@ gl_picmip_sprites 0 gl_picmip_other 1 // so, picmip -1 is best possible quality r_mipsprites 1 r_mipskins 1 -gl_max_lightmapsize 4096 r_shadow_realtime_world_lightmaps 1 r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter. cl_decals_fadetime 5 cl_decals_time 1 -seta cl_gunalign 3 "Gun alignment; 1 = center, 3 = right, 4 = left; requires reconnect" +seta cl_gunalign 3 "Gun alignment; 1 = center, 3 = right, 4 = left; requires reconnect. In servers which override shot origin this cvar is purely visual, in servers which do not this does affect where your shots come from" seta cl_gunoffset "0 0 0" "Adjust the weapon viewmodel position, applies only to your own first person view and is relative to cl_gunalign" seta cl_nogibs 0 "reduce number of violence effects, or remove them totally" seta cl_particlegibs 0 "simpler gibs" @@ -326,7 +323,6 @@ seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls" seta cl_projectiles_sloppy 1 "sloppy projectiles, may temporarily penetrate walls" cl_stainmaps 0 cl_particles_smoke 1 -gl_vbo 1 // removed in GL32 renderer r_glsl_deluxemapping 1 r_glsl_offsetmapping 0 r_glsl_offsetmapping_lod 1 @@ -494,6 +490,7 @@ seta menu_tooltips 1 "menu tooltips: 0 disabled, 1 enabled, 2 also shows cvar or set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!" set menu_showboxes 0 "show item bounding boxes (debug)" set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list" +seta menu_create_show_all 0 "show most gametypes in the create menu" set menu_no_music_nor_welcome 0 "don't play the menu music and skip the welcome announcer" @@ -535,6 +532,8 @@ con_textsize 10 seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints" +set _nextmap "" "internal cvar, automatically synced with server's nextmap" + // scoreboard seta scoreboard_columns default @@ -580,7 +579,6 @@ seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = // other serverlist cvars seta menu_slist_categories 0 seta menu_slist_categories_onlyifmultiple 1 -seta menu_slist_purethreshold 0 seta menu_slist_maxping 300 seta menu_slist_modimpurity 0 seta menu_slist_recommendations 3 @@ -656,8 +654,12 @@ makesaved v_kicktime makesaved music_playlist_list0 makesaved music_playlist_random0 -cl_netfps 60 // should match or be a multiple of sys_ticrate -_cl_rate 40000 // fast adsl +cl_netfps 64 // should match or be a multiple of sys_ticrate +_cl_rate 262144 // should allow the max csprogs.dat speed of 128hz * 1400 + +scr_loadingscreen_maxfps 32 +cl_maxidlefps 32 +cl_maxfps 256 gl_texture_anisotropy 8 seta gl_texturecompression 0 // FIXME the description is wrong - when this is 0, e.g. gl_texturecompression_sky still takes effect @@ -668,8 +670,6 @@ gl_texturecompression_lightcubemaps 0 gl_texturecompression_q3bsplightmaps 0 gl_texturecompression_sky 1 -cl_maxfps 250 - seta cl_weaponpriority "vaporizer okhmg okrpc oknex vortex fireball mortar okmachinegun machinegun hagar rifle arc electro devastator crylink minelayer okshotgun shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list" seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)" seta cl_weaponpriority0 "okrpc devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives" @@ -690,16 +690,31 @@ alias _gl_flashblend_update_01 "gl_flashblend 0" alias _gl_flashblend_update_11 "gl_flashblend 0" alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_showsurfaces" -set cl_handicap 1 "multiplies damage received and divides damage dealt" +// TODO: remove cl_handicap cvar after 0.9 release +set cl_handicap 1 "multiplies damage received and divides damage dealt" +alias cl_handicap "cl_handicap_damage_given ${* ?} ; cl_handicap_damage_taken ${* ?} ; set cl_handicap ${* ?}" +set cl_handicap_damage_given 1 "damage given is divided by this factor if > 1" +set cl_handicap_damage_taken 1 "damage taken is multiplied by this factor if > 1" seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such" +// cl_autoscreenshot_screenshot is called by the server when the game ends with map name and match id as parameters +// it takes care of hiding all the UI parts that may overlap the scoredoard before taking a screenshot +// TODO remove "alias cl_autoscreenshot_screenshot_s;" after the next release +// cl_autoscreenshot_screenshot_s is created by the server via stuffcmd for backwards compatibility +// and not used by cl_autoscreenshot_screenshot, which intentionally clears it (not delete) 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." +alias _cl_autoscreenshot_save "set _con_chattime_save $con_chattime; set _hud_panel_scoreboard_fadeinspeed_save $hud_panel_scoreboard_fadeinspeed; set _menu_slowmo_save $menu_slowmo; set _scr_conheight_save $scr_conheight; set _con_textsize_save $con_textsize; set _scr_conalpha_save $scr_conalpha" +alias _cl_autoscreenshot_set "con_chattime 0.001; hud_panel_scoreboard_fadeinspeed 999; menu_slowmo 999; scr_conheight 0; con_textsize 1; scr_conalpha 0" +alias _cl_autoscreenshot_restore "set con_chattime $_con_chattime_save; set hud_panel_scoreboard_fadeinspeed $_hud_panel_scoreboard_fadeinspeed_save; set menu_slowmo $_menu_slowmo_save; set scr_conheight $_scr_conheight_save; set con_textsize $_con_textsize_save; set scr_conalpha $_scr_conalpha_save" +alias cl_autoscreenshot_screenshot "alias cl_autoscreenshot_screenshot_s ""; togglemenu 0; -con_chat_maximize; _cl_autoscreenshot_save; _cl_autoscreenshot_set; defer 0.1 \"screenshot screenshots/autoscreenshot/${1}-${2}.jpg\"; defer 0.1 \"_cl_autoscreenshot_restore\"" seta cl_jetpack_jump 1 "Activate jetpack by pressing jump in the air. 0 = Disable, 1 = Stop when touching ground, 2 = Enable" seta cl_race_cptimes_showself 1 "Always show your own times as well as the current best on checkpoints in Race/CTS" -seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS" +seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS. Can be forced on by the server via g_race_cptimes_onlyself" +seta cl_race_checkpoint_splits_console 1 "Print checkpoint splits to console" +seta cl_race_checkpoint_splits_hud 1 "Show race checkpoint splits on HUD in infomessages" seta cl_cts_noautoswitch 0 "Prevent forced switching to new weapons in CTS" @@ -815,9 +830,6 @@ set cl_lockview 0 "when 1, the camera does not move any more; when 2, you can on // we now use mastervolume volume 1 -// sucks less than the old one -cl_decals_newsystem 1 - scr_conalpha 1 scr_conalpha2factor 0.3 scr_conalpha3factor 1 @@ -888,6 +900,13 @@ scr_loadingscreen_scale_limit 2 // in-game menu seta menu_gamemenu 1 "1: show in-game menu when esc is pressed; 0: show main menu when esc is pressed" +// hud cvar descriptions and common settings +exec _hud_common.cfg +exec _hud_descriptions.cfg +// exec the default skin config +// please add any new cvars into the hud_save script in qcsrc/client/hud_config.qc for consistency +exec hud_luma.cfg + // other config files exec effects-normal.cfg exec crosshairs.cfg @@ -896,13 +915,6 @@ exec notifications.cfg seta cl_physics "default" "client selected physics set" -// hud cvar descriptions and common settings -exec _hud_common.cfg -exec _hud_descriptions.cfg -// exec the default skin config -// please add any new cvars into the hud_save script in qcsrc/client/hud_config.qc for consistency -exec hud_luma.cfg - // enable menu syncing - must be after files that call menu_sync on startup - see alias menu_sync "" alias menu_sync "menu_cmd sync"