seta cl_artwork_stretch 0 "stretch artwork to fit the screen, even if it brakes image proportions"\r
seta cl_artwork_alpha 1 "artwork alpha"\r
seta cl_artwork_fade 0.3 "artwork fade in speed"\r
-\r
seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)"\r
seta cl_reticle_item_weapon 1 "draw aiming reticle for weapon zoom, 0 disables and values between 0 and 1 change alpha"\r
seta cl_reticle_item_normal 1 "draw reticle when zooming without a weapon, 0 disables and values between 0 and 1 change alpha"\r
+seta cl_flash_pickup 0.25 "if enabled, the screen flashes by this amount when picking up an item"\r
+seta cl_flash_pickup_color "0 0 1" "color of the pickup flash"\r
fov 90\r
seta cl_velocityzoom -0.2 "velocity based zooming of fov, negative values zoom out"\r
seta cl_velocityzoomtime 0.3 "time value for averaging speed values"\r
\r
// these settings determine how much the view is affected by movement/damage\r
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\r
-cl_deathfade 1 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
+cl_deathfade 0.03 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
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\r
cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0), default is 0.01\r
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\r
cl_rollangle 2 // amount of view tilt when strafing, default is 2.0\r
v_kicktime 0.5 // how long damage kicks of the view last, default is 0 seconds\r
gl_polyblend 0.5 // whether to use screen tints, default is 1\r
-r_motionblur 0 // motion blur value, default is 0\r
r_damageblur 0 // motion blur when damaged, default is 0 (disabled in voretournament)\r
+r_motionblur 0 // motion blur value, default is 0\r
+r_motionblur_maxblur 1\r
\r
r_bloom_blur 8\r
r_bloom_brighten 4\r
r_bloom_colorexponent 1\r
-r_bloom_colorscale 1\r
+r_bloom_colorscale 0.75\r
r_bloom_colorsubtract 0.25\r
r_bloom_resolution 320\r
r_hdr_range 4\r
\r
+r_hdr_irisadaptation 1 "adjust scene brightness according to light intensity at player location"\r
+r_hdr_irisadaptation_multiplier 2 "brightness at which value will be 1.0"\r
+r_hdr_irisadaptation_minvalue 0.65 "minimum value that can result from multiplier / brightness"\r
+r_hdr_irisadaptation_maxvalue 1.35 "maximum value that can result from multiplier / brightness"\r
+r_hdr_irisadaptation_value 1 "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"\r
+r_hdr_irisadaptation_fade 0.5 "fade rate at which value adjusts"\r
+\r
// weapon model leaning / following\r
cl_leanmodel 1 // enables weapon leaning effect when looking around\r
cl_leanmodel_side_speed 0.7 "gun leaning sideways speed"\r
set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"\r
set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"\r
seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"\r
-seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep2 basement farewell greatwall_revisited soylent"\r
+seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep2 basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace"\r
seta g_maplist_index 0 "this is used internally for saving position in maplist cycle"\r
seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"\r
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"\r
\r
set g_footsteps 1 "serverside footstep sounds"\r
\r
+set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)"\r
+\r
set g_multijump 1 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps"\r
set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"\r
set g_multijump_speed -125 "Minimum vertical speed a player must have in order to jump again"\r
\r
seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5"\r
\r
+seta hud_saturation 0 "saturation changes based on the amount of armor you have"\r
+\r
seta hud_stomach 0.65 "displays a splash on the screen when inside the stomach, value specifies alpha"\r
seta hud_stomach_color "0.75 1 0" "color of the stomach screen splash"\r
seta hud_stomach_fade_in 0.2 "how quickly the stomach splash appears when you get swallowed"\r
seta sbar_alpha_bg 0.8 "alpha value of the HUD background"\r
seta sbar_alpha_fg 1 "alpha value of the HUD foreground items"\r
seta sbar_border_thickness 1 "scoreboard border thickness"\r
-seta sbar_color_bg_r 0.25 "red color component of the HUD background"\r
+seta sbar_color_bg_r 0.5 "red color component of the HUD background"\r
seta sbar_color_bg_g 0 "green color component of the HUD background"\r
-seta sbar_color_bg_b 0.5 "blue color component of the HUD background"\r
-seta sbar_color_bg_team 0.5 "team color multiplier of the HUD background"\r
+seta sbar_color_bg_b 1 "blue color component of the HUD background"\r
+seta sbar_color_bg_team 1 "team color multiplier of the HUD background"\r
seta sbar_scoreboard_offset 100 "scoreboard vertical position"\r
seta sbar_scoreboard_alpha_bg 0.6 "scoreboard background alpha"\r
seta sbar_scoreboard_alpha_fg 1 "scoreboard foreground alpha"\r
set sv_foginterval 0\r
\r
// Audio track names (for old-style "cd loop NUMBER" usage)\r
-set g_cdtracks_remaplist "feeding_frenzy digital-pursuit brokenlight ninesix sixtyfour_revisited infiltrator stone_fortress high_tech_lab space_walk meltdown inner-peace out-there neon variable quiet boss_theme ghost-town" "list used by mapinfo system to automatically assign cdtracks - must match the cd remap command"\r
+set g_cdtracks_remaplist "dark_intro feeding_frenzy digital-pursuit brokenlight ninesix sixtyfour_revisited infiltrator contemplation covert_operations determination stone_fortress high_tech_lab attack space_walk meltdown inner-peace out-there echelon techno_geek neon variable quiet boss_theme ghost-town" "list used by mapinfo system to automatically assign cdtracks - must match the cd remap command"\r
set g_cdtracks_dontusebydefault "" "list used by mapinfo system to automatically assign cdtracks - must be a subset of g_cdtracks_remaplist"\r
cd remap $g_cdtracks_remaplist\r
seta cl_intermission 1 "play intermission music"\r
seta cl_intermission_cdtrack_win "win_music"\r
seta cl_intermission_cdtrack_lose "lose_music"\r
-seta menu_cdtrack feeding_frenzy\r
+seta menu_cdtrack dark_intro\r
\r
// maxidle (in seconds): kick players idle for more than that amount of time\r
set sv_maxidle 0\r
set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
set g_healthsize_weapon_scalefactor_pos 10 "Amount by which the view model is moved vertically based on player size"\r
-set g_healthsize_vore_pos 2 "Amount by which view height changes for prey, based on the size difference between them and their predator"\r
+set g_healthsize_vore_pos 4 "Amount by which view height changes for prey, based on the size difference between them and their predator"\r
set g_healthsize_min 50 "Player size may not drop below this amount of health"\r
set g_healthsize_max 150 "Player size may not grow past this amount of health"\r
\r
scr_conscroll_y -0.25\r
\r
// loading screen\r
-scr_loadingscreen_scale 10000\r
+scr_loadingscreen_scale 1\r
scr_loadingscreen_scale_base 1\r
scr_loadingscreen_scale_limit 1\r
scr_loadingscreen_background 0\r
scr_loadingscreen_barcolor "0.5 1 0"\r
-scr_loadingscreen_barheight 16\r
-scr_loadingscreen_count 1\r
+scr_loadingscreen_barheight 12\r
+scr_loadingscreen_count 2\r
scr_conforcewhiledisconnected 0\r
scr_infobar_height 16\r
\r
r_drawparticles_nearclip_min 8\r
r_drawparticles_nearclip_max 16\r
\r
-// exact gloss looks better, e.g. on g-23\r
+// exact gloss looks better\r
r_shadow_glossexact 1\r
+r_shadow_glossintensity 2.5\r
\r
// use fake light if map has no lightmaps\r
r_fakelight 1\r