]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - darkplaces.txt
Change darkplaces email address to darkplacesengine (on gmail) since
[xonotic/darkplaces.git] / darkplaces.txt
index a00d9f2a761938bbb78afa612a3527a3ec498880..569879c35d30a655dab05bc234c4f2a1499a8e3f 100644 (file)
@@ -7,7 +7,7 @@ DarkPlaces engine is the result, I hope everyone likes it.
 
 I am not very good at writing documentation, so this readme is organized as a feature list, with information on each feature, I hope it is still adequate documentation.
 
 
 I am not very good at writing documentation, so this readme is organized as a feature list, with information on each feature, I hope it is still adequate documentation.
 
-If you have any suggestions for features to document in detail in the readme or any other questions/comments/bugreports/suggestions/etc, send me an email with the address lordhavoc ghdigital com (add @ and . characters as appropriate)
+If you have any suggestions for features to document in detail in the readme or any other questions/comments/bugreports/suggestions/etc, send me an email with the address darkplacesengine gmail com (add @ and . characters as appropriate)
 
 
 
 
 
 
@@ -396,22 +396,38 @@ cl_beams_polygons                                 1                   use beam p
 cl_beams_quakepositionhack                        1                   makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
 cl_bob                                            0.02                view bobbing amount
 cl_bobcycle                                       0.6                 view bobbing speed
 cl_beams_quakepositionhack                        1                   makes your lightning gun appear to fire from your waist (as in Quake and QuakeWorld)
 cl_bob                                            0.02                view bobbing amount
 cl_bobcycle                                       0.6                 view bobbing speed
+cl_bob2                                           0                   sideways view bobbing amount
+cl_bob2cycle                                      0.6                 sideways view bobbing speed
+cl_bob2smooth                                     0.05                how fast the view goes back when you stop touching the ground
+cl_bobfall                                        0                   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_bobmodel                                       1                   enables gun bobbing
 cl_bobmodel_side                                  0.05                gun bobbing sideways sway amount
 cl_bobmodel_speed                                 7                   gun bobbing speed
 cl_bobmodel_up                                    0.02                gun bobbing upward movement amount
 cl_bobmodel                                       1                   enables gun bobbing
 cl_bobmodel_side                                  0.05                gun bobbing sideways sway amount
 cl_bobmodel_speed                                 7                   gun bobbing speed
 cl_bobmodel_up                                    0.02                gun bobbing upward movement amount
-cl_leanmodel_side                                 1                   enables gun leaning sideways
-cl_leanmodel_side_speed                           20                  gun leaning sideways speed
+cl_leanmodel                                      0                   enables gun leaning
+cl_leanmodel_side_speed                           0.7                 gun leaning sideways speed
 cl_leanmodel_side_limit                           35                  gun leaning sideways limit
 cl_leanmodel_side_limit                           35                  gun leaning sideways limit
-cl_leanmodel_up                                   1                   enables gun leaning upward
-cl_leanmodel_up_speed                             15                  gun leaning upward speed
-cl_leanmodel_up_limit                             25                  gun leaning upward limit
-cl_followmodel_side                               1                   enables gun following sideways
-cl_followmodel_side_speed                         15                  gun following sideways speed
-cl_followmodel_side_limit                         1                   gun following sideways limit
-cl_followmodel_up                                 1                   enables gun following upward
-cl_followmodel_up_speed                           10                  gun following upward speed
-cl_followmodel_up_limit                           0.5                 gun following upward limit
+cl_leanmodel_side_highpass1                       30                  gun leaning sideways pre-highpass in 1/s
+cl_leanmodel_side_highpass                        3                   gun leaning sideways highpass in 1/s
+cl_leanmodel_side_lowpass                         20                  gun leaning sideways lowpass in 1/s
+cl_leanmodel_up_speed                             0.65                gun leaning upward speed
+cl_leanmodel_up_limit                             50                  gun leaning upward limit
+cl_leanmodel_up_highpass1                         5                   gun leaning upward pre-highpass in 1/s
+cl_leanmodel_up_highpass                          15                  gun leaning upward highpass in 1/s
+cl_leanmodel_up_lowpass                           20                  gun leaning upward lowpass in 1/s
+cl_followmodel                                    0                   enables gun following
+cl_followmodel_side_speed                         0.25                gun following sideways speed
+cl_followmodel_side_limit                         6                   gun following sideways limit
+cl_followmodel_side_highpass1                     30                  gun following sideways pre-highpass in 1/s
+cl_followmodel_side_highpass                      5                   gun following sideways highpass in 1/s
+cl_followmodel_side_lowpass                       10                  gun following sideways lowpass in 1/s
+cl_followmodel_up_speed                           0.5                 gun following upward speed
+cl_followmodel_up_limit                           5                   gun following upward limit
+cl_followmodel_up_highpass1                       60                  gun following upward pre-highpass in 1/s
+cl_followmodel_up_highpass                        2                   gun following upward highpass in 1/s
+cl_followmodel_up_lowpass                         10                  gun following upward lowpass in 1/s
 cl_bobup                                          0.5                 view bobbing adjustment that makes the up or down swing of the bob last longer
 cl_capturevideo                                   0                   enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
 cl_capturevideo_fps                               30                  how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
 cl_bobup                                          0.5                 view bobbing adjustment that makes the up or down swing of the bob last longer
 cl_capturevideo                                   0                   enables saving of video to a .avi file using uncompressed I420 colorspace and PCM audio, note that scr_screenshot_gammaboost affects the brightness of the output)
 cl_capturevideo_fps                               30                  how many frames per second to save (29.97 for NTSC, 30 for typical PC video, 15 can be useful)
@@ -1352,7 +1368,8 @@ Shader parameters for DP's own features:
   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.
   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.
-
+- dppolygonoffset <factor> <offset>
+  This surface gets glPolygonOffset(factor, offset); useful for decals
 
 
 Thanks to:
 
 
 Thanks to: