X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=darkplaces.txt;h=da06f689d80bba5c508d942ecadd819d400e7429;hp=2f59b5c7103783bc1266e4180112a6c6f962a372;hb=dafaf7b121521b45d07bd5295817a93dbe958255;hpb=5204bb8cced9548d5c44f6d6a5ab2e5e4a841030 diff --git a/darkplaces.txt b/darkplaces.txt index 2f59b5c7..da06f689 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -488,7 +488,14 @@ collision_leavenudge 0 how much t 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 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) @@ -645,7 +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 @@ -673,7 +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) @@ -731,12 +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 @@ -954,8 +960,7 @@ 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 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) @@ -1040,7 +1045,7 @@ 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 @@ -1049,6 +1054,7 @@ 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 @@ -1202,7 +1208,7 @@ 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 @@ -1310,3 +1316,19 @@ 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_glsl_water. The reflection is + additive. When the color isn't specified, it defaults to white (full + reflection). If only one color component is specified, it counts as a grey + value. +- dp_refract + Marks a surface as "water" for r_glsl_water, that is, add a refraction + component too. The refraction amount (see dp_reflect) is at most refractmax + (when looking straight into it) and at least refractmin (when looking parallel + to the surface). The default distort is multiplied by distort. The color + modulates the refraction component. refractmin defaults to 0 when unspecified, + all others default to 1. If only one color component is specified, it counts + as a grey value.