X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=defaultXonotic.cfg;h=0feec0c0d9df1200448e5086539bade456b9f80c;hp=4a01ad5876a50b842d2a105c1af02ccae4926f0a;hb=d6fa4cbca32e3eb9a1c21a27e97b0c6cbc970fd5;hpb=935bb36619f777395e023f3960caae9ec8a7dd91 diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 4a01ad587..0feec0c0d 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -56,10 +56,10 @@ _cl_playermodel models/player/erebus.iqm _cl_playerskin 0 seta cl_reticle 1 "control for toggling whether ANY zoom reticles are shown" -seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)" +seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (breaks image proportions)" seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha" seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha" -fov 90 +fov 100 seta cl_velocityzoom 0 "velocity based zooming of fov, negative values zoom out" seta cl_velocityzoom_type 3 "how to factor in speed, 1 = all velocity in all directions, 2 = velocity only in forward direction (can be negative), 3 = velocity only in forward direction (limited to forward only)" seta cl_velocityzoom_speed 1000 "target speed for fov factoring" @@ -93,11 +93,14 @@ 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 "" set _menu_vid_width "$vid_width" set _menu_vid_height "$vid_height" set _menu_vid_pixelheight "$vid_pixelheight" +set _menu_vid_desktopfullscreen "$vid_desktopfullscreen" seta menu_vid_scale 0 seta menu_vid_allowdualscreenresolution 0 // 2D resolution 800x600 @@ -110,11 +113,36 @@ v_deathtilt 0 // needed for spectators (who are dead to avoid prediction) exec sRGB-disable.cfg vid_sRGB_fallback 2 r_hdr_glowintensity 1 -#define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f)) +// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f)) set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when" -#define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f) +// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f) set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when" +// -nosRGB to -sRGB sky shader conversion: +// +// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16 +// ^^ elevation +// ^^^ sunlight +// q3map_skylight 110 3 +// ^^^ skylight +// +// With that, do (the last parameter is the ratio of skylight you assume hits +// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on +// terrain): +// ]skybox_nosRGB_to_sRGB 340 47 110 0.25 +// rpn: still on stack: new_sunlight: +// rpn: still on stack: 380.464142 +// rpn: still on stack: new_skylight: +// rpn: still on stack: 9.32523632 +// +// The equivalent -sRGB shader then will have: +// +// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16 +// q3map_skylight 9.32523632 3 +alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:" + +set cl_orthoview 0 "enable top-down view of the map- meant to be used for radar map images (note: orthoview sets cvars temporarily, requires restart to return them to normal)" +set cl_orthoview_nofog 1 "disable fog while in orthoview-- note, should not be enabled on ALL maps, i.e. oilrig works fine with this disabled" // these settings determine how much the view is affected by movement/damage cl_smoothviewheight 0.05 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition @@ -196,6 +224,7 @@ seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead" +seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode" seta cl_eventchase_distance 140 "final camera distance" seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox" @@ -212,7 +241,7 @@ set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectat set g_warmup 0 "split the game into a warmup- and match-stage when set to 1" set g_warmup_limit 0 "if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage, otherwise warmup will be limited to this time in SECONDS (useful for public matches)" set g_warmup_allow_timeout 0 "if set to 1 timeouts can also be called in the warmup-stage, when sv_timeout is set to 1" -set g_warmup_allguns 1 "if set players start with all guns in warmup mode" +set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons" set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end" set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage" @@ -375,7 +404,6 @@ pausable 0 set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire" set g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 = server side hit scan in the past, 3 = unverified client side hit scan)" set g_antilag_nudge 0 "don't touch" -set g_antilag_bullets 1 "Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance)" set g_shootfromclient 2 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed; see also cl_gunalign" set g_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2" set g_shootfromcenter 0 "weapon gets moved to the center, shots still come from the barrel of your weapon; visual gun position can still be influenced by cl_gunalign 1 and 2" @@ -430,6 +458,10 @@ seta menu_sandbox_edit_material "" bind f7 menu_showsandboxtools +seta menu_monsters_edit_spawn "" +seta menu_monsters_edit_skin 0 +seta menu_monsters_edit_movetarget 1 + set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps" set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps" @@ -439,7 +471,11 @@ set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effect set g_spawn_furthest 1 "this amount of the spawns shall be far away from any players" set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay" // respawn delay -set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again" +set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again" +set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." +set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again" +set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." +set g_respawn_delay_max 0 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)" set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" // overtime @@ -777,6 +813,12 @@ seta g_maplist_votable_nodetail 1 "nodetail only shows total count instead of al seta g_maplist_votable_abstain 0 "when 1, you can abstain from your vote" seta g_maplist_votable_screenshot_dir "maps levelshots" "where to look for map screenshots" +set sv_vote_gametype 0 "show a vote screen for gametypes before map vote screen" +set sv_vote_gametype_keeptwotime 10 "show only 2 options for this amount of time during gametype vote screen" +set sv_vote_gametype_options "dm ctf ca lms tdm ft" +set sv_vote_gametype_timeout 20 +set sv_vote_gametype_default_current 1 "Keep the current gametype if no one votes" + set g_chat_flood_spl 3 "normal chat: seconds between lines to not count as flooding" set g_chat_flood_lmax 2 "normal chat: maximum number of lines per chat message at once" set g_chat_flood_burst 2 "normal chat: allow bursts of so many chat lines" @@ -923,7 +965,7 @@ seta scoreboard_border_thickness 1 "scoreboard border thickness" seta scoreboard_accuracy_border_thickness 1 "accuracy stats border thickness" seta scoreboard_accuracy_doublerows 0 "use two rows instead of one" seta scoreboard_accuracy_nocolors 0 "don't use colors displaying accuracy stats" -seta scoreboard_accuracy 0 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars" +seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars" seta scoreboard_color_bg_r 0 "red color component of the scoreboard background" seta scoreboard_color_bg_g 0.4 "green color component of the scoreboard background" seta scoreboard_color_bg_b 0.6 "blue color component of the scoreboard background" @@ -953,6 +995,28 @@ seta menu_slist_showfull 1 "show servers even if they are full and have no slots seta menu_slist_showempty 1 "show servers even if they are no empty and have no opponents to play against" seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = means "same as we are running now". +// other serverlist cvars +seta menu_slist_categories 1 +seta menu_slist_categories_onlyifmultiple 1 +seta menu_slist_purethreshold 0 +seta menu_slist_modimpurity 0 +seta menu_slist_recommendations 3 +seta menu_slist_recommendations_maxping 150 +seta menu_slist_recommendations_minfreeslots 1 +seta menu_slist_recommendations_minhumans 0 +seta menu_slist_recommendations_purethreshold -1 + +// serverlist category override cvars +seta menu_slist_categories_CAT_FAVORITED_override "" +seta menu_slist_categories_CAT_RECOMMENDED_override "" +seta menu_slist_categories_CAT_NORMAL_override "" +seta menu_slist_categories_CAT_SERVERS_override "CAT_NORMAL" +seta menu_slist_categories_CAT_XPM_override "CAT_NORMAL" +seta menu_slist_categories_CAT_MODIFIED_override "" +seta menu_slist_categories_CAT_OVERKILL_override "" +seta menu_slist_categories_CAT_MINSTAGIB_override "" +seta menu_slist_categories_CAT_DEFRAG_override "" + seta menu_weaponarena "" seta menu_maxplayers 16 "maxplayers value when the menu starts a game" @@ -1025,6 +1089,8 @@ sv_gameplayfix_delayprojectiles 0 sv_gameplayfix_q2airaccelerate 1 sv_gameplayfix_stepmultipletimes 1 +cl_gameplayfix_fixedcheckwatertransition 1 + // delay for "kill" to prevent abuse set g_balance_kill_delay 2 set g_balance_kill_antispam 5 @@ -1142,32 +1208,9 @@ set g_showweaponspawns 1 "display sprites for weapon spawns found on the map whe // Quake-Joule: 1 qJ = 1 qN * 1 qu // Quake-Pascal: 1 qPa = 1 qN / 1 qu^2 -set g_ballistics_materialconstant 1414213562 -set g_ballistics_mindistance 16 +set g_ballistics_mindistance 2 // enable ballistics starting from 2 qu set g_ballistics_density_player 0.50 // players are 2x as easy to pass as walls set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls -// unit: qJ / qu^3 (energy needed per volume unit of solid to push/burn away -// parameter: bullet constant: mass / area in g/qu^2 -// = mass / (pi/4 * caliber^2) -// with caliber in inches, mass in grams: -// = 1.273239544735163 * mass / caliber^2 -// with caliber in inches, mass in grains: -// = 0.082633246453312 * mass / caliber^2 - -// bullet max travel distance inside solid: -// 0.5 * v^2 * bulletconstant / g_ballistics_materialconstant - -// some bullet constants: -// http://hypertextbook.com/facts/2000/ShantayArmstrong.shtml -// second bullet: caliber .45, mass 16.2g, bullet constant 101.859163578813 -// third bullet: caliber .338, mass 16.2g, bullet constant 180.5476053421592 -// fourth bullet: caliber .25, mass 2.3g, bullet constant 46.85521524625399 -// http://en.wikipedia.org/wiki/.50_BMG -// caliber .5, 360 grains, bullet constant 118.9918748927693 -// AK-47: -// caliber .3, 62 grains, bullet constant 56.92512533450383 -// .3 winchester magnum: -// caliber .3, 150 grains, bullet constant 137.7220774221867 set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)" @@ -1389,7 +1432,7 @@ sv_cullentities_trace 1 r_cullentities_trace 0 // less "lagging" of other players, but also less PL tolerant... let's try this -sv_clmovement_inputtimeout 0.07 // more than 2, less than 3 server frames +sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated // exact gloss looks better, e.g. on g-23 r_shadow_glossexact 1 @@ -1515,6 +1558,7 @@ exec crosshairs.cfg exec gamemodes.cfg exec mutators.cfg exec notifications.cfg +exec monsters.cfg // load console command aliases and settings exec commands.cfg @@ -1547,3 +1591,8 @@ set cl_simpleitems_postfix "_simple" "posfix to add fo model name when simple it set cl_fullbright_items 0 "enable fullbright items (if server allows, controled by g_fullbrightitems)" set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0" set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0" + +// Facility for config.cfg use ONLY. +// Interpreted in post-config.cfg. +seta menu_forced_saved_cvars "" "These cvars will always be saved, despite engine/Xonotic cvar saving status" +set menu_reverted_nonsaved_cvars "" "These cvars are currently marked as saved in the flags, but have been reverted and won't stay saved. INTERNAL USE ONLY."