X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=defaultXonotic.cfg;h=2056f15115d79f83f170c5128fc9a38ea0b4d040;hp=b132da40bd9478b0b9404b02cc6dc14209db7b38;hb=51a0dae83fef18d5cecba2087f1b09ee1cc76b4d;hpb=678a61b45f332fcd560083b01e6b0bf5a5ae268c diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index b132da40b..2056f1511 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -161,30 +161,23 @@ cl_bobfallcycle 3 "speed of the bobfall swing" cl_bobfallspeed 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 5 // rate at which the gun sways +cl_bobmodel_speed 10 // rate at which the gun sways cl_bobmodel_up 0.1 // amount the gun sways up and down -cl_leanmodel 1 // enables weapon leaning effect when looking around -cl_leanmodel_side_speed 0.7 "gun leaning sideways speed" -cl_leanmodel_side_limit 35 "gun leaning sideways 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 1 // enables weapon pushing / pulling effect when walking -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" +seta cl_followmodel_speed 0.3 "gun following speed" +seta cl_followmodel_limit 135 "gun following limit" +seta cl_followmodel_velocity_absolute 0 "make the effect ignore velocity direction changes (side effect: it causes a glitch when teleporting / passing through a warpzone)" +seta cl_followmodel_velocity_lowpass 0.05 "gun following velocity lowpass averaging time" +seta cl_followmodel_highpass 0.05 "gun following highpass averaging time" +seta cl_followmodel_lowpass 0.03 "gun following lowpass averaging time" + +cl_leanmodel 1 // enables weapon leaning effect when looking around +seta cl_leanmodel_speed 0.3 "gun leaning speed" +seta cl_leanmodel_limit 30 "gun leaning limit" +seta cl_leanmodel_highpass1 0.2 "gun leaning pre-highpass averaging time" +seta cl_leanmodel_highpass 0.2 "gun leaning highpass averaging time" +seta cl_leanmodel_lowpass 0.05 "gun leaning lowpass averaging time" cl_rollangle 0 // amount of view tilt when strafing, default is 2.0 v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds @@ -313,6 +306,7 @@ seta sv_precacheitems 0 set sv_spectator_speed_multiplier 1.5 seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)" seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables" +seta sv_defaultcharacterskin 0 "if set to 1 the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables" seta sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a : suffix to model names; you can specify multiple, separated by space, and a random one will be chosen" seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overriden by : suffix in sv_defaultplayermodel" seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel" @@ -408,6 +402,7 @@ alias g_waypointeditor_unreachable "impulse 107" locs_enable 0 pausable 0 set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire" +set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)" 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_shootfromeye 0 "shots are fired from your eye/crosshair; visual gun position can still be influenced by cl_gunalign 1 and 2" @@ -439,8 +434,8 @@ seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints" set samelevel 0 "when 1, always play the same level over and over again" -set g_items_mindist 0 "starting distance for the fading of items" -set g_items_maxdist 0 "maximum distance at which an item can be viewed, after which it will be invisible" +set g_items_mindist 4000 "starting distance for the fading of items" +set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible" set g_grab_range 200 "distance at which dragable objects can be grabbed" @@ -479,7 +474,7 @@ set g_respawn_delay_small 2 "small game number of seconds you have to wait befor 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_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)" set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)" set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" @@ -495,6 +490,7 @@ set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM" seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage_threshold*" seta g_mirrordamage 0.700000 "for teamplay 4: mirror damage factor" seta g_mirrordamage_virtual 1 "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it" +seta g_mirrordamage_onlyweapons 0 "for teamplay 4: only apply mirror damage if the attack was from a weapon" seta g_friendlyfire 0.500000 "for teamplay 4: fiendly fire factor" seta g_friendlyfire_virtual 1 "for teamplay 4: do not actually apply friendly fire, just show graphics effect for it" seta g_friendlyfire_virtual_force 1 "for teamplay 4: apply force even though damage was made virtual only" @@ -778,6 +774,17 @@ seta g_waypointsprite_turrets 1 "disable turret waypoints" seta g_waypointsprite_turrets_maxdist 5000 "max distace for turret sprites" seta g_waypointsprite_tactical 1 "tactical overlay on turrets when in a vehicle" +seta cl_damagetext "0" "Draw damage dealt where you hit the enemy" +seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}" +seta cl_damagetext_color "1 1 0" "Damage text color" +seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color" +seta cl_damagetext_size "8" "Damage text font size" +seta cl_damagetext_alpha_start "1" "Damage text initial alpha" +seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds" +seta cl_damagetext_velocity "0 0 20" "Damage text move direction" +seta cl_damagetext_offset "0 -40 0" "Damage text offset" +seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated" + set sv_itemstime 1 "enable networking of left time until respawn for items such as mega health and large armor" // so it can be stuffcmd-ed still @@ -801,6 +808,7 @@ seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also e seta menu_tooltips 1 "menu tooltips: 0 disabled, 1 enabled, 2 also shows cvar or console command (when available) changed or executed by the item" 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" r_textbrightness 0.2 r_textcontrast 0.8 @@ -1178,7 +1186,7 @@ set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigatio set g_debug_bot_commands 0 "print scripted bot commands before executing" set g_debug_defaultsounds 0 "always use default sounds" seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)" -seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_defaultcharacter 0, and is ignored in teamplay with more than two teams)" +seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)" seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)" @@ -1346,7 +1354,7 @@ set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will d set g_frozen_force 0.6 "How much to multiply the force on a frozen player with" // player statistics server URI -set g_playerstats_uri "" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory." +set g_playerstats_gamereport_uri "http://stats.xonotic.org/stats/submit" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory." // autoscreenshots set g_max_info_autoscreenshot 3 "how many info_autoscreenshot entities are allowed" @@ -1395,7 +1403,6 @@ exec balance-xonotic.cfg exec effects-normal.cfg exec physicsX.cfg exec turrets.cfg -exec vehicles.cfg exec crosshairs.cfg exec gamemodes.cfg exec mutators.cfg