X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=defaultXonotic.cfg;h=466585204086cde39e810908b53f2fdce29c8b62;hp=28c1af69dadf7a009b3da3fe094d7116640ff7a9;hb=0136b21a9e62bd06b6bfa1c18b6e7580783c8eb0;hpb=1c3d7f32e19b781dd1485c29fc347d904b4b502a diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 28c1af69d..466585204 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -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 @@ -110,6 +113,33 @@ 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)) +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) +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:" // 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 @@ -207,7 +237,7 @@ 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" @@ -370,7 +400,6 @@ 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" @@ -428,8 +457,6 @@ bind f7 menu_showsandboxtools 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" -set welcome_message_time 8 - set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up" set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effects such as particles and sounds, see cl_spawn_ cvars for more info" @@ -437,6 +464,7 @@ set g_spawn_furthest 1 "this amount of the spawns shall be far away from any pla 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_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 @@ -920,7 +948,7 @@ 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" @@ -950,6 +978,28 @@ 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" @@ -1139,32 +1189,9 @@ 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!)" @@ -1386,7 +1413,7 @@ 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