X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=defaultXonotic.cfg;h=7aa356e589785eed8699c935fecbca509081c9bb;hp=ced5e6d970a0bb8d9001300ab780191fd0979b8b;hb=566002ab7a76a20c2c3555824b5d5bb995f5b0fe;hpb=02e0727816326407cc681dd2d12c67d157e618cf diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index ced5e6d970..7aa356e589 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -163,28 +163,20 @@ cl_bobmodel 1 // whether to have gun model move around on screen when moving (on cl_bobmodel_side 0.2 // amount the gun sways to the sides cl_bobmodel_speed 5 // 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 1000 "gun following limit" +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 1000 "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 @@ -234,10 +226,12 @@ seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off" seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore" 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_generator_distance 400 "final camera distance while viewing generator explosion" 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" seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox" seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera" +seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion" //nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" @@ -288,12 +282,6 @@ set cl_deathglow 0.8 "number of seconds during which dead bodies glow out" set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" -// fragmessage: This allows extra information to be displayed with the frag centerprints. -set sv_fraginfo 1 "Enable extra frag message information, 0 = Never display, 1 = Display only in warmup mode; 2 = Always display" -set sv_fraginfo_ping 1 "Enable ping display information, 0 = Never display, 1 = Always display (If the player is a bot, it will say bot instead of the ping.)" -set sv_fraginfo_handicap 1 "Enable handicap display information, 0 = Never display, 1 = Only when the player has handicap on, 2 = Always display (Displays Off if disabled)" -set sv_fraginfo_stats 1 "Enable statistics (health/armor) display information, 0 = Never display, 1 = Always display (Only available for the person who was killed)" - // use default physics set sv_friction_on_land 0 set sv_friction_slick 0.5 @@ -309,6 +297,7 @@ set sv_doublejump 0 "allow Quake 2-style double jumps" set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)" set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)" set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style" +set sv_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not" seta sv_precacheplayermodels 1 seta sv_precacheweapons 0 @@ -411,9 +400,9 @@ 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_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" set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used" @@ -443,6 +432,9 @@ 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 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" set g_cloaked 0 "display all players mostly invisible" @@ -480,7 +472,8 @@ 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" // overtime @@ -513,10 +506,6 @@ set g_bloodloss 0 "amount of health below which blood loss occurs" set g_footsteps 1 "serverside footstep sounds" -set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps" -set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity" -set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again" - set g_throughfloor_debug 0 "enable debugging messages for throughfloor calculations" set g_throughfloor_damage_max_stddev 2 "Maximum standard deviation for splash damage" set g_throughfloor_force_max_stddev 10 "Maximum standard deviation for splash force" @@ -545,6 +534,7 @@ gl_picmip_sprites 0 gl_picmip_other 1 // so, picmip -1 is best possible quality r_mipsprites 1 r_mipskins 1 +gl_max_lightmapsize 4096 r_shadow_realtime_world_lightmaps 1 r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter. cl_decals_fadetime 5 @@ -643,6 +633,7 @@ alias weapon_group_7 "impulse 7" alias weapon_group_8 "impulse 8" alias weapon_group_9 "impulse 9" alias weapon_group_0 "impulse 14" // cycles the superweapons +// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers exec weapons.cfg // score log @@ -758,6 +749,7 @@ seta g_waypointsprite_crosshairfadedistance 150 "distance in virtual pixels from seta g_waypointsprite_distancefadealpha 1 "alpha multiplier near distance" seta g_waypointsprite_distancefadescale 0.7 "scale multiplier near the distance" seta g_waypointsprite_distancefadedistancemultiplier 0.5 "distance in map sizes from distance where to stop fading" +seta g_waypointsprite_itemstime 2 "show waypoints to indicate that some important items (mega health, large armor) are about to respawn: 1 when spectating, 2 even playing in warmup stage" set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in race mode to test." alias "g_waypointsprite_personal" "impulse 30" alias "g_waypointsprite_personal_p" "impulse 31" @@ -779,6 +771,8 @@ 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" +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 set cl_gravity 800 "but ignored anyway" @@ -1007,16 +1001,16 @@ set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the seta cl_weaponpriority "vaporizer vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun hlac tuba blaster porto seeker hook" "weapon priority list" seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)" -seta cl_weaponpriority0 "devastator mortar hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives" -seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy" -seta cl_weaponpriority2 "vaporizer vortex rifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact" -seta cl_weaponpriority3 "vaporizer vortex rifle machinegun shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all" -seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons" -seta cl_weaponpriority5 "blaster shockwave hook porto" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving" -seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun" -seta cl_weaponpriority7 "" "use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun" -seta cl_weaponpriority8 "" "use impulse 208 for prev gun from this list, 218 for best gun, 228 for next gun" -seta cl_weaponpriority9 "" "use impulse 209 for prev gun from this list, 219 for best gun, 229 for next gun" +seta cl_weaponpriority0 "devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives" +seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value: energy" +seta cl_weaponpriority2 "vaporizer vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value: hitscan exact" +seta cl_weaponpriority3 "vaporizer vortex rifle machinegun shotgun" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all" +seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons" +seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value: weapons for moving" +seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun" +seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun" +seta cl_weaponpriority8 "" "use weapon_priority_8_prev for prev gun from this list, weapon_priority_8_best for best gun, weapon_priority_8_next for next gun" +seta cl_weaponpriority9 "" "use weapon_priority_9_prev for prev gun from this list, weapon_priority_9_best for best gun, weapon_priority_9_next for next gun" seta cl_weaponimpulsemode 0 "0: only cycle between currently usable weapons in weapon priority order; 1: cycle between all possible weapons on a key in weapon priority order" set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist" @@ -1102,7 +1096,6 @@ seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); set g_jetpack 0 "Jetpack mutator" set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had." -set g_bastet 0 "don't try" set _urllib_nextslot 0 "temp variable" set cl_warpzone_usetrace 1 "do not touch" @@ -1178,7 +1171,7 @@ 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)" @@ -1339,6 +1332,12 @@ set g_weapon_charge_colormod_red_full 1 set g_weapon_charge_colormod_green_full -0.5 set g_weapon_charge_colormod_blue_full -1 +// frozen +set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage" +set g_frozen_revive_falldamage_health 40 "Amount of health player has if they revived from falling" +set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will die instead of teleporting to spawn" +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." @@ -1395,6 +1394,7 @@ exec gamemodes.cfg exec mutators.cfg exec notifications.cfg exec monsters.cfg +exec minigames.cfg exec physics.cfg // load console command aliases and settings @@ -1420,11 +1420,11 @@ alias menu_sync "menu_cmd sync" set sv_join_notices "" set sv_join_notices_time 15 -set cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)" -set cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged" +seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)" +seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged" set sv_simple_items 1 "allow or forbid client use of simple items" -set cl_simple_items 0 "enable simple items (if server allows)" -set cl_simpleitems_postfix "_simple" "posfix to add fo model name when simple items are enabled" +seta cl_simple_items 0 "enable simple items (if server allows)" +set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled" 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"