X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=defaultXonotic.cfg;h=e07bca37254171d77aabc5cfabd70379b729b83d;hp=57448790dc6e2996ac91857d7c4313bd05eb8af9;hb=707b95ea2f5399ce787bc7a1087d211bd851d4ff;hpb=a7d54bacff68ca2ba6e86e11604b7647968245a5 diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 57448790dc..e07bca3725 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -31,15 +31,6 @@ seta cl_startcount 0 "how many times the client has been run" seta g_configversion 0 "Configuration file version (used to upgrade settings) 0: first run, or previous start was <2.4.1 Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg" -// say aliases -alias asay_ctf_flagcarrier "say_team flag carrier at %y" -alias asay_ctf_haveflag "say_team (%l) have the flag" -alias asay_willgo "say_team will go to %y" -alias asay_support "say_team (%l) need help, %h%%" -alias asay_killed "say_team got killed at %d" -alias asay_noammo "say_team (%l) need %W for %w" -alias asay_drop "say_team (%l) dropped %w ; impulse 17" - // other aliases alias +hook +button6 alias -hook -button6 @@ -71,6 +62,9 @@ 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" seta cl_velocityzoom_time 0.2 "time value for averaging speed values" +seta cl_spawnzoom 1 "zoom effect immediately when a player spawns" +seta cl_spawnzoom_speed 1 "speed at which zooming occurs while spawning" +seta cl_spawnzoom_factor 2 "factor of zoom while spawning" seta cl_zoomfactor 5 "how much +zoom will zoom (1-16)" seta cl_zoomspeed 8 "how fast it will zoom (0.5-16), negative values mean instant zoom" seta cl_zoomsensitivity 0 "how zoom changes sensitivity (0 = weakest, 1 = strongest)" @@ -185,6 +179,9 @@ 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_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" +seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox" +seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera" //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)" @@ -256,7 +253,6 @@ 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_player_jumpanim_minfall 48 "minimum distance player has to have below their feet before the jump animation will be activated (only when falling, +jump will play anim instantly)" seta sv_precacheplayermodels 1 seta sv_precacheweapons 0 @@ -463,45 +459,6 @@ set sv_dodging_height_threshold 10 "the maximum height above ground where to all set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging" set sv_dodging_sound 1 "if 1 dodging makes a sound. if 0 dodging is silent" -set leadlimit 0 -set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)" - -// this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch. -seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_arena_point_limit -1 "Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_arena_point_leadlimit -1 "Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_runematch_point_limit -1 "Runematch point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_runematch_point_leadlimit -1 "Runematch point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_nexball_safepass_maxdist 5000 "Max distance to allow save fassping (0 to turn off safe passing)" -seta g_nexball_safepass_turnrate 0.1 "How fast the safe-pass ball can habge direction" -seta g_nexball_safepass_holdtime 0.75 "How long to remeber last teammate you pointed at" -seta g_nexball_viewmodel_scale 0.25 "How large the ball for the carrier" -seta g_nexball_viewmodel_offset "8 8 0" "Where the ball is located on carrier forward right up" -seta g_nexball_tackling 1 "Allow ball theft?" - - -seta g_ctf_ignore_frags 0 "1: regular frags give no points" - -set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them" -seta g_freezetag_warmup 5 "Time players get to run around before the round starts" -seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" -seta g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate" -seta g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range" -seta g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him" -seta g_freezetag_frozen_force 0.6 "How much to multiply the force on a frozen player with" - set g_spawn_furthest 0.5 "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" set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate" @@ -509,60 +466,6 @@ set g_spawn_near_teammate_distance 640 "max distance to consider a spawn to be n // respawn delay set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again" set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" -// when variables are set to 0, they take over the global setting... -// to force disable delay or waves, set them to 0.125 -set g_ctf_respawn_delay 0 -set g_ctf_respawn_waves 0 -set g_ctf_weapon_stay 0 -set g_dm_respawn_delay 0 -set g_dm_respawn_waves 0 -set g_dm_weapon_stay 0 -set g_dom_respawn_delay 0 -set g_dom_respawn_waves 0 -set g_dom_weapon_stay 0 -set g_lms_respawn_delay 0 -set g_lms_respawn_waves 0 -set g_lms_weapon_stay 0 -set g_rune_respawn_delay 0 -set g_rune_respawn_waves 0 -set g_rune_weapon_stay 0 -set g_tdm_respawn_delay 0 -set g_tdm_respawn_waves 0 -set g_tdm_weapon_stay 0 -set g_ka_respawn_delay 0 -set g_ka_respawn_waves 0 -set g_ka_weapon_stay 0 -set g_kh_respawn_delay 0 -set g_kh_respawn_waves 0 -set g_kh_weapon_stay 0 -set g_arena_respawn_delay 0 -set g_arena_respawn_waves 0 -set g_arena_weapon_stay 0 -set g_ca_respawn_delay 0 -set g_ca_respawn_waves 0 -set g_ca_weapon_stay 0 -set g_ca_damage2score_multiplier 0.01 -set g_ca_round_timelimit 180 -set g_nb_respawn_delay 0 -set g_nb_respawn_waves 0 -set g_nb_weapon_stay 0 -set g_as_respawn_delay 0 -set g_as_respawn_waves 0 -set g_as_weapon_stay 0 -set g_ons_respawn_delay 0 -set g_ons_respawn_waves 0 -set g_ons_weapon_stay 0 -set g_rc_respawn_waves 0 -set g_rc_respawn_delay 0 -set g_rc_weapon_stay 0 -set g_cts_respawn_waves 0 -set g_cts_respawn_delay 0 -set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts" -set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible" -set g_cts_weapon_stay 2 -set g_ft_respawn_waves 0 -set g_ft_respawn_delay 0 -set g_ft_weapon_stay 0 // overtime seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit" @@ -584,213 +487,12 @@ seta g_teamdamage_resetspeed 20 "for teamplay 4: how fast player's teamdamage co seta g_balance_teams 1 "automatically balance out players entering instead of asking them for their preferred team" seta g_balance_teams_prevent_imbalance 1 "prevent players from changing to larger teams" -set g_balance_teams_scorefactor 0.34 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)" -set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)" -seta g_tdm_teams_override 0 "how many teams are in team deathmatch" -set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM" +set g_balance_teams_scorefactor 0.25 "at the end of the game, take score into account instead of team size by this amount (beware: values over 0.5 mean that a x:0 score imbalance will cause ALL new players to prefer the losing team at the end, despite numbers)" set g_changeteam_banned 0 "not allowed to change team" set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)" set sv_teamnagger 1 "enable a nag message when the teams are unbalanced" -// dm -set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins" -set gamecfg 1 // "deathmatch" - -// ctf -set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score" -set g_ctf_flag_returntime 30 -set g_ctf_flagcarrier_selfdamage 1 -set g_ctf_flagcarrier_selfforce 1 -set g_ctf_fullbrightflags 0 -set g_ctf_dynamiclights 0 -set g_ctf_allow_drop 1 "dropping allows circumventing carrierkill score, so enable this with care!" -set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base" -set g_balance_ctf_delay_collect 1.0 -set g_balance_ctf_damageforcescale 1 - -set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)" -set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less" -set g_ctf_shield_force 100 "push force of the shield" - -// fun for server admins -set g_ctf_flag_red_model "models/ctf/flags.md3" -set g_ctf_flag_red_skin 0 -set g_ctf_flag_blue_model "models/ctf/flags.md3" -set g_ctf_flag_blue_skin 1 -set g_ctf_flag_glowtrails 0 -set g_ctf_flag_pickup_effects 1 -set g_ctf_flag_capture_effects 1 -set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too" - -// runematch -set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)" -set g_runematch_pointrate 5 -set g_runematch_fixedspawns 1 "use fixed runematch spawns if available" -set g_runematch_pointamt 1 -set g_runematch_shuffletime 30 "how often runes change position" -set g_runematch_respawntime 15 "how soon after being dropped to respawn" -set g_runematch_frags_killedby_runeholder 4 -set g_runematch_frags_killed_runeholder 5 -set g_runematch_frags_norune 0 -set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn" -set g_runematch_allow_same 0 "allow matching rune-curse pairs" -set g_runematch_rune_alpha 0.78 -set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544" -set g_runematch_rune_glow_size 0 -set g_runematch_rune_glow_color 0 -set g_runematch_rune_color_strength 1.0 -// strength/weakness -set g_balance_rune_strength_damage 2.0 -set g_balance_rune_strength_force 1.5 -set g_balance_curse_weak_damage 0.5 -set g_balance_curse_weak_force 0.6 -set g_balance_rune_strength_combo_damage 0.9 -set g_balance_rune_strength_combo_force 1.0 -// defense/vulner -set g_balance_rune_defense_takedamage 0.5 -set g_balance_curse_vulner_takedamage 2.0 -set g_balance_rune_defense_combo_takedamage 1.0 -// vampire/empathy -set g_balance_rune_vampire_absorb 0.4 -set g_balance_curse_empathy_takedamage -0.4 -set g_balance_rune_vampire_combo_absorb -0.1 -set g_balance_rune_vampire_maxhealth 500 -set g_balance_curse_empathy_minhealth 20 -set g_balance_rune_vampire_combo_minhealth 40 -// regen/venom -set g_balance_rune_regen_hpmod 1.75 -set g_balance_curse_venom_hpmod 0.6 -set g_balance_rune_regen_combo_hpmod 0.9 -set g_balance_rune_regen_regenrate 3.0 -set g_balance_curse_venom_rotrate 3.0 -set g_balance_rune_regen_combo_regenrate 0.5 -set g_balance_rune_regen_combo_rotrate 1.5 -set g_balance_rune_regen_limitmod 1 -set g_balance_curse_venom_limitmod 1 -set g_balance_rune_regen_combo_limitmod 1 -// speed/slow -set g_balance_rune_speed_atkrate 0.66 -set g_balance_curse_slow_atkrate 1.5 -set g_balance_rune_speed_combo_atkrate 1.2 -set g_balance_rune_speed_highspeed 1.5 -set g_balance_curse_slow_highspeed 0.6 -set g_balance_rune_speed_combo_highspeed 0.9 - -// domination -set g_domination 0 "Domination: capture and hold control points to gain points" -set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific" -seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities" -set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills" -set g_domination_point_amt 0 "override: how many points to get per ping" -set g_domination_point_fullbright 0 "domination point fullbright" -set g_domination_point_rate 0 "override: how often to give those points" -set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)" -set g_domination_point_glow 0 "domination point glow (warning, slow)" -//set g_domination_balance_team_points 1 "# of points received is based on team sizes" - -// last man standing -set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins" -set g_lms_lives_override -1 -set g_lms_regenerate 0 -set g_lms_campcheck_interval 10 -set g_lms_campcheck_message "^1Don't camp!" -set g_lms_campcheck_damage 100 -set g_lms_campcheck_distance 1800 -set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives" -set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player" - -// arena -set g_arena 0 "Arena: many one-on-one rounds are played to find the winner" -set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)" -set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies" -set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches" - -// ca -set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round." -set g_ca_point_limit 10 "point limit 10 is standard for clan arena" -set g_ca_point_leadlimit 0 -set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games." -set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts" - -// onslaught -set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it" -set g_onslaught_gen_health 2500 -set g_onslaught_cp_health 1000 -set g_onslaught_cp_buildhealth 100 -set g_onslaught_cp_buildtime 5 -set g_onslaught_cp_regen 20 - -// assault -set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win" - -// race -set g_race 0 "Race: be faster than your opponents" -set g_race_qualifying_timelimit 0 -set g_race_qualifying_timelimit_override -1 -set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)" - -// cts -set g_cts 0 "CTS: complete the stage" - -// nexball -set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic" - -set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance" -set g_balance_nexball_primary_speed 1000 "launching speed" -set g_balance_nexball_primary_refire 0.7 "launching refire" -set g_balance_nexball_primary_animtime 0.3 "launching animtime" -set g_balance_nexball_secondary_animtime 0.3 "launching animtime" -set g_balance_nexball_secondary_speed 3000 "stealing projectile speed" -set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime" -set g_balance_nexball_secondary_force 500 "stealing projectile force" -set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire" -set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime" - -// -1: MrBougo's first try, not very playable but working... -// The ball gets the player's velocity * 1.5 + a vertical boost -// 0: Revenant style -// Player's velocity + a boost where he's looking at + a boost -// perpendicularly to the first boost, that is upwards relatively -// to the view angle -// 1: MrBougo's modded Rev style 1 -// The 2nd Rev boost is always vertical -// 2: MrBougo's modded Rev style 2 -// The 1st Rev boost is always horizontal -// The 2nd Rev boost is always vertical -set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try" -set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces" -set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" -set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces" -set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" - -set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched" -set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched" - -set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)" -set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long" -set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow" - -set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier" - -set g_nexball_meter_period 1 "time to make a full cycle on the power meter" -set g_nexball_basketball_meter 1 "use the power meter for basketball" -set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter" -set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter" - -set g_nexball_delay_goal 3 "delay between a goal and a ball reset" -set g_nexball_delay_idle 10 "maximal idle time before a reset" -set g_nexball_delay_start 3 "time the ball stands on its spawn before being released" -set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched" - -set g_nexball_sound_bounce 1 "bouncing sound (0: off)" - -set g_nexball_basketball_trail 1 "1 to leave a trail" -set g_nexball_football_trail 0 "1 to leave a trail" -set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)" - -set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar" - set g_bloodloss 0 "amount of health below which blood loss occurs" set g_footsteps 1 "serverside footstep sounds" @@ -879,7 +581,6 @@ sv_sound_watersplash "" seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer" seta cl_announcer_antispam 2 "number of seconds before an announcement of the same sound can be played again" seta cl_announcer_maptime 3 "play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both" -seta cl_notify_carried_items "3" "notify you of carried items when you obtain them (e.g. flags in CTF) - 0: disabled, 1: notify of taken items, 2: notify of picking up dropped items, 3: notify of both" // startmap_dm is used when running with the -listen or -dedicated commandline options set serverconfig server.cfg @@ -1117,6 +818,7 @@ set g_chat_flood_lmax_tell 2 "private chat: maximum number of lines per chat mes set g_chat_flood_burst_tell 2 "private chat: allow bursts of so many chat lines" set g_chat_flood_notify_flooder 1 "when 0, the flooder still can see his own message" set g_chat_teamcolors 0 "colorize nicknames in team color for chat" +set g_chat_tellprivacy 1 "when disabled, tell messages are also sent to the server console log... otherwise they're kept private between players." set g_nick_flood_timeout 120 "time after which nick flood protection resets (set to 0 to disable nick flood checking)" set g_nick_flood_penalty 0.5 "duration of the nick flood penalty" set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking" @@ -1166,53 +868,9 @@ alias "g_waypointsprite_toggle" "toggle cl_hidewaypoints" // key for that? seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints" -seta g_waypointsprites_turrets 1 "disable turret waypoints" -seta g_waypointsprites_turrets_maxdist 4000 "max distace for turret sprites" - -// key hunt -set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score" -set g_balance_keyhunt_delay_return 60 -set g_balance_keyhunt_delay_round 5 -set g_balance_keyhunt_delay_tracking 10 -set g_balance_keyhunt_delay_fadeout 2 -set g_balance_keyhunt_delay_collect 1.5 -set g_balance_keyhunt_maxdist 150 -set g_balance_keyhunt_score_collect 3 -set g_balance_keyhunt_score_carrierfrag 2 -set g_balance_keyhunt_score_capture 100 -set g_balance_keyhunt_score_push 60 -set g_balance_keyhunt_score_destroyed 50 -set g_balance_keyhunt_score_destroyed_ownfactor 1 -set g_balance_keyhunt_dropvelocity 300 -set g_balance_keyhunt_throwvelocity 400 -set g_balance_keyhunt_protecttime 0.8 -set g_balance_keyhunt_damageforcescale 1 -seta g_keyhunt_teams_override 0 -set g_keyhunt_teams 0 - -// keepaway -set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details" -set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)" -set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball" -set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score" -set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points" -set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" -set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)" -set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball" -set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball" -set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball" -set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball" -set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball" -set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball" -set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball" -set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball" -set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball" -set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" -set g_keepawayball_trail_color 254 "particle trail color from player/ball" -set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc" -set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns" -seta g_keepaway_teams_override 0 -set g_keepaway_teams 0 +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" // so it can be stuffcmd-ed still set cl_gravity 800 "but ignored anyway" @@ -1293,6 +951,7 @@ seta scoreboard_columns default 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 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" @@ -1311,6 +970,7 @@ seta scoreboard_offset_left 0.15 "how far (by percent) the scoreboard is offset seta scoreboard_offset_right 0.15 "how far (by percent) the scoreboard is offset from the right screen edge" seta scoreboard_offset_vertical 0.05 "how far (by percent) the scoreboard is offset from the top and bottom of the screen" seta scoreboard_bg_scale 0.25 "scale for the tiled scoreboard background" +seta scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard" seta accuracy_color_levels "0 20 100" "accuracy values at which a specified color (accuracy_color) will be used. If your accuracy is between 2 of these values then a mix of the Xth and X+1th colors will be used. You can specify up to 10 values, in increasing order" seta accuracy_color0 "1 0 0" @@ -1363,6 +1023,7 @@ set con_completion_ply *.dem set con_completion_tdem *.dem set con_completion_exec *.cfg set con_completion_chmap map +set con_completion_devmap map set con_completion_gotomap map set con_completion_vmap map set con_completion_vnextmap map @@ -1413,6 +1074,10 @@ alias sethostname "set menu_use_default_hostname 0; hostname $*" set sv_foginterval 1 "force enable fog in regular intervals" +set g_physical_items 0 "1 uses ODE physics for dropped weapons, 2 for all items, requires physics_ode to be enabled" +set g_physical_items_damageforcescale 3 "how affected physical weapons are by damage" +set g_physical_items_reset 1 "return map items to their original lotation after being picked up" + // Audio track names (for old-style "cd loop NUMBER" usage) set _cdtrack_first "1" alias _cdtrack_0 "g_cdtracks_remaplist \"$g_cdtracks_remaplist $1\"" @@ -1436,9 +1101,6 @@ set sv_maxidle 0 // when sv_maxidle is not 0, assume spectators are idle too set sv_maxidle_spectatorsareidle 0 -// CTF capture limit placeholder cvar -set capturelimit 0 - // these entities are not referenced by anything directly, they just represent // teams and are found by find() when needed prvm_leaktest_ignore_classnames "ctf_team dom_team tdm_team" @@ -1604,52 +1266,6 @@ seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars" -// hooks -alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2" -alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}" -alias cl_hook_gamestart_all -alias cl_hook_gamestart_nop //is only called when CSQC unloads before knowing the gametype, very unlikely -alias cl_hook_gamestart_dm -alias cl_hook_gamestart_tdm -alias cl_hook_gamestart_dom -alias cl_hook_gamestart_ctf -alias cl_hook_gamestart_rune -alias cl_hook_gamestart_lms -alias cl_hook_gamestart_arena -alias cl_hook_gamestart_ca -alias cl_hook_gamestart_kh -alias cl_hook_gamestart_ons -alias cl_hook_gamestart_as -alias cl_hook_gamestart_rc -alias cl_hook_gamestart_nb -alias cl_hook_gamestart_cts -alias cl_hook_gamestart_ka -alias cl_hook_gamestart_ft -alias cl_hook_gameend -alias cl_hook_activeweapon - -alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2" -alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}" -alias sv_hook_gamestart_all -alias sv_hook_gamestart_dm -alias sv_hook_gamestart_tdm -alias sv_hook_gamestart_dom -alias sv_hook_gamestart_ctf -alias sv_hook_gamestart_rune -alias sv_hook_gamestart_lms -alias sv_hook_gamestart_arena -alias sv_hook_gamestart_ca -alias sv_hook_gamestart_kh -alias sv_hook_gamestart_ons -alias sv_hook_gamestart_as -alias sv_hook_gamestart_rc -alias sv_hook_gamestart_nb -alias sv_hook_gamestart_cts -alias sv_hook_gamestart_ka -alias sv_hook_gamestart_ft -alias sv_hook_gamerestart -alias sv_hook_gameend - seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)" seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)" seta cl_vehicle_spiderbot_cross_alpha 0.6 @@ -1704,7 +1320,7 @@ set loddebug 0 "force this LOD level" set spawn_debugview 0 "display spawnpoints and their rating on spawn to debug spawnpoint rating calculation" set g_mutatormsg "" "mutator message" set speedmeter 0 "print landing speeds" -set developer_shtest 0 "experimental speedhack detection" +set developer_csqcentities 0 "csqc entity spam" set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code" set g_debug_bot_commands 0 "print scripted bot commands before executing" set g_debug_defaultsounds 0 "always use default sounds" @@ -1935,12 +1551,12 @@ scr_loadingscreen_scale_limit 2 // other config files exec mutator_new_toys.cfg // run BEFORE balance to make sure balance wins exec balanceXonotic.cfg -exec ctfscoring-ai.cfg exec effects-normal.cfg exec physicsX.cfg exec turrets.cfg exec vehicles.cfg exec crosshairs.cfg +exec gamemodes.cfg // load console command aliases and settings exec commands.cfg