X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=xonotic-server.cfg;h=525c589f9289d08b85deb8cf9ff01887a92ef783;hp=e25ae7faca9b4d78250766ef4020dbdd4439e4ba;hb=546842f7e5a63b11a9b862dbf1709318bb97689b;hpb=a692581c23cc689f1f695dd04b6b2a2b27a567f0 diff --git a/xonotic-server.cfg b/xonotic-server.cfg index e25ae7fac..525c589f9 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -10,7 +10,8 @@ set sv_autotaunt 1 "allow autotaunts on the server" // server settings hostname "Xonotic $g_xonoticversion Server" set sv_mapchange_delay 5 -set minplayers 0 "fill server with bots to reach this number of players (if bot_number is not enough)" +set minplayers 0 "fill server with bots to reach this number of players in teamless games (if bot_number is not enough)" +set minplayers_per_team 0 "fill server with bots to reach this number of players per team (if bot_number is not enough)" // restart server if all players hit "ready"-button set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button" @@ -415,15 +416,11 @@ set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by set g_showweaponspawns 1 "1: display waypoints for weapon spawns found on the map when a weapon key is pressed and the weapon is not owned; 2: for dropped weapons too; 3: for all the weapons sharing the same impulse" -// ballistics use physical units, but qu based -// Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2 -// Quake-Joule: 1 qJ = 1 qN * 1 qu -// Quake-Pascal: 1 qPa = 1 qN / 1 qu^2 - -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 -set g_ballistics_penetrate_clips 0 "allow ballistics to pass through weapon clips" +set g_ballistics_mindistance 2 "when shooting through walls thinner than this, treat them as this thick (useful because patches (curved surfaces) have no thickness)" +set g_ballistics_density_player 0.50 "how hard players are to shoot through compared to walls" +set g_ballistics_density_corpse 0.10 "how hard corpses are to shoot through compared to walls" +set g_ballistics_penetrate_clips 1 "allow ballistics to pass through weapon clips" +set g_ballistics_solidpenetration_exponent 0.25 "how fast damage falls off when bullets pass through walls - 1 means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction^exp for solidpen_fraction between 0 and 1)" sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" set g_full_getstatus_responses 0 "this currently breaks qstat"