// 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:"
+set cl_orthoview 0 "enable top-down view of the map- meant to be used for radar map images (note: orthoview sets cvars temporarily, requires restart to return them to normal)"
+set cl_orthoview_nofog 1 "disable fog while in orthoview-- note, should not be enabled on ALL maps, i.e. oilrig works fine with this disabled"
+
// 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
cl_deathfade 0 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)
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"
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"
// 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!)"
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