X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=darkplaces.txt;h=91c3d6267e50396a58224aba905ff5ed4e0eb4fb;hb=31c60f86f584447beac6b654e54587229f2c9496;hp=8c2153a3c73c54a329b453db59cf1481979d7f7d;hpb=84391888ef7da5ffccf22b155a31243ccdc24752;p=xonotic%2Fdarkplaces.git diff --git a/darkplaces.txt b/darkplaces.txt index 8c2153a3..91c3d626 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -825,6 +825,7 @@ showdate_format %Y-%m-%d format str showfps 0 shows your rendered fps (frames per second) showpause 1 show pause icon when game is paused showram 1 show ram icon if low on surface cache memory (not used) +showspeed 0 shows your current speed (qu per second); number selects unit: 1 = qups, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots showtime 0 shows current time of day (useful on screenshots) showtime_format %H:%M:%S format string for time of day showturtle 0 show turtle icon when framerate is too low (not used) @@ -1319,16 +1320,33 @@ Ludwig Nussel for the ~/.games/darkplaces/ user directory support on non-Windows Shader parameters for DP's own features: -- dp_reflect - Makes surfaces of this shader reflective with r_glsl_water. The reflection is - additive. When the color isn't specified, it defaults to white (full - reflection). If only one color component is specified, it counts as a grey - value. -- dp_refract - Marks a surface as "water" for r_glsl_water, that is, add a refraction - component too. The refraction amount (see dp_reflect) is at most refractmax - (when looking straight into it) and at least refractmin (when looking parallel - to the surface). The default distort is multiplied by distort. The color - modulates the refraction component. refractmin defaults to 0 when unspecified, - all others default to 1. If only one color component is specified, it counts - as a grey value. +- dp_reflect + Makes surfaces of this shader reflective with r_water. The reflection is + alpha blended on the texture with the given alpha, and modulated by the given + color. distort is used in conjunction with the normalmap to simulate a + nonplanar water surface. +- dp_refract + Makes surfaces of this shader refractive with r_water. The refraction + replaces the transparency of the texture. distort is used in conjunction with + the normalmap to simulate a nonplanar water surface. +- dp_water + This combines the effects of dp_reflect and dp_refract to simulate a water + surface. However, the refraction and the reflection are mixed using a Fresnel + equation that makes the amount of reflection slide from reflectmin when + looking parallel to the water to reflectmax when looking directly into the + water. The result of this reflection/refraction mix is then layered BELOW the + texture of the shader, so basically, it "fills up" the alpha values of the + water. The alpha value is a multiplicator for the alpha value on the texture + - set this to a small value like 0.1 to emphasize the reflection and make + the water transparent; but if r_water is 0, alpha isn't used, so the water can + be very visible then too. +- tcmod page + The texture is shifted by 1/ every seconds, and by 1/ + every * seconds. It is some sort of animmap replacement that keeps + all animation frames in a single texture. + To use it, make a texture with the frames aligned in a grid like this: + 1 2 3 4 + 5 6 7 8 + then align it in Radiant so only one of the animation frames can be seen on + the surface, and specify "tcmod page 4 2 0.1". DP will then display the frames + in order and the cycle will repeat every 0.8 seconds.