X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=darkplaces.txt;h=c20f3b28e0eb4aee7756c782351ce4f620903fea;hb=a1072a5ac30e4d2827b79c4a3469992e45ad389f;hp=666475e40ab706312781877201f03a53dc9bd43a;hpb=464b62fba08f823cb343227b7170fa769a941cd6;p=xonotic%2Fdarkplaces.git diff --git a/darkplaces.txt b/darkplaces.txt index 666475e4..c20f3b28 100644 --- a/darkplaces.txt +++ b/darkplaces.txt @@ -488,7 +488,14 @@ collision_leavenudge 0 how much t collision_prefernudgedfraction 1 whether to sort collision events by nudged fraction (1) or real fraction (0) collision_startnudge 0 how much to bias collision trace start con_closeontoggleconsole 1 allows toggleconsole binds to close the console as well +con_chat 0 how many chat lines to show in a dedicated chat area +con_chatpos 0 where to put chat (negative: lines from bottom of screen, positive: lines below notify, 0: at top) +con_chatsize 8 chat text size in virtual 2D pixels +con_chattime 30 how long chat lines last, in seconds +con_chatwidth 1.0 relative chat window width con_notify 4 how many notify lines to show (0-32) +con_notifyalign 3 how to align notify lines: 0 = left, 0.5 = center, 1 = right, empty string = game default) +con_notifysize 8 notify text size in virtual 2D pixels con_notifytime 3 how long notify lines last, in seconds con_textsize 8 console text size in virtual 2D pixels coop 0 coop mode, 0 = no coop, 1 = coop mode, multiple players playing through the singleplayer game (coop mode also shuts off deathmatch) @@ -818,6 +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) @@ -1074,7 +1082,7 @@ entities print information on network e envmap render a cubemap (skybox) of the current scene exec execute a script file fly fly mode (flight) -fog set global fog parameters (density red green blue) +fog set global fog parameters (density red green blue mindist maxdist) force_centerview recenters view (stops looking up/down) fs_rescan rescans filesystem for new pack archives and any other changes fullinfo allows client to modify their userinfo @@ -1312,16 +1320,23 @@ 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 reflection amount (see dp_reflect) is at least reflectmin - (when looking straight into it) and at most reflectmax (when looking parallel - to thhe surface). The default distort is multiplied by distort. The color - modulates the refraction component. reflectmin 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.