X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=defaultXonotic.cfg;h=afa60ccf6a19488d963abc4165a04d9cb91f122c;hb=81d3d953ba1e2b8ffba849b17bad98170216a754;hp=d996e32e4f7f3dea1059a50804053e68f7363227;hpb=f1a11cabe78baaaa067fe22bbdf2ca1546d1e8fc;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index d996e32e4..afa60ccf6 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -72,7 +72,7 @@ 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_zoomfactor 5 "how much +zoom will zoom (1-30)" 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)" @@ -161,30 +161,23 @@ cl_bobfallcycle 3 "speed of the bobfall swing" cl_bobfallspeed 200 "necessary amount of speed for bob-falling to occur" cl_bobmodel 1 // whether to have gun model move around on screen when moving (only works if cl_bob is not 0), default is 1 cl_bobmodel_side 0.2 // amount the gun sways to the sides -cl_bobmodel_speed 5 // rate at which the gun sways +cl_bobmodel_speed 10 // rate at which the gun sways cl_bobmodel_up 0.1 // amount the gun sways up and down -cl_leanmodel 1 // enables weapon leaning effect when looking around -cl_leanmodel_side_speed 0.7 "gun leaning sideways speed" -cl_leanmodel_side_limit 35 "gun leaning sideways limit" -cl_leanmodel_side_highpass1 30 "gun leaning sideways pre-highpass in 1/s" -cl_leanmodel_side_highpass 3 "gun leaning sideways highpass in 1/s" -cl_leanmodel_side_lowpass 20 "gun leaning sideways lowpass in 1/s" -cl_leanmodel_up_speed 0.65 "gun leaning upward speed" -cl_leanmodel_up_limit 50 "gun leaning upward limit" -cl_leanmodel_up_highpass1 5 "gun leaning upward pre-highpass in 1/s" -cl_leanmodel_up_highpass 15 "gun leaning upward highpass in 1/s" -cl_leanmodel_up_lowpass 20 "gun leaning upward lowpass in 1/s" + cl_followmodel 1 // enables weapon pushing / pulling effect when walking -cl_followmodel_side_speed 0.25 "gun following sideways speed" -cl_followmodel_side_limit 6 "gun following sideways limit" -cl_followmodel_side_highpass1 30 "gun following sideways pre-highpass in 1/s" -cl_followmodel_side_highpass 5 "gun following sideways highpass in 1/s" -cl_followmodel_side_lowpass 10 "gun following sideways lowpass in 1/s" -cl_followmodel_up_speed 0.5 "gun following upward speed" -cl_followmodel_up_limit 5 "gun following upward limit" -cl_followmodel_up_highpass1 60 "gun following upward pre-highpass in 1/s" -cl_followmodel_up_highpass 2 "gun following upward highpass in 1/s" -cl_followmodel_up_lowpass 10 "gun following upward lowpass in 1/s" +seta cl_followmodel_speed 0.3 "gun following speed" +seta cl_followmodel_limit 135 "gun following limit" +seta cl_followmodel_velocity_absolute 0 "make the effect ignore velocity direction changes (side effect: it causes a glitch when teleporting / passing through a warpzone)" +seta cl_followmodel_velocity_lowpass 0.05 "gun following velocity lowpass averaging time" +seta cl_followmodel_highpass 0.05 "gun following highpass averaging time" +seta cl_followmodel_lowpass 0.03 "gun following lowpass averaging time" + +cl_leanmodel 1 // enables weapon leaning effect when looking around +seta cl_leanmodel_speed 0.3 "gun leaning speed" +seta cl_leanmodel_limit 30 "gun leaning limit" +seta cl_leanmodel_highpass1 0.2 "gun leaning pre-highpass averaging time" +seta cl_leanmodel_highpass 0.2 "gun leaning highpass averaging time" +seta cl_leanmodel_lowpass 0.05 "gun leaning lowpass averaging time" cl_rollangle 0 // amount of view tilt when strafing, default is 2.0 v_kicktime 0 // how long damage kicks of the view last, default is 0 seconds @@ -234,10 +227,12 @@ seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off" seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore" seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode" seta cl_eventchase_distance 140 "final camera distance" +seta cl_eventchase_generator_distance 400 "final camera distance while viewing generator explosion" 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" +seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion" //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)" @@ -288,12 +283,6 @@ set cl_deathglow 0.8 "number of seconds during which dead bodies glow out" set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" -// fragmessage: This allows extra information to be displayed with the frag centerprints. -set sv_fraginfo 1 "Enable extra frag message information, 0 = Never display, 1 = Display only in warmup mode; 2 = Always display" -set sv_fraginfo_ping 1 "Enable ping display information, 0 = Never display, 1 = Always display (If the player is a bot, it will say bot instead of the ping.)" -set sv_fraginfo_handicap 1 "Enable handicap display information, 0 = Never display, 1 = Only when the player has handicap on, 2 = Always display (Displays Off if disabled)" -set sv_fraginfo_stats 1 "Enable statistics (health/armor) display information, 0 = Never display, 1 = Always display (Only available for the person who was killed)" - // use default physics set sv_friction_on_land 0 set sv_friction_slick 0.5 @@ -309,6 +298,7 @@ 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_track_canjump 0 "track if the player released the jump key between 2 jumps to decide if they are able to jump or not" seta sv_precacheplayermodels 1 seta sv_precacheweapons 0 @@ -316,6 +306,7 @@ seta sv_precacheitems 0 set sv_spectator_speed_multiplier 1.5 seta sv_spectate 1 "if set to 1, new clients are allowed to spectate or observe the game, if set to 0 joining clients spawn as players immediately (no spectating)" seta sv_defaultcharacter 0 "master switch, if set to 1 the further configuration for replacing all player models, skins and colors is taken from the sv_defaultplayermodel, sv_defaultplayerskin and sv_defaultplayercolors variables" +seta sv_defaultcharacterskin 0 "if set to 1 the further configuration for replacing all skins is taken from the sv_defaultplayerskin variables" seta sv_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1; you may append a : suffix to model names; you can specify multiple, separated by space, and a random one will be chosen" seta sv_defaultplayerskin 0 "each model has 1 or more skins (combination of model and skin = character), set which skin of the model you wish the default character to have, only works if sv_defaultcharacter is set to 1; can be overriden by : suffix in sv_defaultplayermodel" seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel" @@ -369,9 +360,9 @@ set bot_ai_keyboard_threshold 0.57 set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim" set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming" set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons" -set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority" -set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun crylink hlac hagar shotgun blaster rifle tuba minelayer arc shockwave" "Desired weapons for middle distances ordered by priority" -set bot_ai_custom_weapon_priority_close "vaporizer shotgun vortex machinegun hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer arc shockwave" "Desired weapons for close distances ordered by priority" +set bot_ai_custom_weapon_priority_far "vaporizer vortex rifle electro devastator mortar hagar hlac crylink blaster machinegun fireball seeker shotgun shockwave tuba minelayer" "Desired weapons for far distances ordered by priority" +set bot_ai_custom_weapon_priority_mid "vaporizer devastator vortex fireball seeker mortar electro machinegun arc crylink hlac hagar shotgun shockwave blaster rifle tuba minelayer" "Desired weapons for middle distances ordered by priority" +set bot_ai_custom_weapon_priority_close "vaporizer shotgun shockwave vortex machinegun arc hlac tuba seeker hagar crylink mortar electro devastator blaster fireball rifle minelayer" "Desired weapons for close distances ordered by priority" set bot_ai_weapon_combo 1 "Enable bots to do weapon combos" set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack" set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item" @@ -411,9 +402,9 @@ alias g_waypointeditor_unreachable "impulse 107" locs_enable 0 pausable 0 set g_spawnshieldtime 1 "number of seconds you are invincible after you spawned, this shield is lost after you fire" +set g_spawnshield_blockdamage 1 "how much spawn shield protects you from damage (1 = full protection)" 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_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" set g_shootfromfixedorigin "" "if set to a string like 0 y z, the gun is moved to the given y and z coordinates. If set to a string like x y z, the whole shot origin is used" @@ -443,6 +434,9 @@ seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid set g_maplist_check_waypoints 0 "when 1, maps are skipped if there currently are bots, but the map has no waypoints" set samelevel 0 "when 1, always play the same level over and over again" +set g_items_mindist 4000 "starting distance for the fading of items" +set g_items_maxdist 4500 "maximum distance at which an item can be viewed, after which it will be invisible" + set g_grab_range 200 "distance at which dragable objects can be grabbed" set g_cloaked 0 "display all players mostly invisible" @@ -480,7 +474,8 @@ set g_respawn_delay_small 2 "small game number of seconds you have to wait befor set g_respawn_delay_small_count 0 "Player count per team for g_respawn_delay_small. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." set g_respawn_delay_large 2 "large game number of seconds you have to wait before you can respawn again" set g_respawn_delay_large_count 8 "Player count per team for g_respawn_delay_large. <=0 values mean the minimum amount of players to have gameplay (typically 2 in FFA, 1 in teamplay)." -set g_respawn_delay_max 0 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)" +set g_respawn_delay_max 5 "number of seconds you can wait before you're forced to respawn (only effective with g_forced_respawn 1)" +set g_respawn_delay_forced 0 "enforce regular respawn delay (prevent gamemode specific respawn delays)" set g_respawn_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" // overtime @@ -492,14 +487,15 @@ seta timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins" set g_tdm_on_dm_maps 0 "when this is set, all DM maps automatically support TDM" -seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage_threshold*" -seta g_mirrordamage 0.700000 "for teamplay 4: mirror damage factor" -seta g_mirrordamage_virtual 1 "for teamplay 4: do not actually apply mirror damage, just show graphics effect for it" -seta g_friendlyfire 0.500000 "for teamplay 4: fiendly fire factor" -seta g_friendlyfire_virtual 1 "for teamplay 4: do not actually apply friendly fire, just show graphics effect for it" -seta g_friendlyfire_virtual_force 1 "for teamplay 4: apply force even though damage was made virtual only" -seta g_teamdamage_threshold 40 "for teamplay 4: threshold over which to apply mirror damage" -seta g_teamdamage_resetspeed 20 "for teamplay 4: how fast player's teamdamage count decreases" +seta teamplay_mode 4 "default teamplay setting in team games. 1 = no friendly fire, self damage. 2 = friendly fire and self damage enabled. 3 = no friendly fire, but self damage enabled. 4 = obey the cvars g_mirrordamage*, g_friendlyfire* and g_teamdamage*" +seta g_mirrordamage 0.7 "for teamplay_mode 4: mirror damage factor" +seta g_mirrordamage_virtual 1 "for teamplay_mode 4: do not actually apply mirror damage, just show graphics effect for it" +seta g_mirrordamage_onlyweapons 0 "for teamplay_mode 4: only apply mirror damage if the attack was from a weapon" +seta g_friendlyfire 0.5 "for teamplay_mode 4: friendly fire factor" +seta g_friendlyfire_virtual 1 "for teamplay_mode 4: do not actually apply friendly fire, just show graphics effect for it" +seta g_friendlyfire_virtual_force 1 "for teamplay_mode 4: apply force even though damage was made virtual only" +seta g_teamdamage_threshold 40 "for teamplay_mode 4: threshold over which to apply mirror damage" +seta g_teamdamage_resetspeed 20 "for teamplay_mode 4: how fast player's teamdamage count decreases" 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" @@ -513,10 +509,6 @@ set g_bloodloss 0 "amount of health below which blood loss occurs" set g_footsteps 1 "serverside footstep sounds" -set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps" -set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity" -set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again" - set g_throughfloor_debug 0 "enable debugging messages for throughfloor calculations" set g_throughfloor_damage_max_stddev 2 "Maximum standard deviation for splash damage" set g_throughfloor_force_max_stddev 10 "Maximum standard deviation for splash force" @@ -545,6 +537,7 @@ gl_picmip_sprites 0 gl_picmip_other 1 // so, picmip -1 is best possible quality r_mipsprites 1 r_mipskins 1 +gl_max_lightmapsize 4096 r_shadow_realtime_world_lightmaps 1 r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter. cl_decals_fadetime 5 @@ -643,6 +636,7 @@ alias weapon_group_7 "impulse 7" alias weapon_group_8 "impulse 8" alias weapon_group_9 "impulse 9" alias weapon_group_0 "impulse 14" // cycles the superweapons +// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers exec weapons.cfg // score log @@ -780,6 +774,19 @@ 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" +seta cl_damagetext "1" "Draw damage dealt where you hit the enemy" +seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}" +seta cl_damagetext_color "1 1 0" "Damage text color" +seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color" +seta cl_damagetext_size "8" "Damage text font size" +seta cl_damagetext_alpha_start "1" "Damage text initial alpha" +seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds" +seta cl_damagetext_velocity "0 0 20" "Damage text move direction" +seta cl_damagetext_offset "0 -40 0" "Damage text offset" +seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated" +seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too" +seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire" + set sv_itemstime 1 "enable networking of left time until respawn for items such as mega health and large armor" // so it can be stuffcmd-ed still @@ -803,6 +810,8 @@ seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also e seta menu_tooltips 1 "menu tooltips: 0 disabled, 1 enabled, 2 also shows cvar or console command (when available) changed or executed by the item" set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!" set menu_showboxes 0 "show item bounding boxes (debug)" +set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list" +set menu_force_on_disconnection 1 "force to show the menu this number of seconds after you get disconnected (0 to disable)" r_textbrightness 0.2 r_textcontrast 0.8 @@ -846,6 +855,7 @@ seta scoreboard_offset_right 0.15 "how far (by percent) the scoreboard is offset 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 scoreboard_dynamichud 0 "apply the dynamic hud effects to 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" @@ -928,7 +938,7 @@ set con_completion_playermodel "models/player/*.iqm" // helper // these non-saved engine cvars shall be saved -alias makesaved "seta $1 \"${$1 ?}\" +alias makesaved "seta $1 \"${$1 ?}\"" makesaved cl_maxfps_alwayssleep makesaved cl_port makesaved gl_finish @@ -953,8 +963,6 @@ sv_gameplayfix_delayprojectiles 0 sv_gameplayfix_q2airaccelerate 1 sv_gameplayfix_stepmultipletimes 1 -cl_gameplayfix_fixedcheckwatertransition 1 - // delay for "kill" to prevent abuse set g_balance_kill_delay 2 set g_balance_kill_antispam 5 @@ -970,6 +978,8 @@ gl_texturecompression_lightcubemaps 1 gl_texturecompression_q3bsplightmaps 0 gl_texturecompression_sky 1 +cl_maxfps 200 + seta menu_mouse_absolute 1 "use the OS mouse pointer motion for menu" seta menu_mouse_speed 1 "speed multiplier for the mouse in the menu (does not affect in-game aiming)" set menu_use_default_hostname 1 @@ -997,6 +1007,8 @@ seta menu_cdtrack "rising-of-the-phoenix" set sv_maxidle 0 "kick players idle for more than this amount of time in seconds" set sv_maxidle_spectatorsareidle 0 "when sv_maxidle is not 0, assume spectators are idle too" +set sv_maxidle_slots 0 "when not 0, only kick idlers when this many or less player slots are available" +set sv_maxidle_slots_countbots 1 "count bots as player slots" // these entities are not referenced by anything directly, they just represent // teams and are found by find() when needed @@ -1008,18 +1020,18 @@ sv_allowdownloads 0 // download protocol is evil set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?" -seta cl_weaponpriority "vaporizer vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun hlac tuba blaster porto seeker hook" "weapon priority list" +seta cl_weaponpriority "vaporizer vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun shockwave hlac tuba blaster porto seeker hook" "weapon priority list" seta cl_weaponpriority_useforcycling 0 "when set, weapon cycling by the mouse wheel makes use of the weapon priority list (the special value 2 uses the weapon ID list for cycling)" -seta cl_weaponpriority0 "devastator mortar hagar seeker fireball" "use impulse 200 for prev gun from this list, 210 for best gun, 220 for next gun. Default value: explosives" -seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy" -seta cl_weaponpriority2 "vaporizer vortex rifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact" -seta cl_weaponpriority3 "vaporizer vortex rifle machinegun shotgun" "use impulse 203 for prev gun from this list, 213 for best gun, 223 for next gun. Default value: hitscan all" -seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun" "use impulse 204 for prev gun from this list, 214 for best gun, 224 for next gun. Default value: spam weapons" -seta cl_weaponpriority5 "blaster shockwave hook porto" "use impulse 205 for prev gun from this list, 215 for best gun, 225 for next gun. Default value: weapons for moving" -seta cl_weaponpriority6 "" "use impulse 206 for prev gun from this list, 216 for best gun, 226 for next gun" -seta cl_weaponpriority7 "" "use impulse 207 for prev gun from this list, 217 for best gun, 227 for next gun" -seta cl_weaponpriority8 "" "use impulse 208 for prev gun from this list, 218 for best gun, 228 for next gun" -seta cl_weaponpriority9 "" "use impulse 209 for prev gun from this list, 219 for best gun, 229 for next gun" +seta cl_weaponpriority0 "devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives" +seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value: energy" +seta cl_weaponpriority2 "vaporizer vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value: hitscan exact" +seta cl_weaponpriority3 "vaporizer vortex rifle machinegun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all" +seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons" +seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value: weapons for moving" +seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun" +seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun" +seta cl_weaponpriority8 "" "use weapon_priority_8_prev for prev gun from this list, weapon_priority_8_best for best gun, weapon_priority_8_next for next gun" +seta cl_weaponpriority9 "" "use weapon_priority_9_prev for prev gun from this list, weapon_priority_9_best for best gun, weapon_priority_9_next for next gun" seta cl_weaponimpulsemode 0 "0: only cycle between currently usable weapons in weapon priority order; 1: cycle between all possible weapons on a key in weapon priority order" set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist" @@ -1105,7 +1117,6 @@ seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); set g_jetpack 0 "Jetpack mutator" set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had." -set g_bastet 0 "don't try" set _urllib_nextslot 0 "temp variable" set cl_warpzone_usetrace 1 "do not touch" @@ -1181,11 +1192,12 @@ set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigatio set g_debug_bot_commands 0 "print scripted bot commands before executing" set g_debug_defaultsounds 0 "always use default sounds" seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)" -seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_defaultcharacter 0, and is ignored in teamplay with more than two teams)" +seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)" seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_color) for your own player model (ignored in teamplay; does not affect how enemies look with cl_forceplayermodels)" seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce preceived lag" +seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary" // campaign internal, set when loading a campaign map1G set _campaign_index "" @@ -1283,6 +1295,8 @@ r_fakelight 1 r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water r_water_refractdistort 0.019 +set cl_rainsnow_maxdrawdist 2048 + // strength sound settings set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds" set sv_strengthsound_antispam_refire_threshold 0.04 "apply minimum distance only if refire of the gun is smaller than this" @@ -1342,8 +1356,14 @@ set g_weapon_charge_colormod_red_full 1 set g_weapon_charge_colormod_green_full -0.5 set g_weapon_charge_colormod_blue_full -1 +// frozen +set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage" +set g_frozen_revive_falldamage_health 40 "Amount of health player has if they revived from falling" +set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will die instead of teleporting to spawn" +set g_frozen_force 0.6 "How much to multiply the force on a frozen player with" + // player statistics server URI -set g_playerstats_uri "" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory." +set g_playerstats_gamereport_uri "http://stats.xonotic.org/stats/submit" "Output player statistics information to either: URL (with ://), console (with a dash like this: -), or supply a filename to output to data directory." // autoscreenshots set g_max_info_autoscreenshot 3 "how many info_autoscreenshot entities are allowed" @@ -1392,12 +1412,12 @@ exec balance-xonotic.cfg exec effects-normal.cfg exec physicsX.cfg exec turrets.cfg -exec vehicles.cfg exec crosshairs.cfg exec gamemodes.cfg exec mutators.cfg exec notifications.cfg exec monsters.cfg +exec minigames.cfg exec physics.cfg // load console command aliases and settings @@ -1423,15 +1443,18 @@ alias menu_sync "menu_cmd sync" set sv_join_notices "" set sv_join_notices_time 15 -set cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)" -set cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged" +seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)" +seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged" set sv_simple_items 1 "allow or forbid client use of simple items" -set cl_simple_items 0 "enable simple items (if server allows)" -set cl_simpleitems_postfix "_simple" "posfix to add fo model name when simple items are enabled" +seta cl_simple_items 0 "enable simple items (if server allows)" +set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled" set cl_fullbright_items 0 "enable fullbright items (if server allows, controled by g_fullbrightitems)" set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0" set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0" +set sv_showspectators 0 "Show who's spectating who in the player info panel. Shouldn't be used on competitive servers, also disable when watching a suspected cheater" +seta cl_showspectators 1 + // Facility for config.cfg use ONLY. // Interpreted in post-config.cfg. seta menu_forced_saved_cvars "" "These cvars will always be saved, despite engine/Xonotic cvar saving status"