X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=defaultXonotic.cfg;h=be5a7cf862766b7f1e5b7f216d094cff01b90d83;hb=d45da0d863da6f8970e79af8f418b83bf6d27833;hp=05cc6c8931286d0ee81988f4a697f6eaaad336d9;hpb=194e2e23ed2569fd71f1f7cb5c33e833a46fcb2d;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 05cc6c893..be5a7cf86 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -103,6 +103,9 @@ seta crosshair_dot_size 0.600000 seta crosshair_dot_color "1 0 0" "when != 0, use custom color for the crosshair dot" seta crosshair_pickup 0.25 seta crosshair_pickup_speed 4 +seta crosshair_hitindication 0.5 +seta crosshair_hitindication_color "10 -10 -10" +seta crosshair_hitindication_speed 5 seta crosshair_per_weapon 0 "when 1, each gun will display a different crosshair" seta crosshair_color_per_weapon 1 "when 1, each gun will display the crosshair with a different color" seta crosshair_effect_speed -1 "how fast (in seconds) some crosshair effects should take place, 0 = instant, -1 = 2x weapon switch time" @@ -185,12 +188,13 @@ seta crosshair_fireball_size 1 "crosshair size when wielding the fireball" seta crosshair_color_by_health 0 "if enabled, crosshair color will depend on current health" // ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge) -seta crosshair_ring_size 2 "bullet counter ring size for Rifle, velocity ring for Nex" +seta crosshair_ring 1 "main cvar to enable or disable normal crosshair rings" +seta crosshair_ring_inner 0 "allow inner rings to be drawn too" +seta crosshair_ring_size 2 "ring size" seta crosshair_ring_alpha 0.2 "ring alpha" -seta crosshair_ring_sniperrifle_alpha 0.15 - -seta crosshair_ring_nex_outer_alpha 0.15 +seta crosshair_ring_nex 1 "draw a ring showing the current charge of the nexgun" +seta crosshair_ring_nex_alpha 0.15 seta crosshair_ring_nex_inner_alpha 0.15 seta crosshair_ring_nex_inner_color_red 0.8 seta crosshair_ring_nex_inner_color_green 0 @@ -198,6 +202,13 @@ seta crosshair_ring_nex_inner_color_blue 0 seta crosshair_ring_nex_currentcharge_scale 30 seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05 +seta crosshair_ring_minelayer 1 +seta crosshair_ring_minelayer_alpha 0.15 + +seta crosshair_ring_reload 1 "main cvar to enable or disable ammo crosshair rings" +seta crosshair_ring_reload_size 2.5 "reload ring size" +seta crosshair_ring_reload_alpha 0.2 "reload ring alpha" + seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)" seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha" seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha" @@ -230,7 +241,8 @@ vid_conheight 600 v_deathtilt 0 // needed for spectators (who are dead to avoid prediction) // these settings determine how much the view is affected by movement/damage -cl_deathfade 1 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster) +cl_deathfade 0.03 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster) +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_bobcycle 0 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6 cl_bob 0.01 // how much view moves up/down when moving (does not move if cl_bobcycle is 0, but still enables cl_bobmodel), default is 0.02 cl_bob2cycle 0 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 @@ -301,7 +313,13 @@ set sv_ready_restart 0 "if set to 1 allow a map to be restarted once all players set sv_ready_restart_after_countdown 0 "if set to 1 the players and map items are reset after the countdown ended, otherwise they're reset already at the beginning of the countdown" set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" -set sv_hitsound_antispam_time 0.05 "don't play the hitsound more often than this for the electro lightning gun or the laser gauntlet" +seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" +set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" + +seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead" +seta cl_eventchase_intermission 1 "camera goes into 3rd person mode when the match ends" +seta cl_eventchase_distance 140 "final camera distance" +seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" //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)" @@ -341,6 +359,8 @@ set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the p set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would" +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_fragmessage_information_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_fragmessage_information_handicap 1 "Enable handicap display information, 0 = Never display; 1 = Only when the player has handicap on; 2 = Always display (Displays Off if off)" @@ -477,7 +497,7 @@ set g_powerup_superhealth 1 "if set to 0 the mega health powerup will not spawn set g_powerup_strength 1 "if set to 0 the strength powerup will not spawn on the map" set g_powerup_shield 1 "if set to 0 the shield (invincibility) powerup will not spawn on the map" set g_balance_powerup_timer 1 "if set to 0 the powerups dont wear off" -set g_use_ammunition 1 "if set to 0 all weapons you pick up have unlimited ammunition" +set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition" set g_pickup_items 1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map" set g_minstagib 0 "enable minstagib" set g_minstagib_extralives 2 "how many extra lives you will get per powerup" @@ -927,7 +947,6 @@ sv_sound_watersplash "" seta cl_sound_maptime_warning "1" "play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both" seta cl_notify_carried_items "3" "notify you of carried items when you obtain them (e.g. flags in CTF) - 0: disabled, 1: notify of taken items, 2: notify of picking up dropped items, 3: notify of both" -seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer" // startmap_dm is used when running with the -listen or -dedicated commandline options @@ -1367,6 +1386,7 @@ seta slowmo 1 seta menu_skin "luminos" set menu_slowmo 1 seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also enables hover sounds" +set menu_picmip_bypass 0 "bypass texture quality enforcement based on system resources, not recommended and may cause crashes!" r_textbrightness 0.2 r_textcontrast 0.8 @@ -1620,13 +1640,13 @@ set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the alias allready "sv_cmd allready" -seta cl_weaponpriority "minstanex rocketlauncher nex minelayer grenadelauncher fireball hlac hagar seeker crylink sniperrifle uzi electro tuba shotgun laser hook porto" "weapon priority list" +seta cl_weaponpriority "minstanex rocketlauncher nex grenadelauncher minelayer fireball hlac hagar seeker crylink sniperrifle uzi electro tuba shotgun laser hook porto" "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 "rocketlauncher grenadelauncher 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 "minstanex nex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy" seta cl_weaponpriority2 "minstanex nex sniperrifle" "use impulse 202 for prev gun from this list, 212 for best gun, 222 for next gun. Default value: hitscan exact" seta cl_weaponpriority3 "minstanex nex sniperrifle uzi 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 "minelayer grenadelauncher 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_weaponpriority4 "grenadelauncher 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 "laser 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" @@ -1932,10 +1952,6 @@ collision_endposnudge 1 set cl_lerpanim_maxdelta_framegroups 0.05 // must be faster than fastest weapon refire set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff) -// FIXME workaround for engine bug -sv_gameplayfix_nudgeoutofsolid 0 -// to div0: remove this once 5b7ac1706712977bbc0297d2d53294e73574c7cd (svn r9537) is in the stable branch of the engine again - // otherwise, antilag breaks sv_gameplayfix_consistentplayerprethink 1 @@ -2010,6 +2026,7 @@ scr_infobar_height 12 r_texture_dds_load_dxt1_noalpha 1 r_texture_dds_load_swdecode 1 // SW decode to quarter res if we want to load DDS but don't support the extension for it r_texture_dds_load_logfailure 0 // this engine feature SUCKS +set vid_netwmfullscreen 0 // doesn't support non-native res // particles optimization r_drawparticles_nearclip_min 8 @@ -2094,13 +2111,16 @@ scr_loadingscreen_scale 1 scr_loadingscreen_scale_base 1 scr_loadingscreen_scale_limit 1 +// sRGB configuration (EXPERIMENTAL, needs maps to be relit) +alias sRGBcorrect_on "r_texture_sRGB_skin_diffuse 1;r_texture_sRGB_skin_gloss 1;r_texture_sRGB_skin_glow 1;r_texture_sRGB_reflect 1;r_texture_sRGB_skybox 1;v_gamma 2.2;r_restart" +alias sRGBcorrect_off "r_texture_sRGB_skin_diffuse 0;r_texture_sRGB_skin_gloss 0;r_texture_sRGB_skin_glow 0;r_texture_sRGB_reflect 0;r_texture_sRGB_skybox 0;v_gamma 1.0;r_restart" + // other config files exec balanceXonotic.cfg exec ctfscoring-ai.cfg exec effects-normal.cfg exec physicsX0.cfg exec turrets.cfg -exec font-xolonium.cfg // hud cvar descriptions exec _hud_descriptions.cfg @@ -2111,3 +2131,9 @@ exec hud_luminos.cfg // enable menu syncing alias menu_sync "menu_cmd sync" alias scoreboard_columns_set "cl_cmd scoreboard_columns_set $*" + +// BALANCE TESTING (TEMPORARY, PLEASE REMOVE LATER) +alias balanceSamual "exec balanceSamual.cfg; restart" +alias balanceFruitieX "exec balanceXonotic.cfg; restart" +bind f7 balanceSamual +bind f8 balanceFruitieX