X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=defaultXonotic.cfg;h=de15b2482a1f6f5d6d7ebc64a68b2c75153a281e;hb=890ad6767b4fc2b4c9283774c76cd03ef35895f8;hp=7ba487f6efb94f069e68532bc9721f045e4ab2f1;hpb=73bd0b89a16b515778ccb1910bd3b94a316b0ad2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 7ba487f6e..de15b2482 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -56,10 +56,10 @@ _cl_playermodel models/player/erebus.iqm _cl_playerskin 0 seta cl_reticle 1 "control for toggling whether ANY zoom reticles are shown" -seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)" +seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (breaks 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" -fov 90 +fov 100 seta cl_velocityzoom 0 "velocity based zooming of fov, negative values zoom out" seta cl_velocityzoom_type 3 "how to factor in speed, 1 = all velocity in all directions, 2 = velocity only in forward direction (can be negative), 3 = velocity only in forward direction (limited to forward only)" seta cl_velocityzoom_speed 1000 "target speed for fov factoring" @@ -141,6 +141,9 @@ set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul d // 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) @@ -221,6 +224,7 @@ 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_nexball 1 "camera goes into 3rd person mode when in nexball game-mode" seta cl_eventchase_distance 140 "final camera distance" 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" @@ -237,7 +241,7 @@ set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectat set g_warmup 0 "split the game into a warmup- and match-stage when set to 1" set g_warmup_limit 0 "if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage, otherwise warmup will be limited to this time in SECONDS (useful for public matches)" set g_warmup_allow_timeout 0 "if set to 1 timeouts can also be called in the warmup-stage, when sv_timeout is set to 1" -set g_warmup_allguns 1 "if set players start with all guns in warmup mode" +set g_warmup_allguns 1 "provide more weapons on start while in warmup: 0 = normal start weapons, 1 = all guns available on the map, 2 = all normal weapons" set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end" set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage" @@ -400,7 +404,6 @@ pausable 0 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" @@ -455,6 +458,10 @@ seta menu_sandbox_edit_material "" bind f7 menu_showsandboxtools +seta menu_monsters_edit_spawn "" +seta menu_monsters_edit_skin 0 +seta menu_monsters_edit_movetarget 1 + set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps" set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps" @@ -464,7 +471,11 @@ set g_spawn_alloweffects 1 "allow clients to enable spawn point and event effect set g_spawn_furthest 1 "this amount of the spawns shall be far away from any players" set g_spawn_useallspawns 0 "use all spawns, e.g. also team spawns in non-teamplay, and all spawns, even enemy spawns, in teamplay" // respawn delay -set g_respawn_delay 2 "number of seconds you have to wait before you can respawn again" +set g_respawn_delay_small 2 "small game number of seconds you have to wait before you can respawn again" +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_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" // overtime @@ -533,12 +544,12 @@ r_mipsprites 1 r_mipskins 1 r_shadow_realtime_world_lightmaps 1 cl_decals_fadetime 5 -cl_decals_time 2 +cl_decals_time 1 seta cl_gunalign 3 "Gun alignment; 1 = center (if allowed by g_shootfromclient) or right, 2 = center (if allowed by g_shootfromclient) or left, 3 = right only, 4 = left only" seta cl_nogibs 0 "reduce number of violence effects, or remove them totally" seta cl_particlegibs 0 "simpler gibs" seta cl_gibs_damageforcescale 3.5 "force to push around gibs" -seta cl_gibs_lifetime 5 "average lifetime of gibs" +seta cl_gibs_lifetime 2.5 "average lifetime of gibs" seta cl_gibs_velocity_scale 1 "gib throw velocity force scale" seta cl_gibs_velocity_random 1 "gib throw velocity randomness scale" seta cl_gibs_velocity_up 1 "extra z velocity for gibs" @@ -550,7 +561,7 @@ seta cl_casings_shell_time 30 "shell casing lifetime" seta cl_casings_bronze_time 10 "bullet casings lifetime" seta cl_casings_ticrate 0.1 "ticrate for casings" seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls" -seta cl_projectiles_sloppy 0 "sloppy projectiles, may temporarily penetrate walls" +seta cl_projectiles_sloppy 1 "sloppy projectiles, may temporarily penetrate walls" cl_stainmaps 0 cl_particles_smoke 1 vid_gl20 1 @@ -1045,7 +1056,7 @@ set con_completion_gotomap map set con_completion_vmap map set con_completion_vnextmap map set con_completion_vdomap map -set con_completion_playermodel models/player/*.iqm +set con_completion_playermodel "models/player/*.iqm" // helper // these non-saved engine cvars shall be saved @@ -1072,6 +1083,8 @@ 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 @@ -1189,32 +1202,9 @@ set g_showweaponspawns 1 "display sprites for weapon spawns found on the map whe // 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!)" @@ -1268,7 +1258,7 @@ set bot_sound_monopoly 0 "when enabled, only bots can make any noise" set cl_loddistance1 1024 set cl_loddistance2 3072 -seta cl_playerdetailreduction 1 "the higher, the less detailed player models are displayed (LOD)" +seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)" seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)" set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars" @@ -1436,7 +1426,7 @@ sv_cullentities_trace 1 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 @@ -1446,6 +1436,7 @@ r_shadow_glossintensity 1 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 // strength sound settings set sv_strengthsound_antispam_time 0.1 "minimum distance of strength sounds" @@ -1562,6 +1553,7 @@ exec crosshairs.cfg exec gamemodes.cfg exec mutators.cfg exec notifications.cfg +exec monsters.cfg // load console command aliases and settings exec commands.cfg @@ -1594,3 +1586,8 @@ set cl_simpleitems_postfix "_simple" "posfix to add fo model name when simple it 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" + +// 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" +set menu_reverted_nonsaved_cvars "" "These cvars are currently marked as saved in the flags, but have been reverted and won't stay saved. INTERNAL USE ONLY."