X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=defaultXonotic.cfg;h=e06f83e8b06ac035eb324108f2b9a6130258762f;hb=c93acc75bbbbbd94e50a25efeaba3ad0be2e4d41;hp=69b97a9c8ad39f6f559c19e00e15004a83610643;hpb=3740af03242d8fcfb243395da8ff071a43f3ae53;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 69b97a9c8a..e06f83e8b0 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -247,6 +247,11 @@ vid_conheight 600 // menu_conwidth, menu_conheight are set inside quake.rc v_deathtilt 0 // needed for spectators (who are dead to avoid prediction) +// we want to use sRGB for our maps! +exec sRGB-disable.cfg +vid_sRGB_fallback 2 +r_hdr_glowintensity 1 + // 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fast the fade is (higher is faster) @@ -287,13 +292,12 @@ gl_polyblend 0 // whether to use screen tints, this has now been replaced by a b r_motionblur 0 // motion blur value, default is 0 r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic) -r_bloom_blur 16 -r_bloom_brighten 2.5 -r_bloom_colorexponent 1 -r_bloom_colorscale 1 -r_bloom_colorsubtract 0.15 +r_bloom_blur 6 +r_bloom_brighten 1.5 +r_bloom_colorexponent 2 +r_bloom_colorscale 1.75 +r_bloom_colorsubtract 0.1 r_bloom_resolution 320 -r_hdr_range 4 seta vid_x11_display "" "xonotic-linux-*.sh will use this to start xonotic on an other/new X display" // This can have three possible settings: @@ -395,8 +399,8 @@ 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_defaultplayermodel "models/player/erebus.iqm" "default model selection, only works if sv_defaultcharacter is set to 1" -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" +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" seta sv_defaultplayerskin_red 0 seta sv_defaultplayermodel_blue "" "\"\" means see sv_defaultplayermodel" @@ -603,8 +607,8 @@ seta g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lo seta g_freezetag_revive_extra_size 100 "Distance in qu that you can stand from a frozen teammate to keep reviving him" seta g_freezetag_frozen_force 0.6 "How much to multiply the force on a frozen player with" -// 50% of the spawns shall be far away from any players -set g_spawn_furthest 0.5 +set g_spawn_furthest 0.5 "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_waves 0 "respawn in waves (every n seconds), intended to decrease overwhelming base attacks" @@ -912,7 +916,6 @@ gl_picmip_other 1 // so, picmip -1 is best possible quality r_mipsprites 1 r_mipskins 1 r_shadow_realtime_world_lightmaps 1 -seta r_ambient 4 cl_decals_fadetime 5 cl_decals_time 2 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" @@ -925,6 +928,7 @@ seta cl_gibs_velocity_random 1 "gib throw velocity randomness scale" seta cl_gibs_velocity_up 1 "extra z velocity for gibs" seta cl_gibs_ticrate 0.1 "ticrate for gibs" seta cl_gibs_sloppy 1 "sloppy gibs, may temporarily penetrate walls" +seta cl_gibs_avelocity_scale 1 "how much angular velocity to use on gibs" seta cl_casings 1 "enable or disable bullet casings" seta cl_casings_shell_time 30 "shell casing lifetime" seta cl_casings_bronze_time 10 "bullet casings lifetime" @@ -1287,6 +1291,9 @@ alias "g_waypointsprite_toggle" "toggle cl_hidewaypoints" // key for that? seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints" +seta g_waypointsprites_turrets 1 "disable turret waypoints" +seta g_waypointsprites_turrets_maxdist 4000 "max distace for turret sprites" + // command extension alias qc_cmd "sv_cmd $*" // menu QC will override this to menu_cmd alias adminmsg "sv_cmd adminmsg $*" @@ -1434,6 +1441,118 @@ con_notifyalign 0 seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints" +<<<<<<< HEAD +// user preference cvars (i.e. shouldn't be adjusted by a skin config) +seta hud_panel_weapons_label 1 "1 = show number of weapon, 2 = show bound key of weapon" +seta hud_panel_weapons_complainbubble_time 1 "time that a new entry stays until it fades out" +seta hud_panel_weapons_complainbubble_fadetime 0.25 "fade out time" +seta hud_panel_weapons_accuracy 1 "show accuracy color as the weapon icon background; colors can be configured with accuracy_color* cvars" +seta hud_panel_weapons_ammo 1 "show ammo as a status bar" +seta hud_panel_weapons_ammo_full_shells 50 "show 100% of the status bar at this ammo count" +seta hud_panel_weapons_ammo_full_nails 200 "show 100% of the status bar at this ammo count" +seta hud_panel_weapons_ammo_full_cells 80 "show 100% of the status bar at this ammo count" +seta hud_panel_weapons_ammo_full_rockets 80 "show 100% of the status bar at this ammo count" +seta hud_panel_weapons_ammo_full_fuel 100 "show 100% of the status bar at this ammo count" +seta hud_panel_weapons_onlyowned 1 "show only owned weapons" + +seta hud_panel_ammo_maxammo "40" "when you have this much ammo, the ammo status bar is full" + +seta hud_panel_healtharmor_maxhealth "200" "when you have this much health, the health status bar is full" +seta hud_panel_healtharmor_maxarmor "200" "when you have this much armor, the armor status bar is full" +seta hud_panel_healtharmor_progressbar_gfx 1 "enable graphic effects on the progressbars" +seta hud_panel_healtharmor_progressbar_gfx_damage 5 "show damage effect when damaged at least by this amount; 0 disables the effect" +seta hud_panel_healtharmor_progressbar_gfx_lowhealth 40 "health progressbar blinks when health is lower than this amount" +seta hud_panel_healtharmor_progressbar_gfx_smooth 2 "smooth changes of the progressbar when health/armor change at least by this amount; 0 disables the effect" + +seta hud_panel_notify_time 10 "time that a new entry stays until it fades out" +seta hud_panel_notify_fadetime 3 "fade out time" + +seta hud_panel_modicons_dom_layout 1 "3 possible layouts: 0) only icons; 1) icons and percentage of average pps (points per second); 2) icons and average pps" + +seta hud_panel_timer_increment 0 "show elapsed time instead of remaining time" + +seta hud_panel_radar_scale 4096 "distance you can see on the team radar" +seta hud_panel_radar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north" +seta hud_panel_radar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out" +alias hud_panel_radar_rotate "toggle hud_panel_radar_rotation 0 1 2 3 4" + +seta hud_panel_score_rankings 0 "show rankings: 1 always show my own score; 2 pure rankings" + +seta hud_panel_engineinfo_framecounter_time 0.1 "time between framerate display updates" +seta hud_panel_engineinfo_framecounter_decimals 0 "amount of decimals to show" +seta hud_panel_engineinfo_framecounter_exponentialmovingaverage 1 "use an averaging method for calculating fps instead of counting frametime like engine does" +seta hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight 0.1 "weight of latest data point" +seta hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold 0.5 "threshold for fps change when to update instantly, to make big fps changes update faster" + +seta hud_panel_physics_speed_unit 3 "speed unit (1 = qu/s, 2 = m/s, 3 = km/h, 4 = mph, 5 = knots)" +seta hud_panel_physics_speed_unit_show 1 "also show speed unit" +seta hud_panel_physics_speed_max 1800 "speed progressbar gets filled up completely by this value (in qu/s)" +seta hud_panel_physics_speed_vertical 0 "include the speed on the Z-axis" +seta hud_panel_physics_topspeed 1 "also show top speed" +seta hud_panel_physics_topspeed_time 4 "how many seconds the top speed takes to fade out" +seta hud_panel_physics_acceleration_max 1.5 "acceleration progressbar gets completely filled up by this value (in g)" +seta hud_panel_physics_acceleration_vertical 0 "include the acceleration on the Z-axis" +seta hud_panel_physics_acceleration_progressbar_scale 1 "multiply acceleration progressbar values by this factor (allow progressbar to go out of panel bounds)"; +seta hud_panel_physics_acceleration_progressbar_nonlinear 1 "use a non linear function to display acceleration progressbar values (amplify more smaller values)"; +seta hud_panel_physics_text_scale 0.7 "scale text height by this factor"; + +seta hud_showbinds 1 "what to show in the HUD to indicate certain keys to press: 0 display commands, 1 bound keys, 2 both" +seta hud_showbinds_limit 2 "maximum number of bound keys to show for a command. 0 for unlimited" + +seta hud_colorflash_alpha 0.5 "starting alpha of the color flash" + +seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt" +seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur" +seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" +seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version" +seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version" +seta hud_damage_color "1 0 0" "color of flash" +seta hud_damage_factor 0.025 "(damage * factor) = how much to add to the alpha value" +seta hud_damage_fade_rate 0.75 "how much to subtract from the alpha value each second" +seta hud_damage_maxalpha 1.5 "how much to limit the alpha value to" +seta hud_damage_pain_threshold 0.1 "how much alpha to ignore (must be bigger than the hud_damage_factor so that e.g. rot is ignored)" +seta hud_damage_pain_threshold_lower 1.25 "how much we lower pain_threshold with when nearing 0 health (if pain_threshold gets negative then we always draw a flash at alpha = fabs(pain_threshold)" +seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowering pain_threshold" +seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))" +seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds" + +seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5" + +seta hud_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars" +seta hud_postprocessing_maxbluralpha 0 "maximum alpha which the blur postprocess can be, default is 0.5" +seta hud_postprocessing_maxblurradius 8 "maximum radius which the blur postprocess can be, default is 8" + +seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid" +seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur" +seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" +seta hud_contents_factor 1 "factor at which to multiply the current faded value." +seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid" +seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid" +seta hud_contents_lava_alpha 0.7 "alpha of the lava color blend when inside it" +seta hud_contents_lava_color "0.8 0.1 0" +seta hud_contents_slime_alpha 0.7 "alpha of the slime color blend when inside it" +seta hud_contents_slime_color "0 0.4 0.1" +seta hud_contents_water_alpha 0.5 "alpha of the water color blend when inside it" +seta hud_contents_water_color "0.4 0.3 0.3" + +seta hud_shownames 1 "draw names and health/armor of nearby players" +seta hud_shownames_enemies 2 "1 = draw names of enemies you point at (TODO), 2 = draw names of all enemies in view" +seta hud_shownames_self 0 "also include your own name to be shown when third person camera mode is on (chase_active/cl_eventchase)" +seta hud_shownames_status 1 "1 = draw health/armor status of teammates" +seta hud_shownames_statusbar_height 4 "height of status bar" +seta hud_shownames_aspect 8 "aspect ratio of total drawing area per name" +seta hud_shownames_fontsize 12 "font size" +seta hud_shownames_decolorize 1 "1 = decolorize name in team games, 2 = decolorize always" +seta hud_shownames_alpha 0.7 "alpha" +seta hud_shownames_resize 1 "enable resizing of the names, then the size cvars will correspond to the maximum size" +seta hud_shownames_mindistance 1000 "start fading alpha/size at this distance" +seta hud_shownames_maxdistance 2500 "alpha/size is 0 at this distance" +seta hud_shownames_antioverlap 1 "if two tags get too close to each other, fade out the one further away from you" +seta hud_shownames_antioverlap_distance 125 "2d distance to other tag after which to fade out" +seta hud_shownames_offset 52 "offset (along z-axis) tag from player origin by this many units" + +======= +>>>>>>> master // scoreboard seta scoreboard_columns default seta scoreboard_border_thickness 1 "scoreboard border thickness" @@ -2080,10 +2199,6 @@ scr_loadingscreen_scale 999 scr_loadingscreen_scale_base 1 scr_loadingscreen_scale_limit 2 -// 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