X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=defaultXonotic.cfg;h=eca60f67d98a3076a6f66c922de78f85e3582ba2;hb=53d0f008db260f05c33ca5be868c46548e60fc5f;hp=c972168b0dfacd1b87dc6e3fd4ceb066b0abf119;hpb=74a4e5c118426a16f5656cdefbb0f5efa2f71124;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index c972168b0..eca60f67d 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -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 @@ -313,6 +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" @@ -408,9 +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" @@ -440,8 +434,8 @@ 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 0 "starting distance for the fading of items" -set g_items_maxdist 0 "maximum distance at which an item can be viewed, after which it will be invisible" +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" @@ -480,7 +474,7 @@ 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" @@ -496,6 +490,7 @@ 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_mirrordamage_onlyweapons 0 "for teamplay 4: only apply mirror damage if the attack was from a weapon" 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" @@ -779,6 +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 @@ -802,6 +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 @@ -845,6 +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" @@ -969,6 +980,8 @@ 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 @@ -996,6 +1009,8 @@ 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 @@ -1009,16 +1024,16 @@ set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the 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_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" "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" "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" @@ -1179,11 +1194,12 @@ 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 "" @@ -1281,6 +1297,8 @@ 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" @@ -1347,7 +1365,7 @@ set g_frozen_damage_trigger 1 "if 1, frozen players falling into the void will d 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" @@ -1396,7 +1414,6 @@ 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 @@ -1437,6 +1454,9 @@ set cl_fullbright_items 0 "enable fullbright items (if server allows, controled 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"