From e270bce117ab649210bd2e794c14590df3ddc07e Mon Sep 17 00:00:00 2001 From: Martin Taibr Date: Sun, 16 Jul 2017 20:52:03 +0200 Subject: [PATCH] split off a couple cvars from defaultXonotic.cfg to see what breaks --- defaultClient.cfg | 182 +++++++++++++++++++++++++++++++++++++++++ defaultServer.cfg | 13 +++ defaultXonotic.cfg | 197 +-------------------------------------------- 3 files changed, 198 insertions(+), 194 deletions(-) create mode 100644 defaultClient.cfg create mode 100644 defaultServer.cfg diff --git a/defaultClient.cfg b/defaultClient.cfg new file mode 100644 index 000000000..8ac11f724 --- /dev/null +++ b/defaultClient.cfg @@ -0,0 +1,182 @@ +// changes a cvar and reports it to the server (for the menu to notify the +// server about changes) +alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\"" + +seta cl_firststart "" "how many times the client has been run" +seta cl_startcount 0 "how many times the client has been run" + +// other aliases +alias +hook +button6 +alias -hook -button6 +alias +jetpack +button10 +alias -jetpack -button10 +alias +dodge +button11 +alias -dodge -button11 +alias use "impulse 21" + +// for backwards compatibility +// TODO Remove after 0.8 release! +cl_particles_forcetraileffects 1 + +alias dropweapon "impulse 17" +alias +show_info +button7 +alias -show_info -button7 + +// player defaults +_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set +_cl_name "" +seta _cl_gender 0 "storage cvar for current player gender (0 = undisclosed, 1 = male, 2 = female)" +_cl_playermodel models/player/erebus.iqm +_cl_playerskin 0 + +seta cl_reticle 1 "enable zoom reticles" +seta cl_reticle_stretch 0 "stretch reticles so they fit the screen (breaks image proportions)" +seta cl_reticle_normal 1 "draw an aiming reticle when zooming with the zoom button" +seta cl_reticle_normal_alpha 1 "alpha of the normal reticle" +seta cl_reticle_weapon 1 "draw custom aiming reticle when zooming with certain weapons" +seta cl_reticle_weapon_alpha 1 "alpha of the custom reticle" + +fov 100 +seta cl_velocityzoom_enabled 0 "velocity based zooming of fov" +seta cl_velocityzoom_factor 0 "factor of fov zooming (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" +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 (1-30)" +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)" + +seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn" +seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)" +seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon" +seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon" + +seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns" +seta cl_spawn_event_sound 1 "sound effect whenever a player spawns" +//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model +seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files +seta cl_spawn_point_dist_min 1200 +seta cl_spawn_point_dist_max 1600 + +freelook 1 +sensitivity 6 +v_gamma 1 +viewsize 100 +bgmvolume 1 +volume 0.5 +// fullscreen 1024x768x32bit +vid_bitsperpixel 32 +vid_fullscreen 1 +vid_width 1024 +vid_height 768 +vid_pixelheight 1 +vid_resizable 0 // cannot be turned on before it is sure it cannot cause a r_restart +vid_desktopfullscreen 1 +prvm_language en +set _menu_prvm_language "" +set _menu_vid_width "$vid_width" +set _menu_vid_height "$vid_height" +set _menu_vid_pixelheight "$vid_pixelheight" +set _menu_vid_desktopfullscreen "$vid_desktopfullscreen" +seta menu_vid_scale 0 +seta menu_vid_allowdualscreenresolution 0 +// 2D resolution 800x600 +vid_conwidth 800 +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 +// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f)) +set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when" +// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f) +set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when" + +// -nosRGB to -sRGB sky shader conversion: +// +// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16 +// ^^ elevation +// ^^^ sunlight +// q3map_skylight 110 3 +// ^^^ skylight +// +// With that, do (the last parameter is the ratio of skylight you assume hits +// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on +// terrain): +// ]skybox_nosRGB_to_sRGB 340 47 110 0.25 +// rpn: still on stack: new_sunlight: +// rpn: still on stack: 380.464142 +// rpn: still on stack: new_skylight: +// rpn: still on stack: 9.32523632 +// +// The equivalent -sRGB shader then will have: +// +// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16 +// 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) +cl_bobcycle 0.5 // 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 // 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 1 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 +cl_bob2 0 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01 +cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)" +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 10 // rate at which the gun sways +cl_bobmodel_up 0.1 // amount the gun sways up and down + +cl_followmodel 1 // enables weapon pushing / pulling effect when walking +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 +gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC +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 4 +r_bloom_brighten 2 +r_bloom_colorexponent 1 +r_bloom_colorscale 1 +r_bloom_colorsubtract 0.125 +r_bloom_resolution 320 +r_bloom_scenebrightness 0.85 + +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: +// "" run as usual +// ":n" use DISPLAY=:n, create it if needed +// ":n/layout" use DISPLAY=:n, create it if needed with ServerLayout layout + +cl_autodemo_nameformat demos/%Y-%m-%d_%H-%M + +// taunts and voices +seta cl_autotaunt 0 "automatically taunt enemies when fragging them" +seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional" +seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard" diff --git a/defaultServer.cfg b/defaultServer.cfg new file mode 100644 index 000000000..d129e8fe0 --- /dev/null +++ b/defaultServer.cfg @@ -0,0 +1,13 @@ +// taunts and voices +seta sv_taunt 1 "allow taunts on the server" +seta sv_autotaunt 1 "allow autotaunts on the server" + +// server settings +hostname "Xonotic $g_xonoticversion Server" +set sv_mapchange_delay 5 +set minplayers 0 "number of players playing at the same time (if not enough real players are there the remaining slots are filled with bots)" + +// restart server if all players hit "ready"-button +set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button" +set sv_ready_restart_after_countdown 0 "reset players and map items after the countdown ended, instead of at the beginning of the countdown" +set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index bd4be43c5..110582ad5 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -22,205 +22,14 @@ gameversion_max 65535 // git builds see all versions // gameversion_min = (gameversion / 100) * 100 - 100 // gameversion_max = (gameversion / 100) * 100 + 199 -// changes a cvar and reports it to the server (for the menu to notify the -// server about changes) -alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\"" - -seta cl_firststart "" "how many times the client has been run" -seta cl_startcount 0 "how many times the client has been run" - seta g_configversion 0 "Configuration file version (used to upgrade settings) 0: first run, or previous start was <2.4.1 Later, it's overridden by config.cfg, version ranges are defined in config_update.cfg" -// other aliases -alias +hook +button6 -alias -hook -button6 -alias +jetpack +button10 -alias -jetpack -button10 -alias +dodge +button11 -alias -dodge -button11 -alias use "impulse 21" - -// for backwards compatibility -// TODO Remove after 0.8 release! -cl_particles_forcetraileffects 1 - -alias dropweapon "impulse 17" -alias +show_info +button7 -alias -show_info -button7 - +// FIXME i think this is client cvar but it's also marked BADCVAR in server // merge lightmaps up to 2048x2048 textures mod_q3bsp_lightmapmergepower 4 -// player defaults -_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set -_cl_name "" -seta _cl_gender 0 "storage cvar for current player gender (0 = undisclosed, 1 = male, 2 = female)" -_cl_playermodel models/player/erebus.iqm -_cl_playerskin 0 - -seta cl_reticle 1 "enable zoom reticles" -seta cl_reticle_stretch 0 "stretch reticles so they fit the screen (breaks image proportions)" -seta cl_reticle_normal 1 "draw an aiming reticle when zooming with the zoom button" -seta cl_reticle_normal_alpha 1 "alpha of the normal reticle" -seta cl_reticle_weapon 1 "draw custom aiming reticle when zooming with certain weapons" -seta cl_reticle_weapon_alpha 1 "alpha of the custom reticle" - -fov 100 -seta cl_velocityzoom_enabled 0 "velocity based zooming of fov" -seta cl_velocityzoom_factor 0 "factor of fov zooming (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" -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 (1-30)" -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)" - -seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn" -seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)" -seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon" -seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon" - -seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns" -seta cl_spawn_event_sound 1 "sound effect whenever a player spawns" -//seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model -seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files -seta cl_spawn_point_dist_min 1200 -seta cl_spawn_point_dist_max 1600 - -freelook 1 -sensitivity 6 -v_gamma 1 -viewsize 100 -bgmvolume 1 -volume 0.5 -// fullscreen 1024x768x32bit -vid_bitsperpixel 32 -vid_fullscreen 1 -vid_width 1024 -vid_height 768 -vid_pixelheight 1 -vid_resizable 0 // cannot be turned on before it is sure it cannot cause a r_restart -vid_desktopfullscreen 1 -prvm_language en -set _menu_prvm_language "" -set _menu_vid_width "$vid_width" -set _menu_vid_height "$vid_height" -set _menu_vid_pixelheight "$vid_pixelheight" -set _menu_vid_desktopfullscreen "$vid_desktopfullscreen" -seta menu_vid_scale 0 -seta menu_vid_allowdualscreenresolution 0 -// 2D resolution 800x600 -vid_conwidth 800 -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 -// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f)) -set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when" -// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f) -set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when" - -// -nosRGB to -sRGB sky shader conversion: -// -// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16 -// ^^ elevation -// ^^^ sunlight -// q3map_skylight 110 3 -// ^^^ skylight -// -// With that, do (the last parameter is the ratio of skylight you assume hits -// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on -// terrain): -// ]skybox_nosRGB_to_sRGB 340 47 110 0.25 -// rpn: still on stack: new_sunlight: -// rpn: still on stack: 380.464142 -// rpn: still on stack: new_skylight: -// rpn: still on stack: 9.32523632 -// -// The equivalent -sRGB shader then will have: -// -// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16 -// 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) -cl_bobcycle 0.5 // 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 // 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 1 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 -cl_bob2 0 // how much view moves left/right when moving (does not move if cl_bob2cycle is 0), default is 0.01 -cl_bobfall 0.05 "how much the view swings down when falling (influenced by the speed you hit the ground with)" -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 10 // rate at which the gun sways -cl_bobmodel_up 0.1 // amount the gun sways up and down - -cl_followmodel 1 // enables weapon pushing / pulling effect when walking -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 -gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC -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 4 -r_bloom_brighten 2 -r_bloom_colorexponent 1 -r_bloom_colorscale 1 -r_bloom_colorsubtract 0.125 -r_bloom_resolution 320 -r_bloom_scenebrightness 0.85 - -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: -// "" run as usual -// ":n" use DISPLAY=:n, create it if needed -// ":n/layout" use DISPLAY=:n, create it if needed with ServerLayout layout - -cl_autodemo_nameformat demos/%Y-%m-%d_%H-%M - -// taunts and voices -seta cl_autotaunt 0 "automatically taunt enemies when fragging them" -seta sv_taunt 1 "allow taunts on the server" -seta sv_autotaunt 1 "allow autotaunts on the server" -seta cl_voice_directional 1 "0 = all voices are non-directional, 1 = all voices are directional, 2 = only taunts are directional" -seta cl_voice_directional_taunt_attenuation 0.5 "this defines the distance from which taunts can be heard" - -// server settings -hostname "Xonotic $g_xonoticversion Server" -set sv_mapchange_delay 5 -set minplayers 0 "number of players playing at the same time (if not enough real players are there the remaining slots are filled with bots)" - -// restart server if all players hit "ready"-button -set sv_ready_restart 0 "allow a map to be restarted once all players pressed the \"ready\" button" -set sv_ready_restart_after_countdown 0 "reset players and map items after the countdown ended, instead of at the beginning of the countdown" -set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" +exec defaultClient.cfg +exec defaultServer.cfg seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage" set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" -- 2.39.2