// player defaults\r
_cl_color 187\r
_cl_name "Player"\r
-_cl_playermodel models/player/vixen.zym\r
+_cl_playermodel models/player/vixen.iqm\r
_cl_playerskin 0\r
seta crosshair 11\r
seta crosshair_primary 13\r
// menu_conwidth, menu_conheight are set inside quake.rc\r
v_deathtilt 0 // needed for spectators (who are dead to avoid prediction)\r
\r
+// anaglyph stereo\r
+seta r_stereo_redcyan 0 "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"\r
+seta r_stereo_redblue 0 "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"\r
+seta r_stereo_redgreen 0 "red/green anaglyph stereo glasses (for those who don't mind yellow)"\r
+seta r_stereo_sidebyside 0 "side by side views (for those who can't afford glasses but can afford eye strain)"\r
+seta r_stereo_horizontal 0 "aspect skewed side by side view for special decoder/display hardware"\r
+seta r_stereo_vertical 0 "aspect skewed top and bottom view for special decoder/display hardware"\r
+seta r_stereo_separation 4 "separation of eyes in the world (try negative values too)"\r
+seta r_stereo_angle 0 "separation angle of eyes (try negative values too)"\r
+\r
// these settings determine how much the view is affected by movement/damage\r
cl_smoothviewheight 0.2 // time of the averaging to the viewheight value so that it creates a smooth transition for crouching and such. 0 for instant transition\r
cl_deathfade 0.05 // fade screen to dark red when dead, value represents how fast the fade is (higher is faster)\r
set sv_spectator_speed_multiplier 1.5\r
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)"\r
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"\r
-seta sv_defaultplayermodel "models/player/vixen.zym" "default model selection, only works if sv_defaultcharacter is set to 1"\r
+seta sv_defaultplayermodel "models/player/vixen.iqm" "default model selection, only works if sv_defaultcharacter is set to 1"\r
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"\r
seta sv_defaultplayermodel_red "" "\"\" means see sv_defaultplayermodel"\r
seta sv_defaultplayerskin_red 0\r
set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)"\r
set g_maplist_mostrecent "" "contains the name of the maps that were most recently played"\r
seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again"\r
-seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic racetrack cyberparcour"\r
+seta g_maplist "voretemple gasolinepowered reslimed skycastle greatwall_overloaded basementctf brokenworld arahia stormkeep basement farewell greatwall_revisited soylent warfare ruiner desertfactory evilspace strength toxic bleach dieselpower aneurysm bloodprison bloodprisonctf racetrack cyberparcour"\r
seta g_maplist_index 0 "this is used internally for saving position in maplist cycle"\r
seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle"\r
seta g_maplist_shuffle 1 "new randomization method: like selectrandom, but avoid playing the same maps in short succession. This works by taking out the first element and inserting it into g_maplist with a bias to the end of the list"\r
set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity"\r
set g_multijump_speed -125 "Minimum vertical speed a player must have in order to jump again"\r
\r
+set g_gundisplay_warn_weapon_grabber 10 "display digits will show in warning mode when grabber weapon load is below this amount"\r
+set g_gundisplay_warn_ammo_fuel 50 "display digits will show in warning mode when fuel ammo is below this amount"\r
+\r
// effects\r
r_glsl_postprocess 1\r
r_picmipsprites 0 // Voretournament uses sprites that should never be picmipped (team mate, typing, waypoints)\r
r_mipsprites 1\r
r_mipskins 1\r
r_shadow_realtime_world_lightmaps 1\r
+r_shadow_shadowmapping 1\r
seta r_ambient 4\r
cl_decals_fadetime 1\r
cl_decals_time 2\r
alias singleplayer_levellist "set scmenu_campaign_dump 1; togglemenu; wait; togglemenu"\r
\r
// Green's fullbright skins\r
-alias cl_fbskin_green "playermodel models/player/vixen.zym; playerskin 6; color 3 3"\r
-alias cl_fbskin_red "playermodel models/player/vixen.zym; playerskin 6; color 4 4"\r
-alias cl_fbskin_orange "playermodel models/player/vixen.zym; playerskin 6; color 14 14"\r
-alias cl_fbskin_off "playermodel models/player/vixen.zym; playerskin 0"\r
-alias sv_fbskin_green "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.zym; sv_defaultplayerskin 6; sv_defaultplayercolors 51"\r
-alias sv_fbskin_red "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.zym; sv_defaultplayerskin 6; sv_defaultplayercolors 68"\r
-alias sv_fbskin_orange "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.zym; sv_defaultplayerskin 6; sv_defaultplayercolors 238"\r
+alias cl_fbskin_green "playermodel models/player/vixen.iqm; playerskin 6; color 3 3"\r
+alias cl_fbskin_red "playermodel models/player/vixen.iqm; playerskin 6; color 4 4"\r
+alias cl_fbskin_orange "playermodel models/player/vixen.iqm; playerskin 6; color 14 14"\r
+alias cl_fbskin_off "playermodel models/player/vixen.iqm; playerskin 0"\r
+alias sv_fbskin_green "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.iqm; sv_defaultplayerskin 6; sv_defaultplayercolors 51"\r
+alias sv_fbskin_red "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.iqm; sv_defaultplayerskin 6; sv_defaultplayercolors 68"\r
+alias sv_fbskin_orange "g_fullbrightplayers 1; sv_defaultcharacter 1; sv_defaultplayermodel models/player/vixen.iqm; sv_defaultplayerskin 6; sv_defaultplayercolors 238"\r
alias sv_fbskin_off "g_fullbrightplayers 0; sv_defaultcharacter 0; sv_defaultplayerskin 0; sv_defaultplayercolors \"\""\r
\r
seta sv_servermodelsonly 1\r
seta hud_contents_stomach_color "0.3 0.2 0"\r
\r
seta hud_shownames 2 "1 = draw names of nearby team mates, 2 = also draw names of nearby enemies"\r
+seta hud_shownames_observers 1 "allow observers to see player names"\r
seta hud_shownames_status 2 "1 = show when the team mate can be healed, 2 = also show health, 3 = also show armor"\r
seta hud_shownames_aspect 8 "aspect ratio of total drawing area per name"\r
seta hud_shownames_fontsize 8 "font size"\r
seta hud_shownames_offset_healthsize 0.5 "offset (along z-axis) tag from player origin by this many units, based on player size"\r
\r
sbar_info_pos 50\r
+seta sbar_hudselector 1 "enables the HUD"\r
seta sbar_alpha_bg 0.8 "alpha value of the HUD background"\r
seta sbar_alpha_fg 1 "alpha value of the HUD foreground items"\r
seta sbar_border_thickness 1 "scoreboard border thickness"\r
seta sv_status_privacy 1 "hide IP addresses from \"status\" replies shown to clients"\r
\r
\r
-seta cl_teamradar 1 "show radar in teammatches when available"\r
-seta cl_teamradar_background_alpha 0.6 "set to -1 to disable"\r
-seta cl_teamradar_foreground_alpha 0.8 "alpha of the map"\r
-seta cl_teamradar_scale 4096 "distance you can see on the team radar"\r
-seta cl_teamradar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north"\r
-seta cl_teamradar_size "128 128" "size of the team radar in pixels"\r
-seta cl_teamradar_position "1 0" "1 0 would be upper right corner, 0.5 0.5 the center, append a 2 at the end to disable the corner hack, and a 1 to disable half the hack"\r
-seta cl_teamradar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out"\r
-alias cl_teamradar_rotate "toggle cl_teamradar_rotation 0 1 2 3 4"\r
+seta cl_radar 2 "show radar. 1 in team maches, 2 always"\r
+seta cl_radar_content_alpha 0.9 "alpha of the minimap"\r
+seta cl_radar_background_alpha 0.5 "set to -1 to disable"\r
+seta cl_radar_foreground_alpha 0.9 "set to -1 to disable"\r
+seta cl_radar_scale 4096 "distance you can see on the radar"\r
+seta cl_radar_rotation 0 "rotation mode: you set what points up. 0 = player, 1 = west, 2 = south, 3 = east, 4 = north"\r
+seta cl_radar_size "160 128" "size of the radar in pixels"\r
+seta cl_radar_position "1 0" "1 0 would be upper right corner, 0.5 0.5 the center, append a 2 at the end to disable the corner hack, and a 1 to disable half the hack"\r
+seta cl_radar_zoommode 0 "zoom mode: 0 = zoomed by default, 1 = zoomed when +zoom, 2 = always zoomed, 3 = always zoomed out"\r
+alias cl_radar_rotate "toggle cl_radar_rotation 0 1 2 3 4"\r
\r
set g_maplist_allow_hidden 0 "allow hidden maps to be, e.g., voted for and in the maplist"\r
set g_maplist_allow_frustrating 0 "allow impossible maps to be, e.g., voted for and in the maplist (if set to 2, ONLY impossible maps are allowed)"\r
set g_healthsize_exteriorweapon_scalefactor 1 "Amount by which player size resizes the exterior weapon model"\r
set g_healthsize_weapon_scalefactor 1 "Amount by which player size resizes the view weapon model"\r
set g_healthsize_weapon_scalefactor_pos 6 "Amount by which the view model is moved vertically based on player size"\r
+set g_healthsize_quake_step 10 "The view of nearby players is shaken by this amount when a macro walks near them (requires g_footsteps)"\r
+set g_healthsize_quake_step_radius 500 "Radius in which a player must be located to shake the view"\r
+set g_healthsize_quake_fall 20 "The view of nearby players is shaken by this amount when a macro falls near them"\r
+set g_healthsize_quake_fall_radius 750 "Radius in which a player must be located to shake the view"\r
+set g_healthsize_pitch 0.3 "The pitch of player sounds is modified by this amount based on player size"\r
\r
set g_power 5 "when armor is below this level, the HUD, crosshair and helper will not work"\r
set g_power_reboot 2 "amount of time it takes to boot a player's subsystems once he has enough armor"\r