set g_footsteps 1 "serverside footstep sounds"\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
con_notifyalign 0\r
\r
seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt"\r
+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"\r
+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"\r
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"\r
seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version"\r
seta hud_damage_color "1 0 0" "color of flash"\r
seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))"\r
seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds"\r
\r
+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"\r
+seta hud_postprocessing_maxbluralpha 0.5 "maximum alpha which the blur postprocess can be"\r
+seta hud_postprocessing_maxblurradius 10 "maximum radius which the blur postprocess can be"\r
+\r
seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid"\r
seta hud_contents_factor 1 "factor at which to multiply the current faded value."\r
seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid"\r