// Xonotic version (formatted for machines) // used to determine if a client version is compatible // this doesn't have to be bumped with every release // bump when clients become incompatible or any other perfectly good reason // (e.g. game data incompatibility, engine version incompatibility, etc // note: this automatically filters the server browser, clients of the new // version won't see old servers, and clients of the old version won't see new // servers either // // e.g. Xonotic 1.5.1 RC1 will be 15101 set g_xonoticversion git "Xonotic version (formatted for humans)" gameversion 500 // 0.5.0 gameversion_min 0 // git builds see all versions gameversion_max 65535 // git builds see all versions // compatibility guideline: // version a.b.c = a0b0c // gameversion_min = a0(b-1)00 // show servers of the previous "line" // gameversion_max = a0(b+1)99 // show servers of the next "line" // so, for a given gameversion, _min and _max calculate as follows: // gameversion_min = (gameversion / 100) * 100 - 100 // gameversion_max = (gameversion / 100) * 100 + 199 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" // say aliases alias asay_ctf_flagcarrier "say_team flag carrier at %y" alias asay_ctf_haveflag "say_team (%l) have the flag" alias asay_willgo "say_team will go to %y" alias asay_support "say_team (%l) need help, %h%%" alias asay_killed "say_team got killed at %d" alias asay_noammo "say_team (%l) need %W for %w" alias asay_drop "say_team (%l) dropped %w ; impulse 17" // other aliases alias +hook +button6 alias -hook -button6 alias use "impulse 21" // for backwards compatibility alias dropweapon "impulse 17" alias +show_info +button7 alias -show_info -button7 bind f6 team_auto // merge lightmaps up to 2048x2048 textures mod_q3bsp_lightmapmergepower 4 // player defaults _cl_color 112 _cl_name Player _cl_playermodel models/player/erebus.iqm _cl_playerskin 0 seta crosshair 16 seta crosshair_color "0.6 0.8 1" seta crosshair_alpha 0.300000 seta crosshair_size 0.500000 seta crosshair_dot 1 seta crosshair_dot_alpha 1 seta crosshair_dot_size 0.600000 seta crosshair_dot_color "1 0 0" "when != 0, use custom color for the crosshair dot" seta crosshair_pickup 0.25 seta crosshair_pickup_speed 4 seta crosshair_hitindication 0.5 seta crosshair_hitindication_color "10 -10 -10" seta crosshair_hitindication_speed 5 seta crosshair_per_weapon 0 "when 1, each gun will display a different crosshair" seta crosshair_color_per_weapon 1 "when 1, each gun will display the crosshair with a different color" seta crosshair_effect_speed -1 "how fast (in seconds) some crosshair effects should take place, 0 = instant, -1 = 2x weapon switch time" seta crosshair_effect_scalefade 1 "use scaling and fading for crosshair effects" seta crosshair_hittest 1 "do a crosshair hit evaluation; also, the crosshair is scaled by the given number when aiming at an enemy, and blurred when aiming at a team mate" seta crosshair_hittest_blur 1 "blur the crosshair if the shot is obstructed" seta crosshair_hittest_showimpact 0 "move the crosshair to the actual impact location if obstructed" seta crosshair_laser "" "crosshair to display when wielding the laser" seta crosshair_laser_color "1 0.35 0.2" "crosshair color to display when wielding the laser" seta crosshair_laser_alpha 0.75 "crosshair alpha value to display when wielding the laser" seta crosshair_laser_size 0.4 "crosshair size when wielding the laser" seta crosshair_shotgun "" "crosshair to display when wielding the shotgun" seta crosshair_shotgun_color "0.7 0.7 0.7" "crosshair color to display when wielding the shotgun" seta crosshair_shotgun_alpha 1.1 "crosshair alpha value to display when wielding the shotgun" seta crosshair_shotgun_size 0.65 "crosshair size when wielding the shotgun" seta crosshair_uzi "" "crosshair to display when wielding the machinegun" seta crosshair_uzi_color "0.4 0.9 0.35" "crosshair color to display when wielding the machinegun" seta crosshair_uzi_alpha 0.9 "crosshair alpha value to display when wielding the machinegun" seta crosshair_uzi_size 0.6 "crosshair size when wielding the machinegun" seta crosshair_grenadelauncher "" "crosshair to display when wielding the mortar" seta crosshair_grenadelauncher_color "1 0.15 0" "crosshair color to display when wielding the mortar" seta crosshair_grenadelauncher_alpha 1.15 "crosshair alpha value to display when wielding the mortar" seta crosshair_grenadelauncher_size 0.7 "crosshair size when wielding the mortar" seta crosshair_minelayer "" "crosshair to display when wielding the mortar" seta crosshair_minelayer_color "0.75 0.75 0" "crosshair color to display when wielding the mortar" seta crosshair_minelayer_alpha 1.15 "crosshair alpha value to display when wielding the mortar" seta crosshair_minelayer_size 0.9 "crosshair size when wielding the mortar" seta crosshair_electro "" "crosshair to display when wielding the electro" seta crosshair_electro_color "0.35 0.5 1" "crosshair color to display when wielding the electro" seta crosshair_electro_alpha 1 "crosshair alpha value to display when wielding the electro" seta crosshair_electro_size 0.5 "crosshair size when wielding the electro" seta crosshair_crylink "" "crosshair to display when wielding the crylink" seta crosshair_crylink_color "0.85 0.25 1" "crosshair color to display when wielding the crylink" seta crosshair_crylink_alpha 0.85 "crosshair alpha value to display when wielding the crylink" seta crosshair_crylink_size 0.4 "crosshair size when wielding the crylink" seta crosshair_nex "" "crosshair to display when wielding the nex gun" seta crosshair_nex_color "0 0.9 1" "crosshair color to display when wielding the nex gun" seta crosshair_nex_alpha 0.85 "crosshair alpha value to display when wielding the nex gun" seta crosshair_nex_size 0.65 "crosshair size when wielding the nex gun" seta crosshair_hagar "" "crosshair to display when wielding the hagar" seta crosshair_hagar_color "0.85 0.5 0.35" "crosshair color to display when wielding the hagar" seta crosshair_hagar_alpha 1 "crosshair alpha value to display when wielding the hagar" seta crosshair_hagar_size 0.8 "crosshair size when wielding the hagar" seta crosshair_rocketlauncher "" "crosshair to display when wielding the rocketlauncher" seta crosshair_rocketlauncher_color "1 0.75 0.2" "crosshair color to display when wielding the rocketlauncher" seta crosshair_rocketlauncher_alpha 1 "crosshair alpha value to display when wielding the rocketlauncher" seta crosshair_rocketlauncher_size 0.5875 "crosshair size when wielding the rocketlauncher" seta crosshair_porto "" "crosshair to display when wielding the porto" seta crosshair_porto_color "0.5 1 0.5" "crosshair color to display when wielding the porto" seta crosshair_porto_alpha 0.85 "crosshair alpha value to display when wielding the porto" seta crosshair_porto_size 0.6 "crosshair size when wielding the porto" seta crosshair_minstanex "" "crosshair to display when wielding the minstanex gun" seta crosshair_minstanex_color "0.65 0.65 1" "crosshair color to display when wielding the minstanex gun" seta crosshair_minstanex_alpha 1 "crosshair alpha value to display when wielding the minstanex gun" seta crosshair_minstanex_size 0.4 "crosshair size when wielding the minstanex gun" seta crosshair_hook "" "crosshair to display when wielding the hook" seta crosshair_hook_color "0.65 1 0.85" "crosshair color to display when wielding the hook" seta crosshair_hook_alpha 0.85 "crosshair alpha value to display when wielding the hook" seta crosshair_hook_size 0.5 "crosshair size when wielding the hook" seta crosshair_hlac "" "crosshair to display when wielding the H.L.A.C" seta crosshair_hlac_color "1 0.65 0.2" "crosshair color to display when wielding the H.L.A.C." seta crosshair_hlac_alpha 1 "crosshair alpha value to display when wielding the H.L.A.C." seta crosshair_hlac_size 0.6 "crosshair size when wielding the H.L.A.C." seta crosshair_seeker "" "crosshair to display when wielding the TAG Seeker" seta crosshair_seeker_color "1 0.35 0.35" "crosshair color to display when wielding the TAG seeker" seta crosshair_seeker_alpha 0.9 "crosshair alpha value to display when wielding the TAG seeker" seta crosshair_seeker_size 0.8 "crosshair size when wielding the TAG seeker" seta crosshair_rifle "" "crosshair to display when wielding the rifle" seta crosshair_rifle_color "0.85 0.5 0.25" "crosshair color to display when wielding the rifle" seta crosshair_rifle_alpha 1 "crosshair alpha value to display when wielding the rifle" seta crosshair_rifle_size 0.5 "crosshair size when wielding the rifle" seta crosshair_tuba "" "crosshair to display when wielding the tuba" seta crosshair_tuba_color "0.85 0.5 0.25" "crosshair color to display when wielding the tuba" seta crosshair_tuba_alpha 1 "crosshair alpha value to display when wielding the tuba" seta crosshair_tuba_size 1 "crosshair size when wielding the tuba" seta crosshair_fireball "" "crosshair to display when wielding the fireball" seta crosshair_fireball_color "0.2 1.0 0.2" "crosshair color to display when wielding the fireball" seta crosshair_fireball_alpha 1 "crosshair alpha value to display when wielding the fireball" seta crosshair_fireball_size 1 "crosshair size when wielding the fireball" seta crosshair_color_by_health 0 "if enabled, crosshair color will depend on current health" // ring around crosshair, used for various purposes (such as indicating bullets left in clip, nex charge) seta crosshair_ring 1 "main cvar to enable or disable normal crosshair rings" seta crosshair_ring_inner 0 "allow inner rings to be drawn too" seta crosshair_ring_size 2 "ring size" seta crosshair_ring_alpha 0.2 "ring alpha" seta crosshair_ring_nex 1 "draw a ring showing the current charge of the nexgun" seta crosshair_ring_nex_alpha 0.15 seta crosshair_ring_nex_inner_alpha 0.15 seta crosshair_ring_nex_inner_color_red 0.8 seta crosshair_ring_nex_inner_color_green 0 seta crosshair_ring_nex_inner_color_blue 0 seta crosshair_ring_nex_currentcharge_scale 30 seta crosshair_ring_nex_currentcharge_movingavg_rate 0.05 seta crosshair_ring_minelayer 1 seta crosshair_ring_minelayer_alpha 0.15 seta crosshair_ring_hagar 1 seta crosshair_ring_hagar_alpha 0.15 seta crosshair_ring_reload 1 "main cvar to enable or disable ammo crosshair rings" seta crosshair_ring_reload_size 2.5 "reload ring size" seta crosshair_ring_reload_alpha 0.2 "reload ring alpha" seta cl_reticle 1 "control for toggling whether ANY zoom reticles are shown" seta cl_reticle_stretch 0 "whether to stretch reticles so they fit the screen (brakes image proportions)" seta cl_reticle_item_nex 1 "draw aiming reticle for the nex weapon's zoom, 0 disables and values between 0 and 1 change alpha" seta cl_reticle_item_normal 1 "draw reticle when zooming with the zoom button, 0 disables and values between 0 and 1 change alpha" fov 90 seta cl_velocityzoom 0 "velocity based zooming of fov, 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_zoomfactor 5 "how much +zoom will zoom (1-16)" 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)" 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 seta menu_vid_width 1024 seta menu_vid_height 768 seta menu_vid_pixelheight 1 seta menu_vid_scale 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 // 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 // how long the cycle of up/down view movement takes (only works if cl_bob is not 0), default is 0.6 cl_bob 0.01 // 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 0 // how long the cycle of left/right view movement takes (only works if cl_bob2 is not 0), default is 0.6 cl_bob2 0.01 // 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_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" 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) 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 "if set to 1 allow a map to be restarted once all players pressed the \"ready\" button'" set sv_ready_restart_after_countdown 0 "if set to 1 the players and map items are reset after the countdown ended, otherwise they're reset already at the beginning of the countdown" set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy" set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead" seta cl_eventchase_distance 140 "final camera distance" seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" //nifreks lockonrestart feature, used in team-based game modes, if set to 1 and all players readied up no other player can then join the game anymore, useful to block spectators from joining set teamplay_lockonrestart 0 "it set to 1 in a team-based game, the teams are locked once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" set g_maxplayers 0 "maximum number of players allowed to play at the same time, set to 0 to allow all players to join the game" set g_maxplayers_spectator_blocktime 5 "if the players voted for the \"nospectators\" command, this setting defines the number of seconds a observer/spectator has time to join the game before he gets kicked" // tournament mod set g_warmup 0 "split the game into a warmup- and match-stage when set to 1" set g_warmup_limit 0 "if set to -1 the warmup-stage is not affected by any timelimit, if set to 0 the usual timelimit also affects warmup-stage, otherwise warmup will be limited to this time in SECONDS (useful for public matches)" set g_warmup_allow_timeout 0 "if set to 1 timeouts can also be called in the warmup-stage, when sv_timeout is set to 1" set g_warmup_allguns 1 "if set players start with all guns in warmup mode" set g_warmup_majority_factor 0.8 "minimum percentage of players ready needed for warmup to end" set g_chat_nospectators 0 "if 0 spec/observer chat is always visible to the player, if 1 it is never visible to players, if 2 it is only visible to players during warmup stage" set sv_vote_nospectators 0 "if set only players can call a vote (thus spectators and observers can't call a vote)" alias g_tourney "g_tourney_$1" alias g_tourney_1 "g_warmup 1; g_chat_nospectators 2; sv_vote_nospectators 1" alias g_tourney_0 "g_warmup 0; g_chat_nospectators 0; sv_vote_nospectators 0" set sv_timeout 0 "allows a player to call a timeout, this will pause the game for some time" set sv_timeout_length 120 "how long the game will be paused at max, in seconds" set sv_timeout_number 2 "how many timeouts one player is allowed to call (gets reset after a restart)" set sv_timeout_leadtime 4 "how long the players will be informed that a timeout was called before it starts, in seconds" set sv_timeout_resumetime 3 "how long the remaining timeout-time will be after a player called the timein command" set g_allow_oldnexbeam 0 "If enabled, clients are allowed to use old v2.3 Nexgun beam" seta cl_particles_oldnexbeam 0 "Uses the old v2.3 Nexgun beam instead of the new beam, only works if server allows it (g_allow_oldnexbeam 1)" set g_telefrags 1 "telefragging, i.e. killing someone who stands in the way of someone who is teleporting" set g_telefrags_teamplay 1 "never telefrag team mates" set g_telefrags_avoid 1 "when teleporters have a random destination, avoid teleporting to locations where a telefrag would happen" set g_teleport_maxspeed 0 "maximum speed that a player can keep when going through a teleporter (if a misc_teleporter_dest also has a cap the smallest one of these will be used), 0 = don't limit, -1 = keep no speed" seta cl_damageeffect 1 "enable weapon damage effects. 1 enables the feature on skeletal models, 2 on any model" seta cl_damageeffect_ticrate 0.1 "particle spawn rate" seta cl_damageeffect_bones 5 "how many damages to allow on a rigged mesh at once (non-skeletal objects are limited to one)" seta cl_damageeffect_distribute 1 "divide particle intensity if multiple damages are present" seta cl_damageeffect_lifetime 0.1 "how much a damage effect lasts, based on damage amount" seta cl_damageeffect_lifetime_min 3 "minimum lifetime a damage effect may have" seta cl_damageeffect_lifetime_max 6 "maximum lifetime a damage effect may have" set g_respawn_ghosts 1 "if 1 dead bodies become ghosts and float away when the player respawns" set g_respawn_ghosts_speed 5 "the speed with which respawn ghosts float and rotate" set g_respawn_ghosts_maxtime 6 "maximum amount of time a respawn ghost can last, minimum time is half this value. 0 disables and ghosts fade when the body would" set cl_deathglow 0.8 "number of seconds during which dead bodies glow out" set sv_gibhealth 100 "Minus health a dead body must have in order to get gibbed" // fragmessage: This allows extra information to be displayed with the frag centerprints. set sv_fraginfo 1 "Enable extra frag message information, 0 = Never display, 1 = Display only in warmup mode; 2 = Always display" set sv_fraginfo_ping 1 "Enable ping display information, 0 = Never display, 1 = Always display (If the player is a bot, it will say bot instead of the ping.)" set sv_fraginfo_handicap 1 "Enable handicap display information, 0 = Never display, 1 = Only when the player has handicap on, 2 = Always display (Displays Off if disabled)" set sv_fraginfo_stats 1 "Enable statistics (health/armor) display information, 0 = Never display, 1 = Always display (Only available for the person who was killed)" // use default physics set sv_friction_on_land 0 set sv_player_viewoffset "0 0 35" "view offset of the player model" set sv_player_mins "-16 -16 -24" "playermodel mins" set sv_player_maxs "16 16 45" "playermodel maxs" set sv_player_headsize "24 24 12" "playermodel headshot bbox size (centered at top of player bbox, preview with r_showbboxes)" // actually SHOULD be 19.2 19.2 10 according to docs set sv_player_crouch_viewoffset "0 0 20" "view offset of the player model when crouched" set sv_player_crouch_mins "-16 -16 -24" "mins of a crouched playermodel" set sv_player_crouch_maxs "16 16 25" "maxs of a crouched playermodel" set sv_doublejump 0 "allow Quake 2-style double jumps" set sv_jumpspeedcap_min "" "lower bound on the baseline velocity of a jump; final velocity will be >= (jumpheight * min + jumpheight)" set sv_jumpspeedcap_max "" "upper bound on the baseline velocity of a jump; final velocity will be <= (jumpheight * max + jumpheight)" set sv_jumpspeedcap_max_disable_on_ramps 0 "disable upper baseline velocity bound on ramps to preserve the old rampjump style" set sv_player_jumpanim_minfall 48 "minimum distance player has to have below their feet before the jump animation will be activated (only when falling, +jump will play anim instantly)" seta sv_precacheplayermodels 1 seta sv_precacheweapons 0 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; 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" seta sv_defaultplayerskin_blue 0 seta sv_defaultplayermodel_yellow "" "\"\" means see sv_defaultplayermodel" seta sv_defaultplayerskin_yellow 0 seta sv_defaultplayermodel_pink "" "\"\" means see sv_defaultplayermodel" seta sv_defaultplayerskin_pink 0 seta sv_defaultplayercolors "" "set to 16*shirt+pants to force a color, note: it does NOT depend on defaultcharacter! Set to \"\" to disable" set sv_autoscreenshot 0 "if set to 1, the server forces all clients to create a local screenshot once the map ended" net_messagetimeout 300 net_connecttimeout 30 sv_jumpstep 1 // step up stairs while jumping, makes it easier to reach ledges set ekg 0 "Throw huge amounts of gibs" seta sv_shownames_cull_distance 2500 "distance after which to not send origin/health/armor of another player" cl_movement 1 cl_movement_track_canjump 0 cl_stairsmoothspeed 200 set bot_config_file bots.txt "Name and path of the bot configuration file" set bot_number 0 "Minimum number of bots" seta bot_usemodelnames 0 "Use player model names for bot names" set bot_nofire 0 "When set, bots never fire. Mainly for testing in g_waypointeditor mode" seta bot_prefix [BOT] "Prefix in front of the bot names" seta bot_suffix "" "Suffix behind the bot names" seta skill_auto 0 "when 1, \"skill\" gets adjusted to match the best player on the map" set bot_debug_tracewalk 0 "Enable visual indicators for short-term navigation. Green: Goal Reached / Yellow: Obstacle found / Red: Unsolvable obstacle found" set bot_debug_goalstack 0 "Visualize the current path that each bot is following. Use with as few bots as possible." set bot_wander_enable 1 "Have bots wander around if they are unable to reach any useful goal. Disable only for debugging purposes." // general bot AI cvars set bot_ai_thinkinterval 0.05 set bot_ai_strategyinterval 5 "How often a new objective is chosen" set bot_ai_enemydetectioninterval 2 "How often bots pick a new target" set bot_ai_enemydetectionradius 10000 "How far bots can see enemies" set bot_ai_dodgeupdateinterval 0.2 "How often scan for items to dodge. Currently not in use." set bot_ai_chooseweaponinterval 0.5 "How often the best weapon according to the situation will be chosen" set bot_ai_dangerdetectioninterval 0.25 "How often scan for waypoints with dangers near" set bot_ai_dangerdetectionupdates 64 "How many waypoints will be considered for danger detection" set bot_ai_aimskill_blendrate 2 "How much correction will be applied to the aiming angle" set bot_ai_aimskill_fixedrate 15 set bot_ai_aimskill_firetolerance_distdegrees 100 set bot_ai_aimskill_firetolerance_mindegrees 2 "Minimum angle tolerance. Used on large distances" set bot_ai_aimskill_firetolerance_maxdegrees 60 "Maximum firing angle. Used on close range" set bot_ai_aimskill_mouse 1 "How much of the aiming filters are applied" set bot_ai_keyboard_distance 250 "Keyboard emulation is disabled after this distance to the goal" set bot_ai_keyboard_threshold 0.57 set bot_ai_aimskill_offset 0.3 "Amount of error induced to the bots aim" set bot_ai_aimskill_think 1 "Aiming velocity. Use values below 1 for slower aiming" set bot_ai_custom_weapon_priority_distances "300 850" "Define close and far distances in any order. Based on the distance to the enemy bots will choose different weapons" set bot_ai_custom_weapon_priority_far "minstanex nex rifle electro rocketlauncher grenadelauncher hagar hlac crylink laser uzi fireball seeker shotgun tuba minelayer" "Desired weapons for far distances ordered by priority" set bot_ai_custom_weapon_priority_mid "minstanex rocketlauncher nex fireball seeker grenadelauncher electro uzi crylink hlac hagar shotgun laser rifle tuba minelayer" "Desired weapons for middle distances ordered by priority" set bot_ai_custom_weapon_priority_close "minstanex shotgun nex uzi hlac tuba seeker hagar crylink grenadelauncher electro rocketlauncher laser fireball rifle minelayer" "Desired weapons for close distances ordered by priority" set bot_ai_weapon_combo 1 "Enable bots to do weapon combos" set bot_ai_weapon_combo_threshold 0.4 "Try to make a combo N seconds after the last attack" set bot_ai_friends_aware_pickup_radius "500" "Bots will not pickup items if a team mate is this distance near the item" set bot_ai_ignoregoal_timeout 3 "Ignore goals making bots to get stuck in front of a wall for N seconds" set bot_ai_bunnyhop_skilloffset 7 "Bots with skill equal or greater than this value will perform the \"bunnyhop\" technique" set bot_ai_bunnyhop_startdistance 200 "Run to goals located further than this distance" set bot_ai_bunnyhop_stopdistance 200 "Stop jumping after reaching this distance to the goal" set bot_ai_bunnyhop_firstjumpdelay 0.2 "Start running to the goal only if it was seen for more than N seconds" set bot_god 0 "god mode for bots" set bot_ai_navigation_jetpack 0 "Enable bots to navigate maps using the jetpack" set bot_ai_navigation_jetpack_mindistance 3500 "Bots will try fly to objects located farther than this distance" // Better don't touch these, there are hard to tweak! set bot_ai_aimskill_order_mix_1st 0.01 "Amount of the 1st filter output to apply to the aiming angle" set bot_ai_aimskill_order_mix_2nd 0.1 "Amount of the 1st filter output to apply to the aiming angle" set bot_ai_aimskill_order_mix_3th 0.01 "Amount of the 1st filter output to apply to the aiming angle" set bot_ai_aimskill_order_mix_4th 0.05 "Amount of the 1st filter output to apply to the aiming angle" set bot_ai_aimskill_order_mix_5th 0.01 "Amount of the 1st filter output to apply to the aiming angle" set bot_ai_aimskill_order_filter_1st 0.4 "Position filter" set bot_ai_aimskill_order_filter_2nd 0.4 "Movement filter" set bot_ai_aimskill_order_filter_3th 0.2 "Acceleration filter" set bot_ai_aimskill_order_filter_4th 0.4 "Position prediction filter. Used rarely" set bot_ai_aimskill_order_filter_5th 0.5 "Movement prediction filter. Used rarely" // waypoint editor enable set g_waypointeditor 0 set g_waypointeditor_auto 0 "Automatically create waypoints for bots while playing; BEWARE, this currently creates too many of them" set bot_ignore_bots 0 "When set, bots don't shoot at other bots" set bot_join_empty 0 "When set, bots also play if no player has joined the server" set bot_vs_human 0 "Bots and humans play in different teams when set. positive values to make an all-bot blue team, set to negative values to make an all-bot red team, the absolute value is the ratio bots vs humans (1 for equal count). Changes will be correctly applied only from the next game" alias g_waypointeditor_spawn "impulse 103" alias g_waypointeditor_remove "impulse 104" alias g_waypointeditor_relinkall "impulse 105" alias g_waypointeditor_saveall "impulse 106" 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_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_trueaim_minrange 44 "TrueAim minimum range (TrueAim adjusts shots so they hit the crosshair point even though the gun is not at the screen center)" set g_antilag_nudge 0 "don't touch" set g_antilag_bullets 1 "Bullets AntiLag (0 = no AntiLag, 1 = server side hit scan in the past) - DO NOT TOUCH (severely changes weapon balance)" 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" set g_pinata 0 "if set to 1 you will not only drop your current weapon when you are killed, but you will drop all weapons that you possessed" set g_weapon_stay 0 "1: ghost weapons can be picked up too but give no ammo, 2: ghost weapons refill ammo to one pickup size, thrown guns have no ammo" set g_weapon_throwable 1 "if set to 1, weapons can be dropped" set g_powerups -1 "if set to 0 the strength and shield (invincibility) will not spawn on the map, if 1 they will spawn in all game modes, -1 is game mode default" set g_use_ammunition 1 "if set to 0 all weapons have unlimited ammunition" set g_pickup_items -1 "if set to 0 all items (health, armor, ammo, weapons...) are removed from the map, if 1 they are forced to spawn" set g_minstagib 0 "enable minstagib" set g_minstagib_extralives 2 "how many extra lives you will get per powerup" set g_minstagib_ammo_start 10 "starting ammo" set g_minstagib_ammo_drop 5 "how much ammo you'll get for weapons or cells" set g_minstagib_invis_alpha 0.15 set g_minstagib_speed_highspeed 1.5 "speed-multiplier that applies while you carry the invincibility powerup" set g_vampire 0 "set to 1 to enable the vampire mode, where the damage done to your opponent gets added to your own health" set g_weaponarena "0" "put in a list of weapons to enable a weapon arena mode, or try \"all\" or \"most\"" set g_weaponarena_random "0" "if set to a number, only that weapon count is given on every spawn (randomly)" set g_weaponarena_random_with_laser "1" "additionally, always provide the laser in random weapon arena games" set g_midair 0 "if set to 1 you can only apply damage to your opponent while he is airborne" set g_midair_shieldtime 0.3 "number of seconds you are still invincible since you lost contact to the ground" set g_spawnsound 1 "set to 0 if you don't want to hear the spawn sound when a player spawns" set g_spawnpoints_auto_move_out_of_solid 0 "if set to 1 you will see a warning if a spawn point was placed inside a solid" set g_forced_respawn 0 "if set to 1 and a player died, that player gets automatically respawned once seconds are over" set g_fullbrightplayers 0 "brightens up player models (note that the color, skin or model of the players does not change!)" set g_fullbrightitems 0 "brightens up items" set g_nodepthtestplayers 0 "disables depth testing on players" set g_nodepthtestitems 0 "disables depth testing on items" set g_casings 2 "specifies which casings (0: none, 1: only shotgun casings, 2: shotgun and machine gun casings) are sent to the client" set g_norecoil 0 "if set to 1 shooting weapons won't make you crosshair to move upwards (recoil)" set g_maplist_mostrecent "" "contains the name of the maps that were most recently played" seta g_maplist_mostrecent_count 3 "number of most recent maps that are blocked from being played again" seta g_maplist "" "the list of maps to be cycled among (is autogenerated if empty)" seta g_maplist_index 0 "this is used internally for saving position in maplist cycle" seta g_maplist_selectrandom 0 "if 1, a random map will be chosen as next map - DEPRECATED in favor of g_maplist_shuffle" 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" 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_grab_range 200 "distance at which dragable objects can be grabbed" set g_cloaked 0 "display all players mostly invisible" set g_player_alpha 1 set g_player_brightness 0 "set to 2 for brighter players" seta g_balance_cloaked_alpha 0.25 set g_sandbox 0 "allow players to spawn and edit objects around the map" set g_sandbox_info 1 "print object information to the server. 1 prints info about spawned / removed objects, 2 also prints info about edited objects" set g_sandbox_readonly 0 "when this mode is active, players cannot modify objects or use any sandbox commands" set g_sandbox_storage_name default "name of the selected storage to use" set g_sandbox_storage_autosave 5 "storage is automatically saved every specified number of seconds" set g_sandbox_storage_autoload 1 "if a storage file exists for the given map, automatically load it at startup" set g_sandbox_editor_flood 1 "players must wait this many seconds between spawning objects" set g_sandbox_editor_maxobjects 1000 "maximum number of objects that may exist at a time" set g_sandbox_editor_free 1 "0 = players can only copy or edit their own objects, 1 = players can copy but not edit other objects, 2 = players can copy and edit all object" set g_sandbox_editor_distance_spawn 200 "distance at which objects spawn in front of the player" set g_sandbox_editor_distance_edit 300 "distance at which players can edit or remove objects they are looking at" set g_sandbox_object_scale_min 0.1 "minimum scale that objects can be set to" set g_sandbox_object_scale_max 2 "maximum scale that objects can be set to" set g_sandbox_object_material_velocity_min 100 "velocity objects must have while colliding for material effects to be applied" set g_sandbox_object_material_velocity_factor 0.002 "velocity range which decides the intensity of material effects" set cl_sandbox_clipboard "" seta menu_sandbox_spawn_model "" seta menu_sandbox_attach_bone "" seta menu_sandbox_edit_skin 0 seta menu_sandbox_edit_alpha 1 seta menu_sandbox_edit_color_main "1 1 1" seta menu_sandbox_edit_color_glow "1 1 1" seta menu_sandbox_edit_frame 0 seta menu_sandbox_edit_scale 1 seta menu_sandbox_edit_solidity 1 seta menu_sandbox_edit_physics 1 seta menu_sandbox_edit_force 1 seta menu_sandbox_edit_material "" bind f7 menu_showsandboxtools set g_playerclip_collisions 1 "0 = disable collision testing against playerclips, might be useful on some defrag maps" set g_botclip_collisions 1 "0 = disable collision testing against botclips, might be useful on some defrag maps" set welcome_message_time 8 set g_grappling_hook 0 "let players spawn with the grappling hook which allows them to pull themselves up" set g_invincible_projectiles 0 "set to 1 to disable any damage to projectiles in all balance configs, regardless of g_projectiles_damage" set g_dodging 0 "set to 1 to enable dodging in games" set g_rocket_flying 0 "set to 1 to enable rocket flying in all balance configs" seta cl_dodging_timeout 0.2 "determines how long apart (in seconds) two taps on the same direction key are considered a dodge. use 0 to disable" set sv_dodging_wall_dodging 0 "set to 1 to allow dodging off walls. 0 to disable" set sv_dodging_delay 0.5 "determines how long a player has to wait to be able to dodge again after dodging" set sv_dodging_up_speed 200 "the jump velocity of the dodge" set sv_dodging_horiz_speed 400 "the horizontal velocity of the dodge" set sv_dodging_ramp_time 0.1 "a ramp so that the horizontal part of the dodge is added smoothly (seconds)" set sv_dodging_height_threshold 10 "the maximum height above ground where to allow dodging" set sv_dodging_wall_distance_threshold 10 "the maximum distance from a wall that still allows dodging" set sv_dodging_sound 1 "if 1 dodging makes a sound. if 0 dodging is silent" set leadlimit 0 set leadlimit_and_fraglimit 0 "if set, leadlimit is ANDed with fraglimit (otherwise ORed)" // this means that timelimit can be overidden globally and fraglimit can be overidden for each game mode: DM/TDM, Domination, CTF, and Runematch. seta timelimit_override -1 "Time limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta fraglimit_override -1 "Frag limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta leadlimit_override -1 "Lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta capturelimit_override -1 "Capture limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta captureleadlimit_override -1 "Capture llead imit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_arena_point_limit -1 "Arena point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_arena_point_leadlimit -1 "Arena point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_domination_point_limit -1 "Domination point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_domination_point_leadlimit -1 "Domination point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_runematch_point_limit -1 "Runematch point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_runematch_point_leadlimit -1 "Runematch point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_keyhunt_point_limit -1 "Keyhunt point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_keyhunt_point_leadlimit -1 "Keyhunt point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_race_laps_limit -1 "Race laps limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_nexball_goallimit -1 "Nexball goal limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_nexball_goalleadlimit -1 "Nexball goal lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_ctf_ignore_frags 0 "1: regular frags give no points" set g_freezetag 0 "Freeze Tag: Freeze the opposing team(s) to win, unfreeze teammates by standing next to them" seta g_freezetag_warmup 5 "Time players get to run around before the round starts" seta g_freezetag_point_limit -1 "Freeze Tag point limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_freezetag_point_leadlimit -1 "Freeze Tag point lead limit overriding the mapinfo specified one (use 0 to play without limit, and -1 to use the mapinfo's limit)" seta g_freezetag_revive_speed 0.4 "Speed for reviving a frozen teammate" seta g_freezetag_revive_clearspeed 1.6 "Speed at which reviving progress gets lost when out of range" 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" 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" set g_spawn_near_teammate 0 "if set, players prefer spawns near a team mate" set g_spawn_near_teammate_distance 640 "max distance to consider a spawn to be near a team mate" // 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" // when variables are set to 0, they take over the global setting... // to force disable delay or waves, set them to 0.125 set g_ctf_respawn_delay 0 set g_ctf_respawn_waves 0 set g_ctf_weapon_stay 0 set g_dm_respawn_delay 0 set g_dm_respawn_waves 0 set g_dm_weapon_stay 0 set g_dom_respawn_delay 0 set g_dom_respawn_waves 0 set g_dom_weapon_stay 0 set g_lms_respawn_delay 0 set g_lms_respawn_waves 0 set g_lms_weapon_stay 0 set g_rune_respawn_delay 0 set g_rune_respawn_waves 0 set g_rune_weapon_stay 0 set g_tdm_respawn_delay 0 set g_tdm_respawn_waves 0 set g_tdm_weapon_stay 0 set g_kh_respawn_delay 0 set g_kh_respawn_waves 0 set g_kh_weapon_stay 0 set g_arena_respawn_delay 0 set g_arena_respawn_waves 0 set g_arena_weapon_stay 0 set g_ca_respawn_delay 0 set g_ca_respawn_waves 0 set g_ca_weapon_stay 0 set g_ca_damage2score_multiplier 0.01 set g_ca_round_timelimit 180 set g_nexball_respawn_delay 0 set g_nexball_respawn_waves 0 set g_nexball_weapon_stay 0 set g_as_respawn_delay 0 set g_as_respawn_waves 0 set g_as_weapon_stay 0 set g_ons_respawn_delay 0 set g_ons_respawn_waves 0 set g_ons_weapon_stay 0 set g_rc_respawn_waves 0 set g_rc_respawn_delay 0 set g_rc_weapon_stay 0 set g_cts_respawn_waves 0 set g_cts_respawn_delay 0 set g_cts_selfdamage 1 "0 = disable all selfdamage and falldamage in cts" set g_cts_finish_kill_delay 10 "prevent cheating by running back to the start line, and starting out with more speed than otherwise possible" set g_cts_weapon_stay 2 set g_freezetag_respawn_waves 0 set g_freezetag_respawn_delay 0 set g_freezetag_weapon_stay 0 set g_ka_respawn_delay 0 set g_ka_respawn_waves 0 set g_ka_weapon_stay 0 // overtime seta timelimit_overtime 2 "duration in minutes of one added overtime, added to the timelimit" seta timelimit_overtimes 0 "how many overtimes to add at max" seta timelimit_suddendeath 5 "number of minutes suddendeath mode lasts after all overtimes were added and still no winner was found" // common team values set g_tdm 0 "Team Deathmatch: the team who kills their opponents most often wins" 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 following four cvars" 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_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" seta g_teamdamage_threshold 40 "for teamplay 4: threshold over which to apply mirror damage" seta g_teamdamage_resetspeed 20 "for teamplay 4: how fast player's teamdamage count decreases" seta g_balance_teams 0 "automatically balance out players entering instead of asking them for their preferred team" seta g_balance_teams_force 0 "automatically balance out teams when players move or disconnect" seta g_balance_teams_prevent_imbalance 0 "prevent players from changing to larger teams" set g_tdm_teams 2 "how many teams are in team deathmatch (set by mapinfo)" seta g_tdm_teams_override 0 "how many teams are in team deathmatch" set g_tdm_team_spawns 0 "when 1, a map can define team spawnpoints for TDM" set g_changeteam_banned 0 "not allowed to change team" set g_changeteam_fragtransfer 0 "% of frags you get to keep when you change teams (rounded down)" set sv_teamnagger 1 "enable a nag message when the teams are unbalanced" // dm set g_dm 1 "Deathmatch: killing any other player is one frag, player with most frags wins" set gamecfg 1 // "deathmatch" // ctf set g_ctf 0 "Capture The Flag: take the enemy flag and bring it to yours at your base to score" set g_ctf_flag_returntime 30 set g_ctf_flagcarrier_selfdamage 1 set g_ctf_flagcarrier_selfforce 1 set g_ctf_fullbrightflags 0 set g_ctf_dynamiclights 0 set g_ctf_allow_drop 1 "dropping allows circumventing carrierkill score, so enable this with care!" set g_ctf_reverse 0 "if enabled, flags positions are switched: you have to capture the enemy's flag from your own base by bringing it to your own flag in the enemy base" set g_balance_ctf_delay_collect 1.0 set g_balance_ctf_damageforcescale 1 set g_ctf_shield_max_ratio 0 "shield at most this percentage of a team from the enemy flag (try: 0.4 for 40%)" set g_ctf_shield_min_negscore 20 "shield the player from the flag if he's got this negative amount of points or less" set g_ctf_shield_force 100 "push force of the shield" // fun for server admins set g_ctf_flag_red_model "models/ctf/flags.md3" set g_ctf_flag_red_skin 0 set g_ctf_flag_blue_model "models/ctf/flags.md3" set g_ctf_flag_blue_skin 1 set g_ctf_flag_glowtrails 0 set g_ctf_flag_pickup_effects 1 set g_ctf_flag_capture_effects 1 set g_ctf_captimerecord_always 0 "if enabled, assisted CTF records (with other players on the server) are recorded too" // runematch set g_runematch 0 "Runematch: pick up and hold the runes, special items that give you points, a special power (rune) and a disadvantage (curse)" set g_runematch_pointrate 5 set g_runematch_fixedspawns 1 "use fixed runematch spawns if available" set g_runematch_pointamt 1 set g_runematch_shuffletime 30 "how often runes change position" set g_runematch_respawntime 15 "how soon after being dropped to respawn" set g_runematch_frags_killedby_runeholder 4 set g_runematch_frags_killed_runeholder 5 set g_runematch_frags_norune 0 set g_runematch_drop_runes_max 2 "only drop up to 2 runes, the rest should respawn" set g_runematch_allow_same 0 "allow matching rune-curse pairs" set g_runematch_rune_alpha 0.78 set g_runematch_rune_effects 544 "EF_ADDITIVE + EF_FULLBRIGHT = 544" set g_runematch_rune_glow_size 0 set g_runematch_rune_glow_color 0 set g_runematch_rune_color_strength 1.0 // strength/weakness set g_balance_rune_strength_damage 2.0 set g_balance_rune_strength_force 1.5 set g_balance_curse_weak_damage 0.5 set g_balance_curse_weak_force 0.6 set g_balance_rune_strength_combo_damage 0.9 set g_balance_rune_strength_combo_force 1.0 // defense/vulner set g_balance_rune_defense_takedamage 0.5 set g_balance_curse_vulner_takedamage 2.0 set g_balance_rune_defense_combo_takedamage 1.0 // vampire/empathy set g_balance_rune_vampire_absorb 0.4 set g_balance_curse_empathy_takedamage -0.4 set g_balance_rune_vampire_combo_absorb -0.1 set g_balance_rune_vampire_maxhealth 500 set g_balance_curse_empathy_minhealth 20 set g_balance_rune_vampire_combo_minhealth 40 // regen/venom set g_balance_rune_regen_hpmod 1.75 set g_balance_curse_venom_hpmod 0.6 set g_balance_rune_regen_combo_hpmod 0.9 set g_balance_rune_regen_regenrate 3.0 set g_balance_curse_venom_rotrate 3.0 set g_balance_rune_regen_combo_regenrate 0.5 set g_balance_rune_regen_combo_rotrate 1.5 set g_balance_rune_regen_limitmod 1 set g_balance_curse_venom_limitmod 1 set g_balance_rune_regen_combo_limitmod 1 // speed/slow set g_balance_rune_speed_atkrate 0.66 set g_balance_curse_slow_atkrate 1.5 set g_balance_rune_speed_combo_atkrate 1.2 set g_balance_rune_speed_highspeed 1.5 set g_balance_curse_slow_highspeed 0.6 set g_balance_rune_speed_combo_highspeed 0.9 // domination set g_domination 0 "Domination: capture and hold control points to gain points" set g_domination_default_teams 2 "default number of teams for maps that aren't domination-specific" seta g_domination_teams_override 0 "use a specific number of teams in domination games (minimum 2), disables dom_team entities" set g_domination_disable_frags 0 "players can't get frags normally, only get points from kills" set g_domination_point_amt 0 "override: how many points to get per ping" set g_domination_point_fullbright 0 "domination point fullbright" set g_domination_point_rate 0 "override: how often to give those points" set g_domination_point_capturetime 0.1 "how long it takes to capture a point (given no interference)" set g_domination_point_glow 0 "domination point glow (warning, slow)" //set g_domination_balance_team_points 1 "# of points received is based on team sizes" // last man standing set g_lms 0 "Last Man Standing: everyone starts with a certain amount of lives, and the survivor wins" set g_lms_lives_override -1 set g_lms_regenerate 0 set g_lms_campcheck_interval 10 set g_lms_campcheck_message "^1Don't camp!" set g_lms_campcheck_damage 100 set g_lms_campcheck_distance 1800 set g_lms_last_join 3 "if g_lms_join_anytime is false, new players can only join if the worst active player has more than (fraglimit - g_lms_last_join) lives" set g_lms_join_anytime 1 "if true, new players can join, but get same amount of lives as the worst player" // arena set g_arena 0 "Arena: many one-on-one rounds are played to find the winner" set g_arena_maxspawned 2 "maximum number of players to spawn at once (the rest is spectating, waiting for their turn)" set g_arena_roundbased 1 "if disabled, the next player will spawn as soon as someone dies" set g_arena_warmup 5 "time, newly spawned players have to prepare themselves in round based matches" // ca set g_ca 0 "Clan Arena: Played in rounds, once you're dead you're out! The team with survivors wins the round." set g_ca_point_limit 10 "point limit 10 is standard for clan arena" set g_ca_point_leadlimit 0 set g_ca_spectate_enemies 0 "Allow spectating enemy player by dead player during clan arena games." set g_ca_warmup 10 "how long the players will have time to run around the map before the round starts" // onslaught set g_onslaught 0 "Onslaught: take control points towards the enemy generator and then destroy it" set g_onslaught_gen_health 2500 set g_onslaught_cp_health 1000 set g_onslaught_cp_buildhealth 100 set g_onslaught_cp_buildtime 5 set g_onslaught_cp_regen 20 // assault set g_assault 0 "Assault: attack the enemy base as fast as you can, then defend the base against the enemy for that time to win" // race set g_race 0 "Race: be faster than your opponents" set g_race_qualifying_timelimit 0 set g_race_qualifying_timelimit_override -1 set g_race_teams 0 "when 2, 3, or 4, the race is played as a team game (the team members can add up their laps)" // cts set g_cts 0 "CTS: complete the stage" // nexball set g_nexball 0 "Nexball: Basketball and Soccer go Xonotic" set g_nexball_basketball_effects_default 8 "default: dim light. The original version used 1024 (fire) but it gives bad performance" set g_balance_nexball_primary_speed 1000 "launching speed" set g_balance_nexball_primary_refire 0.7 "launching refire" set g_balance_nexball_primary_animtime 0.3 "launching animtime" set g_balance_nexball_secondary_animtime 0.3 "launching animtime" set g_balance_nexball_secondary_speed 3000 "stealing projectile speed" set g_balance_nexball_secondary_lifetime 0.15 "stealing projectile lifetime" set g_balance_nexball_secondary_force 500 "stealing projectile force" set g_balance_nexball_secondary_refire 0.6 "stealing projectile refire" set g_balance_nexball_secondary_animtime 0.3 "stealing projectile animtime" // -1: MrBougo's first try, not very playable but working... // The ball gets the player's velocity * 1.5 + a vertical boost // 0: Revenant style // Player's velocity + a boost where he's looking at + a boost // perpendicularly to the first boost, that is upwards relatively // to the view angle // 1: MrBougo's modded Rev style 1 // The 2nd Rev boost is always vertical // 2: MrBougo's modded Rev style 2 // The 1st Rev boost is always horizontal // The 2nd Rev boost is always vertical set g_nexball_football_physics 2 "0: Revenant's original movement, 1: 0 but half independant of aiming height, 2: 1 fully independant, -1: first recode try" set g_nexball_basketball_bouncefactor 0.6 "velocity loss when the ball bounces" set g_nexball_basketball_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" set g_nexball_football_bouncefactor 0.6 "velocity loss when the ball bounces" set g_nexball_football_bouncestop 0.075 "speed at which the ball stops when it hits the ground (multiplied by sv_gravity)" set g_nexball_football_boost_forward 100 "forward velocity boost when the ball is touched" set g_nexball_football_boost_up 200 "vertical velocity boost when the ball is touched" set g_nexball_basketball_delay_hold 20 "time before a player who caught the ball loses it (anti-ballcamp)" set g_nexball_basketball_delay_hold_forteam 60 "time before a ball reset when a team holds the ball for too long" set g_nexball_basketball_teamsteal 1 "1 to allow players to steal from teammates, 0 to disallow" set g_nexball_basketball_carrier_highspeed 0.8 "speed multiplier for the ballcarrier" set g_nexball_meter_period 1 "time to make a full cycle on the power meter" set g_nexball_basketball_meter 1 "use the power meter for basketball" set g_nexball_basketball_meter_minpower 0.5 "minimal multiplier to the launching speed when using the power meter" set g_nexball_basketball_meter_maxpower 1.2 "maximal multiplier to the launching speed when using the power meter" set g_nexball_delay_goal 3 "delay between a goal and a ball reset" set g_nexball_delay_idle 10 "maximal idle time before a reset" set g_nexball_delay_start 3 "time the ball stands on its spawn before being released" set g_nexball_delay_collect 0.5 "time before the same player can catch the ball he launched" set g_nexball_sound_bounce 1 "bouncing sound (0: off)" set g_nexball_basketball_trail 1 "1 to leave a trail" set g_nexball_football_trail 0 "1 to leave a trail" set g_nexball_trail_color 254 "1-256 for different colors (Quake palette, 254 is white)" set g_nexball_radar_showallplayers 1 "1: show every player and the ball on the radar 0: only show teammates and the ball on the radar" set g_bloodloss 0 "amount of health below which blood loss occurs" set g_footsteps 1 "serverside footstep sounds" set g_deathglow 1.25 "when enabled, players stop glowing after they die (the value specifies glow fading speed)" set g_multijump 0 "Number of multiple jumps to allow (jumping again in the air), -1 allows for infinite jumps" set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 = add jumpvelocity to the current z velocity" set g_multijump_speed -999999 "Minimum vertical speed a player must have in order to jump again" // effects r_glsl_vertextextureblend_usebothalphas 1 // allows to abuse texture blending as detail texture r_glsl_postprocess 1 r_picmipsprites 0 // Xonotic uses sprites that should never be picmipped (team mate, typing, waypoints) r_picmipworld 1 gl_picmip_world 0 gl_picmip_sprites 0 gl_picmip_other 1 // so, picmip -1 is best possible quality r_mipsprites 1 r_mipskins 1 r_shadow_realtime_world_lightmaps 1 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" seta cl_nogibs 0 "reduce number of violence effects, or remove them totally" seta cl_particlegibs 0 "simpler gibs" seta cl_gibs_damageforcescale 3.5 "force to push around gibs" seta cl_gibs_lifetime 5 "average lifetime of gibs" seta cl_gibs_velocity_scale 1 "gib throw velocity force scale" 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" seta cl_casings_ticrate 0.1 "ticrate for casings" seta cl_casings_sloppy 1 "sloppy casings, may temporarily penetrate walls" seta cl_projectiles_sloppy 0 "sloppy projectiles, may temporarily penetrate walls" cl_stainmaps 0 cl_particles_smoke 1 vid_gl20 1 r_glsl_deluxemapping 1 r_glsl_offsetmapping 0 r_glsl_offsetmapping_reliefmapping 0 r_glsl_offsetmapping_scale 0.02 // execute effects-normal.cfg to make sure that all effect settings are reset alias menu_sync "" // will be re-aliased later // misc fs_empty_files_in_pack_mark_deletions 1 // makes patches able to delete files scr_conalpha 1 scr_conbrightness 0.2 scr_screenshot_jpeg 1 scr_screenshot_jpeg_quality 0.9 sv_maxvelocity 1000000000 cl_sound_wizardhit "" cl_sound_hknighthit "" cl_sound_tink1 weapons/tink1.wav cl_sound_ric1 weapons/ric1.wav cl_sound_ric2 weapons/ric2.wav cl_sound_ric3 weapons/ric3.wav cl_sound_r_exp3 "" sv_sound_land "" sv_sound_watersplash "" seta cl_announcer default "name of the announcer you wish to use from data/sound/announcer" seta cl_announcer_antispam 2 "number of seconds before an announcement of the same sound can be played again" seta cl_announcer_maptime 3 "play announcer sound telling you the remaining maptime - 0: do not play at all, 1: play at one minute, 2: play at five minutes, 3: play both" seta cl_notify_carried_items "3" "notify you of carried items when you obtain them (e.g. flags in CTF) - 0: disabled, 1: notify of taken items, 2: notify of picking up dropped items, 3: notify of both" // startmap_dm is used when running with the -listen or -dedicated commandline options set serverconfig server.cfg set _sv_init 0 alias startmap_dm "set _sv_init 0; map _init/_init; exec $serverconfig; set _sv_init 1" // aliases: alias +fire +attack alias -fire -attack alias +fire2 +button3 alias -fire2 -button3 alias +attack2 +button3 // old alias from Nexuiz alias -attack2 -button3 // old alias name from Nexuiz alias +crouch +button5 alias -crouch -button5 alias weapnext "_weapnext_${cl_weaponpriority_useforcycling}" alias _weapnext_0 "impulse 18" alias _weapnext_1 "impulse 15" alias _weapnext_2 "impulse 10" alias weaplast "impulse 11" alias weapprev "_weapprev_${cl_weaponpriority_useforcycling}" alias _weapprev_0 "impulse 19" alias _weapprev_1 "impulse 16" alias _weapprev_2 "impulse 12" alias weapbest "impulse 13" // experimental zoom toggle (can be in wrong state at start of a game, though) set _togglezoom + alias +zoom "set _togglezoom -; +button4" alias -zoom "set _togglezoom +; -button4" alias togglezoom "${_togglezoom}zoom" alias reload "impulse 20" // movement bind w +forward bind a +moveleft bind s +back bind d +moveright bind UPARROW +forward bind LEFTARROW +moveleft bind DOWNARROW +back bind RIGHTARROW +moveright bind SHIFT +crouch bind ENTER +jump bind SPACE +jump // weapons alias weapon_group_1 "impulse 1" alias weapon_group_2 "impulse 2" alias weapon_group_3 "impulse 3" alias weapon_group_4 "impulse 4" alias weapon_group_5 "impulse 5" alias weapon_group_6 "impulse 6" alias weapon_group_7 "impulse 7" alias weapon_group_8 "impulse 8" alias weapon_group_9 "impulse 9" alias weapon_group_0 "impulse 14" // cycles the superweapons exec weapons.cfg bind 0 weapon_group_0 bind 1 weapon_group_1 bind 2 weapon_group_2 bind 3 weapon_group_3 bind 4 weapon_group_4 bind 5 weapon_group_5 bind 6 weapon_group_6 bind 7 weapon_group_7 bind 8 weapon_group_8 bind 9 weapon_group_9 bind q weaplast bind MOUSE1 +fire bind MOUSE2 +fire2 bind MOUSE3 togglezoom bind MOUSE4 weaplast bind MOUSE5 +hook bind MWHEELUP weapnext bind MWHEELDOWN weapprev bind r reload bind BACKSPACE dropweapon bind g dropweapon bind f +use bind v +button8 // drag object // misc bind e +hook bind ` toggleconsole bind ~ toggleconsole bind TAB +showscores bind ESCAPE togglemenu bind t messagemode bind y messagemode2 bind z messagemode2 bind u "+con_chat_maximize" bind m +hud_panel_radar_maximized bind i +show_info bind PAUSE pause bind F10 menu_showquitdialog bind F11 disconnect bind F12 screenshot bind F4 ready bind ALT +showaccuracy // Gamepad defaults. Tested with Logitech Rumblepad 2, I hope similar ones works as well. bind JOY1 "+crouch" bind JOY2 "+jump" bind JOY3 "weapprev" bind JOY4 "weapnext" bind JOY5 "+fire2" bind JOY6 "+fire" bind JOY7 "+zoom" bind JOY8 "dropweapon" bind JOY9 "menu_showteamselect" bind JOY10 "+show_info" bind JOY11 "+showscores" bind JOY12 "+con_chat_maximize" seta joyadvanced "1" seta joyadvaxisr "2" seta joyadvaxisx "3" seta joyadvaxisy "1" seta joyadvaxisz "4" seta joysidesensitivity "1.0" seta joypitchsensitivity "0.9" seta joyyawsensitivity "-1.8" // SDL only seta joy_deadzoneforward "0.05" seta joy_deadzonepitch "0.05" seta joy_deadzoneside "0.05" seta joy_deadzoneup "0.05" seta joy_deadzoneyaw "0.05" seta joy_sensitivitypitch "0.9" seta joy_sensitivityyaw "-1.8" // team say bind kp_ins messagemode bind kp_del messagemode2 bind kp_end "+userbind 1" bind kp_downarrow "+userbind 2" bind kp_pgdn "+userbind 3" bind kp_leftarrow "+userbind 4" bind kp_5 "+userbind 6" bind kp_rightarrow "+userbind 7" bind kp_home "+userbind 9" bind kp_uparrow "+userbind 10" bind kp_pgup "+userbind 11" bind kp_multiply "+userbind 12" bind kp_slash "+userbind 13" bind kp_enter "+userbind 16" bind kp_plus "+userbind 17" bind kp_minus "+userbind 18" bind F1 vyes bind F2 vno //used for spectate/observer mode bind F3 spec // NIX (No Items Xonotic) - at each time, everyone uses the same weapon, // and in regular intervals, this weapon is cycled set g_nix 0 "No Items Xonotic - instead of pickup items, everyone plays with the same weapon. After some time, a countdown will start, after which everyone will switch to another weapon, and so on" set g_nix_with_laser 0 "always carry the laser as an additional weapon in NIX" set g_nix_with_healtharmor 0 "when 1, health and armor still show up in NIX" set g_nix_with_powerups 0 "when 1, powerups still show up in NIX" // score log set sv_logscores_console 0 "print scores to server console" set sv_logscores_file 0 "print scores to file" set sv_logscores_filename scores.log "filename" set sv_logscores_bots 0 "exclude bots by default" // spam (frag/capture) log set sv_eventlog 0 "the master switch for efficiency reasons" set sv_eventlog_console 1 set sv_eventlog_files 0 set sv_eventlog_files_timestamps 1 seta sv_eventlog_files_counter 0 set sv_eventlog_files_nameprefix xonotic set sv_eventlog_files_namesuffix .log set nextmap "" "override the maplist when switching to the next map" set lastlevel "" set quit_when_empty 0 "set to 1, then the server exits when the next level would start but is empty" set quit_and_redirect "" "set to an IP to redirect all players at the end of the match to another server. Set to \"self\" to let all players reconnect at the end of the match (use it to make seamless engine updates)" // singleplayer campaign set g_campaign 0 set g_campaign_forceteam 0 "Forces the player to a given team in campaign mode, 1 = red, 2 = blue, 3 = yellow, 4 = pink" seta g_campaign_name "xonoticbeta" set g_campaign_skill 0 alias singleplayer_start "g_campaign_index 0; set scmenu_campaign_goto 0" alias singleplayer_continue "set scmenu_campaign_goto -1" alias singleplayer_levellist "set scmenu_campaign_dump 1; togglemenu; wait; togglemenu" // Green's fullbright skins, updated by Samual alias sv_fbskin_unique "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors \"\"" alias sv_fbskin_green "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 51" alias sv_fbskin_red "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 68" alias sv_fbskin_orange "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 238" alias sv_fbskin_rainbow "sv_defaultcharacter 1; sv_defaultplayermodel models/player/megaerebus.iqm; sv_defaultplayerskin 1; sv_defaultplayercolors 95" alias sv_fbskin_off "sv_defaultcharacter 0; sv_defaultplayerskin 0; sv_defaultplayercolors \"\"" seta sv_servermodelsonly 1 cl_curl_enabled 1 cl_curl_maxspeed 500 cl_curl_useragent 1 cl_curl_useragent_append "$g_xonoticversion" sv_curl_defaulturl "http://www.xonotic.org/contentdownload/getmap.php?file=" set sv_curl_serverpackages_auto 1 "automatically add packs with *.serverpackage files to sv_curl_serverpackages" set sv_motd "" set g_waypoints_for_items 0 "make waypoints out of items, values: 0 = never, 1 = unless the mapper prevents it by worldspawn.spawnflags & 1, 2 = always" seta g_maplist_votable 6 "number of maps that are shown in the map voting at the end of a match" seta g_maplist_votable_keeptwotime 15 seta g_maplist_votable_timeout 30 "timeout for the map voting; must be below 50 seconds!" seta g_maplist_votable_suggestions 2 seta g_maplist_votable_suggestions_override_mostrecent 0 seta g_maplist_votable_nodetail 1 "nodetail only shows total count instead of all vote counts per map, so votes don't influence others that much" seta g_maplist_votable_abstain 0 "when 1, you can abstain from your vote" seta g_maplist_votable_screenshot_dir "maps levelshots" "where to look for map screenshots" set g_chat_flood_spl 3 "normal chat: seconds between lines to not count as flooding" set g_chat_flood_lmax 2 "normal chat: maximum number of lines per chat message at once" set g_chat_flood_burst 2 "normal chat: allow bursts of so many chat lines" set g_chat_flood_spl_team 1 "team chat: seconds between lines to not count as flooding" set g_chat_flood_lmax_team 2 "team chat: maximum number of lines per chat message at once" set g_chat_flood_burst_team 2 "team chat: allow bursts of so many chat lines" set g_chat_flood_spl_tell 1 "private chat: seconds between lines to not count as flooding" set g_chat_flood_lmax_tell 2 "private chat: maximum number of lines per chat message at once" set g_chat_flood_burst_tell 2 "private chat: allow bursts of so many chat lines" set g_chat_flood_notify_flooder 1 "when 0, the flooder still can see his own message" set g_chat_teamcolors 0 "colorize nicknames in team color for chat" set g_nick_flood_timeout 120 "time after which nick flood protection resets (set to 0 to disable nick flood checking)" set g_nick_flood_penalty 0.5 "duration of the nick flood penalty" set g_nick_flood_penalty_yellow 3 "number of changes to allow before warning and movement blocking" set g_nick_flood_penalty_red 30 "number of changes to allow before totally disorienting the player" set sv_waypointsprite_deployed_lifetime 10 set sv_waypointsprite_deadlifetime 1 set sv_waypointsprite_limitedrange 5120 seta g_waypointsprite_uppercase 1 set g_waypointsprite_normdistance 512 set g_waypointsprite_minscale 0.5 set g_waypointsprite_minalpha 0.4 set g_waypointsprite_distancealphaexponent 2 set g_waypointsprite_timealphaexponent 1 set g_waypointsprite_stuffbinds 0 seta g_waypointsprite_scale 1 seta g_waypointsprite_fontsize 12 seta g_waypointsprite_alpha 1 "This allows the client to control transparency of the waypoint" seta g_waypointsprite_edgefadealpha 0.5 "alpha multiplier near the edge" seta g_waypointsprite_edgefadescale 1 "scale multiplier near the edge" seta g_waypointsprite_edgefadedistance 50 "distance in virtual pixels from edge where to start fading" seta g_waypointsprite_edgeoffset_bottom 0 "offset of how close the waypoint can be to the bottom edge of the screen" seta g_waypointsprite_edgeoffset_left 0 "offset of how close the waypoint can be to the left edge of the screen" seta g_waypointsprite_edgeoffset_right 0 "offset of how close the waypoint can be to the right edge of the screen" seta g_waypointsprite_edgeoffset_top 0 "offset of how close the waypoint can be to the top edge of the screen" seta g_waypointsprite_crosshairfadealpha 0.25 "alpha multiplier near crosshair" seta g_waypointsprite_crosshairfadescale 1 "scale multiplier near the crosshair" seta g_waypointsprite_crosshairfadedistance 150 "distance in virtual pixels from crosshair where to start fading" seta g_waypointsprite_distancefadealpha 1 "alpha multiplier near distance" seta g_waypointsprite_distancefadescale 0.7 "scale multiplier near the distance" seta g_waypointsprite_distancefadedistancemultiplier 0.5 "distance in map sizes from distance where to stop fading" set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in race mode to test." alias "g_waypointsprite_personal" "impulse 30" alias "g_waypointsprite_personal_p" "impulse 31" alias "g_waypointsprite_personal_d" "impulse 32" alias "g_waypointsprite_team_helpme" "impulse 33" alias "g_waypointsprite_team_here" "impulse 34" alias "g_waypointsprite_team_here_p" "impulse 35" alias "g_waypointsprite_team_here_d" "impulse 36" alias "g_waypointsprite_team_danger" "impulse 37" alias "g_waypointsprite_team_danger_p" "impulse 38" alias "g_waypointsprite_team_danger_d" "impulse 39" alias "g_waypointsprite_clear_personal" "impulse 47" alias "g_waypointsprite_clear" "impulse 48" 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" // key hunt set g_keyhunt 0 "Key Hunt: collect all keys from the enemies and bring them together to score" set g_balance_keyhunt_delay_return 60 set g_balance_keyhunt_delay_round 5 set g_balance_keyhunt_delay_tracking 10 set g_balance_keyhunt_delay_fadeout 2 set g_balance_keyhunt_delay_collect 1.5 set g_balance_keyhunt_maxdist 150 set g_balance_keyhunt_score_collect 3 set g_balance_keyhunt_score_carrierfrag 2 set g_balance_keyhunt_score_capture 100 set g_balance_keyhunt_score_push 60 set g_balance_keyhunt_score_destroyed 50 set g_balance_keyhunt_score_destroyed_ownfactor 1 set g_balance_keyhunt_dropvelocity 300 set g_balance_keyhunt_throwvelocity 400 set g_balance_keyhunt_protecttime 0.8 set g_balance_keyhunt_damageforcescale 1 seta g_keyhunt_teams_override 0 set g_keyhunt_teams 0 // keepaway set g_keepaway 0 "game mode which focuses around a ball, look at g_keepaway_win_mode for further details" set g_keepaway_score_bckill 1 "enable scoring points (y/n) for ball carrier kills (value is how many points to award)" set g_keepaway_score_killac 1 "amount of points to give when you kill someone while you have the ball" set g_keepaway_score_timeinterval 1 "amount of time it takes between intervals for timepoints to be added to the score" set g_keepaway_score_timepoints 0 "points to add to score per timeinterval, 0 for no points" set g_keepaway_ballcarrier_effects 8 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" set g_keepaway_ballcarrier_highspeed 1 "speed multiplier done to the person holding the ball (recommended when used with some mutators)" set g_keepaway_ballcarrier_damage 1 "damage multiplier while holding the ball" set g_keepaway_ballcarrier_force 1 "force multiplier while holding the ball" set g_keepaway_ballcarrier_selfdamage 1 "self damage multiplier while holding the ball" set g_keepaway_ballcarrier_selfforce 1 "self force multiplier while holding the ball" set g_keepaway_noncarrier_warn 1 "warn players when they kill without holding the ball" set g_keepaway_noncarrier_damage 1 "damage done to other players if both you and they don't have the ball" set g_keepaway_noncarrier_force 1 "force done to other players if both you and they don't have the ball" set g_keepaway_noncarrier_selfdamage 1 "self damage if you don't have the ball" set g_keepaway_noncarrier_selfforce 1 "self force if you don't have the ball" set g_keepawayball_effects 0 "Add together the numbers you want: EF_ADDITIVE (32) / EF_NODEPTHTEST (8192) / EF_DIMLIGHT (8)" set g_keepawayball_trail_color 254 "particle trail color from player/ball" set g_keepawayball_damageforcescale 3 "Scale of force which is applied to the ball by weapons/explosions/etc" set g_keepawayball_respawntime 10 "if no one picks up the ball, how long to wait until the ball respawns" seta g_keepaway_teams_override 0 set g_keepaway_teams 0 // so it can be stuffcmd-ed still set cl_gravity 800 "but ignored anyway" set g_ban_default_bantime 5400 "90 minutes" set g_ban_default_masksize 3 "masksize 0 means banning by UID only, 1 means banning by /8 (IPv6: /32) network, 2 means banning by /16 (IPv6: /48) network, 3 means banning by /24 (IPv6: /56) network, 4 means banning by single IP (IPv6: /64 network)" set g_banned_list "" "format: IP remainingtime IP remainingtime ..." set g_banned_list_idmode "1" "when set, the IP banning system always uses the ID over the IP address (so a user in a banned IP range can connect if they have a valid signed ID)" r_labelsprites_scale 0.40625 // labels sprites get displayed at 0.5x from 640x480 to 1280x1024, and at 1x from 1600x1200 onwards // usercommands. These can be edited and bound by the menu. seta "userbind1_press" "say_team quad soon"; seta "userbind1_release" ""; seta "userbind1_description" "team: quad soon" seta "userbind2_press" "say_team free item %x^7 (l:%y^7); g_waypointsprite_team_here_p"; seta "userbind2_release" ""; seta "userbind2_description" "team: free item, icon" seta "userbind3_press" "say_team took item (l:%l^7); g_waypointsprite_team_here"; seta "userbind3_release" ""; seta "userbind3_description" "team: took item, icon" seta "userbind4_press" "say_team negative"; seta "userbind4_release" ""; seta "userbind4_description" "team: negative" seta "userbind5_press" "say_team positive"; seta "userbind5_release" ""; seta "userbind5_description" "team: positive" seta "userbind6_press" "say_team need help (l:%l^7) (h:%h^7 a:%a^7 w:%w^7); g_waypointsprite_team_helpme; cmd voice needhelp"; seta "userbind6_release" ""; seta "userbind6_description" "team: need help, icon" seta "userbind7_press" "say_team enemy seen (l:%y^7); g_waypointsprite_team_danger_p; cmd voice incoming"; seta "userbind7_release" ""; seta "userbind7_description" "team: enemy seen, icon" seta "userbind8_press" "say_team flag seen (l:%y^7); g_waypointsprite_team_here_p; cmd voice seenflag"; seta "userbind8_release" ""; seta "userbind8_description" "team: flag seen, icon" seta "userbind9_press" "say_team defending (l:%l^7) (h:%h^7 a:%a^7 w:%w^7); g_waypointsprite_team_here"; seta "userbind9_release" ""; seta "userbind9_description" "team: defending, icon" seta "userbind10_press" "say_team roaming (l:%l^7) (h:%h^7 a:%a^7 w:%w^7); g_waypointsprite_team_here"; seta "userbind10_release" ""; seta "userbind10_description" "team: roaming, icon" seta "userbind11_press" "say_team attacking (l:%l^7) (h:%h^7 a:%a^7 w:%w^7); g_waypointsprite_team_here"; seta "userbind11_release" ""; seta "userbind11_description" "team: attacking, icon" seta "userbind12_press" "say_team killed flagcarrier (l:%y^7); g_waypointsprite_team_p"; seta "userbind12_release" ""; seta "userbind12_description" "team: killed flag, icon" seta "userbind13_press" "say_team dropped flag (l:%d^7); g_waypointsprite_team_here_d"; seta "userbind13_release" ""; seta "userbind13_description" "team: dropped flag, icon" seta "userbind14_press" "say_team dropped gun %w^7 (l:%l^7); g_waypointsprite_team_here; wait; dropweapon"; seta "userbind14_release" ""; seta "userbind14_description" "team: drop gun, icon" // TODO change this to "use" once we can seta "userbind15_press" "say_team dropped flag/key %w^7 (l:%l^7); g_waypointsprite_team_here; wait; +use"; seta "userbind15_release" "-use"; seta "userbind15_description" "team: drop flag/key, icon" seta "userbind16_press" "say :-) / nice one"; seta "userbind16_release" ""; seta "userbind16_description" "chat: nice one" seta "userbind17_press" "say good game"; seta "userbind17_release" ""; seta "userbind17_description" "chat: good game" seta "userbind18_press" "say hi / good luck and have fun"; seta "userbind18_release" ""; seta "userbind18_description" "chat: hi / good luck" seta "userbind19_press" "+showscores; +con_chat_maximize"; seta "userbind19_release" "-showscores; -con_chat_maximize"; seta "userbind19_description" "scoreboard / chat history" seta "userbind20_press" "toggle cl_capturevideo"; seta "userbind20_release" ""; seta "userbind20_description" "toggle recording .avi" seta "userbind21_press" "toggle vid_fullscreen; vid_restart"; seta "userbind21_release" ""; seta "userbind21_description" "toggle fullscreen" seta "userbind22_press" ""; seta "userbind22_release" ""; seta "userbind22_description" "" seta "userbind23_press" ""; seta "userbind23_release" ""; seta "userbind23_description" "" seta "userbind24_press" ""; seta "userbind24_release" ""; seta "userbind24_description" "" seta "userbind25_press" ""; seta "userbind25_release" ""; seta "userbind25_description" "" seta "userbind26_press" ""; seta "userbind26_release" ""; seta "userbind26_description" "" seta "userbind27_press" ""; seta "userbind27_release" ""; seta "userbind27_description" "" seta "userbind28_press" ""; seta "userbind28_release" ""; seta "userbind28_description" "" seta "userbind29_press" ""; seta "userbind29_release" ""; seta "userbind29_description" "" seta "userbind30_press" ""; seta "userbind30_release" ""; seta "userbind30_description" "" seta "userbind31_press" ""; seta "userbind31_release" ""; seta "userbind31_description" "" seta "userbind32_press" ""; seta "userbind32_release" ""; seta "userbind32_description" "" alias _userbind_call "${$1}" alias +userbind "_userbind_call userbind${1}_press" alias -userbind "_userbind_call userbind${1}_release" // we must change its default from 1.0 to 1 to be consistent with menuqc set slowmo 1 seta menu_skin "luminos" set menu_slowmo 1 seta menu_sounds 0 "enables menu sound effects. 1 enables click sounds, 2 also enables hover sounds" 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!" r_textbrightness 0.2 r_textcontrast 0.8 r_textshadow 0 r_font_postprocess_blur 1 r_font_postprocess_outline 1 // good settings for these fonts con_chat 5 con_chatpos -9 con_chatsize 10 con_chatwidth 0.6 con_notifysize 10 con_notifyalign 0 seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints" // scoreboard seta scoreboard_columns default seta scoreboard_border_thickness 1 "scoreboard border thickness" seta scoreboard_accuracy_border_thickness 1 "accuracy stats border thickness" seta scoreboard_accuracy_doublerows 0 "use two rows instead of one" seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars" seta scoreboard_color_bg_r 0 "red color component of the scoreboard background" seta scoreboard_color_bg_g 0.4 "green color component of the scoreboard background" seta scoreboard_color_bg_b 0.6 "blue color component of the scoreboard background" seta scoreboard_color_bg_team 0.5 "team color multiplier of the scoreboard background" seta scoreboard_alpha_bg 0.6 "scoreboard background alpha" seta scoreboard_alpha_fg 1 "scoreboard foreground alpha" seta scoreboard_alpha_name 0.9 "alpha of player text in scoreboard list other than self" seta scoreboard_alpha_name_self 1 "alpha of player text in scoreboard list of self" seta scoreboard_fadeinspeed 10 "speed at which scoreboard fades in, higher is faster (0 = instant)" seta scoreboard_fadeoutspeed 5 "speed at which scoreboard fades out, higher is faster (0 = instant)" seta scoreboard_highlight 1 "enable highlighting for rows and columns in the scoreboard" seta scoreboard_highlight_alpha 0.10 "highlight alpha value (depends on hud_scoreboard_highlight 1)" seta scoreboard_highlight_alpha_self 0.25 "self highlight alpha value" seta scoreboard_offset_left 0.15 "how far (by percent) the scoreboard is offset from the left screen edge" seta scoreboard_offset_right 0.15 "how far (by percent) the scoreboard is offset from the right screen edge" 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 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" seta accuracy_color1 "1 1 0" seta accuracy_color2 "0 1 0" // for menu server list (eventually make them have engine support?) seta menu_slist_showfull 1 "show servers even if they are full and have no slots to join" seta menu_slist_showempty 1 "show servers even if they are no empty and have no opponents to play against" seta menu_slist_modfilter "" // set to either: !modname or modname. modname of = means "same as we are running now". // for menu weapon arena set menu_weaponarena_with_laser 0 "also enable the Laser in this weapon arena" seta menu_maxplayers 16 "maxplayers value when the menu starts a game" // useful vote aliases set timelimit_increment 5 set timelimit_decrement 5 set timelimit_min 5 set timelimit_max 60 // useful keybind to maximize the chat area temporarily // HUD code takes care of many of these now... //set _backup_con_chatvars_set 0 //alias _restore_con_chatvars_0 "" //alias _restore_con_chatvars_1 "set _backup_con_chatvars_set 0; con_chatpos $_backup_con_chatpos; con_chat $_backup_con_chat; con_notify $_backup_con_notify; con_chattime $_backup_con_chattime; cl_deathscoreboard $_backup_cl_deathscoreboard; scr_centertime $_backup_scr_centertime;r_track_sprites $_backup_r_track_sprites" //alias _restore_con_chatvars "_restore_con_chatvars_$_backup_con_chatvars_set" //alias _backup_con_chatvars_0 "set _backup_con_chatvars_set 1; set _backup_con_chatpos $con_chatpos; set _backup_con_chat $con_chat; set _backup_con_notify $con_notify; set _backup_con_chattime $con_chattime; set _backup_cl_deathscoreboard $cl_deathscoreboard; set _backup_scr_centertime $scr_centertime;set _backup_r_track_sprites $r_track_sprites" //alias _backup_con_chatvars_1 "" //alias _backup_con_chatvars "_backup_con_chatvars_$_backup_con_chatvars_set" //alias +con_chat_maximize "_backup_con_chatvars; con_chatpos -9; con_chat 100; con_notify 0; con_chattime 3600; cl_deathscoreboard 0; scr_centertime 0; r_track_sprites 0" //alias -con_chat_maximize "_restore_con_chatvars" set _con_chat_maximized 0 set _backup_con_chatvars_set 0 alias _restore_con_chatvars_0 "" alias _restore_con_chatvars_1 "set _backup_con_chatvars_set 0; con_notify $_backup_con_notify; con_chattime $_backup_con_chattime; cl_deathscoreboard $_backup_cl_deathscoreboard; scr_centertime $_backup_scr_centertime;r_track_sprites $_backup_r_track_sprites" alias _restore_con_chatvars "_restore_con_chatvars_$_backup_con_chatvars_set" alias _backup_con_chatvars_0 "set _backup_con_chatvars_set 1; set _backup_con_notify $con_notify; set _backup_con_chattime $con_chattime; set _backup_cl_deathscoreboard $cl_deathscoreboard; set _backup_scr_centertime $scr_centertime;set _backup_r_track_sprites $r_track_sprites" alias _backup_con_chatvars_1 "" alias _backup_con_chatvars "_backup_con_chatvars_$_backup_con_chatvars_set" alias +con_chat_maximize "_con_chat_maximized 1; _backup_con_chatvars; con_notify 0; con_chattime 3600; cl_deathscoreboard 0; scr_centertime 0; r_track_sprites 0" alias -con_chat_maximize "_con_chat_maximized 0; _restore_con_chatvars" // tab completion set con_completion_playdemo *.dem set con_completion_timedemo *.dem set con_completion_ply *.dem set con_completion_tdem *.dem set con_completion_exec *.cfg set con_completion_chmap map set con_completion_gotomap map set con_completion_vmap map set con_completion_vnextmap map set con_completion_vdomap map set con_completion_playermodel models/player/*.iqm // these non-saved engine cvars shall be savedG seta cl_port $cl_port seta r_showsurfaces $r_showsurfaces seta r_ambient $r_ambient seta skill 4 seta gl_finish $gl_finish seta v_kicktime $v_kicktime seta r_subdivisions_tolerance $r_subdivisions_tolerance seta vid_gl20 $vid_gl20 seta vid_gl13 $vid_gl13 // ticrate //sys_ticrate 0.0166667 sys_ticrate 0.0333333 cl_netfps 60 // should match or be a multiple sv_gameplayfix_delayprojectiles 0 sv_gameplayfix_q2airaccelerate 1 sv_gameplayfix_stepmultipletimes 1 // delay for "kill" to prevent abuse set g_balance_kill_delay 2 set g_balance_kill_antispam 5 // this feature is currently buggy in the engine (it appears to PREVENT any dropping in lots of maps, leading to weirdly aligned entities, and in some cases even CAUSES them to drop through solid, like in facing worlds nex) sv_gameplayfix_droptofloorstartsolid 0 seta gl_texturecompression 0 gl_texturecompression_color 1 gl_texturecompression_gloss 1 gl_texturecompression_glow 1 gl_texturecompression_lightcubemaps 1 gl_texturecompression_q3bsplightmaps 0 gl_texturecompression_sky 1 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 alias sethostname "set menu_use_default_hostname 0; hostname $*" set sv_foginterval 1 "force enable fog in regular intervals" // Audio track names (for old-style "cd loop NUMBER" usage) set _cdtrack_first "1" alias _cdtrack_0 "g_cdtracks_remaplist \"$g_cdtracks_remaplist $1\"" alias _cdtrack_1 "g_cdtracks_remaplist \"$1\"; set _cdtrack_first 0" alias _cdtrack "_cdtrack_$_cdtrack_first $2" set g_cdtracks_remaplist "" exec cdtracks.cfg unset _cdtrack_first unalias _cdtrack_0 unalias _cdtrack_1 unalias _cdtrack cd remap $g_cdtracks_remaplist set sv_intermission_cdtrack "" set g_cdtracks_dontusebydefault "rising-of-the-phoenix" set menu_cdtrack "rising-of-the-phoenix" // maxidle (in seconds): kick players idle for more than that amount of time set sv_maxidle 0 // when sv_maxidle is not 0, assume spectators are idle too set sv_maxidle_spectatorsareidle 0 // CTF capture limit placeholder cvar set capturelimit 0 // these entities are not referenced by anything directly, they just represent // teams and are found by find() when needed prvm_leaktest_ignore_classnames "ctf_team dom_team tdm_team" prvm_backtraceforwarnings 1 sv_allowdownloads_inarchive 1 // for csprogs.dat sv_allowdownloads 0 // download protocol is evil set g_jump_grunt 0 "Do you make a grunting noise every time you jump? Is it the same grunting noise every time?" seta cl_weaponpriority "minstanex nex fireball grenadelauncher uzi hagar rifle electro rocketlauncher crylink minelayer shotgun hlac tuba laser 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 "rocketlauncher grenadelauncher 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 "minstanex nex crylink hlac electro laser" "use impulse 201 for prev gun from this list, 211 for best gun, 221 for next gun. Default value: energy" seta cl_weaponpriority2 "minstanex nex 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 "minstanex nex rifle uzi 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 "grenadelauncher 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 "laser 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_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" 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)" alias _gl_flashblend_update_00 "gl_flashblend 1" alias _gl_flashblend_update_10 "gl_flashblend 0" alias _gl_flashblend_update_01 "gl_flashblend 0" alias _gl_flashblend_update_11 "gl_flashblend 0" alias gl_flashblend_update "_gl_flashblend_update_$r_shadow_realtime_dlight$r_showsurfaces" set sv_clones 0 "number of clones a player may make (reset by the \"kill\" command)" set cl_handicap 1 "the higher, the more damage you will receive (client setting) NOTE: reconnect or use sendcvar command to update the choice." seta cl_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such. (client setting) NOTE: reconnect or use sendcvar command to update the choice." seta cl_autoscreenshot 1 "Take a screenshot upon the end of a match... 0 = Disable completely, 1 = Allow sv_autoscreenshot to take a screenshot when requested, 2 = Always take an autoscreenshot anyway." // must be at the bottom of this file: // alias for switching the teamselect menu bind f5 menu_showteamselect set g_bugrigs 0 set g_bugrigs_planar_movement 1 "BROTRR bug emulation" set g_bugrigs_planar_movement_car_jumping 1 "my own bug" set g_bugrigs_reverse_speeding 1 "BROTRR bug emulation" set g_bugrigs_reverse_spinning 1 "BROTRR bug emulation" set g_bugrigs_reverse_stopping 1 "BROTRR bug emulation" set g_bugrigs_air_steering 1 "NFS bug emulation" set g_bugrigs_angle_smoothing 5 "smooth the car angle a bit, looks nice" set g_bugrigs_friction_floor 50 "units/sec friction on floor" set g_bugrigs_friction_brake 950 "units/sec friction for braking" set g_bugrigs_friction_air 0.00001 "(very small) v <- v - v^2 * g_bugrigs_friction_air" set g_bugrigs_accel 800 "acceleration" set g_bugrigs_speed_ref 400 "reference speed for accel and steer responsiveness" set g_bugrigs_speed_pow 2 "reference power for accel and steer responsiveness" set g_bugrigs_steer 1 "steering amount" set g_touchexplode 0 set g_touchexplode_radius 50 set g_touchexplode_damage 10 set g_touchexplode_edgedamage 0 set g_touchexplode_force 150 set g_ban_sync_uri "" "sync using this ban list provider (empty string to disable)" set g_ban_sync_interval 5 "sync every 5 minutes" set g_ban_sync_trusted_servers "" "request ban lists from these xonotic servers (do not include your own server there, or unbanning may fail)" set g_ban_sync_timeout 45 "time out in seconds for the ban sync requests" set g_ban_sync_trusted_servers_verify 0 "when set to 1, additional bans sent by the servers are ignored, and only bans for the requested IP are used" set g_showweaponspawns 1 "display sprites for weapon spawns found on the map when a weapon key is pressed and the weapon is not available" // ballistics use physical units, but qu based // Quake-Newton: 1 qN = 1 qu * 1 g / 1 s^2 // Quake-Joule: 1 qJ = 1 qN * 1 qu // Quake-Pascal: 1 qPa = 1 qN / 1 qu^2 set g_ballistics_materialconstant 1414213562 set g_ballistics_mindistance 16 set g_ballistics_density_player 0.50 // players are 2x as easy to pass as walls set g_ballistics_density_corpse 0.10 // corpses are 10x as easy to pass as walls // unit: qJ / qu^3 (energy needed per volume unit of solid to push/burn away // parameter: bullet constant: mass / area in g/qu^2 // = mass / (pi/4 * caliber^2) // with caliber in inches, mass in grams: // = 1.273239544735163 * mass / caliber^2 // with caliber in inches, mass in grains: // = 0.082633246453312 * mass / caliber^2 // bullet max travel distance inside solid: // 0.5 * v^2 * bulletconstant / g_ballistics_materialconstant // some bullet constants: // http://hypertextbook.com/facts/2000/ShantayArmstrong.shtml // second bullet: caliber .45, mass 16.2g, bullet constant 101.859163578813 // third bullet: caliber .338, mass 16.2g, bullet constant 180.5476053421592 // fourth bullet: caliber .25, mass 2.3g, bullet constant 46.85521524625399 // http://en.wikipedia.org/wiki/.50_BMG // caliber .5, 360 grains, bullet constant 118.9918748927693 // AK-47: // caliber .3, 62 grains, bullet constant 56.92512533450383 // .3 winchester magnum: // caliber .3, 150 grains, bullet constant 137.7220774221867 set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)" sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" set g_full_getstatus_responses 0 "this currently breaks qstat" // Demo camera set camera_enable 0 "Enables the camera for demo playback" set camera_free 0 "Free camera instead of chasing the player" set camera_reset 0 "Resets the camera position and switch to chase mode" set camera_speed_roll 0.9 "Camera rotation speed" set camera_speed_chase 4 "Camera movement speed on the x/y/z axis while chasing the player" set camera_speed_free 8 "Camera movement speed on the x/y/z axis in free mode" set camera_speed_attenuation 10 "Camera movements attenuation factor. Bigger is smoother. Applies to mouse movements" set camera_mouse_threshold 0.5 "Use to ignore small mouse movements. This allows for smoother camera control" set camera_chase_smoothly 0 "Attenuate player movements (only in chase mode)" set camera_look_player 0 "Always look to the player. Mouse input is ignored in this mode" set camera_look_attenuation 8 "Attenuation of \"looking\" movements, only if camera_look_player is set. Bigger is smoother" set camera_forward_follows 1 "0: Move the camera forwards without changing altitude. 1: Move towards what you are looking" // "Gentle mode": show no blood seta sv_gentle 0 "force gentle mode for everyone, also remove references to acts of killing from the messages" seta cl_gentle 0 "client side gentle mode, master switch for removing both gibs and messages" seta cl_gentle_gibs 0 "client side gentle mode (only replaces gibs); when set to 1, white smoke replaces gibs, when set to 2, colorful clouds replace gibs" seta cl_gentle_messages 0 "client side gentle mode (only replaces frag messages/centerprints)" seta cl_gentle_damage 0 "client side gentle mode (only replaces damage flash); when set to 1, a white flash replaces the blood image, when set to 2, a randomily colored flash is used instead" set g_jetpack 0 "Jetpack mutator (uses the hook's button, can't coexist with the offhand hook, but only with the onhand one)" set g_running_guns 0 "... or wonder, till it drives you mad, what would have followed if you had." set g_bastet 0 "don't try" set g_loituma 0 "no, really" set _urllib_nextslot 0 "temp variable" set cl_warpzone_usetrace 1 "do not touch" set cl_effects_lightningarc_simple 0 set cl_effects_lightningarc_segmentlength 64 set cl_effects_lightningarc_drift_start 0.45 set cl_effects_lightningarc_drift_end 0.1 set cl_effects_lightningarc_branchfactor_start 0.25 set cl_effects_lightningarc_branchfactor_add 0.1 set g_hitplots 0 "when set to 1, hitplots are stored by the server to provide a means of proving that a triggerbot was used" seta g_hitplots_individuals "" "the individuals, by IP, that should have their hitplots recorded" set menu_updatecheck 1 set bot_navigation_ignoreplayers 0 // FIXME remove this once the issue is solved set bot_sound_monopoly 0 "when enabled, only bots can make any noise" set sv_loddistance1 1024 set sv_loddistance2 4096 seta cl_playerdetailreduction 0 "the higher, the less detailed player models are displayed (LOD)" set g_mapinfo_settemp_acl "+*" "ACL for mapinfo setting cvars" // hooks alias _cl_hook_gamestart "set _cl_hook_gametype $1; _cl_hook_gamestart_stage2" alias _cl_hook_gamestart_stage2 "cl_hook_gamestart_all; cl_hook_gamestart_${_cl_hook_gametype}" alias cl_hook_gamestart_all alias cl_hook_gamestart_nop //is only called when CSQC unloads before knowing the gametype, very unlikely alias cl_hook_gamestart_dm alias cl_hook_gamestart_tdm alias cl_hook_gamestart_dom alias cl_hook_gamestart_ctf alias cl_hook_gamestart_rune alias cl_hook_gamestart_lms alias cl_hook_gamestart_arena alias cl_hook_gamestart_ca alias cl_hook_gamestart_kh alias cl_hook_gamestart_ons alias cl_hook_gamestart_as alias cl_hook_gamestart_rc alias cl_hook_gamestart_nexball alias cl_hook_gamestart_cts alias cl_hook_gamestart_ka alias cl_hook_gamestart_freezetag alias cl_hook_gameend alias cl_hook_activeweapon alias _sv_hook_gamestart "set _sv_hook_gametype $1; _sv_hook_gamestart_stage2" alias _sv_hook_gamestart_stage2 "sv_hook_gamestart_all; sv_hook_gamestart_${_sv_hook_gametype}" alias sv_hook_gamestart_all alias sv_hook_gamestart_dm alias sv_hook_gamestart_tdm alias sv_hook_gamestart_dom alias sv_hook_gamestart_ctf alias sv_hook_gamestart_rune alias sv_hook_gamestart_lms alias sv_hook_gamestart_arena alias sv_hook_gamestart_ca alias sv_hook_gamestart_kh alias sv_hook_gamestart_ons alias sv_hook_gamestart_as alias sv_hook_gamestart_rc alias sv_hook_gamestart_nexball alias sv_hook_gamestart_cts alias sv_hook_gamestart_ka alias sv_hook_gamestart_freezetag alias sv_hook_gamerestart alias sv_hook_gameend seta cl_casings_maxcount 100 "maximum amount of shell casings (must be at least 1)" seta cl_gibs_maxcount 100 "maximum amount of gibs (must be at least 1)" seta cl_vehicle_spiderbot_cross_alpha 0.6 seta cl_vehicle_spiderbot_cross_size 1 //cl_gunalign calculator seta menu_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" alias _gunalign_01 "cl_gunalign 1" alias _gunalign_02 "cl_gunalign 2" alias _gunalign_03 "cl_gunalign 3" alias _gunalign_04 "cl_gunalign 4" alias _gunalign_11 "cl_gunalign 2" alias _gunalign_12 "cl_gunalign 1" alias _gunalign_13 "cl_gunalign 4" alias _gunalign_14 "cl_gunalign 3" alias _gunalign_update "_gunalign_$v_flipped$menu_cl_gunalign" set _menu_alpha "" // will be set by menu QC to the current fading of the menu, can be used by CSQC to fade items set g_triggerimpulse_accel_power 1 "trigger_impulse accelerator power (applied BEFORE the multiplier)" set g_triggerimpulse_accel_multiplier 1 "trigger_impulse accelerator multiplier (applied AFTER the power)" set g_triggerimpulse_directional_multiplier 1 "trigger_impulse directional field multiplier" set g_triggerimpulse_radial_multiplier 1 "trigger_impulse radial field multiplier" set the_goggles "they do nothing" "but the googles, they do" set g_ghost_items 1 "enable ghosted items (when between 0 and 1, overrides the alpha value)" set g_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged" set sv_weaponstats_file "" "when set to a file name, per-weapon stats get written to that file" seta cl_noantilag 0 "turn this on if you believe antilag is bad" set sv_pitch_min -35 "minimum aiming angle for shooting direction display of the gun" set sv_pitch_max 35 "maximum aiming angle for shooting direction display of the gun" set sv_pitch_fixyaw 0 "workaround to fix the aiming direction on stupidly made player models, FIXME fix the models and set this to 0" set rescan_pending 0 "set to 1 to schedule a fs_rescan at the end of this match" set g_mapinfo_allow_unsupported_modes_and_let_stuff_break "0" "set to 1 to be able to force game types using g_ cvars even if the map does not support them" // weapon accuracy stats set sv_accuracy_data_share 1 "1 send weapon accuracy data statistics to spectating clients, depends on cl_accuracy_data_share" set sv_accuracy_data_send 1 "1 send weapon accuracy data statistics and improved score info to all the clients at the end of the match, depends on cl_accuracy_data_receive, 0 send the current 'player has won' to all the clients" set cl_accuracy_data_share 0 "1 share my weapon accuracy data statistics with other players, 0 keep my weapon accuracy data statistics hidden" set cl_accuracy_data_receive 0 "1 receive weapon accuracy data statistics at the end of the match" set developer_fteqccbugs 0 "check fteqcc bugs on startup" set _allow_unacceptable_compiler_bugs 0 "don't bail out if certain bugs are detected (HANDLE WITH CARE)" set spawn_debug 0 "use all spawns one by one, then abort, to verify all spawnpoints" set loddebug 0 "force this LOD level" set spawn_debugview 0 "display spawnpoints and their rating on spawn to debug spawnpoint rating calculation" set g_mutatormsg "" "mutator message" set speedmeter 0 "print landing speeds" set developer_shtest 0 "experimental speedhack detection" set waypoint_benchmark 0 "quit after waypoint loading to benchmark bot navigation code" set g_debug_bot_commands 0 "print scripted bot commands before executing" set g_debug_defaultsounds 0 "always use default sounds" set sv_use_csqc_players 1 "set to 0 to disable CSQC players for better Xonotic 0.5 compat" set cl_precacheplayermodels 0 "TODO please check if this needs to be 1 or if precaching a model the server already requested is fast enough to do it at runtime" seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0)" seta cl_forceplayercolors 0 "make everyone look like your own color (requires server to have sv_use_csqc_players 1 and sv_defaultcharacter 0, and is ignored in teamplay)" seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (requires server to have sv_use_csqc_players 1; does not affect how enemies look with cl_forceplayermodels)" seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (requires server to have sv_use_csqc_players 1; 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 (requires server to have sv_use_csqc_players 1, and is 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 (requires server to have sv_use_csqc_players 1)" // debug cvars for keyhunt attaching set _angles "0 0 0" set _origin "0 0 0" // campaign internal, set when loading a campaign map1G set _campaign_index "" set _campaign_name "" // debug set _independent_players 0 "DO NOT TOUCH" set _notarget 0 "NO, REALLY, DON'T" // define some engine cvars that we need even on dedicated server set r_showbboxes 0 // we REALLY need the end pos nudging DP bug workaround for trace-to-end-of-solid to work collision_endposnudge 1 // animation tuning set cl_lerpanim_maxdelta_framegroups 0.05 // must be faster than fastest weapon refire set cl_lerpanim_maxdelta_server 0.1 // must be slower than slowest server controlled anim (e.g. animinfo stuff) // otherwise, antilag breaks sv_gameplayfix_consistentplayerprethink 1 // support Q1BSP maps mod_q1bsp_polygoncollisions 1 // match q3map2 mod_obj_orientation 0 // improve some minor details sv_gameplayfix_gravityunaffectedbyticrate 1 sv_gameplayfix_nogravityonground 1 // autodemo deleting seta cl_autodemo_delete_keeprecords 0 "when 1, records with a newly made race/cts demo are kept even if cl_autodemo_delete is used to delete demos" // freeze camera set cl_lockview 0 "when 1, the camera does not move any more" // we now use mastervolume volume 1 // sucks less than the old one cl_decals_newsystem 1 // NOTE: this only replaces weapons on the map // use g_start_weapon_* to also replace the on-startup weapons! // example: g_weaponreplace_nex "nex minstanex", then Nexes become MinstaNexes 50% of the times // set the cvars to "0" to totally disable a weapon set g_weaponreplace_laser "" set g_weaponreplace_shotgun "" set g_weaponreplace_uzi "" set g_weaponreplace_minelayer "" set g_weaponreplace_grenadelauncher "" set g_weaponreplace_electro "" set g_weaponreplace_crylink "" set g_weaponreplace_nex "" set g_weaponreplace_hagar "" set g_weaponreplace_rocketlauncher "" set g_weaponreplace_porto "" set g_weaponreplace_minstanex "" set g_weaponreplace_hook "" set g_weaponreplace_hlac "" set g_weaponreplace_rifle "" set g_weaponreplace_tuba "" set g_weaponreplace_fireball "" set g_weaponreplace_seeker "" set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping uzi and shotgun (for Q3A map compatibility in mapinfo files)" set g_movement_highspeed 1 "movement speed modification factor (only changes movement when above maxspeed)" set g_maxspeed 0 "player speed limit, faster players are killed (0 for unlimited speed)" scr_conalpha 1 scr_conalpha2factor 0.3 scr_conalpha3factor 1 scr_conalphafactor 0.8 scr_conbrightness 0.35 scr_conforcewhiledisconnected 1 scr_conscroll2_x 0.11 scr_conscroll2_y 0.2 scr_conscroll3_x 0 scr_conscroll3_y 0 scr_conscroll_x -0.1 scr_conscroll_y -0.3 scr_conforcewhiledisconnected 0 scr_infobar_height 12 // DP cannot properly detect this, so rather turn off the detection r_texture_dds_load_alphamode 2 r_texture_dds_swdecode 1 // SW decode to quarter res if we want to load DDS but don't support the extension for it r_texture_dds_load_logfailure 0 // this engine feature SUCKS set vid_netwmfullscreen 0 // doesn't support non-native res // particles optimization r_drawparticles_nearclip_min 8 r_drawparticles_nearclip_max 16 // sv_cullentities_trace is 1, so the client doesn't have to sv_cullentities_trace 1 r_cullentities_trace 0 // less "lagging" of other players, but also less PL tolerant... let's try this sv_clmovement_inputtimeout 0.07 // more than 2, less than 3 server frames // exact gloss looks better, e.g. on g-23 r_shadow_glossexact 1 r_shadow_glossintensity 1 // use fake light if map has no lightmaps r_fakelight 1 // 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" // equalize looks better than fullbright r_equalize_entities_fullbright 1 // UTF-8 utf8_enable 1 // safe font defaults r_font_hinting 1 r_font_disable_freetype 0 r_font_size_snapping 4 // database management set sv_db_saveasdump 0 "write server.db in dump format (loads slower, easier to read/parse)" set cl_db_saveasdump 0 "write client.db in dump format (loads slower, easier to read/parse)" // uid2name seta cl_allow_uid2name -1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid2name (allows showing your name in race rankings for instance)" seta cl_allow_uidtracking 1 "-1 = ask if the player wants to disable/enable this feature, 0 = disable, 1 = enable uid tracking (allows associating your data with your player ID)" // FIXME set to -1 before release, once we have a dialog for this! // polygonoffset for submodel SUCKS SUCKS SUCKS (only a hack for quake1, we don't need that) r_polygonoffset_submodel_offset 0 r_polygonoffset_submodel_factor 0 // decals: need a higher polygonoffset than default to not compete with _decal surfaces too much r_polygonoffset_decals_offset -28 r_polygonoffset_decals_factor 0 // this is mainly for _decal entities (their shaders should use "polygonoffset" shader parameter) - this is "good enough" as it seems, but smaller than the decals one so these don't zfight decals mod_q3shader_default_polygonoffset -14 mod_q3shader_default_polygonfactor 0 // allow fullbright set sv_allow_fullbright 0 "when set, clients may use r_fullbright on this server without getting a night vision effect overlay" // auto-teams (team selection by player ID) // any player not listed is forced to spectate set g_forced_team_red "" "list of player IDs for red team" set g_forced_team_blue "" "list of player IDs for blue team" set g_forced_team_yellow "" "list of player IDs for yellow team" set g_forced_team_pink "" "list of player IDs for pink team" set g_forced_team_otherwise "default" "action if a non listed player joins (can be default for default action, spectate for forcing to spectate, or red, blue, yellow, pink)" // nice alias to set up a match // example: g_forced_team_matchsetup stormkeep "mzDo0nO2y3XpFPNbQAyeUucyaejZ9xpiXLYMGU2x3qM=" "BRLOGENSHFEGLE/+Mq3x2UGMYLXipx9ZjeaycuUeyAQ=" // will set up a match on stormkeep where mzDo0nO2y3XpFPNbQAyeUucyaejZ9xpiXLYMGU2x3qM= and BRLOGENSHFEGLE/+Mq3x2UGMYLXipx9ZjeaycuUeyAQ= play against each other alias g_forced_team_matchsetup "map $1; settemp g_forced_team_red \"$2\"; settemp g_forced_team_blue \"$3\"; settemp g_forced_team_yellow \"$4\"; settemp g_forced_team_pink \"$5\"; settemp g_forced_team_otherwise spectate" // random charge stuff :P set g_weapon_charge_colormod_hdrmultiplier 4 "how much to multiply the colors by in the colormod vector" set g_weapon_charge_colormod_red_half 0 set g_weapon_charge_colormod_green_half 0.5 set g_weapon_charge_colormod_blue_half 1 set g_weapon_charge_colormod_red_full 1 set g_weapon_charge_colormod_green_full -0.5 set g_weapon_charge_colormod_blue_full -1 // player statistics server URI set g_playerstats_uri "" set g_playerstats_debug 0 "when 1, player stats are dumped to the console too" // autoscreenshots set g_max_info_autoscreenshot 3 "how many info_autoscreenshot entities are allowed" // session locking locksession 1 // create this cvar in case the engine did not set snd_soundradius 1200 set snd_softclip 1 set snd_maxchannelvolume 0 set snd_streaming_length 2 seta menu_snd_attenuation_method 1 "Use exponential instead of linear falloff for sound attenuation" alias snd_attenuation_method_0 "set menu_snd_attenuation_method 0; set snd_soundradius 1200; set snd_attenuation_exponent 1; set snd_attenuation_decibel 0" // Quake default alias snd_attenuation_method_1 "set menu_snd_attenuation_method 1; set snd_soundradius 2400; set snd_attenuation_exponent 4; set snd_attenuation_decibel 0" // nice approximation for method 2 alias snd_attenuation_method_2 "set menu_snd_attenuation_method 2; set snd_soundradius 1200; set snd_attenuation_exponent 0; set snd_attenuation_decibel 10" // warning: plays sounds within up to 6000qu snd_attenuation_method_1 // declare the channels we use seta snd_channel8volume 1 "QuakeC controlled background music volume" seta snd_channel9volume 1 "QuakeC controlled ambient sound volume" // sound randomization snd_identicalsoundrandomization_time -0.1 snd_identicalsoundrandomization_tics 1 // loading screen scr_loadingscreen_background 0 scr_loadingscreen_barcolor "0 0.5 1" scr_loadingscreen_barheight 12 scr_loadingscreen_count 13 scr_loadingscreen_scale 999 scr_loadingscreen_scale_base 1 scr_loadingscreen_scale_limit 2 // other config files exec balanceXonotic.cfg exec ctfscoring-ai.cfg exec effects-normal.cfg exec physicsX.cfg exec turrets.cfg exec vehicles.cfg // load console command aliases and settings exec commands.cfg // hud cvar descriptions and common settings exec _hud_common.cfg exec _hud_descriptions.cfg // exec the default skin config // please add any new cvars into the hud_save script in qcsrc/client/hud_config.qc for consistency exec hud_luminos.cfg // ... and now that everything is configured/aliased, we can do some things: // Change g_start_delay based upon if the server is local or not. if_client set g_start_delay 0 "delay before the game starts, so everyone can join; recommended to set this to like 15 on a public server" if_dedicated set g_start_delay 15 "delay before the game starts, so everyone can join; recommended to set this to like 15 on a public server" // enable menu syncing alias menu_sync "menu_cmd sync"