X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=defaultXonotic.cfg;h=0db263b247f268c8a4f7ec943917548d0a08b223;hp=8cc42a7cae86459df2ec169c05c0e5d6931abc1d;hb=44effb3a66f8b44d05106ff361ef5fc126fef03b;hpb=8efe68106722fd143f10c172c71be6e869ff5b21 diff --git a/defaultXonotic.cfg b/defaultXonotic.cfg index 8cc42a7cae..0db263b247 100644 --- a/defaultXonotic.cfg +++ b/defaultXonotic.cfg @@ -52,6 +52,7 @@ alias asay_drop "say_team (%l) dropped %w ; impulse 17" // other aliases alias +hook +button6 alias -hook -button6 +alias use "impulse 21" alias ready "cmd ready" alias lockteams "sv_cmd lockteams" alias unlockteams "sv_cmd unlockteams" @@ -281,7 +282,7 @@ 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long damage kicks of the view last, default is 0 seconds gl_polyblend 0 // whether to use screen tints, this has now been replaced by a better system in CSQC r_motionblur 0 // motion blur value, default is 0 -r_damageblur 0 // motion blur when damaged, default is 0 +r_damageblur 0 // motion blur when damaged, default is 0 (removed in Xonotic) r_bloom_blur 8 r_bloom_brighten 3 @@ -319,7 +320,7 @@ set sv_ready_restart_repeatable 0 "allows the players to restart the game as oft 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 0 "camera goes into 3rd person mode when the player is dead" +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" @@ -493,7 +494,7 @@ seta g_antilag 2 "AntiLag (0 = no AntiLag, 1 = verified client side hit scan, 2 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 1 "let client decide if it has the gun left or right; if set to 2, center handedness is allowed, and defaulted to, too; see also cl_gunalign" +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" @@ -898,6 +899,8 @@ set g_multijump_add 0 "0 = make the current z velocity equal to jumpvelocity, 1 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 @@ -909,7 +912,7 @@ r_shadow_realtime_world_lightmaps 1 seta r_ambient 4 cl_decals_fadetime 5 cl_decals_time 2 -seta cl_gunalign 3 "Gun alignment; 1 = right, 2 = left, 3 = center or right, 4 = center or left" +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" @@ -1025,6 +1028,7 @@ bind MWHEELDOWN weapprev bind r reload bind BACKSPACE dropweapon bind g dropweapon +// TODO change this to "use" once we can bind f +use // misc @@ -1226,6 +1230,7 @@ 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" +seta g_waypointsprite_uppercase 1 set g_waypointsprite_normdistance 512 set g_waypointsprite_minscale 0.5 set g_waypointsprite_minalpha 0.4 @@ -1236,10 +1241,15 @@ set g_waypointsprite_deadlifetime 1 set g_waypointsprite_limitedrange 5120 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" @@ -1284,7 +1294,6 @@ 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_delay_drop 0.4 set g_balance_keyhunt_maxdist 150 set g_balance_keyhunt_score_collect 3 set g_balance_keyhunt_score_carrierfrag 2 @@ -1362,6 +1371,7 @@ seta "userbind11_press" "say_team attacking (l:%l^7) (h:%h^7 a:%a^7 w:%w^7); g_w 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" @@ -1471,6 +1481,8 @@ seta hud_showbinds_limit 2 "maximum number of bound keys to show for a command. seta hud_colorflash_alpha 0.5 "starting alpha of the color flash" seta hud_damage 0.55 "an improved version of gl_polyblend for damage, draw an image instead when hurt" +seta hud_damage_blur 10 "Use postprocessing to blur the screen when you have taken damage. This can be paired with current hud damage or just used alone. Higher values = more blur" +seta hud_damage_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" seta hud_damage_gentle_alpha_multiplier 0.10 "how much to multiply alpha of flash when using the cl_gentle version, it's much more opaque than the non-gentle version" seta hud_damage_gentle_color "1 0.7 1" "color of flash for cl_gentle version" seta hud_damage_color "1 0 0" "color of flash" @@ -1483,7 +1495,15 @@ seta hud_damage_pain_threshold_lower_health 50 "at which health we start lowerin seta hud_damage_pain_threshold_pulsating_min 0.6 "minimum value when calculating the pulse: max(pulsating_min, fabs(sin(PI * time / period))" seta hud_damage_pain_threshold_pulsating_period 0.8 "one pulse every X seconds" +seta hud_powerup 0 "power of the sharpen effect when owning the shield or strength powerups, default is 0.5" + +seta hud_postprocessing 1 "enables the ability for effects such as hud_damage_blur and hud_contents to apply a postprocessing method upon the screen - enabling this disables manual editing of the postprocess cvars" +seta hud_postprocessing_maxbluralpha 0 "maximum alpha which the blur postprocess can be, default is 0.5" +seta hud_postprocessing_maxblurradius 8 "maximum radius which the blur postprocess can be, default is 8" + seta hud_contents 1 "an improved version of gl_polyblend for liquids such as water/lava/slime, draw a filler when inside the liquid" +seta hud_contents_blur 10 "Use postprocessing to blur the screen when you are inside a liquid. Higher values = more blur" +seta hud_contents_blur_alpha 0.5 "Amount of alpha to use when merging the blurred layers back into the render. Turning this up higher will remove bloom, so it's best to find a balance" seta hud_contents_factor 1 "factor at which to multiply the current faded value." seta hud_contents_fadeintime 0.02 "factor of time it takes for the alpha level to reach normal value when entering the liquid" seta hud_contents_fadeouttime 0.1 "factor of time it takes for the alpha level to reach normal value when leaving the liquid" @@ -1607,8 +1627,9 @@ seta v_kicktime $v_kicktime seta r_subdivisions_tolerance $r_subdivisions_tolerance // ticrate -sys_ticrate 0.0166667 -cl_netfps 60 // should match +//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 @@ -1663,7 +1684,6 @@ set capturelimit 0 // hud: font size seta hud_fontsize 11 -seta scr_centersize 12 seta hud_width 560 // these entities are not referenced by anything directly, they just represent @@ -1901,7 +1921,7 @@ 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 = right, 2 = left, 3 = center or right, 4 = center or left" +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" @@ -1950,6 +1970,7 @@ 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" // debug cvars for keyhunt attaching set _angles "0 0 0" @@ -2050,7 +2071,7 @@ 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 0.05 +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 @@ -2119,11 +2140,15 @@ set g_playerstats_debug 0 "when 1, player stats are dumped to the console too" // create this cvar in case the engine did not set snd_soundradius 1200 +// declare the channels we use +seta snd_channel8volume 1 "QuakeC controlled background music volume" +seta snd_channel9volume 1 "QuakeC controlled ambient sound volume" + // loading screen scr_loadingscreen_background 0 scr_loadingscreen_barcolor "0 0.5 1" scr_loadingscreen_barheight 12 -scr_loadingscreen_count 12 +scr_loadingscreen_count 13 scr_loadingscreen_scale 999 scr_loadingscreen_scale_base 1 scr_loadingscreen_scale_limit 2 @@ -2138,6 +2163,7 @@ exec ctfscoring-ai.cfg exec effects-normal.cfg exec physicsX.cfg exec turrets.cfg +exec vehicles.cfg // hud cvar descriptions exec _hud_descriptions.cfg