X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=xonotic-client.cfg;h=68ee079173d7e2cb6a8bc7a94a95254fff148b35;hp=200af1e53ab860ccaacd747ba88c32b2eb10b505;hb=e0012447bfce1b551df3dc01b043655aa93dafad;hpb=60b0e81cdaed847a7aac9d234f219937ab9462b2;ds=sidebyside diff --git a/xonotic-client.cfg b/xonotic-client.cfg index 200af1e53a..68ee079173 100644 --- a/xonotic-client.cfg +++ b/xonotic-client.cfg @@ -2,8 +2,8 @@ // if you want to reset your client to defaults, it's probably a better idea to delete (parts of) config.cfg and restart -// changes a cvar and reports it to the server (for the menu to notify the -// server about changes) +// changes a cvar and reports it to the server (for the client to notify the server about changes) +// DEPRECATED, cvars can be set in the client code to be sent automatically (using REPLICATE) alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\"" seta cl_firststart "" "how many times the client has been run" @@ -60,6 +60,9 @@ seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and do seta cl_unpress_zoom_on_weapon_switch 1 "automatically unpress zoom when you switch a weapon" seta cl_unpress_attack_on_weapon_switch 0 "automatically unpress fire and fire1 attack buttons when you switch a weapon" +seta cl_weapon_switch_reload 1 "When trying to switch to the currently held weapon, reload it" +seta cl_weapon_switch_fallback_to_impulse 1 "When trying to switch to a weapon that is not available, switch to an alternative from the same impulse" + seta cl_spawn_event_particles 1 "pointparticles effect whenever a player spawns" seta cl_spawn_event_sound 1 "sound effect whenever a player spawns" //seta cl_spawn_point_model 0 "place a model at all spawn points" // still needs a model @@ -72,7 +75,6 @@ sensitivity 6 v_gamma 1 viewsize 100 bgmvolume 1 -volume 0.5 // fullscreen 1024x768x32bit vid_bitsperpixel 32 vid_fullscreen 1 @@ -197,6 +199,8 @@ seta cl_hitsound_min_pitch 0.75 "minimum pitch of hit sound" seta cl_hitsound_max_pitch 1.5 "maximum pitch of hit sound" seta cl_hitsound_nom_damage 25 "damage amount at which hitsound bases pitch off" +seta cl_eventchase_spectated_change 1 "camera goes into 3rd person mode for a moment when changing spectated player" +seta cl_eventchase_spectated_change_time 1 "how much time the effect lasts when changing spectated player" seta cl_eventchase_death 1 "camera goes into 3rd person mode when the player is dead; set to 2 to active the effect only when the corpse doesn't move anymore" seta cl_eventchase_frozen 0 "camera goes into 3rd person mode when the player is frozen" seta cl_eventchase_nexball 1 "camera goes into 3rd person mode when in nexball game-mode" @@ -229,11 +233,19 @@ cl_movement 1 cl_movement_track_canjump 0 cl_stairsmoothspeed 200 -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" +alias wpeditor_menu "quickmenu file \"\" wpeditor.txt" + +alias g_waypointeditor_spawn "wpeditor spawn" +alias g_waypointeditor_remove "wpeditor remove" +alias g_waypointeditor_relinkall "wpeditor relinkall" +alias g_waypointeditor_saveall "wpeditor saveall" +alias g_waypointeditor_unreachable "wpeditor unreachable" + +alias navwaypoint_relink g_waypointeditor_spawn +alias navwaypoint_remove g_waypointeditor_remove +alias navwaypoint_save g_waypointeditor_relinkall +alias navwaypoint_spawn g_waypointeditor_saveall +alias navwaypoint_unreachable g_waypointeditor_unreachable seta menu_sandbox_spawn_model "" seta menu_sandbox_attach_bone "" @@ -294,8 +306,6 @@ r_glsl_offsetmapping_lod 1 r_glsl_offsetmapping_reliefmapping 0 r_glsl_offsetmapping_scale 0.02 -scr_conalpha 1 -scr_conbrightness 0.2 scr_screenshot_jpeg 1 scr_screenshot_jpeg_quality 0.9 @@ -384,6 +394,8 @@ set g_waypointsprite_spam 0 "Debugging feature. Set to 10 and load courtfun in r set g_waypointsprite_timealphaexponent 1 seta g_waypointsprite_turrets 1 "disable turret waypoints" seta g_waypointsprite_turrets_maxdist 5000 "max distance for turret waypoints" +seta g_waypointsprite_turrets_text 0 "show the turret's name in the waypoint" +seta g_waypointsprite_turrets_onlyhurt 0 "only show the turret waypoint for a short period after being hurt" seta g_waypointsprite_uppercase 1 seta g_waypointsprite_text 0 "Always show text instead of icons, setting this to 0 will still use text if the icon is unavailable" seta g_waypointsprite_iconsize 32 @@ -417,13 +429,16 @@ seta cl_damagetext_size_max 16 "Damage text font size for large damage" seta cl_damagetext_size_max_damage 140 "How much damage is considered large" seta cl_damagetext_alpha_start "1" "Damage text initial alpha" seta cl_damagetext_alpha_lifetime "3" "Damage text lifetime in seconds" -seta cl_damagetext_velocity "0 0 20" "Damage text move direction" -seta cl_damagetext_offset "0 -40 0" "Damage text offset" +seta cl_damagetext_velocity_screen "0 0 0" "Damage text move direction (screen coordinates)" +seta cl_damagetext_velocity_world "0 0 20" "Damage text move direction (world coordinates relative to player's view)" +seta cl_damagetext_offset_screen "0 -45 0" "Damage text offset (screen coordinates)" +seta cl_damagetext_offset_world "0 0 0" "Damage text offset (world coordinates relative to player's view)" seta cl_damagetext_accumulate_range "30" "Damage text spawned within this range is accumulated" seta cl_damagetext_accumulate_alpha_rel "0.65" "Only update existing damage text when it's above this much percentage (0 to 1) of the starting alpha" -seta cl_damagetext_friendlyfire "1" "Show damage text for friendlyfire too" +seta cl_damagetext_friendlyfire "1" "0: never show for friendly fire, 1: when more than 0 damage, 2: always" seta cl_damagetext_friendlyfire_color "1 0 0" "Damage text color for friendlyfire" +seta cl_damagetext_2d 1 "Show damagetext in 2D coordinates if the enemy's location is not known" seta cl_damagetext_2d_pos "0.47 0.53 0" "2D damage text initial position (X and Y between 0 and 1)" seta cl_damagetext_2d_alpha_start 1 "2D damage text initial alpha" seta cl_damagetext_2d_alpha_lifetime 1.3 "2D damage text lifetime (alpha fading) in seconds" @@ -431,7 +446,7 @@ seta cl_damagetext_2d_size_lifetime 3 "2D damage text lifetime (size shrinking) seta cl_damagetext_2d_velocity "-25 0 0" "2D damage text move direction (screen coordinates)" seta cl_damagetext_2d_overlap_offset "0 -15 0" "Offset 2D damage text by this much to prevent overlapping (screen coordinates)" seta cl_damagetext_2d_close_range 125 "Always use 2D damagetext for hits closer that this" -seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occured off-screen" +seta cl_damagetext_2d_out_of_view 1 "Always use 2D damagetext for hits that occurred off-screen" seta cl_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged" seta cl_vehicles_hud_tactical 1 @@ -596,11 +611,12 @@ makesaved music_playlist_random0 cl_netfps 60 // should match or be a multiple of sys_ticrate -seta gl_texturecompression 0 +gl_texture_anisotropy 8 +seta gl_texturecompression 0 // FIXME the description is wrong - when this is 0, e.g. gl_texturecompression_sky still takes effect gl_texturecompression_color 1 gl_texturecompression_gloss 1 gl_texturecompression_glow 1 -gl_texturecompression_lightcubemaps 1 +gl_texturecompression_lightcubemaps 0 gl_texturecompression_q3bsplightmaps 0 gl_texturecompression_sky 1 @@ -631,9 +647,9 @@ 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 cl_handicap 1 "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' to update the choice." +set cl_handicap 1 "multiplies damage received and divides damage dealt" -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_clippedspectating 1 "movement collision for spectators so that you can't pass through walls and such" 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." @@ -642,6 +658,8 @@ seta cl_jetpack_jump 1 "Activate jetpack by pressing jump in the air. 0 = Disabl seta cl_race_cptimes_showself 1 "Always show your own times as well as the current best on checkpoints in Race/CTS" seta cl_race_cptimes_onlyself 0 "Only show your own times on checkpoints in Race/CTS" +seta cl_cts_noautoswitch 0 "Prevent forced switching to new weapons in CTS" + set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)" // Demo camera @@ -677,8 +695,8 @@ set cl_effects_lightningarc_branchfactor_add 0.1 set menu_updatecheck_getpacks 1 "get update packs from update server" -set cl_loddistance1 1024 -set cl_loddistance2 3072 +seta cl_loddistance1 1024 +seta cl_loddistance2 3072 seta cl_playerdetailreduction 4 "the higher, the less detailed player models are displayed (LOD)" seta cl_modeldetailreduction 1 "the higher, the less detailed certain map models are displayed (LOD)" @@ -715,6 +733,8 @@ seta cl_forcemyplayercolors 0 "set to the color value (encoding is same as _cl_c seta cl_movement_errorcompensation 1 "try to compensate for prediction errors and reduce perceived lag" seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary" +seta cl_viewmodel_alpha 0 "Maximum transparency of the view model, set to 0 to disable" + set debugdraw 0 set debugdraw_filter "" set debugdraw_filterout "" @@ -744,7 +764,6 @@ 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 @@ -771,17 +790,14 @@ r_cullentities_trace 0 r_shadow_glossexact 1 r_shadow_glossintensity 1 -// use fake light if map has no lightmaps -r_fakelight 1 +// use slightly better lighting than r_fullbright if map has no lightmaps, and for fullbrightplayers +r_fullbright_directed 1 r_water_hideplayer 1 // hide your own feet/player model in refraction views, this way you don't see half of your body under water r_water_refractdistort 0.019 set cl_rainsnow_maxdrawdist 2048 -// equalize looks better than fullbright -r_equalize_entities_fullbright 1 - // safe font defaults r_font_hinting 1 r_font_disable_freetype 0