X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=xonotic-server.cfg;h=6e040d5b0f747abd3055f21cacfb5d1178f301e9;hp=e66f051cd848ab7ae05a5544adc6c3f90e9b9cea;hb=624fd7c18541deb6be49a5019032918b30073a54;hpb=0d0a2025de767dbfae0519941294f5947fe38c1f diff --git a/xonotic-server.cfg b/xonotic-server.cfg index e66f051cd..6e040d5b0 100644 --- a/xonotic-server.cfg +++ b/xonotic-server.cfg @@ -19,6 +19,8 @@ set sv_ready_restart 0 "allow a map to be restarted once all players pressed the set sv_ready_restart_after_countdown 0 "reset players and map items after the countdown ended, instead of at the beginning of the countdown" set sv_ready_restart_repeatable 0 "allows the players to restart the game as often as needed" +alias sv_hook_readyrestart + //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 "lock teams once all players readied up and the game restarted (no new players can join after restart unless using the server-command unlockteams)" @@ -204,7 +206,7 @@ set g_weaponarena_random_with_blaster "1" "additionally, always provide the blas 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 "allows players to use cl_fullbright_items" +set g_fullbrightitems 0 "disables lighting effects on items, making them appear bright for visibility" 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" @@ -428,7 +430,7 @@ set g_ballistics_mindistance 2 "when shooting through walls thinner than this, t set g_ballistics_density_player 0.50 "how hard players are to shoot through compared to walls" set g_ballistics_density_corpse 0.10 "how hard corpses are to shoot through compared to walls" set g_ballistics_penetrate_clips 1 "allow ballistics to pass through weapon clips" -set g_ballistics_solidpenetration_exponent 0.25 "how fast damage falls off when bullets pass through walls - 1 means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction^exp for solidpen_fraction between 0 and 1)" +set g_ballistics_solidpenetration_exponent 1 "how fast damage falls off when bullets pass through walls - 1 means linear, lower values mean slower initial falloff but faster once there's little solidpenetration left (damage_fraction = solidpen_fraction^exp for solidpen_fraction between 0 and 1)" sv_status_show_qcstatus 1 "Xonotic uses this field instead of frags" set g_full_getstatus_responses 0 "this currently breaks qstat" @@ -485,7 +487,7 @@ sv_gameplayfix_gravityunaffectedbyticrate 1 sv_gameplayfix_nogravityonground 1 set sv_q3acompat_machineshotgunswap 0 "shorthand for swapping machinegun and shotgun (for Q3A map compatibility in mapinfo files)" -set sv_vq3compat 0 "toggle for some compatibility hacks (for VQ3 and CPM map compatibility in mapinfo files)" +set sv_q3defragcompat 0 "toggle for some compatibility hacks (for Q3DF map compatibility)" set g_movement_highspeed 1 "multiplier scale for movement speed (applies to sv_maxspeed and sv_maxairspeed, also applies to air acceleration when g_movement_highspeed_q3_compat is set to 0)" set g_movement_highspeed_q3_compat 0 "apply speed modifiers to air movement in a more Q3-compatible way (only apply speed buffs and g_movement_highspeed to max air speed, not to acceleration)"