r_drawparticles_nearclip_max 16
r_cullentities_trace 0
+
+// 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
+
+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
+r_font_size_snapping 4
+
+// database management
+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
// sv_cullentities_trace is 1, so the client doesn't have to
sv_cullentities_trace 1
+
+// less "lagging" of other players, but also less PL tolerant... let's try this
+sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated
+
+// 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"
+
+// database management
+set sv_db_saveasdump 0 "write server.db in dump format (loads slower, easier to read/parse)"
+
+// allow fullbright
+set sv_allow_fullbright 1 "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
// match q3map2
mod_obj_orientation 0
-// less "lagging" of other players, but also less PL tolerant... let's try this
-sv_clmovement_inputtimeout 0.066 // slightly less than 2 frames, so only one frame can be compensated
-
-// 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
-
-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
-
-// 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 1 "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
-
// frozen
set g_frozen_revive_falldamage 0 "Enable reviving from this amount of fall damage"
set g_frozen_revive_falldamage_health 40 "Amount of health player has if they revived from falling"