From: Martin Taibr Date: Mon, 17 Jul 2017 15:01:21 +0000 (+0200) Subject: Merge branch 'master' into martin-t/defaults X-Git-Tag: xonotic-v0.8.5~2430^2~61 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=46f1ac4e74d212b95d3e2d08d36393a14a8e5cb7;p=xonotic%2Fxonotic-data.pk3dir.git Merge branch 'master' into martin-t/defaults --- 46f1ac4e74d212b95d3e2d08d36393a14a8e5cb7 diff --cc defaultClient.cfg index 55e6583eb,000000000..6492dcf89 mode 100644,000000..100644 --- a/defaultClient.cfg +++ b/defaultClient.cfg @@@ -1,793 -1,0 +1,795 @@@ +// changes a cvar and reports it to the server (for the menu to notify the +// server about changes) +alias setreport "set \"$1\" \"$2\" ; sendcvar \"$1\"" + +seta cl_firststart "" "how many times the client has been run" +seta cl_startcount 0 "how many times the client has been run" + +// other aliases +alias +hook +button6 +alias -hook -button6 +alias +jetpack +button10 +alias -jetpack -button10 +alias +dodge +button11 +alias -dodge -button11 +alias use "impulse 21" + +// for backwards compatibility +// TODO Remove after 0.8 release! +cl_particles_forcetraileffects 1 + +alias dropweapon "impulse 17" +alias +show_info +button7 +alias -show_info -button7 + +// player defaults +_cl_color "112.211" // same effect as 112, but menuqc can detect this as the default and not intentionally set +_cl_name "" +seta _cl_gender 0 "storage cvar for current player gender (0 = undisclosed, 1 = male, 2 = female)" +_cl_playermodel models/player/erebus.iqm +_cl_playerskin 0 + +seta cl_reticle 1 "enable zoom reticles" +seta cl_reticle_stretch 0 "stretch reticles so they fit the screen (breaks image proportions)" +seta cl_reticle_normal 1 "draw an aiming reticle when zooming with the zoom button" +seta cl_reticle_normal_alpha 1 "alpha of the normal reticle" +seta cl_reticle_weapon 1 "draw custom aiming reticle when zooming with certain weapons" +seta cl_reticle_weapon_alpha 1 "alpha of the custom reticle" + +fov 100 +seta cl_velocityzoom_enabled 0 "velocity based zooming of fov" +seta cl_velocityzoom_factor 0 "factor of fov zooming (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_spawnzoom 1 "zoom effect immediately when a player spawns" +seta cl_spawnzoom_speed 1 "speed at which zooming occurs while spawning" +seta cl_spawnzoom_factor 2 "factor of zoom while spawning" +seta cl_zoomfactor 5 "how much +zoom will zoom (1-30)" +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)" + +seta cl_unpress_zoom_on_spawn 1 "automatically unpress zoom when you spawn" +seta cl_unpress_zoom_on_death 1 "automatically unpress zoom when you die (and don't allow zoom again while dead)" +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_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 +seta cl_spawn_point_particles 1 "pointparticles effect at all spawn points" // managed by effects-.cfg files +seta cl_spawn_point_dist_min 1200 +seta cl_spawn_point_dist_max 1600 + +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 +vid_resizable 0 // cannot be turned on before it is sure it cannot cause a r_restart +vid_desktopfullscreen 1 +prvm_language en +set _menu_prvm_language "" +set _menu_vid_width "$vid_width" +set _menu_vid_height "$vid_height" +set _menu_vid_pixelheight "$vid_pixelheight" +set _menu_vid_desktopfullscreen "$vid_desktopfullscreen" +seta menu_vid_scale 0 +seta menu_vid_allowdualscreenresolution 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 +// #define Image_LinearFloatFromsRGBFloat(c) (((c) <= 0.04045f) ? (c) * (1.0f / 12.92f) : (float)pow(((c) + 0.055f)*(1.0f/1.055f), 2.4f)) +set rpn_sRGB_to_linear "dup 0.055 add 1.055 div 2.4 pow exch 12.92 div dup 0.0031308 gt when" +// #define Image_sRGBFloatFromLinearFloat(c) (((c) < 0.0031308f) ? (c) * 12.92f : 1.055f * (float)pow((c), 1.0f/2.4f) - 0.055f) +set rpn_linear_to_sRGB "dup 1.0 2.4 div pow 1.055 mul 0.055 sub exch 12.92 mul dup 0.04045 ge when" + +// -nosRGB to -sRGB sky shader conversion: +// +// q3map_sunExt 1 0.6875 0.375 340 25 47 0 16 +// ^^ elevation +// ^^^ sunlight +// q3map_skylight 110 3 +// ^^^ skylight +// +// With that, do (the last parameter is the ratio of skylight you assume hits +// the surfaces, about 0.25 for inner surfaces near sky, about 1.00 on +// terrain): +// ]skybox_nosRGB_to_sRGB 340 47 110 0.25 +// rpn: still on stack: new_sunlight: +// rpn: still on stack: 380.464142 +// rpn: still on stack: new_skylight: +// rpn: still on stack: 9.32523632 +// +// The equivalent -sRGB shader then will have: +// +// q3map_sunExt 1 0.6875 0.375 380.464142 25 47 0 16 +// q3map_skylight 9.32523632 3 +alias skybox_nosRGB_to_sRGB "rpn $3 402.123 $4 div div $rpn_sRGB_to_linear 402.123 $4 div mul /new_skylight: $3 402.123 $4 div div $1 256 div $2 0.017453 mul sin mul add $rpn_sRGB_to_linear $3 402.123 $4 div div $rpn_sRGB_to_linear sub 256 mul $2 0.017453 mul sin div /new_sunlight:" + +set cl_orthoview 0 "enable top-down view of the map- meant to be used for radar map images (note: orthoview sets cvars temporarily, requires restart to return them to normal)" +set cl_orthoview_nofog 1 "disable fog while in orthoview-- note, should not be enabled on ALL maps, i.e. oilrig works fine with this disabled" + +// 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 0.5 // 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 // 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 1 // 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 // 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_bobmodel_side 0.2 // amount the gun sways to the sides +cl_bobmodel_speed 10 // rate at which the gun sways +cl_bobmodel_up 0.1 // amount the gun sways up and down + +cl_followmodel 1 // enables weapon pushing / pulling effect when walking +seta cl_followmodel_speed 0.3 "gun following speed" +seta cl_followmodel_limit 135 "gun following limit" +seta cl_followmodel_velocity_absolute 0 "make the effect ignore velocity direction changes (side effect: it causes a glitch when teleporting / passing through a warpzone)" +seta cl_followmodel_velocity_lowpass 0.05 "gun following velocity lowpass averaging time" +seta cl_followmodel_highpass 0.05 "gun following highpass averaging time" +seta cl_followmodel_lowpass 0.03 "gun following lowpass averaging time" + +cl_leanmodel 1 // enables weapon leaning effect when looking around +seta cl_leanmodel_speed 0.3 "gun leaning speed" +seta cl_leanmodel_limit 30 "gun leaning limit" +seta cl_leanmodel_highpass1 0.2 "gun leaning pre-highpass averaging time" +seta cl_leanmodel_highpass 0.2 "gun leaning highpass averaging time" +seta cl_leanmodel_lowpass 0.05 "gun leaning lowpass averaging time" + +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) + +r_bloom_blur 4 +r_bloom_brighten 2 +r_bloom_colorexponent 1 +r_bloom_colorscale 1 +r_bloom_colorsubtract 0.125 +r_bloom_resolution 320 +r_bloom_scenebrightness 0.85 + +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 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" + +seta cl_hitsound 1 "play a hit notifier sound when you have hit an enemy, 1: same pitch 2: increase pitch with more damage 3: decrease pitch with more damage" +set cl_hitsound_antispam_time 0.05 "don't play the hitsound more often than this" +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_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" +seta cl_eventchase_distance 140 "final camera distance" +seta cl_eventchase_generator_distance 400 "final camera distance while viewing generator explosion" +seta cl_eventchase_speed 1.3 "how fast the camera slides back, 0 is instant" +seta cl_eventchase_maxs "12 12 8" "max size of eventchase camera bbox" +seta cl_eventchase_mins "-12 -12 -8" "min size of eventchase camera bbox" +seta cl_eventchase_viewoffset "0 0 20" "viewoffset of eventchase camera" +seta cl_eventchase_generator_viewoffset "0 0 80" "viewoffset of eventchase camera while viewing generator explosion" +seta cl_eventchase_vehicle 1 "camera goes into 3rd person mode when inside a vehicle" +seta cl_eventchase_vehicle_viewoffset "0 0 80" +seta cl_eventchase_vehicle_distance 250 + +set _vehicles_shownchasemessage 0 + +seta cl_particles_oldvortexbeam 0 "Uses the old v2.3 Vortex beam instead of the new beam, only works if server allows it (g_allow_oldvortexbeam 1)" + +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 cl_deathglow 0.8 "number of seconds during which dead bodies glow out" + +cl_movement 1 +cl_movement_track_canjump 0 +cl_stairsmoothspeed 200 + +// FIXME test +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" + +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 "" + +seta menu_monsters_edit_spawn "" +seta menu_monsters_edit_skin 0 +seta menu_monsters_edit_movetarget 1 + +// effects +r_glsl_vertextextureblend_usebothalphas 1 // allows to abuse texture blending as detail texture +mod_q3shader_force_terrain_alphaflag 1 // supposedly now required for r_glsl_vertextextureblend_usebothalphas to work +r_glsl_postprocess 0 // but note, hud_postprocessing enables this +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 +gl_max_lightmapsize 4096 +r_shadow_realtime_world_lightmaps 1 +r_shadow_realtime_world_importlightentitiesfrommap 0 // Whether build process uses keepLights is nontransparent and may change, so better make keepLights not matter. +cl_decals_fadetime 5 +cl_decals_time 1 +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 2.5 "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 1 "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_lod 1 +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 + +scr_conalpha 1 +scr_conbrightness 0.2 +scr_screenshot_jpeg 1 +scr_screenshot_jpeg_quality 0.9 + +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 "" + +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" + +// 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" + +// 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 +// TODO: remove after 0.8.2. Default impulse commands for 0.8.1 servers +exec weapons.cfg + +cl_curl_enabled 1 +cl_curl_maxdownloads 3 +cl_curl_maxspeed 0 +cl_curl_useragent 1 +cl_curl_useragent_append "$g_xonoticversion" + +seta cl_hidewaypoints 0 "disable static waypoints, only show team waypoints" + +seta cl_damagetext "1" "Draw damage dealt where you hit the enemy" +seta cl_damagetext_format "-{total}" "How to format the damage text. {health}, {armor}, {total}, {potential}: full damage not capped to target's health, {potential_health}: health damage not capped to target's health" +seta cl_damagetext_format_verbose 0 "{health} shows {potential_health} too when they differ; {total} shows {potential} too when they differ" +seta cl_damagetext_format_hide_redundant 0 "hide {armor} if 0; hide {potential} and {potential_health} when same as actual" +seta cl_damagetext_color "1 1 0" "Damage text color" +seta cl_damagetext_color_per_weapon "0" "Damage text uses weapon color" +seta cl_damagetext_size_min 10 "Damage text font size for small damage" +seta cl_damagetext_size_min_damage 25 "How much damage is considered small" +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_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_color "1 0 0" "Damage text color for friendlyfire" + +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" +seta cl_damagetext_2d_size_lifetime 3 "2D damage text lifetime (size shrinking) in seconds" +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_vehicles_alarm 1 "Play an alarm sound when the vehicle you are driving is heavily damaged" +seta cl_vehicles_hud_tactical 1 +seta cl_vehicles_hudscale 0.5 +seta cl_vehicles_notify_time 15 +seta cl_vehicles_crosshair_size 0.5 +seta cl_vehicles_crosshair_colorize 1 + +r_labelsprites_scale 0.40625 // labels sprites get displayed at 0.5x from 640x480 to 1280x1024, and at 1x from 1600x1200 onwards + +exec binds-xonotic.cfg + +seta menu_skin "luma" +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!" +set menu_showboxes 0 "show item bounding boxes (debug)" +set menu_cvarlist_onlymodified 0 "show only modified cvars in the cvar list" +set menu_force_on_disconnection 1 "force to show the menu this number of seconds after you get disconnected (0 to disable)" + +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_notify 0 +con_notifysize 10 +con_notifyalign 0 +con_textsize 10 + +seta sbar_info_pos 0 "Y-axis distance from lower right corner for engine info prints" + +// scoreboard +seta scoreboard_columns default + +// keep old scoreboard cvars for compatibility's sake +// they've been replaced by hud_panel_scoreboard_* cvars +// TODO remove them after a future release (0.8.2+) +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_nocolors 0 "don't use colors displaying accuracy stats" +seta scoreboard_accuracy 1 "show weapon accuracy stats panel on scoreboard; colors can be configured with accuracy_color* cvars" +seta scoreboard_color_bg_r 0.125 "red color component of the scoreboard background" +seta scoreboard_color_bg_g 0.55 "green color component of the scoreboard background" +seta scoreboard_color_bg_b 0.875 "blue color component of the scoreboard background" +seta scoreboard_color_bg_team 0.6 "team color multiplier of the scoreboard background" +seta scoreboard_alpha_bg 0.7 "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 0.08 "highlight alpha value (depends on hud_scoreboard_highlight 1)" +seta scoreboard_highlight_alpha_self 0.3 "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 scoreboard_respawntime_decimals 1 "decimal places to show for the respawntime countdown display on the scoreboard" +seta scoreboard_dynamichud 0 "apply the dynamic hud effects to the scoreboard" + +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". + +// other serverlist cvars +seta menu_slist_categories 1 +seta menu_slist_categories_onlyifmultiple 1 +seta menu_slist_purethreshold 0 +seta menu_slist_modimpurity 0 +seta menu_slist_recommendations 3 +seta menu_slist_recommendations_maxping 150 +seta menu_slist_recommendations_minfreeslots 1 +seta menu_slist_recommendations_minhumans 0 +seta menu_slist_recommendations_purethreshold -1 + +// serverlist category override cvars +seta menu_slist_categories_CAT_FAVORITED_override "" +seta menu_slist_categories_CAT_RECOMMENDED_override "" +seta menu_slist_categories_CAT_NORMAL_override "" +seta menu_slist_categories_CAT_SERVERS_override "CAT_NORMAL" +seta menu_slist_categories_CAT_XPM_override "" +seta menu_slist_categories_CAT_MODIFIED_override "" +seta menu_slist_categories_CAT_OVERKILL_override "" +seta menu_slist_categories_CAT_INSTAGIB_override "" +seta menu_slist_categories_CAT_DEFRAG_override "" + +seta menu_weaponarena "" + +seta menu_maxplayers 16 "maxplayers value when the menu starts a game" + +// 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_devmap 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" + +// helper +// these non-saved engine cvars shall be saved +alias makesaved "seta $1 \"${$1 ?}\"" +makesaved cl_maxfps_alwayssleep +makesaved cl_port +makesaved gl_finish +makesaved net_slist_queriespersecond +makesaved r_ambient +makesaved r_drawviewmodel +makesaved r_showsurfaces +makesaved r_subdivisions_tolerance +makesaved skill +makesaved vid_gl13 +makesaved vid_gl20 +makesaved v_idlescale +makesaved v_kicktime +makesaved music_playlist_list0 +makesaved music_playlist_random0 + +cl_netfps 60 // should match or be a multiple of sys_ticrate + +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 + +cl_maxfps 200 + +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 $*" + +seta cl_weaponpriority "vaporizer hmg rpc vortex fireball mortar machinegun hagar rifle arc electro devastator crylink minelayer shotgun shockwave hlac tuba blaster 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 "rpc devastator mortar hagar seeker fireball" "use weapon_priority_0_prev for prev gun from this list, weapon_priority_0_best for best gun, weapon_priority_0_next for next gun. Default value: explosives" +seta cl_weaponpriority1 "vaporizer vortex crylink hlac arc electro blaster shockwave" "use weapon_priority_1_prev for prev gun from this list, weapon_priority_1_best for best gun, weapon_priority_1_next for next gun. Default value: energy" +seta cl_weaponpriority2 "vaporizer vortex rifle" "use weapon_priority_2_prev for prev gun from this list, weapon_priority_2_best for best gun, weapon_priority_2_next for next gun. Default value: hitscan exact" +seta cl_weaponpriority3 "vaporizer hmg vortex rifle machinegun shotgun shockwave" "use weapon_priority_3_prev for prev gun from this list, weapon_priority_3_best for best gun, weapon_priority_3_next for next gun. Default value: hitscan all" +seta cl_weaponpriority4 "mortar minelayer hlac hagar crylink seeker shotgun shockwave" "use weapon_priority_4_prev for prev gun from this list, weapon_priority_4_best for best gun, weapon_priority_4_next for next gun. Default value: spam weapons" +seta cl_weaponpriority5 "blaster shockwave hook porto" "use weapon_priority_5_prev for prev gun from this list, weapon_priority_5_best for best gun, weapon_priority_5_next for next gun. Default value: weapons for moving" +seta cl_weaponpriority6 "" "use weapon_priority_6_prev for prev gun from this list, weapon_priority_6_best for best gun, weapon_priority_6_next for next gun" +seta cl_weaponpriority7 "" "use weapon_priority_7_prev for prev gun from this list, weapon_priority_7_best for best gun, weapon_priority_7_next for next gun" +seta cl_weaponpriority8 "" "use weapon_priority_8_prev for prev gun from this list, weapon_priority_8_best for best gun, weapon_priority_8_next for next gun" +seta cl_weaponpriority9 "" "use weapon_priority_9_prev for prev gun from this list, weapon_priority_9_best for best gun, weapon_priority_9_next 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" + +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 cl_handicap 1 "multiplies damage received and divides damage dealt NOTE: reconnect or use 'sendcvar cl_handicap' 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." + +seta cl_jetpack_jump 1 "Activate jetpack by pressing jump in the air. 0 = Disable, 1 = Stop when touching ground, 2 = Enable" + +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" + +set cl_stripcolorcodes 0 "experimental feature (notes: strips ALL color codes from messages!)" + +// 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 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 randomly colored flash is used instead" + ++set cl_jetpack_attenuation 2 "jetpack sound attenuation" ++ +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 menu_updatecheck 1 "check for updates" +set menu_updatecheck_getpacks 1 "get update packs from update server" + +set cl_loddistance1 1024 +set 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)" + +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)" + +//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 _menu_initialized 0 "is 0 on first menu loading, 1 later" + +seta cl_noantilag 0 "turn this on if you believe antilag is bad" + +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" + +seta cl_forceplayermodels 0 "make everyone look like your own model (requires server to have sv_defaultcharacter 0)" +seta cl_forceplayercolors 0 "make enemies look like your own color (requires server to have sv_defaultcharacter 0); set it to 2 to enable it even in teamplay (only when there is exactly one enemy team)" +seta cl_forcemyplayermodel "" "set to the model file name you want to show yourself as (does not affect how enemies look with cl_forceplayermodels)" +seta cl_forcemyplayerskin 0 "set to the skin number you want to show yourself as (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 (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 perceived lag" +seta cl_movement_intermissionrunning 0 "keep velocity after the match ends, players may appear to continue running while stationary" + +set debugdraw 0 +set debugdraw_filter "" +set debugdraw_filterout "" +set debugtrace 0 + +// FIXME remove this when the engine feature FINALLY MAYBE works +r_glsl_skeletal 0 + +// 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) + +// 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 + +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 + +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 + +// loading screen +scr_loadingscreen_background 0 +scr_loadingscreen_barcolor "0 0.5 1" +scr_loadingscreen_barheight 12 +scr_loadingscreen_count 1 +scr_loadingscreen_firstforstartup 1 +scr_loadingscreen_scale 999 +scr_loadingscreen_scale_base 1 +scr_loadingscreen_scale_limit 2 + +// other config files +exec effects-normal.cfg +exec crosshairs.cfg +exec notifications.cfg + +seta cl_physics "default" "client selected physics set" + +// 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_luma.cfg + +// enable menu syncing +alias menu_sync "menu_cmd sync" + +seta cl_items_nofade 0 +seta cl_animate_items 1 +seta cl_ghost_items 0.45 "enable ghosted items (when between 0 and 1, overrides the alpha value)" +seta cl_ghost_items_color "-1 -1 -1" "color of ghosted items, 0 0 0 leaves the color unchanged" +seta cl_simple_items 0 "enable simple items (if server allows)" +set cl_simpleitems_postfix "_luma" "posfix to add fo model name when simple items are enabled" +set cl_fullbright_items 0 "enable fullbright items (if server allows, controlled by g_fullbrightitems)" +set cl_weapon_stay_color "2 0.5 0.5" "Color of picked up weapons when g_weapon_stay > 0" +set cl_weapon_stay_alpha 0.75 "Alpha of picked up weapons when g_weapon_stay > 0" + +seta cl_showspectators 0 "Show who's spectating you if server has sv_showspectators enabled" + +// Facility for config.cfg use ONLY. +// Interpreted in post-config.cfg. +seta menu_forced_saved_cvars "" "These cvars will always be saved, despite engine/Xonotic cvar saving status" +set menu_reverted_nonsaved_cvars "" "These cvars are currently marked as saved in the flags, but have been reverted and won't stay saved. INTERNAL USE ONLY."