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cvar_archive hdr, pm_modelview, pm_thirdperson
This should fix hdr always resetting every time the game is restarted, thirdperson view sometimes not enabled by default, and the need for pm_modelview to be turned on for cross hair trace line origin fix. Also cleaned up formatting around hdr cvars, and third person camera cvars.
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825f5f8372
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1 changed files with 32 additions and 34 deletions
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@ -268,17 +268,16 @@ idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC |
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idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
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idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
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idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
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idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
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idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
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idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
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idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera distance from player in 3rd person" );
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idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
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idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
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idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" );
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idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYNC |CVAR_BOOL, "enables third person view" ); //ivan
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idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" );
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idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "draws camera from POV of a player models joint. (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); //2018 Revility. 3rdperson crosshair fix
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idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" );
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idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" );
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////REVILITY START OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT
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idCVar pm_thirdPersonSideScale( "pm_thirdPersonSideScale", "-0.45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "offsets camera from left to right in 3rd person. 0 is center. use negatives to move right and decimals for small offsets." );
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idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera distance from player in 3rd person" );
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////REVILITY END OFFSETS THE THIRDPERSON CAMERA LEFT TO RIGHT
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idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
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idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
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idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" );
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idCVar pm_thirdPerson( "pm_thirdPerson", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "enables third person view" ); //ivan
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idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" );
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idCVar pm_modelView( "pm_modelView", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_INTEGER, "draws camera from POV of a player model's joint (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
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idCVar pm_thirdPersonSideScale( "pm_thirdPersonSideScale", "-0.45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "offsets camera from left to right in 3rd person. 0 is center. use negatives to move right and decimals for small offsets." );
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idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
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idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
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idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );
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idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );
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@ -353,35 +352,34 @@ idCVar g_grabberEnableShake( "g_grabberEnableShake", "1", CVAR_GAME | CVAR_B
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idCVar g_grabberRandomMotion( "g_grabberRandomMotion", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "enable random motion on the grabbed object" );
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idCVar g_grabberRandomMotion( "g_grabberRandomMotion", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "enable random motion on the grabbed object" );
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idCVar g_grabberHardStop( "g_grabberHardStop", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "hard stops object if too fast" );
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idCVar g_grabberHardStop( "g_grabberHardStop", "1", CVAR_GAME | CVAR_BOOL | CVAR_CHEAT, "hard stops object if too fast" );
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idCVar g_grabberDamping( "g_grabberDamping", "0.5", CVAR_GAME | CVAR_FLOAT | CVAR_CHEAT, "damping of grabber" );
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idCVar g_grabberDamping( "g_grabberDamping", "0.5", CVAR_GAME | CVAR_FLOAT | CVAR_CHEAT, "damping of grabber" );
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//rev grab
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// HDR related - J.C.Denton
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// HDR related - J.C.Denton
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idCVar r_HDR_enable ( "r_HDR_enable", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, " Enables HDR Rendering & post-processing.");
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idCVar r_HDR_enable ( "r_HDR_enable", "1", CVAR_GAME | CVAR_BOOL, " Enables HDR Rendering & post-processing.");
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idCVar r_HDR_enableDebugMode ( "r_HDR_enableDebugMode", "0", CVAR_GAME | CVAR_INTEGER, " Shows all the textures generated for HDR postprocess. \n 1: Shows all textures \n 2: Decodes and shows all textures");
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idCVar r_HDR_enableDebugMode ( "r_HDR_enableDebugMode", "0", CVAR_GAME | CVAR_INTEGER, " Shows all the textures generated for HDR postprocess. \n 1: Shows all textures \n 2: Decodes and shows all textures");
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idCVar r_HDR_postProcess ( "r_HDR_postProcess", "1", CVAR_GAME | CVAR_INTEGER, " Activates HDR bloom . \n 1: HDR Bloom with automatic eye exposure ");
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idCVar r_HDR_postProcess ( "r_HDR_postProcess", "1", CVAR_GAME | CVAR_INTEGER, " Activates HDR bloom . \n 1: HDR Bloom with automatic eye exposure ");
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idCVar r_HDR_middleGray ( "r_HDR_middleGray", "0.1", CVAR_GAME | CVAR_FLOAT, " Middle gray value for overall scene . Range 0 - 1. (Works only when automatic exposure is on) ");
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idCVar r_HDR_middleGray ( "r_HDR_middleGray", "0.1", CVAR_GAME | CVAR_FLOAT, " Middle gray value for overall scene . Range 0 - 1. (Works only when automatic exposure is on) ");
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idCVar r_HDR_brightPassThreshold ( "r_HDR_brightPassThreshold", "1.7", CVAR_GAME | CVAR_FLOAT, " brightness threshold for Bright-pass (Works only when automatic exposure is on)");
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idCVar r_HDR_brightPassThreshold ( "r_HDR_brightPassThreshold", "1.7", CVAR_GAME | CVAR_FLOAT, " brightness threshold for Bright-pass (Works only when automatic exposure is on)");
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idCVar r_HDR_brightPassOffset ( "r_HDR_brightPassOffset", "5.0", CVAR_GAME | CVAR_FLOAT, " Brightness offset for bright pass (Works only when automatic exposure is on)");
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idCVar r_HDR_brightPassOffset ( "r_HDR_brightPassOffset", "5.0", CVAR_GAME | CVAR_FLOAT, " Brightness offset for bright pass (Works only when automatic exposure is on)");
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idCVar r_HDR_min_luminance ( "r_HDR_min_luminance", "0.003", CVAR_GAME | CVAR_FLOAT, " Luminance is restricted to this value to control whiteness when in pitch dark areas. (Works only when automatic exposure is on)");
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idCVar r_HDR_min_luminance ( "r_HDR_min_luminance", "0.003", CVAR_GAME | CVAR_FLOAT, " Luminance is restricted to this value to control whiteness when in pitch dark areas. (Works only when automatic exposure is on)");
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idCVar r_HDR_max_luminance ( "r_HDR_max_luminance", "0.22", CVAR_GAME | CVAR_FLOAT, " Luminance is restricted to this value to control darkness when in super-bright areas. (Works only when automatic exposure is on)");
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idCVar r_HDR_max_luminance ( "r_HDR_max_luminance", "0.22", CVAR_GAME | CVAR_FLOAT, " Luminance is restricted to this value to control darkness when in super-bright areas. (Works only when automatic exposure is on)");
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idCVar r_HDR_eyeAdjustmentDelay ( "r_HDR_eyeAdjustmentDelay", "2.2", CVAR_GAME | CVAR_FLOAT, " Total time in second taken to adjust eye exposure.(Works only when automatic exposure is on)");
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idCVar r_HDR_eyeAdjustmentDelay ( "r_HDR_eyeAdjustmentDelay", "2.2", CVAR_GAME | CVAR_FLOAT, " Total time in second taken to adjust eye exposure.(Works only when automatic exposure is on)");
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idCVar r_HDR_colorCurveBias ( "r_HDR_colorCurveBias", "0.26", CVAR_GAME | CVAR_FLOAT, " Applies Exponential Color Curve to final pass (range 0 to 1), 1 = color curve fully applied , 0= No color curve");
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idCVar r_HDR_colorCurveBias ( "r_HDR_colorCurveBias", "0.26", CVAR_GAME | CVAR_FLOAT, " Applies Exponential Color Curve to final pass (range 0 to 1), 1 = color curve fully applied , 0= No color curve");
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idCVar r_HDR_sceneExposure ( "r_HDR_sceneExposure", "1.0", CVAR_GAME | CVAR_FLOAT, " Scene exposure. Try values lower or greater than 1.0");
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idCVar r_HDR_sceneExposure ( "r_HDR_sceneExposure", "1.0", CVAR_GAME | CVAR_FLOAT, " Scene exposure. Try values lower or greater than 1.0");
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idCVar r_HDR_gammaCorrection ( "r_HDR_gammaCorrection", "1.0", CVAR_GAME | CVAR_FLOAT, " Gamma Correction.");
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idCVar r_HDR_gammaCorrection ( "r_HDR_gammaCorrection", "1.0", CVAR_GAME | CVAR_FLOAT, " Gamma Correction.");
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idCVar r_HDR_maxColorIntensity ( "r_HDR_maxColorIntensity", "1.0", CVAR_GAME | CVAR_FLOAT, " Adjusting this value will cause color burnout in a controllable fashion (range 0.0 - 256.0) \nHigher values reduces the contrast, lower values increases the contrast.");
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idCVar r_HDR_maxColorIntensity ( "r_HDR_maxColorIntensity", "1.0", CVAR_GAME | CVAR_FLOAT, " Adjusting this value will cause color burnout in a controllable fashion (range 0.0 - 256.0) \nHigher values reduces the contrast, lower values increases the contrast.");
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idCVar r_HDR_bloomIntensity ( "r_HDR_bloomIntensity", "0.6", CVAR_GAME | CVAR_FLOAT, " Adjusts the Bloom intensity. 0.0 disables both bloom as well as halo passes");
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idCVar r_HDR_bloomIntensity ( "r_HDR_bloomIntensity", "0.6", CVAR_GAME | CVAR_FLOAT, " Adjusts the Bloom intensity. 0.0 disables both bloom as well as halo passes");
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idCVar r_HDR_haloIntensity ( "r_HDR_HaloIntensity", "1.0", CVAR_GAME | CVAR_FLOAT, " Adjusts the Halo intensity. Set to 0.0 disables halo pass. ");
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idCVar r_HDR_haloIntensity ( "r_HDR_HaloIntensity", "1.0", CVAR_GAME | CVAR_FLOAT, " Adjusts the Halo intensity. Set to 0.0 disables halo pass. ");
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idCVar r_HDR_debugTextureIndex ( "r_HDR_debugTextureIndex", "0", CVAR_GAME | CVAR_INTEGER, " Show intermediate textures used for HDR postprocess \n 1: scene Image(64x Scaled down) \n 2: Average Luminance Initial pass texture\n 3: Average luminance ");
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idCVar r_HDR_debugTextureIndex ( "r_HDR_debugTextureIndex", "0", CVAR_GAME | CVAR_INTEGER, " Show intermediate textures used for HDR postprocess \n 1: scene Image(64x Scaled down) \n 2: Average Luminance Initial pass texture\n 3: Average luminance ");
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idCVar r_HDR_lumUpdateRate ( "r_HDR_lumUpdateRate", "11", CVAR_GAME | CVAR_INTEGER, " Updates luminance data after every these many number of frames. " );
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idCVar r_HDR_lumUpdateRate ( "r_HDR_lumUpdateRate", "11", CVAR_GAME | CVAR_INTEGER, " Updates luminance data after every these many number of frames. " );
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idCVar r_HDR_eyeAdjustmentBias ( "r_HDR_eyeAdjustmentBias", "0.09", CVAR_GAME | CVAR_FLOAT, " Automatic eye exposure factor (range 0 to 1) \n e.g. 0.0 - No automatic eye exposure, \n 0.5 - 50% automatic eye exposure, \n 1.0 Full automatic eye exposure. " );
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idCVar r_HDR_eyeAdjustmentBias ( "r_HDR_eyeAdjustmentBias", "0.09", CVAR_GAME | CVAR_FLOAT, " Automatic eye exposure factor (range 0 to 1) \n e.g. 0.0 - No automatic eye exposure, \n 0.5 - 50% automatic eye exposure, \n 1.0 Full automatic eye exposure. " );
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idCVar r_HDR_eyeAdjustmentBloomBias ( "r_HDR_eyeAdjustmentBloomBias", "1", CVAR_GAME | CVAR_FLOAT, " Bloom can have a separate eye adjustment bias. See cvar descritption for r_HDR_eyeAdjustmentBias. " );
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idCVar r_HDR_eyeAdjustmentBloomBias ( "r_HDR_eyeAdjustmentBloomBias", "1", CVAR_GAME | CVAR_FLOAT, " Bloom can have a separate eye adjustment bias. See cvar descritption for r_HDR_eyeAdjustmentBias. " );
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idCVar r_HDR_vignetteBias ( "r_HDR_vignetteBias", "0.45", CVAR_GAME | CVAR_FLOAT, " Vignette: Fading-of-edges-of-the-screen effect(range 0 to 1) " );
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idCVar r_HDR_vignetteBias ( "r_HDR_vignetteBias", "0.45", CVAR_GAME | CVAR_FLOAT, " Vignette: Fading-of-edges-of-the-screen effect(range 0 to 1) " );
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//----------------------------------
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//----------------------------------
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//Ivan start
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//Ivan start
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idCVar s_music_volume( "s_music_volume", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "In-game music volume." );
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idCVar s_music_volume ( "s_music_volume", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "In-game music volume." );
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idCVar ruiner_bind_run_once( "ruiner_bind_run_once", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Rebind all controls once for Ruiner." );
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idCVar ruiner_bind_run_once ( "ruiner_bind_run_once", "0", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "Rebind all controls once for Ruiner." );
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//Ivan end
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//Ivan end
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