mirror of
https://github.com/dhewm/dhewm3.git
synced 2024-11-22 04:31:02 +00:00
Configuration.md: document CVars, link alternative gamepad configs
This commit is contained in:
parent
6ed10c1dac
commit
606a6c8e85
1 changed files with 22 additions and 13 deletions
|
@ -28,8 +28,7 @@ most keyboard layouts. However you can disable that, so you can bind that key li
|
|||
|
||||
## Using Gamepads
|
||||
|
||||
Starting with 1.5.3 (or the git commits preceding the one adding this document), dhewm3 supports
|
||||
using gamepads, as long as they're supported by SDL2.
|
||||
Starting with 1.5.3, dhewm3 supports using gamepads, as long as they're supported by SDL2.
|
||||
This includes XBox Controllers (and compatible ones), Playstation 3-5 controllers,
|
||||
Nintendo Switch Pro Controllers, many thirdparty controllers for those consoles, and lots of other
|
||||
gamepads for PC.
|
||||
|
@ -78,6 +77,9 @@ of Doom3 BFG, see gamepad.cfg and gamepad-d3xp.cfg in the [base/ directory](./ba
|
|||
Put them in your base/ folder, open the console and enter `exec gamepad.cfg` for the base game,
|
||||
or `exec gamepad-d3xp.cfg` for Resurrection of Evil (probably also works for Doom3: Lost Mission).
|
||||
|
||||
**Alternative gamepad configs** based on the layout of the Doom3 port for the original XBox
|
||||
are available [**here**](https://github.com/dhewm/dhewm3/issues/536#issuecomment-1928710201).
|
||||
|
||||
<details><summary>Click to see what button/stick/trigger does what in gamepad.cfg</summary>
|
||||
|
||||
* `Left Stick`: Move (Forward, Backpedal, Move Left, Move Right)
|
||||
|
@ -146,20 +148,27 @@ This can be configured with the following CVars:
|
|||
- `r_screenshotJpgQuality` Quality when using JPG screenshots (`0` - `100`)
|
||||
- `r_screenshotPngCompression` Compression level when using PNG screenshots (`0` - `9`)
|
||||
|
||||
## CVars added in dhewm3 that I'm currently too lazy to document more thoroughly
|
||||
## Other CVars added in dhewm3
|
||||
|
||||
- g_hitEffect
|
||||
- `g_hitEffect` if set to `1` (the default), mess up player camera when taking damage.
|
||||
Set to `0` if you don't like that effect.
|
||||
|
||||
- in_nograb
|
||||
- in_grabKeyboard
|
||||
- `in_nograb` if set to `1`, the mouse isn't grabbed when ingame. Not overly useful for normal playing
|
||||
(unless maybe you play with a gamepad), but very useful for debugging. Default is `0`.
|
||||
- `in_grabKeyboard` if enabled (`1`), grabs all keyboard input if mouse is grabbed, so keyboard shortcuts
|
||||
from the OS like Alt-Tab or Windows Key won't work and thus not accidentally interrupt your playing.
|
||||
Defaults to `0`.
|
||||
|
||||
- in_tty
|
||||
- in_kbd
|
||||
- `in_kbd` allows you to set your keyboard layout so the console key works better. Mostly useful with SDL1.2
|
||||
- `in_tty` tab completion and history for input from the **terminal** (on Unix-likes, like Linux, macOS, BSD, ...)
|
||||
|
||||
- r_fullscreenDesktop
|
||||
- r_fillWindowAlphaChan
|
||||
- `r_fullscreenDesktop` `0`: "real"/"exclusive" fullscreen mode, might switch screen resolution
|
||||
`1`: "desktop" fullscreen mode, which keeps desktop resolution and is more like a borderless fullscreen window
|
||||
- `r_fillWindowAlphaChan` Make sure alpha channel of windows default framebuffer is completely opaque
|
||||
at the end of each frame. Needed at least when using Wayland.
|
||||
`1`: do this, `0`: don't do it, `-1`: let dhewm3 decide (default)
|
||||
|
||||
- r_useCarmacksReverse
|
||||
- r_useStencilOpSeparate
|
||||
- `r_useCarmacksReverse` Use Z-Fail ("Carmack's Reverse") when rendering shadows (default `1`)
|
||||
- `r_useStencilOpSeparate` Use glStencilOpSeparate() (if available) when rendering shadow (default `1`)
|
||||
|
||||
- s_alReverbGain
|
||||
- `s_alReverbGain` reduce strength of OpenAL (EAX-like) EFX reverb effects, `0.0` - `1.0` (default `0.5`)
|
||||
|
|
Loading…
Reference in a new issue