Configuration.md: document CVars, link alternative gamepad configs

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Daniel Gibson 2024-02-06 17:21:50 +01:00
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commit 606a6c8e85

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@ -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`)