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