ns presets update

- add new default crosshairs, enabled with cl_weaponcfgs 2
- crosshair bugfixes
- add box crosshair and sub-pixel outline control
- cl_musicdelay -1 plays a track once at start of round
- removed title track from gameplay (main menu only)
- cl_bob cvars archived
- remove HL-style tilting weapon bob in spectate
- sv_randomrfk default off
- more gamma ramp removal
- remove valve shader hash check
- archive showspeed cvar
- update debug and playtest solutions for GLEW
- add HL25 wav file for button select (button rollover sound was removed in HL25)
This commit is contained in:
pierow 2024-03-04 22:13:32 -05:00
parent 0bdc52796f
commit 3e404baff8
53 changed files with 872 additions and 418 deletions

View file

@ -2,6 +2,7 @@
brightness "1"
gamma "2.5"
lightgamma "2.5"
cl_dynamiclights "1"
cl_postprocess "1"
cl_intensity "1"
@ -15,23 +16,26 @@ cl_bobview "1"
cl_ambientsound "1.25" // 1 is the old ambient default volume, but the old master volume was 0.8 before ambient sound volume scaled with the volume command
cl_musicenabled "1"
cl_musicvolume "1.25" // 1 is the old music default volume, but the old master volume was 0.8 before music volume scaled with the volume command
cl_musicdelay "90"
// HUD
hud_style "0"
hud_mapstyle "1"
//hud_mapnames "0"
cl_hudmapzoom "3"
// Legacy sprite crosshairs
crosshair "1"
cl_cross "0"
//cl_weaponcfgs "0"
echo " "
echo "----------------------------------------------------------------------"
echo "Classic NS graphics and audio preset applied:"
echo "----------------------------------------------------------------------"
echo "- Original dark lighting"
echo "- Original HUD and crosshairs"
echo "- Original weapon and view bob"
echo "- Original mix volumes for ambient sound and music"
echo "- Original lighting."
echo "- Original HUD and crosshairs."
echo "- Original weapon and view bob."
echo "- Original mix volumes for ambient sound and music."
echo " "

View file

@ -2,6 +2,7 @@
brightness "0"
gamma "2.5"
lightgamma "1.81"
cl_dynamiclights "0"
cl_postprocess "1"
cl_intensity "1"
@ -15,23 +16,27 @@ cl_bobview "0"
cl_ambientsound "0.6"
cl_musicenabled "1"
cl_musicvolume "0.6"
cl_musicdelay "-1"
// HUD
hud_style "1"
hud_mapstyle "3"
//hud_mapnames "5"
cl_hudmapzoom "2"
// New crosshairs
crosshair "0"
cl_cross "1"
cl_weaponcfgs "2"
echo " "
echo "----------------------------------------------------------------------"
echo "NS 3.3 graphics and audio preset applied"
echo "----------------------------------------------------------------------"
echo "- Brighter shadows"
echo "- Minimal marine HUD and new crosshair system"
echo "- Reduced weapon bobbing and no view bobbing"
echo "- Reduced ambient sound and music volumes"
echo "- Brighter shadows. Flashing dynamic lights disabled."
echo "- Minimal marine HUD and new crosshair system."
echo "- Reduced weapon bobbing and no view bobbing."
echo "- Reduced ambient sound and music volumes. Music tracks play only once at the start of the round."
echo " "

View file

@ -2,6 +2,7 @@
brightness "2"
gamma "3"
lightgamma "2"
cl_dynamiclights "0"
cl_postprocess "0"
cl_intensity "0"
@ -14,19 +15,19 @@ cl_bobview "0"
// Audio
cl_ambientsound "0"
cl_musicenabled "0"
//cl_musicvolume "1"
//cl_musicvolume "0.6"
//cl_musicdelay "-1"
// HUD
hud_style "2"
hud_mapstyle "3"
//hud_mapnames "5"
cl_hudmapzoom "2"
// New crosshairs
crosshair "0"
cl_cross "1"
//Disable help tooltips
//cl_autohelp "0"
cl_weaponcfgs "1"
echo " "
echo "----------------------------------------------------------------------"

View file

@ -66,7 +66,7 @@ ati_npatch "0"
ati_subdiv "0"
bgmvolume "1.000000"
bottomcolor "144.889999"
brightness "1"
brightness "0"
cl_allowdownload "1"
cl_allowupload "1"
cl_autohelp "1.0"
@ -80,9 +80,9 @@ cl_dlmax "128"
cl_download_ingame "1"
cl_dynamiclights "0"
cl_forcedefaultfov "0"
cl_gammaramp "0"
cl_highdetail "1"
cl_himodels "0"
cl_hudmapzoom "2"
cl_iconb "221"
cl_icong "149"
cl_iconr "0"
@ -90,14 +90,16 @@ cl_idealpitchscale "0.8"
cl_labelhivesight "1"
cl_labelmaps "1"
cl_lc "1"
cl_intensity "1"
cl_logocolor "#Valve_Orange"
cl_logofile "lambda"
cl_lw "1"
cl_musicdelay "90"
cl_musicdelay "-1"
cl_musicdirectory ""
cl_musicvolume "0.6"
cl_musicenabled "1"
cl_particleinfo "0"
cl_postprocessing "1"
cl_quickselecttime ".15"
cl_timeout "60"
cl_updaterate "100"
@ -108,7 +110,7 @@ crosshair "0"
fps_max "250"
fps_override "1"
fps_modem "0.0"
gamma "3"
gamma "2.5"
gl_dither "1"
gl_flipmatrix "0"
gl_fog "1"
@ -116,7 +118,7 @@ gl_monolights "0"
gl_overbright "1"
gl_polyoffset "0.1"
gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
gl_use_shaders "1"
gl_use_shaders "0"
gl_vsync "0"
hisound "1"
hpk_maxsize "4"
@ -136,13 +138,13 @@ m_side "0.8"
m_yaw "0.022"
model "barney"
MP3FadeTime "2.0"
MP3Volume "0"
MP3Volume "0.45"
mp_decals "300"
name "NSPlayer"
net_graph "0"
net_graphpos "1"
net_scale "5"
rate "30000"
rate "100000"
r_bmodelhighfrac "5.0"
r_detailtextures "0"
s_a3d "0.0"
@ -177,7 +179,7 @@ voice_scale "1"
volume "0.500000"
m_rawinput "1"
zoom_sensitivity_ratio "1"
lightgamma "2.25"
lightgamma "1.81"
ex_interp "0.05"
cl_cross "1"
rate "30000"

View file

@ -1,87 +0,0 @@
#extension GL_ARB_explicit_uniform_location : require
layout(location = 0) in vec4 inColor;
layout(location = 0) out vec4 color;
//There doesn't seem to be a way for us to get at the fixed-function GL_FOG enabled state, so use a manual uniform
uniform bool fogEnabled;
uniform uint fogMode; // 0: Linear, 1: Exp, 2: Exp2
#define TEXTURE_ALBEDO 0
#define TEXTURE_ALBEDO_MASK (1 << TEXTURE_ALBEDO)
#define TEXTURE_LIGHTMAP 1
#define TEXTURE_LIGHTMAP_MASK (1 << TEXTURE_LIGHTMAP)
#define TEXTURE_DETAIL 2
#define TEXTURE_DETAIL_MASK (1 << TEXTURE_DETAIL)
#if (TEXTURE_MASK & TEXTURE_ALBEDO_MASK)
layout(binding = 0) uniform sampler2D albedoSampler;
#endif
#if (TEXTURE_MASK & TEXTURE_LIGHTMAP_MASK)
layout(binding = 1) uniform sampler2D lightmapSampler;
#endif
#if (TEXTURE_MASK & TEXTURE_DETAIL_MASK)
layout(binding = 2) uniform sampler2D detailSampler;
#endif
void main()
{
#if (TEXTURE_MASK & TEXTURE_ALBEDO_MASK)
vec4 albedo = texture2D(albedoSampler, gl_TexCoord[0].xy);
#endif
#if (TEXTURE_MASK & TEXTURE_LIGHTMAP_MASK)
// Josh:
// Magic number from the original overbright code.
vec3 lightmap = texture2D(lightmapSampler, gl_TexCoord[1].xy).rgb * (128.0f / 192.0f);
#endif
#if ( ( TEXTURE_MASK & TEXTURE_ALBEDO_MASK ) && ( TEXTURE_MASK & TEXTURE_LIGHTMAP_MASK ) )
// Josh:
// From the original blend eqn for overbrights.
vec3 diffuse = albedo.rgb * lightmap.rgb + lightmap.rgb * albedo.rgb;
color = vec4(diffuse.rgb, albedo.a);
#elif ( TEXTURE_MASK & TEXTURE_LIGHTMAP_MASK )
color = vec4(lightmap.rgb, 1.0f);
#elif ( TEXTURE_MASK & TEXTURE_ALBEDO_MASK )
color = vec4(albedo.rgb, albedo.a);
#else
color = vec4(1.0f);
#endif
#if (TEXTURE_MASK & TEXTURE_DETAIL_MASK)
// Josh:
// From DetailTexture.cpp -> MODULATE and SCALE * 2
vec3 detail = texture2D(detailSampler, gl_TexCoord[2].xy).rgb;
color.rgb = color.rgb * detail * 2.0f;
#endif
// NS3.3 addition: 1.7 average env_gamma value in NS maps
color.rgb *= 1.7f;
color *= inColor;
if ( fogEnabled )
{
float fogFactor;
if ( fogMode == 2 ) // Exp2
{
fogFactor = exp( -pow( gl_Fog.density * gl_FogFragCoord, 2.0 ) );
}
else if ( fogMode == 1 ) // Exp
{
fogFactor = exp( -gl_Fog.density * gl_FogFragCoord );
}
else // Linear
{
fogFactor = ( gl_Fog.end - gl_FogFragCoord ) * gl_Fog.scale;
}
fogFactor = clamp( fogFactor, 0, 1 );
color.xyz = mix( gl_Fog.color.xyz, color.xyz, fogFactor );
}
}

View file

@ -1,14 +0,0 @@
layout(location = 0) out vec4 color;
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; //Albedo
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1; //Lighmap
gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; //Detail
color = gl_Color;
vec4 eyePos = gl_ModelViewMatrix * gl_Vertex;
gl_FogFragCoord = abs( eyePos.z / eyePos.w );
}

View file

Binary file not shown.

View file

@ -740,9 +740,9 @@ void CHudAmmo::Think(void)
{
gWR.lastWeaponId = gHUD.GetCurrentWeaponID();
float wCfgCvar = CVAR_GET_FLOAT("cl_weaponcfgs");
const float wCfgCvar = CVAR_GET_FLOAT("cl_weaponcfgs");
if (wCfgCvar == 1)
if (wCfgCvar == 1.0f)
{
ClientCmd("exec weaponcfgs/default.cfg");
@ -751,15 +751,15 @@ void CHudAmmo::Think(void)
sprintf(weapcfg, "exec weaponcfgs/%s.cfg", currentWeapon->szName);
ClientCmd(weapcfg);
}
//else if (wCfgCvar == 2.0f)
//{
// ClientCmd("exec weaponcfgs/nsdefaults/default.cfg");
else if (wCfgCvar == 2.0f)
{
ClientCmd("exec weaponcfgs/nsdefaults/default.cfg");
// WEAPON* currentWeapon = gWR.GetWeapon(gHUD.GetCurrentWeaponID());
// char weapcfg[128];
// sprintf(weapcfg, "exec weaponcfgs/nsdefaults/%s.cfg", currentWeapon->szName);
// ClientCmd(weapcfg);
//}
WEAPON* currentWeapon = gWR.GetWeapon(gHUD.GetCurrentWeaponID());
char weapcfg[128];
sprintf(weapcfg, "exec weaponcfgs/nsdefaults/%s.cfg", currentWeapon->szName);
ClientCmd(weapcfg);
}
}
if(gHUD.GetIsAlien()) //check for hive death causing loss of current weapon

View file

@ -95,8 +95,8 @@
<Optimization>Full</Optimization>
<InlineFunctionExpansion>OnlyExplicitInline</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;NDEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_;AVH_PLAYTEST_BUILD;BALANCE_ENABLED;PLAYTEST_BUILD</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;$(SolutionDir)\includes\glew;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;NDEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_;AVH_PLAYTEST_BUILD;BALANCE_ENABLED;PLAYTEST_BUILD;GLEW_STATIC</PreprocessorDefinitions>
<StringPooling>true</StringPooling>
<RuntimeTypeInfo>true</RuntimeTypeInfo>
<PrecompiledHeader>
@ -221,8 +221,8 @@
<Optimization>Disabled</Optimization>
<InlineFunctionExpansion>Default</InlineFunctionExpansion>
<IntrinsicFunctions>false</IntrinsicFunctions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;_ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH;_ITERATOR_DEBUG_LEVEL=2;_DEBUG;DEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_;AVH_PLAYTEST_BUILD;BALANCE_ENABLED;PLAYTEST_BUILD</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir);$(SolutionDir)\particles;$(SolutionDir)\includes\lpng1251;$(SolutionDir)\includes\zlib-1.2.8;$(SolutionDir)\includes\fmod\inc;$(SolutionDir)\includes\vgui\include;$(SolutionDir)\includes\glew;../public;../common;../external;../pm_shared;../game_shared;../mod;../util;../ui;../engine;../cl_dll;../dlls</AdditionalIncludeDirectories>
<PreprocessorDefinitions>_CRT_SECURE_NO_WARNINGS;_CRT_NONSTDC_NO_DEPRECATE;_ALLOW_ITERATOR_DEBUG_LEVEL_MISMATCH;_ITERATOR_DEBUG_LEVEL=2;_DEBUG;DEBUG;WIN32;_WINDOWS;AVH_CLIENT;USE_OLDAUTH;_X86_;AVH_PLAYTEST_BUILD;BALANCE_ENABLED;PLAYTEST_BUILD;GLEW_STATIC</PreprocessorDefinitions>
<StringPooling>
</StringPooling>
<RuntimeTypeInfo>true</RuntimeTypeInfo>

View file

@ -209,9 +209,9 @@ void CHud :: Init( void )
m_pCvarDraw = CVAR_CREATE( "hud_draw", "1", FCVAR_ARCHIVE );
cl_lw = gEngfuncs.pfnGetCvarPointer( "cl_lw" );
CVAR_CREATE( "cl_showspeed", "0", 0);
CVAR_CREATE( "cl_showspeed", "0", FCVAR_ARCHIVE);
CVAR_CREATE( kvLabelMaps, "3", FCVAR_ARCHIVE);
CVAR_CREATE( kvGammaRamp, "0", FCVAR_ARCHIVE);
//CVAR_CREATE( kvGammaRamp, "0", FCVAR_ARCHIVE);
CVAR_CREATE( kvCustomCrosshair, "1", FCVAR_ARCHIVE);
CVAR_CREATE( kvHudMapZoom, "3", FCVAR_ARCHIVE);
CVAR_CREATE( kvLabelHivesight, "1", FCVAR_ARCHIVE);

View file

@ -13,7 +13,7 @@ int CHudCrosshairs::Init()
cl_cross = CVAR_CREATE("cl_cross", "0", FCVAR_ARCHIVE);
cl_cross_color = CVAR_CREATE("cl_cross_color", "255 255 255", FCVAR_ARCHIVE);
cl_cross_alpha = CVAR_CREATE("cl_cross_alpha", "255", FCVAR_ARCHIVE);
cl_cross_thickness = CVAR_CREATE("cl_cross_thickness", "2", FCVAR_ARCHIVE);
cl_cross_thickness = CVAR_CREATE("cl_cross_thickness", "1", FCVAR_ARCHIVE);
cl_cross_size = CVAR_CREATE("cl_cross_size", "6", FCVAR_ARCHIVE);
cl_cross_gap = CVAR_CREATE("cl_cross_gap", "3", FCVAR_ARCHIVE);
cl_cross_outline = CVAR_CREATE("cl_cross_outline", "2", FCVAR_ARCHIVE);
@ -62,11 +62,15 @@ int CHudCrosshairs::Draw(float time)
unsigned char r, g, b;
if (sscanf(cl_cross_color->string, "%hhu %hhu %hhu", &r, &g, &b) != 3) {
r = 0;
r = 255;
g = 255;
b = 0;
b = 255;
}
unsigned char outalpha;
if (sscanf(cl_cross_outline_alpha->string, "%hhu", &outalpha) != 1)
outalpha = alpha;
Vector2D center(ScreenWidth() / 2.0f, ScreenHeight() / 2.0f);
@ -78,33 +82,31 @@ int CHudCrosshairs::Draw(float time)
// Possible solution: can be changed to this with the one downside being in rare cases where cl_cross_thickness is high AND its alpha is <255, the center of each line will be slightly darker.
// Example below is for bottom line. Would also cause certain crosshairs that have outlines on invisible cross lines to not look right.
// gl.rectangle(Vector2D(center.x + offset, center.y + gap - half_width), Vector2D(center.x - offset, center.y + gap + size + half_width));
if (cl_cross_outline->value > 0.0f) {
unsigned char outalpha;
if (sscanf(cl_cross_outline_alpha->string, "%hhu", &outalpha) != 1)
outalpha = alpha;
if (cl_cross_outline->value > 0.0f && cl_cross_thickness->value > 0.0f && cl_cross_size->value > 0.0f) {
gl.color(0, 0, 0, outalpha);
gl.line_width(cl_cross_outline->value);
float size = cl_cross_size->value;
float gap = cl_cross_gap->value;
float half_thickness = cl_cross_thickness->value / 2.0f;
float half_width = cl_cross_outline->value / 2.0f;
float offset = half_thickness + half_width;
float half_thickness = min(cl_cross_thickness->value, ScreenHeight() * 0.3f) * 0.5f;
float outline_width = cl_cross_outline->value;
float offset = half_thickness + outline_width;
gl.color(0, 0, 0, outalpha);
gl.line_width(outline_width * 2.0f);
// Top line
if (cl_cross_line_top->value) {
gl.line(Vector2D(center.x - offset, center.y - gap - size), Vector2D(center.x + offset, center.y - gap - size));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + half_width), Vector2D(center.x + half_thickness, center.y - gap));
gl.line(Vector2D(center.x - half_thickness, center.y - gap), Vector2D(center.x - half_thickness, center.y - gap - size + half_width));
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + outline_width), Vector2D(center.x + half_thickness, center.y - gap));
gl.line(Vector2D(center.x - half_thickness, center.y - gap), Vector2D(center.x - half_thickness, center.y - gap - size + outline_width));
}
else
{
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + half_width), Vector2D(center.x + half_thickness, center.y - gap - half_width));
gl.line(Vector2D(center.x + half_thickness, center.y - gap - size + outline_width), Vector2D(center.x + half_thickness, center.y - gap - outline_width));
gl.line(Vector2D(center.x + offset, center.y - gap), Vector2D(center.x - offset, center.y - gap));
gl.line(Vector2D(center.x - half_thickness, center.y - gap - half_width), Vector2D(center.x - half_thickness, center.y - gap - size + half_width));
gl.line(Vector2D(center.x - half_thickness, center.y - gap - outline_width), Vector2D(center.x - half_thickness, center.y - gap - size + outline_width));
}
}
@ -113,14 +115,14 @@ int CHudCrosshairs::Draw(float time)
gl.line(Vector2D(center.x - offset, center.y + gap + size), Vector2D(center.x + offset, center.y + gap + size));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - half_width), Vector2D(center.x + half_thickness, center.y + gap));
gl.line(Vector2D(center.x - half_thickness, center.y + gap), Vector2D(center.x - half_thickness, center.y + gap + size - half_width));
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - outline_width), Vector2D(center.x + half_thickness, center.y + gap));
gl.line(Vector2D(center.x - half_thickness, center.y + gap), Vector2D(center.x - half_thickness, center.y + gap + size - outline_width));
}
else
{
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - half_width), Vector2D(center.x + half_thickness, center.y + gap + half_width));
gl.line(Vector2D(center.x + half_thickness, center.y + gap + size - outline_width), Vector2D(center.x + half_thickness, center.y + gap + outline_width));
gl.line(Vector2D(center.x + offset, center.y + gap), Vector2D(center.x - offset, center.y + gap));
gl.line(Vector2D(center.x - half_thickness, center.y + gap + half_width), Vector2D(center.x - half_thickness, center.y + gap + size - half_width));
gl.line(Vector2D(center.x - half_thickness, center.y + gap + outline_width), Vector2D(center.x - half_thickness, center.y + gap + size - outline_width));
}
}
@ -129,14 +131,14 @@ int CHudCrosshairs::Draw(float time)
gl.line(Vector2D(center.x - gap - size, center.y - offset), Vector2D(center.x - gap - size, center.y + offset));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x - gap - size + half_width, center.y + half_thickness), Vector2D(center.x - gap, center.y + half_thickness));
gl.line(Vector2D(center.x - gap, center.y - half_thickness), Vector2D(center.x - gap - size + half_width, center.y - half_thickness));
gl.line(Vector2D(center.x - gap - size + outline_width, center.y + half_thickness), Vector2D(center.x - gap, center.y + half_thickness));
gl.line(Vector2D(center.x - gap, center.y - half_thickness), Vector2D(center.x - gap - size + outline_width, center.y - half_thickness));
}
else
{
gl.line(Vector2D(center.x - gap - size + half_width, center.y + half_thickness), Vector2D(center.x - gap - half_width, center.y + half_thickness));
gl.line(Vector2D(center.x - gap - size + outline_width, center.y + half_thickness), Vector2D(center.x - gap - outline_width, center.y + half_thickness));
gl.line(Vector2D(center.x - gap, center.y + offset), Vector2D(center.x - gap, center.y - offset));
gl.line(Vector2D(center.x - gap - half_width, center.y - half_thickness), Vector2D(center.x - gap - size + half_width, center.y - half_thickness));
gl.line(Vector2D(center.x - gap - outline_width, center.y - half_thickness), Vector2D(center.x - gap - size + outline_width, center.y - half_thickness));
}
}
@ -145,64 +147,72 @@ int CHudCrosshairs::Draw(float time)
gl.line(Vector2D(center.x + gap + size, center.y - offset), Vector2D(center.x + gap + size, center.y + offset));
if (cl_cross_outline_inner->value == 0.0f)
{
gl.line(Vector2D(center.x + gap + size - half_width, center.y + half_thickness), Vector2D(center.x + gap, center.y + half_thickness));
gl.line(Vector2D(center.x + gap, center.y - half_thickness), Vector2D(center.x + gap + size - half_width, center.y - half_thickness));
gl.line(Vector2D(center.x + gap + size - outline_width, center.y + half_thickness), Vector2D(center.x + gap, center.y + half_thickness));
gl.line(Vector2D(center.x + gap, center.y - half_thickness), Vector2D(center.x + gap + size - outline_width, center.y - half_thickness));
}
else
{
gl.line(Vector2D(center.x + gap + size - half_width, center.y + half_thickness), Vector2D(center.x + gap + half_width, center.y + half_thickness));
gl.line(Vector2D(center.x + gap + size - outline_width, center.y + half_thickness), Vector2D(center.x + gap + outline_width, center.y + half_thickness));
gl.line(Vector2D(center.x + gap, center.y + offset), Vector2D(center.x + gap, center.y - offset));
gl.line(Vector2D(center.x + gap + half_width, center.y - half_thickness), Vector2D(center.x + gap + size - half_width, center.y - half_thickness));
gl.line(Vector2D(center.x + gap + outline_width, center.y - half_thickness), Vector2D(center.x + gap + size - outline_width, center.y - half_thickness));
}
}
}
unsigned char dotout;
if (sscanf(cl_cross_dot_outline->string, "%hhu", &dotout) != 1)
float dotout;
if (cl_cross_dot_outline->string[0] == 0)
{
dotout = cl_cross_outline->value;
}
else
{
dotout = cl_cross_dot_outline->value;
}
// Dot outline
if (cl_cross_dot_size->value > 0.0f && dotout > 0.0f) {
unsigned char dotoutalpha;
if (sscanf(cl_cross_circle_outline_alpha->string, "%hhu", &dotoutalpha) != 1)
dotoutalpha = alpha;
if (sscanf(cl_cross_dot_outline_alpha->string, "%hhu", &dotoutalpha) != 1)
dotoutalpha = outalpha;
gl.color(0, 0, 0, dotoutalpha);
float size = cl_cross_dot_size->value;
float size = min(cl_cross_dot_size->value, ScreenHeight() * 0.2f) + (dotout * 2.0f);
Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
float dot_half_width = dotout / 2.0f;
gl.line(Vector2D(center.x - offset.x - dot_half_width, center.y - offset.y), Vector2D(center.x + offset.x + dot_half_width, center.y - offset.y));
gl.line(Vector2D(center.x + offset.x, center.y - offset.y + dot_half_width), Vector2D(center.x + offset.x, center.y + offset.y - dot_half_width));
gl.line(Vector2D(center.x - offset.x, center.y - offset.y + dot_half_width), Vector2D(center.x - offset.x, center.y + offset.y - dot_half_width));
gl.line(Vector2D(center.x - offset.x - dot_half_width, center.y + offset.y), Vector2D(center.x + offset.x + dot_half_width, center.y + offset.y));
gl.rectangle(center - offset, center + offset);
}
unsigned char circleout;
if (sscanf(cl_cross_circle_outline->string, "%hhu", &circleout) != 1)
float circleout;
if (cl_cross_circle_outline->string[0] == 0)
{
circleout = cl_cross_outline->value;
}
else
{
circleout = cl_cross_circle_outline->value;
}
// Circle outline
if (cl_cross_circle_radius->value > 0.0f && cl_cross_circle_thickness->value > 0.0f && circleout > 0.0f) {
unsigned char circleoutalpha;
if (sscanf(cl_cross_circle_outline_alpha->string, "%hhu", &circleoutalpha) != 1)
circleoutalpha = alpha;
unsigned char circleoutinner;
if (sscanf(cl_cross_circle_outline_inner->string, "%hhu", &circleoutinner) != 1)
circleoutinner = cl_cross_outline_inner->value;
circleoutalpha = outalpha;
bool circleoutinner = cl_cross_outline_inner->value;
gl.color(0, 0, 0, circleoutalpha);
auto radius = cl_cross_circle_radius->value;
if (circleoutinner == 0.0f)
if (!circleoutinner)
{
radius += (cl_cross_circle_thickness->value * 0.5f) + (circleout * 0.5f);
radius += cl_cross_circle_thickness->value * 0.5f;
gl.line_width(circleout);
}
else
{
gl.line_width(cl_cross_circle_thickness->value + circleout);
gl.line_width(cl_cross_circle_thickness->value + (circleout * 2.0f));
}
if (old_circle_radius != radius) {
@ -216,22 +226,41 @@ int CHudCrosshairs::Draw(float time)
gl.color(r, g, b, alpha);
// Draw the crosshairs.
if (cl_cross_thickness->value > 0.0f) {
//gl.line_width(cl_cross_thickness->value);
//clamp dot size to prevent using it as a full screen transparent mask for highlighting eneimies like with the /nvg night vision server plugin.
gl.line_width(min(cl_cross_thickness->value, ScreenHeight() * 0.3f));
float size = cl_cross_size->value;
if (cl_cross_thickness->value > 0.0f && cl_cross_size->value > 0.0f) {
float size;
float gap = cl_cross_gap->value;
if (cl_cross_line_top->value)
gl.line(Vector2D(center.x, center.y - gap - size), Vector2D(center.x, center.y - gap));
if (cl_cross_line_bottom->value)
gl.line(Vector2D(center.x, center.y + gap + size), Vector2D(center.x, center.y + gap));
if (cl_cross_line_left->value)
gl.line(Vector2D(center.x - gap - size, center.y), Vector2D(center.x - gap, center.y));
if (cl_cross_line_right->value)
gl.line(Vector2D(center.x + gap + size, center.y), Vector2D(center.x + gap, center.y));
// Box crosshair. This is needed since line thickness seems to cap out at 10 on my system.
if (cl_cross_thickness->value > cl_cross_size->value) {
gl.line_width(cl_cross_size->value);
float half_size = cl_cross_size->value * 0.5f;
float half_thickness = cl_cross_thickness->value * 0.5f;
if (cl_cross_line_top->value)
gl.line(Vector2D(center.x - half_thickness, center.y - gap - half_size), Vector2D(center.x + half_thickness, center.y - gap - half_size));
if (cl_cross_line_bottom->value)
gl.line(Vector2D(center.x - half_thickness, center.y + gap + half_size), Vector2D(center.x + half_thickness, center.y + gap + half_size));
if (cl_cross_line_left->value)
gl.line(Vector2D(center.x - gap - half_size, center.y + half_thickness), Vector2D(center.x - gap - half_size, center.y - half_thickness));
if (cl_cross_line_right->value)
gl.line(Vector2D(center.x + gap + half_size, center.y + half_thickness), Vector2D(center.x + gap + half_size, center.y - half_thickness));
}
// Normal cross.
else {
gl.line_width(cl_cross_thickness->value);
size = cl_cross_size->value;
if (cl_cross_line_top->value)
gl.line(Vector2D(center.x, center.y - gap - size), Vector2D(center.x, center.y - gap));
if (cl_cross_line_bottom->value)
gl.line(Vector2D(center.x, center.y + gap + size), Vector2D(center.x, center.y + gap));
if (cl_cross_line_left->value)
gl.line(Vector2D(center.x - gap - size, center.y), Vector2D(center.x - gap, center.y));
if (cl_cross_line_right->value)
gl.line(Vector2D(center.x + gap + size, center.y), Vector2D(center.x + gap, center.y));
}
}
// Draw the circle.

View file

@ -125,7 +125,6 @@ cvar_t *cl_yawspeed;
cvar_t *cl_pitchspeed;
cvar_t *cl_anglespeedkey;
cvar_t *cl_vsmoothing;
cvar_t *cl_bobview;
cvar_t *cl_autohelp;
cvar_t *cl_centerentityid;
cvar_t *cl_musicenabled;
@ -1684,7 +1683,6 @@ void InitInput (void)
cl_pitchdown = gEngfuncs.pfnRegisterVariable ( "cl_pitchdown", "89", 0 );
cl_vsmoothing = gEngfuncs.pfnRegisterVariable ( "cl_vsmoothing", "0.05", FCVAR_ARCHIVE );
cl_bobview = gEngfuncs.pfnRegisterVariable ( "cl_bobview", "0", FCVAR_ARCHIVE );
m_pitch = gEngfuncs.pfnRegisterVariable ( "m_pitch","0.022", FCVAR_ARCHIVE );
m_yaw = gEngfuncs.pfnRegisterVariable ( "m_yaw","0.022", FCVAR_ARCHIVE );

View file

@ -77,7 +77,6 @@ when crossing a water boudnary.
extern cvar_t *chase_active;
extern cvar_t *scr_ofsx, *scr_ofsy, *scr_ofsz;
extern cvar_t *cl_vsmoothing;
extern cvar_t *cl_bobview;
#define CAM_MODE_RELAX 1
#define CAM_MODE_FOCUS 2
@ -105,6 +104,7 @@ cvar_t *v_centerspeed;
cvar_t *cl_bobcycle;
cvar_t *cl_bob;
cvar_t *cl_bobup;
cvar_t *cl_bobview;
cvar_t *cl_waterdist;
cvar_t *cl_chasedist;
cvar_t *cl_hudcam;
@ -759,11 +759,12 @@ void V_CalcNormalRefdef ( struct ref_params_s *pparams )
{
view->origin[ i ] += bob * 0.4 * pparams->forward[ i ];
}
if (cl_bobview && cl_bobview->value != 0)
if (cl_bobview && cl_bobview->value > 0.0f)
{
view->origin[2] += bob;
}
//// 2024 - This doesn't do what it's supposed to, and commenting it out makes the weapon model go nuts.
// throw in a little tilt.
view->angles[YAW] -= bob * 0.5;
view->angles[ROLL] -= bob * 1;
@ -2156,10 +2157,10 @@ void V_CalcSpectatorRefdef ( struct ref_params_s * pparams )
gunModel->origin[ i ] += bob * 0.4 * forward[ i ];
}
// throw in a little tilt.
gunModel->angles[YAW] -= bob * 0.5;
gunModel->angles[ROLL] -= bob * 1;
gunModel->angles[PITCH] -= bob * 0.3;
//// throw in a little tilt.
//gunModel->angles[YAW] -= bob * 0.5;
//gunModel->angles[ROLL] -= bob * 1;
//gunModel->angles[PITCH] -= bob * 0.3;
VectorCopy( gunModel->angles, gunModel->curstate.angles );
VectorCopy( gunModel->angles, gunModel->latched.prevangles );
@ -2305,9 +2306,10 @@ void V_Init (void)
v_centermove = gEngfuncs.pfnRegisterVariable( "v_centermove", "0.15", 0 );
v_centerspeed = gEngfuncs.pfnRegisterVariable( "v_centerspeed","500", 0 );
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", 0 );// best default for my experimental gun wag (sjb)
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", 0 );// best default for my experimental gun wag (sjb)
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", 0 );
cl_bobcycle = gEngfuncs.pfnRegisterVariable( "cl_bobcycle","0.8", FCVAR_ARCHIVE);// best default for my experimental gun wag (sjb)
cl_bob = gEngfuncs.pfnRegisterVariable( "cl_bob","0.01", FCVAR_ARCHIVE);// best default for my experimental gun wag (sjb)
cl_bobup = gEngfuncs.pfnRegisterVariable( "cl_bobup","0.5", FCVAR_ARCHIVE);
cl_bobview = gEngfuncs.pfnRegisterVariable( "cl_bobview","0", FCVAR_ARCHIVE);
cl_waterdist = gEngfuncs.pfnRegisterVariable( "cl_waterdist","4", 0 );
cl_hudcam = gEngfuncs.pfnRegisterVariable( "cl_hudcam", "1", 0 );
cl_chasedist = gEngfuncs.pfnRegisterVariable( "cl_chasedist", "200", 0 );

View file

@ -1174,8 +1174,8 @@ void ClientPrecache( void )
PRECACHE_UNMODIFIED_GENERIC("cl_dlls/client.dll");
PRECACHE_UNMODIFIED_GENERIC("dlls/ns.so");
PRECACHE_UNMODIFIED_GENERIC("cl_dlls/client.so");
PRECACHE_UNMODIFIED_GENERIC("gl_shaders/fs_world.frag");
PRECACHE_UNMODIFIED_GENERIC("gl_shaders/vs_world.vert");
//PRECACHE_UNMODIFIED_GENERIC("gl_shaders/fs_world.frag");
//PRECACHE_UNMODIFIED_GENERIC("gl_shaders/vs_world.vert");
/* PRECACHE_UNMODIFIED_GENERIC("maps/co_angst_detail.txt");
PRECACHE_UNMODIFIED_GENERIC("maps/co_core_detail.txt");

View file

@ -123,9 +123,9 @@ cvar_t avh_mapvoteratio = {kvMapVoteRatio, ".6", FCVAR_SERVER};
cvar_t avh_blockscripts = {kvBlockScripts, "1", FCVAR_SERVER};
cvar_t avh_jumpmode = {kvJumpMode, "1", FCVAR_SERVER};
cvar_t avh_version = {kvVersion, "330", FCVAR_SERVER};
cvar_t avh_randomrfk = {kvRandomRfk, "0", FCVAR_SERVER};
//playtest cvars
cvar_t avh_fastjp = {kvfastjp, "0", FCVAR_SERVER};
cvar_t avh_randomrfk = {kvRandomRfk, "1", FCVAR_SERVER};
cvar_t avh_parasiteonmap = {kvParasiteOnMap, "0", FCVAR_SERVER };
#ifdef DEBUG

View file

@ -39,7 +39,7 @@ extern cvar_t* cl_musicdir;
#define kvLabelMaps "hud_mapstyle"
// :
// : 0001070 - enables forced gamma ramp loading
#define kvGammaRamp "cl_gammaramp"
//#define kvGammaRamp "cl_gammaramp"
#define kvLabelHivesight "cl_labelhivesight"
#define kvCustomCrosshair "cl_customcrosshair"
#define kvHudMapZoom "cl_hudmapzoom"

View file

@ -72,7 +72,7 @@ bool UIHud::GetIsTimeForSong(float inCurrentTime) const
{
bool theTimeForNewSong = false;
if(this->mMusicEnabled && this->mMusicAllowed && !this->mSongIsPlaying)
if(this->mMusicEnabled && this->mMusicAllowed && !this->mSongIsPlaying && cl_musicdelay->value != -1.0f)
{
float theTimeElapsedSinceSongStopped = inCurrentTime - this->mTimeSongEnded;
if((this->mTimeSongEnded == -1) || (theTimeElapsedSinceSongStopped > this->mRandomSecondsBetweenSongs))

View file

@ -32,7 +32,7 @@
// Half-Life User Info Configuration Layout Script (stores last settings chosen, too)
// File generated: Mon Jan 29 21:27:07 AM
// File generated: Wed Jan 31 00:34:48 AM
//
//
// Cvar - Setting
@ -41,21 +41,21 @@ VERSION 1.0
DESCRIPTION INFO_OPTIONS
{
"cl_autohelp"
"cl_placebo"
{
"Show hints"
"------------------------------------------------------- AUDIO ----------------------------------------------------------------"
{ BOOL }
{ "0" }
}
"cl_pistoltrigger"
"cl_ambientsound"
{
"Pistol binary trigger (pistol script)"
{ BOOL }
{ "1" }
"Ambient sound volume"
{ NUMBER 0.000000 2.000000 }
{ "0.600000" }
}
"cl_musicenabled"
"cl_musicenabled"
{
"Music enabled"
{ BOOL }
@ -64,63 +64,30 @@ DESCRIPTION INFO_OPTIONS
"cl_musicvolume"
{
"Music volume (0-2)"
"Music volume"
{ NUMBER 0.000000 2.000000 }
{ "0.600000" }
}
"cl_ambientsound"
"cl_musicdelay"
{
"Ambient sound volume (0 to 1)"
{ NUMBER 0.000000 1.000000 }
{ "0.600000" }
"Random seconds between songs (-1 = Play once at start)"
{ NUMBER -1.000000 10000.000000 }
{ "-1" }
}
"hud_style"
"cl_placebo"
{
"HUD style (requires map reload)"
{
LIST
"Original" "0"
"Minimal" "1"
"Competitive - Nine Legends" "2"
}
{ "1.000000" }
}
"hud_mapstyle"
{
"Map style"
{
LIST
"Opaque Unlabeled" "0"
"Opaque Labeled" "1"
"Semi-transparent Unlabeled" "2"
"Semi-transparent Labeled" "3"
"Transparent Unlabeled" "4"
"Transparent Labeled" "5"
}
{ "3.000000" }
}
"cl_hudmapzoom"
{
"Marine minimap zoom level"
{
LIST
"No map" "0"
"No Zoom (X1)" "1"
"Medium Zoom (2X)" "2"
"Full Zoom (3X) " "3"
}
{ "3.000000" }
"---------------------------------------------------- GAMEPLAY --------------------------------------------------------------"
{ BOOL }
{ "0" }
}
"cl_bob"
{
"Weapon bobbing (0.01 default)"
{ NUMBER 0.000000 0.010000 }
{ "0.01" }
{ "1.000000" }
}
"cl_bobview"
@ -129,7 +96,7 @@ DESCRIPTION INFO_OPTIONS
{ BOOL }
{ "0" }
}
"cl_weaponswap"
{
"Auto drop LMG for better weapon"
@ -141,62 +108,10 @@ DESCRIPTION INFO_OPTIONS
}
{ "2.000000" }
}
"hud_drawwaypoints"
{
"Show waypoints on HUD"
{
LIST
"Never" "0"
"Always" "1"
"Until acknowledged" "2"
}
{ "2.000000" }
}
"hud_nameinfo"
{
"Teammate's welder/parasite status"
{
LIST
"Don't show" "0"
"Full Length" "1"
"Shortened" "2"
"One Letter" "3"
}
{ "1.000000" }
}
"hud_mapnames"
{
"Length of minimap names 1=unlim"
{ NUMBER 0.000000 30.000000 }
{ "5.000000" }
}
"hud_mapnamesComm"
{
"Show names on minimap when commander"
{ BOOL }
{ "1" }
}
"cl_mutemenu"
{
"Scoreboard mute menu hotkey"
{
LIST
"None" "0"
"Left click" "1"
"Right click" "2"
"Middle mouse" "3"
}
{ "3.000000" }
}
"zoom_sensitivity_ratio"
{
"Zoom sensitivity ratio (skulk/gorge)"
"Zoom sensitivity ratio (Skulk/Gorge)"
{ NUMBER 0.000000 5.000000 }
{ "1.000000" }
}
@ -207,28 +122,14 @@ DESCRIPTION INFO_OPTIONS
{ BOOL }
{ "0" }
}
"r_dynamic"
"cl_pistoltrigger"
{
"Dynamic lighting (non-nvidia graphics users should turn off)"
"Pistol binary trigger (pistol script)"
{ BOOL }
{ "1" }
}
"cl_dynamiclights"
{
"Dynamic lights"
{ BOOL }
{ "0" }
}
"cl_showspeed"
{
"Show player speed"
{ BOOL }
{ "0" }
}
"hud_fastswitch"
{
"Weapon fast-switch"
@ -242,14 +143,225 @@ DESCRIPTION INFO_OPTIONS
{ STRING }
{ "qwerasdfzxcv" }
}
"cl_placebo"
{
"------------------------------------------------------- HUD -------------------------------------------------------------------"
{ BOOL }
{ "0" }
}
"cl_autohelp"
{
"Show tutorial hints"
{ BOOL }
{ "1" }
}
"hud_style"
{
"HUD style"
{
LIST
"Original" "0"
"Minimal" "1"
"Competitive - Nine Legends" "2"
}
{ "1.000000" }
}
"hud_mapstyle"
{
"Map style"
{
LIST
"Opaque unlabeled" "0"
"Opaque labeled" "1"
"Semi-transparent unlabeled" "2"
"Semi-transparent labeled" "3"
"Transparent unlabeled" "4"
"Transparent labeled" "5"
}
{ "3.000000" }
}
"cl_hudmapzoom"
{
"Marine minimap zoom level"
{
LIST
"No map" "0"
"No zoom (X1)" "1"
"Medium zoom (2X)" "2"
"Full zoom (3X) " "3"
}
{ "2.000000" }
}
"hud_drawwaypoints"
{
"Show waypoints on HUD"
{
LIST
"Never" "0"
"Always" "1"
"Until acknowledged" "2"
}
{ "2.000000" }
}
"hud_teamhealthalert"
{
"Show health/armor of team when <"
"Show health/armor of teammates when below this %"
{ NUMBER 0.000000 100.000000 }
{ "95.000000" }
}
"hud_nameinfo"
{
"Teammate's welder/parasite status"
{
LIST
"Don't show" "0"
"Full length" "1"
"Shortened" "2"
"One letter" "3"
}
{ "1.000000" }
}
"hud_mapnames"
{
"Length of minimap names (1 = unlimited)"
{ NUMBER 0.000000 30.000000 }
{ "5.000000" }
}
"hud_mapnamesComm"
{
"Show names on minimap when commander"
{ BOOL }
{ "1" }
}
"cl_showspeed"
{
"Show player speed"
{ BOOL }
{ "0" }
}
"cl_mutemenu"
{
"Scoreboard mute menu hotkey"
{
LIST
"None" "0"
"Left click" "1"
"Right click" "2"
"Middle mouse" "3"
}
{ "3.000000" }
}
"cl_centerentityid"
{
"Center player names"
{ BOOL }
{ "0" }
}
"cl_buildmessages"
{
"Show team build messages"
{ BOOL }
{ "1" }
}
"cl_labelhivesight"
{
"Show alien hivesight text"
{ BOOL }
{ "1" }
}
"cl_placebo"
{
"------------------------------------------------------- VIDEO -----------------------------------------------------------------"
{ BOOL }
{ "0" }
}
"cl_postprocess"
{
"Post-processing shaders"
{ BOOL }
{ "1" }
}
"cl_intensity"
{
"Color intensity scale (requires post-processing)"
{ NUMBER 0.000000 2.000000 }
{ "1.000000" }
}
"r_dynamic"
{
"HL Dynamic lighting (non-nvidia graphics users should turn off if you have poor performance)"
{ BOOL }
{ "1" }
}
"cl_dynamiclights"
{
"NS Dynamic lights (EPILEPSY WARNING - welder flickering, bright lights from items spawning)"
{ BOOL }
{ "0" }
}
"r_decals"
{
"Decal limit"
{ NUMBER 0.000000 4096.000000 }
{ "300.000000" }
}
"cl_highdetail"
{
"High detail particle systems"
{ BOOL }
{ "1" }
}
"cl_placebo"
{
"---------------------------------------------------- CROSSHAIR -------------------------------------------------------------"
{ BOOL }
{ "0" }
}
"crosshair"
{
"Legacy crosshair system"
{ BOOL }
{ "0" }
}
"cl_customcrosshair"
{
"Legacy crosshair selection"
{
LIST
"Classic crosshairs" "0"
"Custom 1" "1"
"Custom 2" "2"
"Custom 3" "3"
"Custom 4" "4"
}
{ "0.000000" }
}
"cl_cross"
{
"New crosshair system"
@ -257,6 +369,18 @@ DESCRIPTION INFO_OPTIONS
{ "1" }
}
"cl_weaponcfgs"
{
"Per-weapon crosshairs"
{
LIST
"Off" "0"
"Config files" "1"
"Default crosshairs" "2"
}
{ "2" }
}
"cl_cross_color"
{
"Crosshair color (R G B)"
@ -267,8 +391,8 @@ DESCRIPTION INFO_OPTIONS
"cl_cross_alpha"
{
"Crosshair transparency (0-255)"
{ NUMBER 0.000000 255.000000 }
{ "255.000000" }
{ STRING }
{ "255" }
}
"cl_cross_size"
@ -289,7 +413,7 @@ DESCRIPTION INFO_OPTIONS
{
"Crosshair thickness"
{ NUMBER -1.000000 -1.000000 }
{ "2.000000" }
{ "1.000000" }
}
"cl_cross_outline"
@ -345,7 +469,7 @@ DESCRIPTION INFO_OPTIONS
{
"Dot size"
{ NUMBER -1.000000 -1.000000 }
{ "0" }
{ "0.000000" }
}
"cl_cross_dot_color"
@ -365,8 +489,8 @@ DESCRIPTION INFO_OPTIONS
"cl_cross_dot_outline"
{
"Dot outline thickness"
{ NUMBER -1.000000 -1.000000 }
{ "0.000000" }
{ STRING }
{ "" }
}
"cl_cross_dot_outline_alpha"
@ -380,14 +504,14 @@ DESCRIPTION INFO_OPTIONS
{
"Circle size"
{ NUMBER 0.000000 255.000000 }
{ "0" }
{ "0.000000" }
}
"cl_cross_circle_thickness"
{
"Circle thickness"
{ NUMBER 0.000000 255.000000 }
{ "1" }
{ "1.000000" }
}
"cl_cross_circle_color"
@ -422,77 +546,7 @@ DESCRIPTION INFO_OPTIONS
{
"Outline inside of the circle"
{ BOOL }
{ "" }
}
"crosshair"
{
"Legacy crosshair system"
{ BOOL }
{ "0" }
}
"cl_customcrosshair"
{
"Legacy crosshair selection"
{
LIST
"Classic Crosshairs" "0"
"Custom 1" "1"
"Custom 2" "2"
"Custom 3" "3"
"Custom 4" "4"
}
{ "0.000000" }
}
"cl_centerentityid"
{
"Center player names"
{ BOOL }
{ "0" }
}
"cl_highdetail"
{
"High detail particle systems"
{ BOOL }
{ "0" }
}
"cl_buildmessages"
{
"Show team build messages"
{ BOOL }
{ "1" }
}
"cl_labelhivesight"
{
"Show alien hivesight text"
{ BOOL }
{ "1" }
}
"cl_musicdirectory"
{
"Custom music directory"
{ STRING }
{ "" }
}
"cl_musicdelay"
{
"Random seconds between songs"
{ NUMBER 0.000000 10000.000000 }
{ "90.000000" }
}
"r_decals"
{
"Decal limit"
{ NUMBER 0.000000 4096.000000 }
{ "4096.000000" }
}
}

View file

@ -0,0 +1,2 @@
// Enter commands to be executed before swapping to any weapon. Useful for resetting commands that are adjusted in only a small number of weapon configs.
// Commands in other weapon configs are executed after this file and take precedence over these commands.

View file

@ -0,0 +1,17 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha "255"
cl_cross_circle_color ""
cl_cross_circle_outline "1.5"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "15.000000"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha ""
cl_cross_dot_color ""
cl_cross_dot_outline "0.75"
cl_cross_dot_outline_alpha "123"
cl_cross_dot_size "2.000000"
cl_cross_size "0"

View file

@ -0,0 +1,26 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "150"
cl_cross_circle_alpha "255"
cl_cross_circle_color ""
cl_cross_circle_outline "1.5"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "10"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "150"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_outline_alpha "128"
cl_cross_dot_size "2"
cl_cross_gap "25"
cl_cross_line_bottom "1"
cl_cross_line_left "0"
cl_cross_line_right "0"
cl_cross_line_top "0"
cl_cross_outline "0"
cl_cross_outline_alpha "128"
cl_cross_outline_inner "0"
cl_cross_size "50"
cl_cross_thickness "2.000000"
cl_customcrosshair "0"

View file

@ -0,0 +1,10 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_size "3.000000"
cl_cross_size "0"

View file

@ -0,0 +1,9 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0"
cl_cross_dot_size "3.000000"
cl_cross_size "0"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "128"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_size "3.000000"
cl_cross_gap "10.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "0"
cl_cross_line_right "0"
cl_cross_line_top "0"
cl_cross_outline "0.000000"
cl_cross_size "20.000000"
cl_cross_thickness "1.000000"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "128.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0"
cl_cross_dot_size "3"
cl_cross_gap "20.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "0"
cl_cross_line_right "0"
cl_cross_line_top "0"
cl_cross_outline "0.000000"
cl_cross_size "35.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,9 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0"
cl_cross_dot_size "3.000000"
cl_cross_size "0"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha "255"
cl_cross_circle_color ""
cl_cross_circle_outline "1.5"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "35.000000"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0"
cl_cross_dot_size "3"
cl_cross_outline "0.000000"
cl_cross_size "0"

View file

@ -0,0 +1,17 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "128"
cl_cross_circle_radius "0"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_size "3"
cl_cross_gap "200.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.000000"
cl_cross_outline_inner "0"
cl_cross_size "16"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "0 190 255"
cl_cross_dot_size "0.000000"
cl_cross_gap "4.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "6.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,25 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "150"
cl_cross_circle_alpha "220"
cl_cross_circle_color ""
cl_cross_circle_outline "1.5"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "11.000000"
cl_cross_circle_thickness "1.5"
cl_cross_color "0 190 255"
cl_cross_dot_alpha "150"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_outline_alpha "128"
cl_cross_dot_size "2"
cl_cross_gap "25"
cl_cross_line_bottom "1"
cl_cross_line_left "0"
cl_cross_line_right "0"
cl_cross_line_top "0"
cl_cross_outline "0"
cl_cross_outline_alpha "128"
cl_cross_outline_inner "0"
cl_cross_size "50"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha "220"
cl_cross_circle_color ""
cl_cross_circle_outline "1"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "1"
cl_cross_circle_radius "60.000000"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.750000"
cl_cross_dot_outline_alpha "128"
cl_cross_dot_size "2.000000"
cl_cross_size "0"

View file

@ -0,0 +1,19 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0"
cl_cross_color "0 190 255"
cl_cross_dot_alpha ""
cl_cross_dot_color ""
cl_cross_dot_outline "0.5"
cl_cross_dot_outline_alpha "128"
cl_cross_dot_size "2.000000"
cl_cross_gap "8.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "6.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.

View file

@ -0,0 +1,9 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255"
cl_cross_circle_radius "0"
cl_cross_color "0 190 255"
cl_cross_dot_alpha ""
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_size "3.000000"
cl_cross_size "0"

View file

@ -0,0 +1,17 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "128"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_size "3.000000"
cl_cross_gap "10.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "0"
cl_cross_line_right "0"
cl_cross_line_top "0"
cl_cross_outline "0.000000"
cl_cross_outline_inner "0"
cl_cross_size "20.000000"
cl_cross_thickness "1.000000"

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "0 190 255"
cl_cross_dot_size "0.000000"
cl_cross_gap "4.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "6.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "150.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_size "3.000000"
cl_cross_gap "30.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.000000"
cl_cross_size "6.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,19 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "180.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "0 190 255"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.500000"
cl_cross_dot_outline_alpha "255"
cl_cross_dot_size "2.000000"
cl_cross_gap "25"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.5"
cl_cross_outline_alpha "180"
cl_cross_outline_inner "0"
cl_cross_size "2.000000"
cl_cross_thickness "53"

View file

@ -0,0 +1 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_size "0"
cl_cross_gap "3.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "4.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0"
cl_cross_color "0 190 255"
cl_cross_dot_size "0"
cl_cross_gap "3.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "4.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "128"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.000000"
cl_cross_dot_size "3"
cl_cross_gap "200.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_size "16"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha "170"
cl_cross_circle_color ""
cl_cross_circle_outline "1"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "55"
cl_cross_circle_thickness "1.5"
cl_cross_color "0 190 255"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.5"
cl_cross_dot_outline_alpha "255"
cl_cross_dot_size "2.000000"
cl_cross_size "0"

View file

@ -0,0 +1 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.

View file

@ -0,0 +1,15 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_size "0.000000"
cl_cross_gap "4.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "5.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,17 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha "255"
cl_cross_circle_color ""
cl_cross_circle_outline "1.5"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "25.000000"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.75"
cl_cross_dot_outline_alpha "255"
cl_cross_dot_size "2.000000"
cl_cross_size "0"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha ""
cl_cross_dot_color ""
cl_cross_dot_outline "0"
cl_cross_dot_size "3"
cl_cross_gap "65.000000"
cl_cross_line_bottom "0"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "0"
cl_cross_outline "0.000000"
cl_cross_size "15.000000"
cl_cross_thickness "2.000000"

View file

@ -0,0 +1,9 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_radius "0.000000"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0"
cl_cross_dot_size "3.000000"
cl_cross_size "0"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha "255"
cl_cross_circle_color ""
cl_cross_circle_outline "1.5"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "0"
cl_cross_circle_radius "35"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.75"
cl_cross_dot_outline_alpha "255"
cl_cross_dot_size "2.000000"
cl_cross_size "0"

View file

@ -0,0 +1,16 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_alpha "255.000000"
cl_cross_circle_alpha ""
cl_cross_circle_color ""
cl_cross_circle_outline "0.75"
cl_cross_circle_outline_alpha "64"
cl_cross_circle_outline_inner "1"
cl_cross_circle_radius "10"
cl_cross_circle_thickness "1.5"
cl_cross_color "255 160 0"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.75"
cl_cross_dot_outline_alpha "128"
cl_cross_dot_size "2.000000"
cl_cross_size "0"

View file

@ -0,0 +1,19 @@
// Enter commands to be executed when swapping to this weapon. Useful for per-weapon cl_cross commands or sensitivity.
cl_cross_circle_radius "0"
cl_cross_color "0 190 255"
cl_cross_dot_alpha "255"
cl_cross_dot_color ""
cl_cross_dot_outline "0.5"
cl_cross_dot_outline_alpha "128"
cl_cross_dot_size "2.000000"
cl_cross_gap "23.000000"
cl_cross_line_bottom "1"
cl_cross_line_left "1"
cl_cross_line_right "1"
cl_cross_line_top "1"
cl_cross_outline "0.75"
cl_cross_outline_alpha "255"
cl_cross_outline_inner "0"
cl_cross_size "8.000000"
cl_cross_thickness "2.000000"
cl_cross_alpha "255"