my map package tweak was defective. whoops. try again.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5880 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-06-01 10:56:08 +00:00
parent c8ca5f09e1
commit d85cdd4c50
2 changed files with 2 additions and 1 deletions

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@ -403,7 +403,6 @@ cvar_t gl_blendsprites = CVARD ("gl_blendsprites", "0", "Specifies how spr
cvar_t r_deluxemapping_cvar = CVARAFD ("r_deluxemapping", "1", "r_glsl_deluxemapping", cvar_t r_deluxemapping_cvar = CVARAFD ("r_deluxemapping", "1", "r_glsl_deluxemapping",
CVAR_ARCHIVE|CVAR_RENDERERLATCH, "Enables bumpmapping based upon precomputed light directions.\n0=off\n1=use if available\n2=auto-generate (if possible)"); CVAR_ARCHIVE|CVAR_RENDERERLATCH, "Enables bumpmapping based upon precomputed light directions.\n0=off\n1=use if available\n2=auto-generate (if possible)");
cvar_t mod_loadsurfenvmaps = CVARD ("r_loadsurfenvmaps", "1", "Load local reflection environment-maps, where available. These are normally defined via env_cubemap entities dotted around the place."); cvar_t mod_loadsurfenvmaps = CVARD ("r_loadsurfenvmaps", "1", "Load local reflection environment-maps, where available. These are normally defined via env_cubemap entities dotted around the place.");
cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
qboolean r_deluxemapping; qboolean r_deluxemapping;
cvar_t r_shaderblobs = CVARD ("r_shaderblobs", "0", "If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default."); cvar_t r_shaderblobs = CVARD ("r_shaderblobs", "0", "If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default.");
cvar_t gl_compress = CVARFD ("gl_compress", "0", CVAR_ARCHIVE, "Enable automatic texture compression even for textures which are not pre-compressed."); cvar_t gl_compress = CVARFD ("gl_compress", "0", CVAR_ARCHIVE, "Enable automatic texture compression even for textures which are not pre-compressed.");

View file

@ -37,6 +37,7 @@ cvar_t mod_loadentfiles_dir = CVAR("sv_loadentfiles_dir", "");
cvar_t mod_external_vis = CVARD("mod_external_vis", "1", "Attempt to load .vis patches for quake maps, allowing transparent water to work properly."); cvar_t mod_external_vis = CVARD("mod_external_vis", "1", "Attempt to load .vis patches for quake maps, allowing transparent water to work properly.");
cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models failed to load. Set to 0 if your mod is likely to lack optional models (like its in development)."); //set to 0 for hexen2 and its otherwise-spammy-as-heck demo. cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models failed to load. Set to 0 if your mod is likely to lack optional models (like its in development)."); //set to 0 for hexen2 and its otherwise-spammy-as-heck demo.
cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Ideally use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead."); cvar_t mod_litsprites_force = CVARD("mod_litsprites_force", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Ideally use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead.");
cvar_t mod_loadmappackages = CVARD ("mod_loadmappackages", "1", "Load additional content embedded within bsp files.");
cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised."); cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
#ifdef SERVERONLY #ifdef SERVERONLY
cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0 cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0
@ -627,6 +628,7 @@ void Mod_Init (qboolean initial)
Cvar_Register(&mod_litsprites_force, "Graphical Nicaties"); Cvar_Register(&mod_litsprites_force, "Graphical Nicaties");
Cvar_Register(&mod_loadentfiles, NULL); Cvar_Register(&mod_loadentfiles, NULL);
Cvar_Register(&mod_loadentfiles_dir, NULL); Cvar_Register(&mod_loadentfiles_dir, NULL);
Cvar_Register(&mod_loadmappackages, NULL);
Cvar_Register(&temp_lit2support, NULL); Cvar_Register(&temp_lit2support, NULL);
Cvar_Register (&r_meshpitch, "Gamecode"); Cvar_Register (&r_meshpitch, "Gamecode");
Cvar_Register (&r_meshroll, "Gamecode"); Cvar_Register (&r_meshroll, "Gamecode");